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Mesh

Mesh ⟵ Object3D

Class representing triangular polygon mesh based objects.
This class inherits from Object3D and serves as the base for renderable 3D objects. It combines geometry data with material properties to create visible meshes in the scene. Since Mesh inherits from Object3D, it has all the same transformation and hierarchy capabilities, plus mesh-specific functionality.

  • Rendering 3D geometry with materials
  • Managing geometry and material resources
  • Supporting morph targets and animations
  • Providing raycasting capabilities
  • Serving as base class for specialized mesh types

Methods

Mesh()

Default constructor - creates an empty mesh

Mesh(BufferGeometry* geom)

Constructor with geometry

geom Pointer to the geometry to use

Mesh(BufferGeometry* geom, Material* mat)

Constructor with geometry and material

geom Pointer to the geometry to use
mat Pointer to the material to use

Mesh* clone(bool recursive = true) const override

Creates a copy of this mesh

recursive Whether to clone all child objects as well

void copy(const Object3D& object, bool recursive = true) override

Copies properties from another object

object Source object to copy from
recursive Whether to copy all child objects as well

void setGeometry(BufferGeometry* geom)

Sets the geometry for this mesh

geom Pointer to the geometry to use

void setMaterial(Material* mat)

Sets the material for this mesh

mat Pointer to the material to use

Vector3 getVertexPosition(u32 index, Vector3& target) const

Gets the local-space position of a vertex

index Vertex index
target Vector to store the result

virtual void render()

Renders this mesh

Properties

geometry BufferGeometry* Geometry defining the object's structure
isMesh bool Read-only flag to check if object is Mesh
material Material* Material defining the object's appearance
morphTargetDictionary map<string, u32> Dictionary of morph target names to indices
morphTargetInfluences vector Array of morph target weights