virtualx-engine/doc/classes/PrimitiveMesh.xml
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Style: Cleanup uses of double spaces between words
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been heavily modified for Godot.

(cherry picked from commit c1c76850cb)
2021-06-07 12:06:59 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="PrimitiveMesh" inherits="Mesh" version="3.4">
<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 [CapsuleMesh], [CubeMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh].
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_mesh_arrays" qualifiers="const">
<return type="Array">
</return>
<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:
[codeblock]
var c := CylinderMesh.new()
var arr_mesh := ArrayMesh.new()
arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c.get_mesh_arrays())
[/codeblock]
</description>
</method>
</methods>
<members>
<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 SpatialMaterial.CULL_BACK] in [member SpatialMaterial.params_cull_mode].
</member>
<member name="material" type="Material" setter="set_material" getter="get_material">
The current [Material] of the primitive mesh.
</member>
</members>
<constants>
</constants>
</class>