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MeshLibrary¶
Inherits: Resource < RefCounted < Object
Library of meshes.
Description¶
A library of meshes. Contains a list of Mesh resources, each with a name and ID. Each item can also include collision and navigation shapes. This resource is used in GridMap.
Tutorials¶
Methods¶
void |
clear() |
void |
create_item(id: int) |
find_item_by_name(name: String) const |
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get_item_list() const |
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get_item_mesh(id: int) const |
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get_item_mesh_transform(id: int) const |
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get_item_name(id: int) const |
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get_item_navigation_layers(id: int) const |
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get_item_navigation_mesh(id: int) const |
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get_item_navigation_mesh_transform(id: int) const |
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get_item_preview(id: int) const |
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get_item_shapes(id: int) const |
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get_last_unused_item_id() const |
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void |
remove_item(id: int) |
void |
set_item_mesh(id: int, mesh: Mesh) |
void |
set_item_mesh_transform(id: int, mesh_transform: Transform3D) |
void |
set_item_name(id: int, name: String) |
void |
set_item_navigation_layers(id: int, navigation_layers: int) |
void |
set_item_navigation_mesh(id: int, navigation_mesh: NavigationMesh) |
void |
set_item_navigation_mesh_transform(id: int, navigation_mesh: Transform3D) |
void |
set_item_preview(id: int, texture: Texture2D) |
void |
set_item_shapes(id: int, shapes: Array) |
Method Descriptions¶
void clear() 🔗
Clears the library.
Creates a new item in the library with the given ID.
You can get an unused ID from get_last_unused_item_id.
int find_item_by_name(name: String) const 🔗
Returns the first item with the given name, or -1
if no item is found.
PackedInt32Array get_item_list() const 🔗
Returns the list of item IDs in use.
Mesh get_item_mesh(id: int) const 🔗
Returns the item's mesh.
Transform3D get_item_mesh_transform(id: int) const 🔗
Returns the transform applied to the item's mesh.
String get_item_name(id: int) const 🔗
Returns the item's name.
Returns the item's navigation layers bitmask.
Returns the item's navigation mesh.
Returns the transform applied to the item's navigation mesh.
Texture2D get_item_preview(id: int) const 🔗
When running in the editor, returns a generated item preview (a 3D rendering in isometric perspective). When used in a running project, returns the manually-defined item preview which can be set using set_item_preview. Returns an empty Texture2D if no preview was manually set in a running project.
Array get_item_shapes(id: int) const 🔗
Returns an item's collision shapes.
The array consists of each Shape3D followed by its Transform3D.
int get_last_unused_item_id() const 🔗
Gets an unused ID for a new item.
Removes the item.
void set_item_mesh(id: int, mesh: Mesh) 🔗
Sets the item's mesh.
void set_item_mesh_transform(id: int, mesh_transform: Transform3D) 🔗
Sets the transform to apply to the item's mesh.
void set_item_name(id: int, name: String) 🔗
Sets the item's name.
This name is shown in the editor. It can also be used to look up the item later using find_item_by_name.
Sets the item's navigation layers bitmask.
Sets the item's navigation mesh.
Sets the transform to apply to the item's navigation mesh.
void set_item_preview(id: int, texture: Texture2D) 🔗
Sets a texture to use as the item's preview icon in the editor.
void set_item_shapes(id: int, shapes: Array) 🔗
Sets an item's collision shapes.
The array should consist of Shape3D objects, each followed by a Transform3D that will be applied to it. For shapes that should not have a transform, use Transform3D.IDENTITY.