CylinderMesh
Class representing a cylindrical PrimitiveMesh.
class CylinderMeshClass representing a cylindrical PrimitiveMesh. This class can be used to create cones by setting either the topRadius or bottomRadius properties to 0.0.
Class representing a cylindrical PrimitiveMesh.
class CylinderMeshClass representing a cylindrical PrimitiveMesh. This class can be used to create cones by setting either the topRadius or bottomRadius properties to 0.0.
import SwiftGodotFramework to write Godot Game Extensions using the Swift Programming Language.
class PrimitiveMeshBase class for all primitive meshes. Handles applying a Material to a primitive mesh.
final var topRadius: Double { get set }Top radius of the cylinder. If set to 0.0, the top faces will not be generated, resulting in a conic shape. See also capTop.
final var bottomRadius: Double { get set }Bottom radius of the cylinder. If set to 0.0, the bottom faces will not be generated, resulting in a conic shape. See also capBottom.
protocol CustomStringConvertibleA type with a customized textual representation.
protocol EquatableA type that can be compared for value equality.
protocol Hashable : EquatableA type that can be hashed into a Hasher to produce an integer hash value.
protocol Identifiable<ID>A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable : VariantStorableTypes that conform to VariantRepresentable can be stored directly in Variant with no conversion. These include all of the Variant types from Godot (for example GString, Rect, Plane), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.
protocol VariantStorableTypes that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
override class var godotClassName: StringName { get }final var capBottom: Bool { get set }If true, generates a cap at the bottom of the cylinder. This can be set to false to speed up generation and rendering when the cap is never seen by the camera. See also bottomRadius.
final var capTop: Bool { get set }If true, generates a cap at the top of the cylinder. This can be set to false to speed up generation and rendering when the cap is never seen by the camera. See also topRadius.
final var height: Double { get set }Full height of the cylinder.
final var radialSegments: Int32 { get set }Number of radial segments on the cylinder. Higher values result in a more detailed cylinder/cone at the cost of performance.
final var rings: Int32 { get set }Number of edge rings along the height of the cylinder. Changing 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, rings should be kept to its default value.