Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

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

bool

add_uv2

false

AABB

custom_aabb

AABB(0, 0, 0, 0, 0, 0)

bool

flip_faces

false

Material

material

float

uv2_padding

2.0

Methods

Array

_create_mesh_array ( ) virtual const

Array

get_mesh_arrays ( ) const


Property Descriptions

bool add_uv2 = false

  • void set_add_uv2 ( bool value )

  • bool get_add_uv2 ( )

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)

  • void set_custom_aabb ( AABB value )

  • AABB get_custom_aabb ( )

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

  • void set_flip_faces ( bool value )

  • bool get_flip_faces ( )

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.


Material material