Calculate a ConvexPolygonShape from the mesh.
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).
Calculate a ConcavePolygonShape from the mesh.
Generate a TriangleMesh from the mesh.
Returns the smallest AABB enclosing this mesh in local space. Not affected by custom_aabb. See also VisualInstance.getTransformedAabb. Note: This is only implemented for ArrayMesh and PrimitiveMesh.
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 Mesh holds.
Returns the arrays for the vertices, normals, uvs, etc. that make up the requested surface (see ArrayMesh.addSurfaceFromArrays).
Returns the blend shape arrays for the requested surface.
Returns a Material in a given surface. Surface is rendered using this material.
Sets a Material for a given surface. Surface will be rendered using this material.
Sets a hint to be used for lightmap resolution in BakedLightmap. Overrides BakedLightmap.defaultTexelsPerUnit.
Construct a new instance of Mesh. Note: use memnew!Mesh instead.
A Resource that contains vertex array-based geometry.
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.