class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResource ImporterMesh
A Resource that contains vertex array-based geometry during the import process.
ImporterMesh is a type of Resource analogous to ArrayMesh. It 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.
Unlike its runtime counterpart, ImporterMesh contains mesh data before various import steps, such as LOD and shadow mesh generation, have taken place. Modify surface data by calling clear, followed by add_surface for each surface.
void add_blend_shape<>( String name=, name:String=, ):void
Adds name for a blend shape that will be added with add_surface. Must be called before surface is added.

void add_surface<>( int primitive=, primitive:int=, Array arrays=, arrays:Array=, Array[] blend_shapes=[], blend_shapes:Array[]=[], Dictionary lods={}, lods:Dictionary={}, Material material=null, material:Material=null, String name="", name:String="", int flags=0, flags:int=0, ):void
Creates a new surface. [method Mesh.get_surface_count] will become the surf_idx for this new surface.

Surfaces are created to be rendered using a primitive, which may be any of the values defined in [enum Mesh.PrimitiveType].
The arrays argument is an array of arrays. Each of the [constant Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for this surface as described by the corresponding member of [enum Mesh.ArrayType] or null if it is not used by the surface. For example, arrays[0] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this surface into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used.
The blend_shapes argument is an array of vertex data for each blend shape. Each element is an array of the same structure as arrays, but [constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant Mesh.ARRAY_TANGENT] are set if and only if they are set in arrays and all other entries are null.
The lods argument is a dictionary with float keys and PackedInt32Array values. Each entry in the dictionary represents an LOD level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of an LOD also increases the distance that the objects has to be from the camera before the LOD is used.
The flags argument is the bitwise OR of, as required: One value of [enum Mesh.ArrayCustomFormat] left shifted by ARRAY_FORMAT_CUSTOMn_SHIFT for each custom channel in use, [constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].
Note: When using indices, it is recommended to only use points, lines, or triangles.
void clear<>():void
Removes all surfaces and blend shapes from this ImporterMesh.

ImporterMesh from_mesh<>( Mesh mesh=, mesh:Mesh=, ):ImporterMesh
Converts the given Mesh into an ImporterMesh by copying all its surfaces, blend shapes, materials, and metadata into a new ImporterMesh object.

void generate_lods<>( float normal_merge_angle=, normal_merge_angle:float=, float normal_split_angle=, normal_split_angle:float=, Array bone_transform_array=, bone_transform_array:Array=, ):void
Generates all lods for this ImporterMesh.

normal_merge_angle is in degrees and used in the same way as the importer settings in lods.
normal_split_angle is not used and only remains for compatibility with older versions of the API.
The number of generated lods can be accessed using get_surface_lod_count, and each LOD is available in get_surface_lod_size and get_surface_lod_indices.
bone_transform_array is an Array which can be either empty or contain Transform3Ds which, for each of the mesh's bone IDs, will apply mesh skinning when generating the LOD mesh variations. This is usually used to account for discrepancies in scale between the mesh itself and its skinning data.
int get_blend_shape_count<>():int
Returns the number of blend shapes that the mesh holds.

int get_blend_shape_mode<>():int
Returns the blend shape mode for this Mesh.

String get_blend_shape_name<>( int blend_shape_idx=, blend_shape_idx:int=, ):String
Returns the name of the blend shape at this index.

Vector2i get_lightmap_size_hint<>():Vector2i
Returns the size hint of this mesh for lightmap-unwrapping in UV-space.

ArrayMesh get_mesh<>( ArrayMesh base_mesh=null, base_mesh:ArrayMesh=null, ):ArrayMesh
Returns the mesh data represented by this ImporterMesh as a usable ArrayMesh.

This method caches the returned mesh, and subsequent calls will return the cached data until clear is called.
If not yet cached and base_mesh is provided, base_mesh will be used and mutated.
Array get_surface_arrays<>( int surface_idx=, surface_idx:int=, ):Array
Returns the arrays for the vertices, normals, UVs, etc. that make up the requested surface. See add_surface.

Array get_surface_blend_shape_arrays<>( int surface_idx=, surface_idx:int=, int blend_shape_idx=, blend_shape_idx:int=, ):Array
Returns a single set of blend shape arrays for the requested blend shape index for a surface.

int get_surface_count<>():int
Returns the number of surfaces that the mesh holds.

int get_surface_format<>( int surface_idx=, surface_idx:int=, ):int
Returns the format of the surface that the mesh holds.

int get_surface_lod_count<>( int surface_idx=, surface_idx:int=, ):int
Returns the number of lods that the mesh holds on a given surface.

PackedInt32Array get_surface_lod_indices<>( int surface_idx=, surface_idx:int=, int lod_idx=, lod_idx:int=, ):PackedInt32Array
Returns the index buffer of a lod for a surface.

float get_surface_lod_size<>( int surface_idx=, surface_idx:int=, int lod_idx=, lod_idx:int=, ):float
Returns the screen ratio which activates a lod for a surface.

Material get_surface_material<>( int surface_idx=, surface_idx:int=, ):Material
Returns a Material in a given surface. Surface is rendered using this material.

String get_surface_name<>( int surface_idx=, surface_idx:int=, ):String
Gets the name assigned to this surface.

int get_surface_primitive_type<>( int surface_idx=, surface_idx:int=, ):int
Returns the primitive type of the requested surface (see add_surface).

ImporterMesh merge_importer_meshes<>( ImporterMesh[] importer_meshes=, importer_meshes:ImporterMesh[]=, Transform3D[] relative_transforms=, relative_transforms:Transform3D[]=, bool deduplicate_surfaces=true, deduplicate_surfaces:bool=true, ):ImporterMesh
Merges multiple ImporterMeshes into a single ImporterMesh. Each input mesh is transformed by the corresponding Transform3D in the relative_transforms array, which must be the same size as importer_meshes. Negative scales are supported, and the winding order in the mesh data will be corrected to account for this.

If deduplicate_surfaces is true and multiple meshes have surfaces with the same names and formats, the surfaces will be merged together when the meshes are merged, and will use the material from the first matching surface. This is useful for reducing the number of surfaces in the resulting mesh, and avoids duplicating materials. Surfaces with bone weights will never be deduplicated. If deduplicate_surfaces is false, the surfaces will always be kept separate, and will be given unique names.
Warning: Blend shapes and LODs are not supported and will be discarded. Do not use this function to discard blend shapes and LODs, as support for these may be added in the future.
void set_blend_shape_mode<>( int mode=, mode:int=, ):void
Sets the blend shape mode.

void set_lightmap_size_hint<>( Vector2i size=, size:Vector2i=, ):void
Sets the size hint of this mesh for lightmap-unwrapping in UV-space.

void set_surface_material<>( int surface_idx=, surface_idx:int=, Material material=, material:Material=, ):void
Sets a Material for a given surface. Surface will be rendered using this material.

void set_surface_name<>( int surface_idx=, surface_idx:int=, String name=, name:String=, ):void
Sets a name for a given surface.




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