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
Arrayget_mesh_arrays ( ) const2
voidrequest_update ( )

属性说明

bool add_uv2 = false

  • void set_add_uv2 ( value: bool )
  • 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 ( value: AABB )
  • 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 ( value: bool )
  • 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

The current Material of the primitive mesh.


float uv2_padding = 2.0

  • void set_uv2_padding ( value: float )
  • float get_uv2_padding ( )

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.

1

本方法通常需要用户覆盖才能生效。

2

本方法无副作用,不会修改该实例的任何成员变量。

3

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。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。