/** * Generate an axis-aligned cuboid [PrimitiveMesh]. * * The cube'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 `Vector3(3, 2, 1)`. * * **Note:** When using a large textured [CubeMesh] (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. * */ declare class CubeMesh extends PrimitiveMesh { /** * Generate an axis-aligned cuboid [PrimitiveMesh]. * * The cube'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 `Vector3(3, 2, 1)`. * * **Note:** When using a large textured [CubeMesh] (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. * */ new(): CubeMesh; static "new"(): CubeMesh /** Size of the cuboid mesh. */ size: Vector3; /** Number of extra edge loops inserted along the Z axis. */ subdivide_depth: int; /** Number of extra edge loops inserted along the Y axis. */ subdivide_height: int; /** Number of extra edge loops inserted along the X axis. */ subdivide_width: int; connect>(signal: T, method: SignalFunction): number; }