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
bool add_uv2 = falseIf 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)
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.
bool flip_faces = false
bool flip_faces = falseIf true, the order of the vertices in each triangle is reversed, resulting in the backside of the mesh being drawn. This gives the same result as using BaseMaterial3D.CULL_FRONT in BaseMaterial3D.cull_mode.
Material material
Material materialThe current Material of the primitive mesh.
float uv2_padding = 2.0
float uv2_padding = 2.0If 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
Array _create_mesh_array() virtual constOverride 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
Array get_mesh_arrays() constReturns 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.