A [Resource] that contains vertex-array based geometry. 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. Calculate a [ConvexPolygonShape] from the mesh. 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). Calculate a [ConcavePolygonShape] from the mesh. Generate a [TriangleMesh] from the mesh. 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 [method ArrayMesh.add_surface_from_arrays]). Returns the blend shape arrays for the requested surface. Returns a [Material] in a given surface. Surface is rendered using this material. Render array as points (one vertex equals one point). Render array as lines (every two vertices a line is created). Render array as line strip. Render array as line loop (like line strip, but closed). Render array as triangles (every three vertices a triangle is created). Render array as triangle strips. Render array as triangle fans. Array of vertices. Array of normals. Array of tangents as an array of floats, 4 floats per tangent. Array of colors. Array of UV coordinates. Array of second set of UV coordinates. Array of bone data. Array of weights. Array of indices.