Mesh ​
Inherits: Resource < RefCounted < Object
Inherited By: ArrayMesh, ImmediateMesh, PlaceholderMesh, PrimitiveMesh
A Resource that contains vertex array-based geometry.
Description
Mesh is a type of Resource that contains vertex array-based geometry, divided in surfaces. 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. The maximum number of surfaces per mesh is RenderingServer.MAX_MESH_SURFACES.
Tutorials
Properties
Vector2i(0, 0) |
Methods
Enumerations
enum PrimitiveType: 🔗
PrimitiveType PRIMITIVE_POINTS = 0
Render array as points (one vertex equals one point).
PrimitiveType PRIMITIVE_LINES = 1
Render array as lines (every two vertices a line is created).
PrimitiveType PRIMITIVE_LINE_STRIP = 2
Render array as line strip.
PrimitiveType PRIMITIVE_TRIANGLES = 3
Render array as triangles (every three vertices a triangle is created).
PrimitiveType PRIMITIVE_TRIANGLE_STRIP = 4
Render array as triangle strips.
enum ArrayType: 🔗
ArrayType ARRAY_VERTEX = 0
PackedVector3Array, PackedVector2Array, or Array of vertex positions.
ArrayType ARRAY_NORMAL = 1
PackedVector3Array of vertex normals.
Note: The array has to consist of normal vectors, otherwise they will be normalized by the engine, potentially causing visual discrepancies.
ArrayType ARRAY_TANGENT = 2
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.
ArrayType ARRAY_COLOR = 3
PackedColorArray of vertex colors.
ArrayType ARRAY_TEX_UV = 4
PackedVector2Array for UV coordinates.
ArrayType ARRAY_TEX_UV2 = 5
PackedVector2Array for second UV coordinates.
ArrayType ARRAY_CUSTOM0 = 6
Contains custom color channel 0. PackedByteArray if (format >> Mesh.ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK
is ARRAY_CUSTOM_RGBA8_UNORM, ARRAY_CUSTOM_RGBA8_SNORM, ARRAY_CUSTOM_RG_HALF, or ARRAY_CUSTOM_RGBA_HALF. PackedFloat32Array otherwise.
ArrayType ARRAY_CUSTOM1 = 7
Contains custom color channel 1. PackedByteArray if (format >> Mesh.ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK
is ARRAY_CUSTOM_RGBA8_UNORM, ARRAY_CUSTOM_RGBA8_SNORM, ARRAY_CUSTOM_RG_HALF, or ARRAY_CUSTOM_RGBA_HALF. PackedFloat32Array otherwise.
ArrayType ARRAY_CUSTOM2 = 8
Contains custom color channel 2. PackedByteArray if (format >> Mesh.ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK
is ARRAY_CUSTOM_RGBA8_UNORM, ARRAY_CUSTOM_RGBA8_SNORM, ARRAY_CUSTOM_RG_HALF, or ARRAY_CUSTOM_RGBA_HALF. PackedFloat32Array otherwise.
ArrayType ARRAY_CUSTOM3 = 9
Contains custom color channel 3. PackedByteArray if (format >> Mesh.ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK
is ARRAY_CUSTOM_RGBA8_UNORM, ARRAY_CUSTOM_RGBA8_SNORM, ARRAY_CUSTOM_RG_HALF, or ARRAY_CUSTOM_RGBA_HALF. PackedFloat32Array otherwise.
ArrayType ARRAY_BONES = 10
PackedFloat32Array or PackedInt32Array of bone indices. Contains either 4 or 8 numbers per vertex depending on the presence of the ARRAY_FLAG_USE_8_BONE_WEIGHTS flag.
ArrayType ARRAY_WEIGHTS = 11
PackedFloat32Array or PackedFloat64Array of bone weights in the range 0.0
to 1.0
(inclusive). Contains either 4 or 8 numbers per vertex depending on the presence of the ARRAY_FLAG_USE_8_BONE_WEIGHTS flag.
ArrayType ARRAY_INDEX = 12
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.
ArrayType ARRAY_MAX = 13
Represents the size of the ArrayType enum.
enum ArrayCustomFormat: 🔗
ArrayCustomFormat ARRAY_CUSTOM_RGBA8_UNORM = 0
Indicates this custom channel contains unsigned normalized byte colors from 0 to 1, encoded as PackedByteArray.
ArrayCustomFormat ARRAY_CUSTOM_RGBA8_SNORM = 1
Indicates this custom channel contains signed normalized byte colors from -1 to 1, encoded as PackedByteArray.
ArrayCustomFormat ARRAY_CUSTOM_RG_HALF = 2
Indicates this custom channel contains half precision float colors, encoded as PackedByteArray. Only red and green channels are used.
ArrayCustomFormat ARRAY_CUSTOM_RGBA_HALF = 3
Indicates this custom channel contains half precision float colors, encoded as PackedByteArray.
