godot/doc/classes/Mesh.xml
PouleyKetchoupp 1de995ae99 Options to clean/simplify convex hull generated from mesh
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)

In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
2021-07-07 12:14:12 -07:00

258 lines
11 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Mesh" inherits="Resource" version="4.0">
<brief_description>
A [Resource] that contains vertex array-based geometry.
</brief_description>
<description>
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.
</description>
<tutorials>
<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
<method name="create_convex_shape" qualifiers="const">
<return type="Shape3D">
</return>
<argument index="0" name="clean" type="bool" default="true">
</argument>
<argument index="1" name="simplify" type="bool" default="false">
</argument>
<description>
Calculate a [ConvexPolygonShape3D] from the mesh.
If [code]clean[/code] is [code]true[/code] (default), duplicate and interior vertices are removed automatically. You can set it to [code]false[/code] to make the process faster if not needed.
If [code]simplify[/code] is [code]true[/code], the geometry can be further simplified to reduce the amount of vertices. Disabled by default.
</description>
</method>
<method name="create_outline" qualifiers="const">
<return type="Mesh">
</return>
<argument index="0" name="margin" type="float">
</argument>
<description>
Calculate an outline mesh at a defined offset (margin) from the original mesh.
[b]Note:[/b] This method typically returns the vertices in reverse order (e.g. clockwise to counterclockwise).
</description>
</method>
<method name="create_trimesh_shape" qualifiers="const">
<return type="Shape3D">
</return>
<description>
Calculate a [ConcavePolygonShape3D] from the mesh.
</description>
</method>
<method name="generate_triangle_mesh" qualifiers="const">
<return type="TriangleMesh">
</return>
<description>
Generate a [TriangleMesh] from the mesh.
</description>
</method>
<method name="get_aabb" qualifiers="const">
<return type="AABB">
</return>
<description>
Returns the smallest [AABB] enclosing this mesh in local space. Not affected by [code]custom_aabb[/code]. See also [method VisualInstance3D.get_transformed_aabb].
[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh].
</description>
</method>
<method name="get_faces" qualifiers="const">
<return type="PackedVector3Array">
</return>
<description>
Returns all the vertices that make up the faces of the mesh. Each three vertices represent one triangle.
</description>
</method>
<method name="get_surface_count" qualifiers="const">
<return type="int">
</return>
<description>
Returns the amount of surfaces that the [Mesh] holds.
</description>
</method>
<method name="surface_get_arrays" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<description>
Returns the arrays for the vertices, normals, uvs, etc. that make up the requested surface (see [method ArrayMesh.add_surface_from_arrays]).
</description>
</method>
<method name="surface_get_blend_shape_arrays" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<description>
Returns the blend shape arrays for the requested surface.
</description>
</method>
<method name="surface_get_material" qualifiers="const">
<return type="Material">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<description>
Returns a [Material] in a given surface. Surface is rendered using this material.
</description>
</method>
<method name="surface_set_material">
<return type="void">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<argument index="1" name="material" type="Material">
</argument>
<description>
Sets a [Material] for a given surface. Surface will be rendered using this material.
</description>
</method>
</methods>
<members>
<member name="lightmap_size_hint" type="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2i(0, 0)">
Sets a hint to be used for lightmap resolution.
</member>
</members>
<constants>
<constant name="PRIMITIVE_POINTS" value="0" enum="PrimitiveType">
Render array as points (one vertex equals one point).
</constant>
<constant name="PRIMITIVE_LINES" value="1" enum="PrimitiveType">
Render array as lines (every two vertices a line is created).
</constant>
<constant name="PRIMITIVE_LINE_STRIP" value="2" enum="PrimitiveType">
Render array as line strip.
</constant>
<constant name="PRIMITIVE_TRIANGLES" value="3" enum="PrimitiveType">
Render array as triangles (every three vertices a triangle is created).
</constant>
<constant name="PRIMITIVE_TRIANGLE_STRIP" value="4" enum="PrimitiveType">
Render array as triangle strips.
</constant>
<constant name="ARRAY_VERTEX" value="0" enum="ArrayType">
[PackedVector3Array], [PackedVector2Array], or [Array] of vertex positions.
</constant>
<constant name="ARRAY_NORMAL" value="1" enum="ArrayType">
[PackedVector3Array] of vertex normals.
</constant>
<constant name="ARRAY_TANGENT" value="2" enum="ArrayType">
[PackedFloat32Array] of vertex tangents. Each element in groups of 4 floats, first 3 floats determine the tangent, and the last the binormal direction as -1 or 1.
