<?xml version="1.0" encoding="UTF-8" ?>
<class name="PrimitiveMesh" inherits="Mesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh.
	</brief_description>
	<description>
		Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [BoxMesh], [CapsuleMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], and [SphereMesh].
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="_create_mesh_array" qualifiers="virtual const">
			<return type="Array" />
			<description>
			</description>
		</method>
		<method name="get_mesh_arrays" qualifiers="const">
			<return type="Array" />
			<description>
				Returns mesh arrays used to constitute surface of [Mesh]. The result can be passed to [method ArrayMesh.add_surface_from_arrays] to create a new surface. For example:
				[codeblocks]
				[gdscript]
				var c = CylinderMesh.new()
				var arr_mesh = ArrayMesh.new()
				arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c.get_mesh_arrays())
				[/gdscript]
				[csharp]
				var c = new CylinderMesh();
				var arrMesh = new ArrayMesh();
				arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, c.GetMeshArrays());
				[/csharp]
				[/codeblocks]
			</description>
		</method>
	</methods>
	<members>
		<member name="add_uv2" type="bool" setter="set_add_uv2" getter="get_add_uv2" default="false">
			If set, generates UV2 UV coordinates applying a padding using the [member uv2_padding] setting. UV2 is needed for lightmapping.
		</member>
		<member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
			Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
		</member>
		<member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces" default="false">
			If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.
			This gives the same result as using [constant BaseMaterial3D.CULL_FRONT] in [member BaseMaterial3D.cull_mode].
		</member>
		<member name="material" type="Material" setter="set_material" getter="get_material">
			The current [Material] of the primitive mesh.
		</member>
		<member name="uv2_padding" type="float" setter="set_uv2_padding" getter="get_uv2_padding" default="2.0">
			If [member add_uv2] is set, specifies the padding in pixels applied along seams of the mesh. If at generation the size of the lightmap texture can't be determined, the UVs are calculated assuming a texture size of 1024x1024.
		</member>
	</members>
</class>