ArrayCustomFormat ARRAY_CUSTOM_R_FLOAT = 4
Indicates this custom channel contains full float colors, in a PackedFloat32Array. Only the red channel is used.
ArrayCustomFormat ARRAY_CUSTOM_RG_FLOAT = 5
Indicates this custom channel contains full float colors, in a PackedFloat32Array. Only red and green channels are used.
ArrayCustomFormat ARRAY_CUSTOM_RGB_FLOAT = 6
Indicates this custom channel contains full float colors, in a PackedFloat32Array. Only red, green and blue channels are used.
ArrayCustomFormat ARRAY_CUSTOM_RGBA_FLOAT = 7
Indicates this custom channel contains full float colors, in a PackedFloat32Array.
ArrayCustomFormat ARRAY_CUSTOM_MAX = 8
Represents the size of the ArrayCustomFormat enum.
flags ArrayFormat: 🔗
ArrayFormat ARRAY_FORMAT_VERTEX = 1
Mesh array contains vertices. All meshes require a vertex array so this should always be present.
ArrayFormat ARRAY_FORMAT_NORMAL = 2
Mesh array contains normals.
ArrayFormat ARRAY_FORMAT_TANGENT = 4
Mesh array contains tangents.
ArrayFormat ARRAY_FORMAT_COLOR = 8
Mesh array contains colors.
ArrayFormat ARRAY_FORMAT_TEX_UV = 16
Mesh array contains UVs.
ArrayFormat ARRAY_FORMAT_TEX_UV2 = 32
Mesh array contains second UV.
ArrayFormat ARRAY_FORMAT_CUSTOM0 = 64
Mesh array contains custom channel index 0.
ArrayFormat ARRAY_FORMAT_CUSTOM1 = 128
Mesh array contains custom channel index 1.
ArrayFormat ARRAY_FORMAT_CUSTOM2 = 256
Mesh array contains custom channel index 2.
ArrayFormat ARRAY_FORMAT_CUSTOM3 = 512
Mesh array contains custom channel index 3.
ArrayFormat ARRAY_FORMAT_BONES = 1024
Mesh array contains bones.
ArrayFormat ARRAY_FORMAT_WEIGHTS = 2048
Mesh array contains bone weights.
ArrayFormat ARRAY_FORMAT_INDEX = 4096
Mesh array uses indices.
ArrayFormat ARRAY_FORMAT_BLEND_SHAPE_MASK = 7
Mask of mesh channels permitted in blend shapes.
ArrayFormat ARRAY_FORMAT_CUSTOM_BASE = 13
Shift of first custom channel.
ArrayFormat ARRAY_FORMAT_CUSTOM_BITS = 3
Number of format bits per custom channel. See ArrayCustomFormat.
ArrayFormat ARRAY_FORMAT_CUSTOM0_SHIFT = 13
Amount to shift ArrayCustomFormat for custom channel index 0.
ArrayFormat ARRAY_FORMAT_CUSTOM1_SHIFT = 16
Amount to shift ArrayCustomFormat for custom channel index 1.
ArrayFormat ARRAY_FORMAT_CUSTOM2_SHIFT = 19
Amount to shift ArrayCustomFormat for custom channel index 2.
ArrayFormat ARRAY_FORMAT_CUSTOM3_SHIFT = 22
Amount to shift ArrayCustomFormat for custom channel index 3.
ArrayFormat ARRAY_FORMAT_CUSTOM_MASK = 7
Mask of custom format bits per custom channel. Must be shifted by one of the SHIFT constants. See ArrayCustomFormat.
ArrayFormat ARRAY_COMPRESS_FLAGS_BASE = 25
Shift of first compress flag. Compress flags should be passed to ArrayMesh.add_surface_from_arrays and SurfaceTool.commit.
ArrayFormat ARRAY_FLAG_USE_2D_VERTICES = 33554432
Flag used to mark that the array contains 2D vertices.
ArrayFormat ARRAY_FLAG_USE_DYNAMIC_UPDATE = 67108864
Flag indices that the mesh data will use GL_DYNAMIC_DRAW
on GLES. Unused on Vulkan.
ArrayFormat ARRAY_FLAG_USE_8_BONE_WEIGHTS = 134217728
Flag used to mark that the mesh contains up to 8 bone influences per vertex. This flag indicates that ARRAY_BONES and ARRAY_WEIGHTS elements will have double length.
ArrayFormat ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY = 268435456
Flag used to mark that the mesh intentionally contains no vertex array.
ArrayFormat ARRAY_FLAG_COMPRESS_ATTRIBUTES = 536870912
Flag used to mark that a mesh is using compressed attributes (vertices, normals, tangents, UVs). When this form of compression is enabled, vertex positions will be packed into an RGBA16UNORM attribute and scaled in the vertex shader. The normal and tangent will be packed into an RG16UNORM representing an axis, and a 16-bit float stored in the A-channel of the vertex. UVs will use 16-bit normalized floats instead of full 32-bit signed floats. When using this compression mode you must use either vertices, normals, and tangents or only vertices. You cannot use normals without tangents. Importers will automatically enable this compression if they can.
enum BlendShapeMode: 🔗
BlendShapeMode BLEND_SHAPE_MODE_NORMALIZED = 0
Blend shapes are normalized.
