Documentation
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Overview ¶
Base class for all primitive meshes. Handles applying a Material to a primitive mesh. Examples include BoxMesh, CapsuleMesh, CylinderMesh, PlaneMesh, PrismMesh, and SphereMesh.
Index ¶
- type Advanced
- type Any
- type Extension
- type ID
- type Implementation
- type Instance
- func (self Instance) AddUv2() bool
- func (self Instance) AsMesh() Mesh.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsPrimitiveMesh() Instance
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) CustomAabb() AABB.PositionSize
- func (self Instance) FlipFaces() bool
- func (self Instance) GetMeshArrays() []any
- func (self Instance) ID() ID
- func (self Instance) Material() Material.Instance
- func (self Instance) RequestUpdate()
- func (self Instance) SetAddUv2(value bool)
- func (self Instance) SetCustomAabb(value AABB.PositionSize)
- func (self Instance) SetFlipFaces(value bool)
- func (self Instance) SetMaterial(value Material.Instance)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetUv2Padding(value Float.X)
- func (self Instance) Uv2Padding() Float.X
- func (self Instance) Virtual(name string) reflect.Value
- type Interface
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this [Extension]See Interface for methods that can be overridden by T.
func (*Extension[T]) AsPrimitiveMesh ¶
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Implementation ¶
type Implementation = implementation
Implementation implements Interface with empty methods.
type Instance ¶
type Instance [1]gdclass.PrimitiveMesh
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AddUv2 ¶
If set, generates UV2 UV coordinates applying a padding using the Uv2Padding setting. UV2 is needed for lightmapping.
func (Instance) AsPrimitiveMesh ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) CustomAabb ¶
func (self Instance) CustomAabb() AABB.PositionSize
Overrides the AABB.PositionSize with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
func (Instance) FlipFaces ¶
If true, the order of the vertices in each triangle is reversed, resulting in the backside of the mesh being drawn.
This gives the same result as using [Basematerial3d.CullFront] in BaseMaterial3D.CullMode.
func (Instance) GetMeshArrays ¶
Returns the mesh arrays used to make up the surface of this primitive mesh.
Example: Pass the result to ArrayMesh.AddSurfaceFromArrays to create a new surface:
var c = CylinderMesh.New() var arrMesh = ArrayMesh.New() arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveTriangles, c.AsPrimitiveMesh().GetMeshArrays())
func (Instance) RequestUpdate ¶
func (self Instance) RequestUpdate()
Request an update of this primitive mesh based on its properties.
func (Instance) SetCustomAabb ¶
func (self Instance) SetCustomAabb(value AABB.PositionSize)
SetCustomAabb sets the property returned by [GetCustomAabb].
func (Instance) SetFlipFaces ¶
SetFlipFaces sets the property returned by [GetFlipFaces].
func (Instance) SetMaterial ¶
SetMaterial sets the property returned by [GetMaterial].
func (Instance) SetUv2Padding ¶
SetUv2Padding sets the property returned by [GetUv2Padding].
func (Instance) 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.