Class reference

PrimitiveMesh

Inherits Mesh

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

Description

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

Properties

bool add_uv2 = false

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

AABB custom_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.

float uv2_padding = 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

Array _create_mesh_array() virtual const

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).

Array get_mesh_arrays() const

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:

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

void request_update()

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

Source revision 4f5b14abade2
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