BoxMesh

Inherits: PrimitiveMesh < Mesh < Resource < RefCounted < Object

Generate an axis-aligned box PrimitiveMesh.

Description

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

Vector3

size

Vector3(1, 1, 1)

int

subdivide_depth

0

int

subdivide_height

0

int

subdivide_width

0


Property Descriptions

Vector3 size = Vector3(1, 1, 1) 🔗

The box’s width, height and depth.


int subdivide_depth = 0 🔗

  • void set_subdivide_depth(value: int)

  • int get_subdivide_depth()

Number of extra edge loops inserted along the Z axis.


int subdivide_height = 0 🔗

  • void set_subdivide_height(value: int)

  • int get_subdivide_height()

Number of extra edge loops inserted along the Y axis.


int subdivide_width = 0 🔗

  • void set_subdivide_width(value: int)

  • int get_subdivide_width()

Number of extra edge loops inserted along the X axis.


User-contributed notes

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