<?xml version="1.0" encoding="UTF-8" ?> <class name="PrimitiveMesh" inherits="Mesh" version="4.0"> <brief_description> Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. </brief_description> <description> Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]. </description> <tutorials> </tutorials> <methods> <method name="get_mesh_arrays" qualifiers="const"> <return type="Array"> </return> <description> Returns mesh arrays used to constitute surface of [Mesh]. The result can be passed to [method ArrayMesh.add_surface_from_arrays] to create a new surface. For example: [codeblocks] [gdscript] var c = CylinderMesh.new() var arr_mesh = ArrayMesh.new() arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c.get_mesh_arrays()) [/gdscript] [csharp] var c = new CylinderMesh(); var arrMesh = new ArrayMesh(); arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, c.GetMeshArrays()); [/csharp] [/codeblocks] </description> </method> </methods> <members> <member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB( 0, 0, 0, 0, 0, 0 )"> Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unnexpected culling when using a shader to offset vertices. </member> <member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces" default="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 [constant BaseMaterial3D.CULL_BACK] in [member BaseMaterial3D.cull_mode]. </member> <member name="material" type="Material" setter="set_material" getter="get_material"> The current [Material] of the primitive mesh. </member> </members> <constants> </constants> </class>