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Diffstat (limited to 'doc/classes/Mesh.xml')
-rw-r--r-- | doc/classes/Mesh.xml | 75 |
1 files changed, 75 insertions, 0 deletions
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml new file mode 100644 index 0000000000..66b52e7f48 --- /dev/null +++ b/doc/classes/Mesh.xml @@ -0,0 +1,75 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="Mesh" inherits="Resource" category="Core" version="3.0.alpha.custom_build"> + <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> + </tutorials> + <demos> + </demos> + <methods> + <method name="create_convex_shape" qualifiers="const"> + <return type="Shape"> + </return> + <description> + Calculate a [ConvexPolygonShape] from the mesh. + </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. Note: Typically returns the vertices in reverse order (e.g. clockwise to anti-clockwise). + </description> + </method> + <method name="create_trimesh_shape" qualifiers="const"> + <return type="Shape"> + </return> + <description> + Calculate a [ConcavePolygonShape] 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_faces" qualifiers="const"> + <return type="PoolVector3Array"> + </return> + <description> + Returns all the vertices that make up the faces of the mesh. Each three vertices represent one triangle. + </description> + </method> + </methods> + <constants> + <constant name="PRIMITIVE_POINTS" value="0"> + Render array as points (one vertex equals one point). + </constant> + <constant name="PRIMITIVE_LINES" value="1"> + Render array as lines (every two vertices a line is created). + </constant> + <constant name="PRIMITIVE_LINE_STRIP" value="2"> + Render array as line strip. + </constant> + <constant name="PRIMITIVE_LINE_LOOP" value="3"> + Render array as line loop (like line strip, but closed). + </constant> + <constant name="PRIMITIVE_TRIANGLES" value="4"> + Render array as triangles (every three vertices a triangle is created). + </constant> + <constant name="PRIMITIVE_TRIANGLE_STRIP" value="5"> + Render array as triangle strips. + </constant> + <constant name="PRIMITIVE_TRIANGLE_FAN" value="6"> + Render array as triangle fans. + </constant> + </constants> +</class> |