ImporterMesh

继承: Resource < RefCounted < Object

A Resource that contains vertex array-based geometry during the import process.

描述

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.

方法

voidadd_blend_shape ( name: String )
voidadd_surface ( primitive: PrimitiveType, arrays: Array, blend_shapes: Array Array = [], lods: Dictionary = {}, material: Material = null, name: String = "", flags: int = 0 )
voidclear ( )
voidgenerate_lods ( normal_merge_angle: float, normal_split_angle: float, bone_transform_array: Array )
intget_blend_shape_count ( ) const1
BlendShapeModeget_blend_shape_mode ( ) const1
Stringget_blend_shape_name ( blend_shape_idx: int ) const1
Vector2iget_lightmap_size_hint ( ) const1
ArrayMeshget_mesh ( base_mesh: ArrayMesh = null )
Arrayget_surface_arrays ( surface_idx: int ) const1
Arrayget_surface_blend_shape_arrays ( surface_idx: int, blend_shape_idx: int ) const1
intget_surface_count ( ) const1
intget_surface_format ( surface_idx: int ) const1
intget_surface_lod_count ( surface_idx: int ) const1
PackedInt32Arrayget_surface_lod_indices ( surface_idx: int, lod_idx: int ) const1
floatget_surface_lod_size ( surface_idx: int, lod_idx: int ) const1
Materialget_surface_material ( surface_idx: int ) const1
Stringget_surface_name ( surface_idx: int ) const1
PrimitiveTypeget_surface_primitive_type ( surface_idx: int )
voidset_blend_shape_mode ( mode: BlendShapeMode )
voidset_lightmap_size_hint ( size: Vector2i )
voidset_surface_material ( surface_idx: int, material: Material )
voidset_surface_name ( surface_idx: int, name: String )

方法说明

void add_blend_shape ( name: String )

Adds name for a blend shape that will be added with add_surface. Must be called before surface is added.


void add_surface ( primitive: PrimitiveType, arrays: Array, blend_shapes: Array Array = [], lods: Dictionary = {}, material: Material = null, name: String = "", flags: int = 0 )

Creates a new surface. 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 PrimitiveType.

The arrays argument is an array of arrays. Each of the Mesh.ARRAY_MAX elements contains an array with some of the mesh data for this surface as described by the corresponding member of 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 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 Mesh.ARRAY_VERTEX, Mesh.ARRAY_NORMAL, and 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 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 ArrayCustomFormat left shifted by ARRAY_FORMAT_CUSTOMn_SHIFT for each custom channel in use, Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE, Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS, or Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY.

Note: When using indices, it is recommended to only use points, lines, or triangles.


void clear ( )

Removes all surfaces and blend shapes from this ImporterMesh.


void generate_lods ( normal_merge_angle: float, normal_split_angle: float, bone_transform_array: Array )

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 Transform3D s 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 ( ) const1

Returns the number of blend shapes that the mesh holds.


BlendShapeMode get_blend_shape_mode ( ) const1

Returns the blend shape mode for this Mesh.


String get_blend_shape_name ( blend_shape_idx: int ) const1

Returns the name of the blend shape at this index.


Vector2i get_lightmap_size_hint ( ) const1

Returns the size hint of this mesh for lightmap-unwrapping in UV-space.


ArrayMesh get_mesh ( base_mesh: ArrayMesh = null )

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 ( surface_idx: int ) const1

Returns the arrays for the vertices, normals, UVs, etc. that make up the requested surface. See add_surface.


Array get_surface_blend_shape_arrays ( surface_idx: int, blend_shape_idx: int ) const1

Returns a single set of blend shape arrays for the requested blend shape index for a surface.


int get_surface_count ( ) const1

Returns the number of surfaces that the mesh holds.


int get_surface_format ( surface_idx: int ) const1

Returns the format of the surface that the mesh holds.


int get_surface_lod_count ( surface_idx: int ) const1

Returns the number of lods that the mesh holds on a given surface.


PackedInt32Array get_surface_lod_indices ( surface_idx: int, lod_idx: int ) const1

Returns the index buffer of a lod for a surface.


float get_surface_lod_size ( surface_idx: int, lod_idx: int ) const1

Returns the screen ratio which activates a lod for a surface.


Material get_surface_material ( surface_idx: int ) const1

Returns a Material in a given surface. Surface is rendered using this material.


String get_surface_name ( surface_idx: int ) const1

Gets the name assigned to this surface.


PrimitiveType get_surface_primitive_type ( surface_idx: int )

Returns the primitive type of the requested surface (see add_surface).


void set_blend_shape_mode ( mode: BlendShapeMode )

Sets the blend shape mode to one of BlendShapeMode.


void set_lightmap_size_hint ( size: Vector2i )

Sets the size hint of this mesh for lightmap-unwrapping in UV-space.


void set_surface_material ( surface_idx: int, material: Material )

Sets a Material for a given surface. Surface will be rendered using this material.


void set_surface_name ( surface_idx: int, name: String )

Sets a name for a given surface.

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。