</constant>
<constant name="ARRAY_COLOR" value="3" enum="ArrayType">
[PackedColorArray] of vertex colors.
</constant>
<constant name="ARRAY_TEX_UV" value="4" enum="ArrayType">
[PackedVector2Array] for UV coordinates.
</constant>
<constant name="ARRAY_TEX_UV2" value="5" enum="ArrayType">
[PackedVector2Array] for second UV coordinates.
</constant>
<constant name="ARRAY_CUSTOM0" value="6" enum="ArrayType">
</constant>
<constant name="ARRAY_CUSTOM1" value="7" enum="ArrayType">
</constant>
<constant name="ARRAY_CUSTOM2" value="8" enum="ArrayType">
</constant>
<constant name="ARRAY_CUSTOM3" value="9" enum="ArrayType">
</constant>
<constant name="ARRAY_BONES" value="10" enum="ArrayType">
[PackedFloat32Array] or [PackedInt32Array] of bone indices. Each element is a group of 4 numbers.
</constant>
<constant name="ARRAY_WEIGHTS" value="11" enum="ArrayType">
[PackedFloat32Array] of bone weights. Each element in groups of 4 floats.
</constant>
<constant name="ARRAY_INDEX" value="12" enum="ArrayType">
[PackedInt32Array] of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the *i*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices.
For triangles, the index array is interpreted as triples, referring to the vertices of each triangle. For lines, the index array is in pairs indicating the start and end of each line.
</constant>
<constant name="ARRAY_MAX" value="13" enum="ArrayType">
Represents the size of the [enum ArrayType] enum.
</constant>
<constant name="ARRAY_CUSTOM_RGBA8_UNORM" value="0" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_RGBA8_SNORM" value="1" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_RG_HALF" value="2" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_RGBA_HALF" value="3" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_R_FLOAT" value="4" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_RG_FLOAT" value="5" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_RGB_FLOAT" value="6" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_RGBA_FLOAT" value="7" enum="ArrayCustomFormat">
</constant>
<constant name="ARRAY_CUSTOM_MAX" value="8" enum="ArrayCustomFormat">
Represents the size of the [enum ArrayCustomFormat] enum.
</constant>
<constant name="ARRAY_FORMAT_VERTEX" value="1" enum="ArrayFormat">
Mesh array contains vertices. All meshes require a vertex array so this should always be present.
</constant>
<constant name="ARRAY_FORMAT_NORMAL" value="2" enum="ArrayFormat">
Mesh array contains normals.
</constant>
<constant name="ARRAY_FORMAT_TANGENT" value="4" enum="ArrayFormat">
Mesh array contains tangents.
</constant>
<constant name="ARRAY_FORMAT_COLOR" value="8" enum="ArrayFormat">
Mesh array contains colors.
</constant>
<constant name="ARRAY_FORMAT_TEX_UV" value="16" enum="ArrayFormat">
Mesh array contains UVs.
</constant>
<constant name="ARRAY_FORMAT_TEX_UV2" value="32" enum="ArrayFormat">
Mesh array contains second UV.
</constant>
<constant name="ARRAY_FORMAT_CUSTOM0" value="64" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM1" value="128" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM2" value="256" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM3" value="512" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_BONES" value="1024" enum="ArrayFormat">
Mesh array contains bones.
</constant>
<constant name="ARRAY_FORMAT_WEIGHTS" value="2048" enum="ArrayFormat">
Mesh array contains bone weights.
</constant>
<constant name="ARRAY_FORMAT_INDEX" value="4096" enum="ArrayFormat">
Mesh array uses indices.
</constant>
<constant name="ARRAY_FORMAT_BLEND_SHAPE_MASK" value="2147475463" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM_BASE" value="13" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM0_SHIFT" value="13" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM1_SHIFT" value="16" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM2_SHIFT" value="19" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM3_SHIFT" value="22" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FORMAT_CUSTOM_MASK" value="7" enum="ArrayFormat">
</constant>
<constant name="ARRAY_COMPRESS_FLAGS_BASE" value="25" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FLAG_USE_2D_VERTICES" value="33554432" enum="ArrayFormat">
Flag used to mark that the array contains 2D vertices.
</constant>
<constant name="ARRAY_FLAG_USE_DYNAMIC_UPDATE" value="67108864" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat">
</constant>
<constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode">
Blend shapes are normalized.
</constant>
<constant name="BLEND_SHAPE_MODE_RELATIVE" value="1" enum="BlendShapeMode">
Blend shapes are relative to base weight.
</constant>
</constants>
</class>