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util.GetModelMeshes#565471

<function name="GetModelMeshes" parent="util" type="libraryfunc"> <description> Retrieves vertex, triangle, and bone data for the visual meshes of a given model. <note> This does not work on brush models (Models with names in the format `*number`) </note> </description> <realm>Shared</realm> <args> <arg name="model" type="string"> The full path to the model to get the visual meshes of. </arg> <arg name="lod" type="number" default="0"> Which of the model's Level of Detail (LOD) models to retrieve. `0` is the best quality with higher numbers progressively lowering the quality. </arg> <arg name="bodygroupMask" type="number" default="0"> The combination of bodygroups to retrieve meshes for. <arg name="bodygroupMask" type="string|number" default="0"> The combination of bodygroups to retrieve meshes for. This can also be a specially formatted bitflag. For more information, see <page>Entity:SetBodyGroups</page> </arg> </args> <rets> <ret name="modelMeshes" type="table">⤶ A sequential table of <page text="ModelMeshData Structures">Structures/ModelMeshData</page>⤶ ⤶ Each index in this table corresponds to a mesh within the model passed as an argument to this function. <ret name="modelMeshes" type="table<Structures/ModelMeshData>">⤶ Each index in this table corresponds to a mesh within the model passed as an argument to this function.⤶ ⤶ The mesh data is raw, and is not transformed via bone transformations. That's what the second return value is for. </ret> <ret name="modelBindPoses" type="table">⤶ A sequential table of <page text="BoneBindPose Structures">Structures/BoneBindPose</page>⤶ ⤶ This tables indices are bone IDs for the <page>Structures/BoneBindPose</page> stored at each index.⤶ <ret name="modelBindPoses" type="table<Structures/BoneBindPose>">⤶ This tables indices are bone IDs for the <page>Structures/BoneBindPose</page> stored at each index.⤶ </ret> </rets> </function> <example> <description> A snippet of Entity code that renders a wireframe helicopter bomb by retrieving the model's mesh and using it to create a new mesh. </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" ) -- Make sure the model exists before continuing 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.verticies 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 will internally call ENT:GetRenderMesh() self:DrawModel() end </code> </example>