Up to date
This page is up to date for Redot 4.3
.
If you still find outdated information, please create an issue.
PrimitiveMesh¶
Inherits: Mesh < Resource < RefCounted < Object
Inherited By: BoxMesh, CapsuleMesh, CylinderMesh, PlaneMesh, PointMesh, PrismMesh, RibbonTrailMesh, SphereMesh, TextMesh, TorusMesh, TubeTrailMesh
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¶
|
||
|
||
|
||
|
Methods¶
_create_mesh_array() virtual const |
|
get_mesh_arrays() const |
|
void |
Property Descriptions¶
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.
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.
The current Material of the primitive mesh.
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.
Method Descriptions¶
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 ArrayType constants).
Array get_mesh_arrays() const 🔗
Returns mesh arrays used to constitute surface of Mesh. The result can be passed to ArrayMesh.add_surface_from_arrays to create a new surface. For example:
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.