Creates a new mesh with enough space to hold the a number of primitives using the specified layout. All indices will be part of a single sub-mesh.
Options object for the function call.
OptionalisInternalConstructor: booleanReturns a reference handle for this resource.
Determines if cached MeshData is available.
Determines if the resource is destroyed.
Checks if all of the streaming data has been assigned.
True if all the streaming data has been assigned via SetStreamingData.
Determines if the preview data has been streamed in.
Returns the meta data of this resource.
Returns an object containing all shapes used for morph animation, if any are available.
Name of the resource. Use primarily for easier identification and not important to the engine itself.
Returns properties that contain information about the mesh.
Returns the SkeletonPhysicsData resource that is used by the skeleton of the mesh (if skeleton and the physics data exist)
the SkeletonPhysicsData of the skeleton or null if it does not exist
Sets the vertex and index data of the mesh.
Primary class for holding geometry. Stores data in the form of vertex buffers and optionally an index buffer, which may be bound to the pipeline for drawing. May contain multiple sub-meshes.