b087538119
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
32 lines
1.6 KiB
XML
32 lines
1.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CubeMesh" inherits="PrimitiveMesh" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Generate an axis-aligned cuboid [PrimitiveMesh].
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</brief_description>
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<description>
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Generate an axis-aligned cuboid [PrimitiveMesh].
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The cube'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].
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[b]Note:[/b] When using a large textured [CubeMesh] (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.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3( 2, 2, 2 )">
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Size of the cuboid mesh.
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</member>
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<member name="subdivide_depth" type="int" setter="set_subdivide_depth" getter="get_subdivide_depth" default="0">
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Number of extra edge loops inserted along the Z axis.
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</member>
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<member name="subdivide_height" type="int" setter="set_subdivide_height" getter="get_subdivide_height" default="0">
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Number of extra edge loops inserted along the Y axis.
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</member>
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<member name="subdivide_width" type="int" setter="set_subdivide_width" getter="get_subdivide_width" default="0">
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Number of extra edge loops inserted along the X axis.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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