BlendShapeMode BLEND_SHAPE_MODE_RELATIVE = 1
Blend shapes are relative to base weight.
Property Descriptions
Vector2i lightmap_size_hint = Vector2i(0, 0) 🔗
Sets a hint to be used for lightmap resolution.
Method Descriptions
AABB _get_aabb() virtual const 🔗
Virtual method to override the AABB for a custom class extending Mesh.
int _get_blend_shape_count() virtual const 🔗
Virtual method to override the number of blend shapes for a custom class extending Mesh.
StringName _get_blend_shape_name(index: int) virtual const 🔗
Virtual method to override the retrieval of blend shape names for a custom class extending Mesh.
int _get_surface_count() virtual const 🔗
Virtual method to override the surface count for a custom class extending Mesh.
void _set_blend_shape_name(index: int, name: StringName) virtual 🔗
Virtual method to override the names of blend shapes for a custom class extending Mesh.
int _surface_get_array_index_len(index: int) virtual const 🔗
Virtual method to override the surface array index length for a custom class extending Mesh.
int _surface_get_array_len(index: int) virtual const 🔗
Virtual method to override the surface array length for a custom class extending Mesh.
Array _surface_get_arrays(index: int) virtual const 🔗
Virtual method to override the surface arrays for a custom class extending Mesh.
Array[Array] _surface_get_blend_shape_arrays(index: int) virtual const 🔗
Virtual method to override the blend shape arrays for a custom class extending Mesh.
int _surface_get_format(index: int) virtual const 🔗
Virtual method to override the surface format for a custom class extending Mesh.
Dictionary _surface_get_lods(index: int) virtual const 🔗
Virtual method to override the surface LODs for a custom class extending Mesh.
Material _surface_get_material(index: int) virtual const 🔗
Virtual method to override the surface material for a custom class extending Mesh.
int _surface_get_primitive_type(index: int) virtual const 🔗
Virtual method to override the surface primitive type for a custom class extending Mesh.
void _surface_set_material(index: int, material: Material) virtual 🔗
Virtual method to override the setting of a material
at the given index
for a custom class extending Mesh.
ConvexPolygonShape3D create_convex_shape(clean: bool = true, simplify: bool = false) const 🔗
Calculate a ConvexPolygonShape3D from the mesh.
If clean
is true
(default), duplicate and interior vertices are removed automatically. You can set it to false
to make the process faster if not needed.
If simplify
is true
, the geometry can be further simplified to reduce the number of vertices. Disabled by default.
Mesh create_outline(margin: float) const 🔗
Calculate an outline mesh at a defined offset (margin) from the original mesh.
Note: This method typically returns the vertices in reverse order (e.g. clockwise to counterclockwise).
Resource create_placeholder() const 🔗
Creates a placeholder version of this resource (PlaceholderMesh).
ConcavePolygonShape3D create_trimesh_shape() const 🔗
Calculate a ConcavePolygonShape3D from the mesh.
TriangleMesh generate_triangle_mesh() const 🔗
Generate a TriangleMesh from the mesh. Considers only surfaces using one of these primitive types: PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP.
Returns the smallest AABB enclosing this mesh in local space. Not affected by custom_aabb
.
Note: This is only implemented for ArrayMesh and PrimitiveMesh.
PackedVector3Array get_faces() const 🔗
Returns all the vertices that make up the faces of the mesh. Each three vertices represent one triangle.
int get_surface_count() const 🔗
Returns the number of surfaces that the Mesh holds. This is equivalent to MeshInstance3D.get_surface_override_material_count.
Array surface_get_arrays(surf_idx: int) const 🔗
Returns the arrays for the vertices, normals, UVs, etc. that make up the requested surface (see ArrayMesh.add_surface_from_arrays).
Array[Array] surface_get_blend_shape_arrays(surf_idx: int) const 🔗
Returns the blend shape arrays for the requested surface.
Material surface_get_material(surf_idx: int) const 🔗
Returns a Material in a given surface. Surface is rendered using this material.
Note: This returns the material within the Mesh resource, not the Material associated to the MeshInstance3D's Surface Material Override properties. To get the Material associated to the MeshInstance3D's Surface Material Override properties, use MeshInstance3D.get_surface_override_material instead.
void surface_set_material(surf_idx: int, material: Material) 🔗
Sets a Material for a given surface. Surface will be rendered using this material.
Note: This assigns the material within the Mesh resource, not the Material associated to the MeshInstance3D's Surface Material Override properties. To set the Material associated to the MeshInstance3D's Surface Material Override properties, use MeshInstance3D.set_surface_override_material instead.