1a001ad964
And fixups: - Add missing bindings in RenderingServer - Remove duplicate ArrayMesh enum bindings (they're in Mesh already) - Remove redundant _unhandled_key_input binding in Control (it's in Node already)
251 lines
9.8 KiB
XML
251 lines
9.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Mesh" inherits="Resource" version="4.0">
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<brief_description>
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A [Resource] that contains vertex array-based geometry.
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</brief_description>
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<description>
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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.
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</description>
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<tutorials>
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<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
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<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
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<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<methods>
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<method name="create_convex_shape" qualifiers="const">
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<return type="Shape3D">
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</return>
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<description>
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Calculate a [ConvexPolygonShape3D] from the mesh.
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</description>
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</method>
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<method name="create_outline" qualifiers="const">
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<return type="Mesh">
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</return>
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<argument index="0" name="margin" type="float">
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</argument>
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<description>
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Calculate an outline mesh at a defined offset (margin) from the original mesh.
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[b]Note:[/b] This method typically returns the vertices in reverse order (e.g. clockwise to counterclockwise).
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</description>
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</method>
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<method name="create_trimesh_shape" qualifiers="const">
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<return type="Shape3D">
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</return>
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<description>
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Calculate a [ConcavePolygonShape3D] from the mesh.
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</description>
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</method>
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<method name="generate_triangle_mesh" qualifiers="const">
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<return type="TriangleMesh">
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</return>
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<description>
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Generate a [TriangleMesh] from the mesh.
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</description>
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</method>
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<method name="get_aabb" qualifiers="const">
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<return type="AABB">
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</return>
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<description>
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Returns the smallest [AABB] enclosing this mesh in local space. Not affected by [code]custom_aabb[/code]. See also [method VisualInstance3D.get_transformed_aabb].
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[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh].
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</description>
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</method>
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<method name="get_faces" qualifiers="const">
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<return type="PackedVector3Array">
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</return>
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<description>
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Returns all the vertices that make up the faces of the mesh. Each three vertices represent one triangle.
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</description>
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</method>
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<method name="get_surface_count" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the amount of surfaces that the [Mesh] holds.
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</description>
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</method>
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<method name="surface_get_arrays" qualifiers="const">
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<return type="Array">
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</return>
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<argument index="0" name="surf_idx" type="int">
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</argument>
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<description>
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Returns the arrays for the vertices, normals, uvs, etc. that make up the requested surface (see [method ArrayMesh.add_surface_from_arrays]).
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</description>
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</method>
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<method name="surface_get_blend_shape_arrays" qualifiers="const">
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<return type="Array">
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</return>
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<argument index="0" name="surf_idx" type="int">
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</argument>
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<description>
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Returns the blend shape arrays for the requested surface.
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</description>
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</method>
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<method name="surface_get_material" qualifiers="const">
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<return type="Material">
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</return>
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<argument index="0" name="surf_idx" type="int">
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</argument>
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<description>
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Returns a [Material] in a given surface. Surface is rendered using this material.
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</description>
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</method>
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<method name="surface_set_material">
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<return type="void">
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</return>
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<argument index="0" name="surf_idx" type="int">
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</argument>
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<argument index="1" name="material" type="Material">
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</argument>
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<description>
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Sets a [Material] for a given surface. Surface will be rendered using this material.
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</description>
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</method>
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</methods>
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<members>
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<member name="lightmap_size_hint" type="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2i( 0, 0 )">
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Sets a hint to be used for lightmap resolution.
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</member>
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</members>
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<constants>
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<constant name="PRIMITIVE_POINTS" value="0" enum="PrimitiveType">
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Render array as points (one vertex equals one point).
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</constant>
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<constant name="PRIMITIVE_LINES" value="1" enum="PrimitiveType">
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Render array as lines (every two vertices a line is created).
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</constant>
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<constant name="PRIMITIVE_LINE_STRIP" value="2" enum="PrimitiveType">
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Render array as line strip.
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</constant>
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<constant name="PRIMITIVE_TRIANGLES" value="3" enum="PrimitiveType">
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Render array as triangles (every three vertices a triangle is created).
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</constant>
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<constant name="PRIMITIVE_TRIANGLE_STRIP" value="4" enum="PrimitiveType">
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Render array as triangle strips.
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</constant>
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<constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode">
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Blend shapes are normalized.
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</constant>
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<constant name="BLEND_SHAPE_MODE_RELATIVE" value="1" enum="BlendShapeMode">
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Blend shapes are relative to base weight.
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</constant>
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<constant name="ARRAY_VERTEX" value="0" enum="ArrayType">
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Array of vertices.
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</constant>
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<constant name="ARRAY_NORMAL" value="1" enum="ArrayType">
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Array of normals.
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</constant>
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<constant name="ARRAY_TANGENT" value="2" enum="ArrayType">
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Array of tangents as an array of floats, 4 floats per tangent.
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</constant>
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<constant name="ARRAY_COLOR" value="3" enum="ArrayType">
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Array of colors.
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</constant>
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<constant name="ARRAY_TEX_UV" value="4" enum="ArrayType">
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Array of UV coordinates.
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</constant>
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<constant name="ARRAY_TEX_UV2" value="5" enum="ArrayType">
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Array of second set of UV coordinates.
