<?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>