Class PrimitiveMesh
- Namespace
- Godot
- Assembly
- GodotSharp.dll
Base class for all primitive meshes. Handles applying a Material to a primitive mesh. Examples include BoxMesh, CapsuleMesh, CylinderMesh, PlaneMesh, PrismMesh, and SphereMesh.
public class PrimitiveMesh : Mesh, IDisposable
- Inheritance
-
PrimitiveMesh
- Implements
- Derived
- Inherited Members
Constructors
PrimitiveMesh()
public PrimitiveMesh()
Properties
AddUV2
If set, generates UV2 UV coordinates applying a padding using the UV2Padding setting. UV2 is needed for lightmapping.
public bool AddUV2 { get; set; }
Property Value
CustomAabb
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.
public Aabb CustomAabb { get; set; }
Property Value
FlipFaces
If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.
public bool FlipFaces { get; set; }
Property Value
Material
The current Material of the primitive mesh.
public Material Material { get; set; }
Property Value
UV2Padding
If AddUV2 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.
public float UV2Padding { get; set; }
Property Value
Methods
GetMeshArrays()
Returns mesh arrays used to constitute surface of Mesh. The result can be passed to AddSurfaceFromArrays(PrimitiveType, Array, Array<Array>, Dictionary, ArrayFormat) to create a new surface. For example:
var c = new CylinderMesh();
var arrMesh = new ArrayMesh();
arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, c.GetMeshArrays());
public Array GetMeshArrays()
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
_CreateMeshArray()
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).
public virtual Array _CreateMeshArray()