godot/doc/classes/BoxMesh.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="BoxMesh" inherits="PrimitiveMesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
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Generate an axis-aligned box [PrimitiveMesh].
</brief_description>
<description>
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Generate an axis-aligned box [PrimitiveMesh].
The box's UV layout is arranged in a 3×2 layout that allows texturing each face individually. To apply the same texture on all faces, change the material's UV property to [code]Vector3(3, 2, 1)[/code]. This is equivalent to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader.
[b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase [member subdivide_depth], [member subdivide_height] and [member subdivide_width] until you no longer notice UV jittering.
</description>
<tutorials>
</tutorials>
<members>
<member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(1, 1, 1)">
The box's width, height and depth.
</member>
<member name="subdivide_depth" type="int" setter="set_subdivide_depth" getter="get_subdivide_depth" default="0">
Number of extra edge loops inserted along the Z axis.
</member>
<member name="subdivide_height" type="int" setter="set_subdivide_height" getter="get_subdivide_height" default="0">
Number of extra edge loops inserted along the Y axis.
</member>
<member name="subdivide_width" type="int" setter="set_subdivide_width" getter="get_subdivide_width" default="0">
Number of extra edge loops inserted along the X axis.
</member>
</members>
</class>