Revision Difference
util.GetModelMeshes#551046
<function name="GetModelMeshes" parent="util" type="libraryfunc">
<description>
Returns a table of visual meshes of given model.
<note>This does not work on brush models (`*number` models)</note>
See also <page>ENTITY:GetRenderMesh</page>.
</description>
<realm>Shared</realm>
<args>
<arg name="model" type="string">The full path to a model to get the visual meshes of.</arg>
<arg name="lod" type="number" default="0"></arg>⤶
<arg name="bodygroupMask" type="number" default="0"></arg>⤶
<arg name="lod" type="number" default="0">Which LOD to retrieve. 0 is the best quality, increasing the number lowers the model quaility.</arg>⤶
<arg name="bodygroupMask" type="number" default="0">Bodygroup combination for the model. This can be in format of `"000000"` where each number represents a bodygroup option.</arg>⤶
</args>
<rets>
<ret name="" type="table">
A table of tables with the following format:
* <page>string</page> material - The material of the specific mesh
* <page>table</page> triangles - A table of <page>Structures/MeshVertex</page>es ready to be fed into <page>IMesh:BuildFromTriangles</page>
* <page>table</page> verticies - A table of <page>Structures/MeshVertex</page>es representing all the vertices of the mesh. This table is used internally to generate the "triangles" table.
Each <page>Structures/MeshVertex</page> returned also has an extra table of tables field called "weights" with the following data:
* <page>number</page> bone - The bone this vertex is attached to
* <page>number</page> weight - How "strong" this vertex is attached to the bone. A vertex can be attached to multiple bones at once.
</ret>
<ret name="" type="table">
A table of tables containing the model bind pose (where the keys are the bone ID) with the following contents:
* <page>number</page> parent - The ID of the parent bone.
* <page>VMatrix</page> matrix - The bone's bind transform in model (not bone) space.
</ret>
</rets>
</function>
<example>
<description>Simple example usage on a Scripted Entity.</description>
<code>
-- The default material to render with in case we for some reason don't have one
local myMaterial = Material( "models/wireframe" ) -- models/debug/debugwhite
function ENT:CreateMesh()
-- Destroy any previous meshes
if ( self.Mesh ) then self.Mesh:Destroy() end
-- Get a list of all meshes of a model
local visualMeshes = util.GetModelMeshes( "models/combine_helicopter/helicopter_bomb01.mdl" )
-- Check if the model even exists
if ( !visualMeshes ) then return end
-- Select the first mesh
local visualMesh = visualMeshes[ 1 ]
-- Set the material to draw the mesh with from the model data
myMaterial = Material( visualMesh.material )
-- You can apply any changes to visualMesh.trianges table here, distorting the mesh
-- or any other changes you can come up with
-- Create and build the mesh
self.Mesh = Mesh()
self.Mesh:BuildFromTriangles( visualMesh.triangles )
end
-- A special hook to override the normal mesh for rendering
function ENT:GetRenderMesh()
-- If the mesh doesn't exist, create it!
if ( !self.Mesh ) then return self:CreateMesh() end
return { Mesh = self.Mesh, Material = myMaterial }
end
function ENT:Draw()
-- Draw the entity's model normally, this calls GetRenderMesh at some point
self:DrawModel()
end
</code>
</example>