Table of Contents

Class BoxMesh

Generate an axis-aligned box PrimitiveMesh.

Inheritance
BoxMesh

Remarks

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 Vector3(3, 2, 1). This is equivalent to adding UV *= vec2(3.0, 2.0) in a vertex shader.

Note: 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 subdivide_depth, subdivide_height and subdivide_width until you no longer notice UV jittering.

Properties

size

The box's width, height and depth.

var size : Vector3 = Vector3(1, 1, 1)

Property Value

Vector3

Remarks

subdivide_depth

Number of extra edge loops inserted along the Z axis.

var subdivide_depth : int = 0

Property Value

int

Remarks

  • void set_subdivide_depth(int value)
  • int get_subdivide_depth

subdivide_height

Number of extra edge loops inserted along the Y axis.

var subdivide_height : int = 0

Property Value

int

Remarks

  • void set_subdivide_height(int value)
  • int get_subdivide_height

subdivide_width

Number of extra edge loops inserted along the X axis.

var subdivide_width : int = 0

Property Value

int

Remarks

  • void set_subdivide_width(int value)
  • int get_subdivide_width