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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.
28 lines
1.6 KiB
XML
28 lines
1.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="BoxMesh" inherits="PrimitiveMesh" version="4.0" 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].
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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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