godot/doc/classes/BoxMesh.xml

<?xml version="1.0" encoding="UTF-8" ?>
<class name="BoxMesh" inherits="PrimitiveMesh" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Generate an axis-aligned box [PrimitiveMesh].
	</brief_description>
	<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 [code]Vector3(3, 2, 1)[/code]. This is equivalent to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader.
		[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.
	</description>
	<tutorials>
	</tutorials>
	<members>
		<member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(1, 1, 1)">
			The box's width, height and depth.
		</member>
		<member name="subdivide_depth" type="int" setter="set_subdivide_depth" getter="get_subdivide_depth" default="0">
			Number of extra edge loops inserted along the Z axis.
		</member>
		<member name="subdivide_height" type="int" setter="set_subdivide_height" getter="get_subdivide_height" default="0">
			Number of extra edge loops inserted along the Y axis.
		</member>
		<member name="subdivide_width" type="int" setter="set_subdivide_width" getter="get_subdivide_width" default="0">
			Number of extra edge loops inserted along the X axis.
		</member>
	</members>
</class>