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		c77492408a
		
	
	
	
	
		
			
			It took me a bit to figure this out, as I was initially doing something
more complicated like this before I realized I just had to pass
get_mesh_arrays directly to add_surface_from_arrays.
```
var arr_mesh = ArrayMesh.new()
var arrays = []
arrays.resize(ArrayMesh.ARRAY_MAX)
arrays[ArrayMesh.ARRAY_VERTEX] = c.get_mesh_arrays()
arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
```
(cherry picked from commit 933bf96523)
		
	
			
		
			
				
	
	
		
			39 lines
		
	
	
	
		
			1.8 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
	
		
			1.8 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
| <?xml version="1.0" encoding="UTF-8" ?>
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| <class name="PrimitiveMesh" inherits="Mesh" version="3.2">
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| 	<brief_description>
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| 		Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh.
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| 	</brief_description>
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| 	<description>
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| 		Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh].
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| 	</description>
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| 	<tutorials>
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| 	</tutorials>
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| 	<methods>
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| 		<method name="get_mesh_arrays" qualifiers="const">
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| 			<return type="Array">
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| 			</return>
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| 			<description>
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| 				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:
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| 				[codeblock]
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| 				var c := CylinderMesh.new()
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| 				var arr_mesh := ArrayMesh.new()
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| 				arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c.get_mesh_arrays())
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| 				[/codeblock]
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| 			</description>
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| 		</method>
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| 	</methods>
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| 	<members>
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| 		<member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB( 0, 0, 0, 0, 0, 0 )">
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| 			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.
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| 		</member>
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| 		<member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces" default="false">
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| 			If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.
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| 			This gives the same result as using [constant SpatialMaterial.CULL_BACK] in [member SpatialMaterial.params_cull_mode].
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| 		</member>
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| 		<member name="material" type="Material" setter="set_material" getter="get_material">
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| 			The current [Material] of the primitive mesh.
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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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