feat: godot-engine-source-4.3-stable
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engine/doc/classes/BoxMesh.xml
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27
engine/doc/classes/BoxMesh.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="BoxMesh" inherits="PrimitiveMesh" 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 box [PrimitiveMesh].
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</brief_description>
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<description>
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Generate an axis-aligned box [PrimitiveMesh].
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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.
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[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.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(1, 1, 1)">
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The box's width, height and depth.
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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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</class>
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