PrimitiveMesh
继承: Mesh
< Resource
< RefCounted
< Object
派生: 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.
描述
Base class for all primitive meshes. Handles applying a Material
to a primitive mesh. Examples include BoxMesh
, CapsuleMesh
, CylinderMesh
, PlaneMesh
, PrismMesh
, and SphereMesh
.
属性
方法
Array | _create_mesh_array ( ) virtual1 const2 |
Array | get_mesh_arrays ( ) const2 |
void | request_update ( ) |
属性说明
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.
bool
flip_faces = false
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
The current Material
of the primitive mesh.
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.
方法说明
Array
_create_mesh_array ( ) virtual1 const2
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 ( ) const2
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.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。