¶
luxe API (2025.1.2)¶
luxe: system/mesh.modifier module¶
Data¶
import "luxe: system/mesh.modifier" for Data
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var mesh : Asset = nullvar material : Asset = nullvar instanced : InstancedMode = InstancedMode.nonevar own_materials : Bool = false
InstancedMode¶
import "luxe: system/mesh.modifier" for InstancedMode
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unknown
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unknown
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Mesh¶
import "luxe: system/mesh.modifier" for Mesh
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- create(entity:
Entity) - create(entity:
Entity, material:Material, mesh_lx:String) - destroy(entity:
Entity) - set_instanced_auto_units(world:
World, grid_units_cell_size:Num) - get_instanced_auto_units(world:
World) - has(entity:
Entity) - clear(entity:
Entity) - level_get_element_count(entity:
Entity, level:Num) - level_get_count(entity:
Entity) - level_set_active(entity:
Entity, level:Num, disable_current:Bool) - level_get_active(entity:
Entity) - level_set_enabled(entity:
Entity, level:Num, state:Bool) - level_get_enabled(entity:
Entity, level:Num) - set_asset(entity:
Entity, asset_id:String) - set_instanced_group(entity:
Entity, group_id:String) - get_instanced_group(entity:
Entity) - set_instanced(entity:
Entity, state:Bool) - get_instanced(entity:
Entity) - get_source_id(entity:
Entity) - get_default_material(entity:
Entity) - set_default_material(entity:
Entity, material:Material) - get_geometry(entity:
Entity, level:Num, element:Num) - get_geometry(entity:
Entity) - obb_intersect_ray(entity:
Entity, ray_x:Num, ray_y:Num, ray_z:Num, ray_dir_x:Num, ray_dir_y:Num, ray_dir_z:Num)
Entity)
¶None
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Entity, material: Material, mesh_lx: String)
¶None
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Entity)
¶None
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World, grid_units_cell_size: Num)
¶None
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World)
¶Num
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Entity)
¶Bool
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Entity)
¶unknown
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Entity, level: Num)
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Entity)
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Entity, level: Num, disable_current: Bool)
¶unknown
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Entity)
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Entity, level: Num, state: Bool)
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Entity, level: Num)
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Entity, asset_id: String)
¶unknown
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Entity, group_id: String)
¶unknown
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Entity)
¶String
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Entity, state: Bool)
¶unknown
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Entity)
¶Bool
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Entity)
¶unknown
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Entity)
¶unknown
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Entity, material: Material)
¶unknown
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Entity, level: Num, element: Num)
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Entity)
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Entity, ray_x: Num, ray_y: Num, ray_z: Num, ray_dir_x: Num, ray_dir_y: Num, ray_dir_z: Num)
¶unknown
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System¶
import "luxe: system/mesh.modifier" for System
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- new(world:
World)
World)
¶System
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