Inheritance #

RefCounted

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Table of contents

PrimitiveMesh #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

Base class for all primitive meshes. Handles applying a Material to a primitive mesh.

Base class for all primitive meshes. Handles applying a Material to a primitive mesh. Examples include BoxMesh, CapsuleMesh, CylinderMesh, PlaneMesh, PrismMesh, and SphereMesh.

Members #

var add_uv2: bool = false#

If set, generates UV2 UV coordinates applying a padding using the uv2_padding setting. UV2 is needed for lightmapping.

var custom_aabb: AABB = 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.

var flip_faces: bool = 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 BaseMaterial3D.CULL_FRONT in BaseMaterial3D.cull_mode.

var material: Material#

The current Material of the primitive mesh.

var uv2_padding: float = 2.0#

If add_uv2 is set, specifies the padding in pixels applied along seams of the mesh. Lower padding values allow making better use of the lightmap texture (resulting in higher texel density), but may introduce visible lightmap bleeding along edges.

If the size of the lightmap texture can't be determined when generating the mesh, UV2 is calculated assuming a texture size of 1024x1024.

Methods #

virtual const func _create_mesh_array() -> Array#

Override this method to customize how this primitive mesh should be generated. Should return an Array where each element is another Array of values required for the mesh (see the Mesh.ArrayType constants).

const func get_mesh_arrays() -> Array#

Returns the mesh arrays used to make up the surface of this primitive mesh.

Example: Pass the result to ArrayMesh.add_surface_from_arrays to create a new surface:

GDScript

var c = CylinderMesh.new()
var arr_mesh = ArrayMesh.new()
arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c.get_mesh_arrays())

C#

var c = new CylinderMesh();
var arrMesh = new ArrayMesh();
arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, c.GetMeshArrays());

func request_update() -> void#

Request an update of this primitive mesh based on its properties.

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

Theme Items #

Tutorials #