/** * 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 `0.0`. * */ declare class CylinderMesh extends PrimitiveMesh { /** * 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 `0.0`. * */ new(): CylinderMesh; static "new"(): CylinderMesh /** Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces will not be generated, resulting in a conic shape. */ bottom_radius: float; /** Full height of the cylinder. */ height: float; /** Number of radial segments on the cylinder. Higher values result in a more detailed cylinder/cone at the cost of performance. */ radial_segments: int; /** 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. */ rings: int; /** Top radius of the cylinder. If set to [code]0.0[/code], the top faces will not be generated, resulting in a conic shape. */ top_radius: float; connect>(signal: T, method: SignalFunction): number; }