Inheritance #

RefCounted

- AESContext
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- RDAttachmentFormat
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Resource

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- MeshLibrary
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- Occluder3D (5)
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- Script (3)
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- Shape2D (8)
- Shape3D (9)
- Shortcut
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- SkeletonModificationStack2D
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- Skin
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- SyntaxHighlighter (2)
- Texture (3)
- Theme
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- TileSetSource (2)
- Translation (1)
- VideoStream (1)
- VideoStreamPlayback
- VisualShaderNode (62)
- VoxelGIData
- World2D
- World3D
- X509Certificate
MeshLibrary
Table of contents

MeshLibrary #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

Library of meshes.

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.

Members #

Methods #

func clear() -> void#

Clears the library.

func create_item(id: int) -> void#

Creates a new item in the library with the given ID.

You can get an unused ID from get_last_unused_item_id.

const func find_item_by_name(name: String) -> int#

Returns the first item with the given name, or -1 if no item is found.

const func get_item_list() -> PackedInt32Array#

Returns the list of item IDs in use.

const func get_item_mesh(id: int) -> Mesh#

Returns the item's mesh.

const func get_item_mesh_cast_shadow(id: int) -> intRenderingServer.ShadowCastingSetting#

Returns the item's shadow casting mode. See RenderingServer.ShadowCastingSetting for possible values.

const func get_item_mesh_transform(id: int) -> Transform3D#

Returns the transform applied to the item's mesh.

const func get_item_name(id: int) -> String#

Returns the item's name.

const func get_item_navigation_layers(id: int) -> int#

Returns the item's navigation layers bitmask.

const func get_item_navigation_mesh(id: int) -> NavigationMesh#

Returns the item's navigation mesh.

const func get_item_navigation_mesh_transform(id: int) -> Transform3D#

Returns the transform applied to the item's navigation mesh.

const func get_item_preview(id: int) -> Texture2D#

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.

const func get_item_shapes(id: int) -> Array#

Returns an item's collision shapes.

The array consists of each Shape3D followed by its Transform3D.

const func get_last_unused_item_id() -> int#

Gets an unused ID for a new item.

func remove_item(id: int) -> void#

Removes the item.

func set_item_mesh(mesh: Mesh) -> void#

Sets the item's mesh.

func set_item_mesh_cast_shadow(shadow_casting_setting: int enumRenderingServer.ShadowCastingSetting) -> void#

Sets the item's shadow casting mode. See RenderingServer.ShadowCastingSetting for possible values.

func set_item_mesh_transform(mesh_transform: Transform3D) -> void#

Sets the transform to apply to the item's mesh.

func set_item_name(name: String) -> void#

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.

func set_item_navigation_layers(navigation_layers: int) -> void#

Sets the item's navigation layers bitmask.

func set_item_navigation_mesh(navigation_mesh: NavigationMesh) -> void#

Sets the item's navigation mesh.

func set_item_navigation_mesh_transform(navigation_mesh: Transform3D) -> void#

Sets the transform to apply to the item's navigation mesh.

func set_item_preview(texture: Texture2D) -> void#

Sets a texture to use as the item's preview icon in the editor.

func set_item_shapes(shapes: Array) -> void#

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.

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

Theme Items #

Tutorials #