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</constant>
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<constant name="ARRAY_CUSTOM0" value="6" enum="ArrayType">
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</constant>
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<constant name="ARRAY_CUSTOM1" value="7" enum="ArrayType">
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</constant>
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<constant name="ARRAY_CUSTOM2" value="8" enum="ArrayType">
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</constant>
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<constant name="ARRAY_CUSTOM3" value="9" enum="ArrayType">
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</constant>
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<constant name="ARRAY_BONES" value="10" enum="ArrayType">
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Array of bone data.
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</constant>
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<constant name="ARRAY_WEIGHTS" value="11" enum="ArrayType">
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Array of weights.
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</constant>
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<constant name="ARRAY_INDEX" value="12" enum="ArrayType">
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Array of indices.
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</constant>
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<constant name="ARRAY_MAX" value="13" enum="ArrayType">
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Represents the size of the [enum ArrayType] enum.
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</constant>
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<constant name="ARRAY_CUSTOM_RGBA8_UNORM" value="0" enum="ArrayCustomFormat">
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</constant>
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<constant name="ARRAY_CUSTOM_RGBA8_SNORM" value="1" enum="ArrayCustomFormat">
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</constant>
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<constant name="ARRAY_CUSTOM_RG_HALF" value="2" enum="ArrayCustomFormat">
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</constant>
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<constant name="ARRAY_CUSTOM_RGBA_HALF" value="3" enum="ArrayCustomFormat">
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</constant>
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<constant name="ARRAY_CUSTOM_R_FLOAT" value="4" enum="ArrayCustomFormat">
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</constant>
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<constant name="ARRAY_CUSTOM_RG_FLOAT" value="5" enum="ArrayCustomFormat">
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</constant>
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<constant name="ARRAY_CUSTOM_RGB_FLOAT" value="6" enum="ArrayCustomFormat">
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</constant>
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<constant name="ARRAY_CUSTOM_RGBA_FLOAT" value="7" enum="ArrayCustomFormat">
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</constant>
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<constant name="ARRAY_CUSTOM_MAX" value="8" enum="ArrayCustomFormat">
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</constant>
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<constant name="ARRAY_FORMAT_VERTEX" value="1" enum="ArrayFormat">
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Mesh array contains vertices. All meshes require a vertex array so this should always be present.
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</constant>
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<constant name="ARRAY_FORMAT_NORMAL" value="2" enum="ArrayFormat">
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Mesh array contains normals.
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</constant>
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<constant name="ARRAY_FORMAT_TANGENT" value="4" enum="ArrayFormat">
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Mesh array contains tangents.
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</constant>
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<constant name="ARRAY_FORMAT_COLOR" value="8" enum="ArrayFormat">
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Mesh array contains colors.
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</constant>
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<constant name="ARRAY_FORMAT_TEX_UV" value="16" enum="ArrayFormat">
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Mesh array contains UVs.
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</constant>
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<constant name="ARRAY_FORMAT_TEX_UV2" value="32" enum="ArrayFormat">
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Mesh array contains second UV.
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</constant>
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<constant name="ARRAY_FORMAT_CUSTOM0" value="64" enum="ArrayFormat">
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</constant>
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<constant name="ARRAY_FORMAT_CUSTOM1" value="128" enum="ArrayFormat">
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</constant>
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<constant name="ARRAY_FORMAT_CUSTOM2" value="256" enum="ArrayFormat">
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</constant>
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<constant name="ARRAY_FORMAT_CUSTOM3" value="512" enum="ArrayFormat">
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</constant>
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<constant name="ARRAY_FORMAT_BONES" value="1024" enum="ArrayFormat">
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Mesh array contains bones.
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</constant>
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<constant name="ARRAY_FORMAT_WEIGHTS" value="2048" enum="ArrayFormat">
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Mesh array contains bone weights.
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</constant>
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<constant name="ARRAY_FORMAT_INDEX" value="4096" enum="ArrayFormat">
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Mesh array uses indices.
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</constant>
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<constant name="ARRAY_FORMAT_BLEND_SHAPE_MASK" value="-8185" enum="ArrayFormat">
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</constant>
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<constant name="ARRAY_FORMAT_CUSTOM_BASE" value="13" enum="ArrayFormat">
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</constant>
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<constant name="ARRAY_FORMAT_CUSTOM0_SHIFT" value="13" enum="ArrayFormat">
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</constant>
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<constant name="ARRAY_FORMAT_CUSTOM1_SHIFT" value="16" enum="ArrayFormat">
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</constant>
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<constant name="ARRAY_FORMAT_CUSTOM2_SHIFT" value="19" enum="ArrayFormat">
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</constant>
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<constant name="ARRAY_FORMAT_CUSTOM3_SHIFT" value="22" enum="ArrayFormat">
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</constant>
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<constant name="ARRAY_FORMAT_CUSTOM_MASK" value="7" enum="ArrayFormat">
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</constant>
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<constant name="ARRAY_COMPRESS_FLAGS_BASE" value="25" enum="ArrayFormat">
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</constant>
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<constant name="ARRAY_FLAG_USE_2D_VERTICES" value="33554432" enum="ArrayFormat">
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Flag used to mark that the array contains 2D vertices.
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</constant>
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<constant name="ARRAY_FLAG_USE_DYNAMIC_UPDATE" value="67108864" enum="ArrayFormat">
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</constant>
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<constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat">
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</constant>
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</constants>
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</class>
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