<?xml version="1.0" encoding="UTF-8" ?>
<class name="PrimitiveMesh" inherits="Mesh" version="4.2">
	<brief_description>
		Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh.
	</brief_description>
	<description>
		Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh].
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="get_mesh_arrays" qualifiers="const">
			<return type="Array" />
			<description>
				Returns mesh arrays used to constitute surface of [Mesh]. The result can be passed to [method ArrayMesh.add_surface_from_arrays] to create a new surface. For example:
				[codeblock]
				var c := CylinderMesh.new()
				var arr_mesh := ArrayMesh.new()
				arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c.get_mesh_arrays())
				[/codeblock]
			</description>
		</method>
	</methods>
	<members>
		<member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB( 0, 0, 0, 0, 0, 0 )">
			Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
		</member>
		<member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces" default="false">
			If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.
			This gives the same result as using [constant SpatialMaterial.CULL_BACK] in [member SpatialMaterial.params_cull_mode].
		</member>
		<member name="material" type="Material" setter="set_material" getter="get_material">
			The current [Material] of the primitive mesh.
		</member>
	</members>
	<constants>
	</constants>
</class>
