godot/doc/classes/CylinderMesh.xml

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<?xml version="1.0" encoding="UTF-8" ?>
2020-02-01 09:03:48 +08:00
<class name="CylinderMesh" inherits="PrimitiveMesh" version="4.0">
<brief_description>
Class representing a cylindrical [PrimitiveMesh].
</brief_description>
<description>
Class representing a cylindrical [PrimitiveMesh]. This class can be used to create cones by setting either the [member top_radius] or [member bottom_radius] properties to [code]0.0[/code].
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="bottom_radius" type="float" setter="set_bottom_radius" getter="get_bottom_radius" default="1.0">
Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces will not be generated, resulting in a conic shape.
</member>
<member name="height" type="float" setter="set_height" getter="get_height" default="2.0">
Full height of the cylinder.
</member>
<member name="radial_segments" type="int" setter="set_radial_segments" getter="get_radial_segments" default="64">
Number of radial segments on the cylinder. Higher values result in a more detailed cylinder/cone at the cost of performance.
</member>
<member name="rings" type="int" setter="set_rings" getter="get_rings" default="4">
Number of edge rings along the height of the cylinder. Changing [member rings] does not have any visual impact unless a shader or procedural mesh tool is used to alter the vertex data. Higher values result in more subdivisions, which can be used to create smoother-looking effects with shaders or procedural mesh tools (at the cost of performance). When not altering the vertex data using a shader or procedural mesh tool, [member rings] should be kept to its default value.
</member>
<member name="top_radius" type="float" setter="set_top_radius" getter="get_top_radius" default="1.0">
Top radius of the cylinder. If set to [code]0.0[/code], the top faces will not be generated, resulting in a conic shape.
</member>
</members>
<constants>
</constants>
</class>