Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [BoxMesh], [CapsuleMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]. 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] 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. 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]. The current [Material] of the primitive mesh.