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.
Set a [Material] for a given surface. Surface will be 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.