A [Resource] that contains vertex-array based geometry. Mesh is a type of [Resource] that contains vertex-array based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials. Calculate a [ConvexPolygonShape] from the mesh. Calculate an outline mesh at a defined offset (margin) from the original mesh. Note: Typically returns the vertices in reverse order (e.g. clockwise to anti-clockwise). Calculate a [ConcavePolygonShape] from the mesh. Generate a [TriangleMesh] from the mesh. Returns all the vertices that make up the faces of the mesh. Each three vertices represent one triangle. Returns the amount of surfaces that the [code]Mesh[/code] holds. Returns the arrays for the vertices, normals, uvs, etc. that make up the requested surface (see [method ArrayMesh.add_surface_from_arrays]). Returns the blend shape arrays for the requested surface. Returns a [Material] in a given surface. Surface is rendered using this material. Render array as points (one vertex equals one point). Render array as lines (every two vertices a line is created). Render array as line strip. Render array as line loop (like line strip, but closed). Render array as triangles (every three vertices a triangle is created). Render array as triangle strips. Render array as triangle fans. Array of vertices. Array of normals. Array of tangents as an array of floats, 4 floats per tangent. Array of colors. Array of UV coordinates. Array of second set of UV coordinates. Array of bone data. Array of weights. Array of indices. Represents the size of the [enum ArrayType] enum.