void PlaneMesh::set_size(const Size2 &p_size) { size = p_size; _request_update(); }
void CylinderMesh::set_radial_segments(const int p_segments) { radial_segments = p_segments > 4 ? p_segments : 4; _request_update(); }
void CylinderMesh::set_rings(const int p_rings) { rings = p_rings > 0 ? p_rings : 0; _request_update(); }
void CylinderMesh::set_bottom_radius(const float p_radius) { bottom_radius = p_radius; _request_update(); }
void CylinderMesh::set_height(const float p_height) { height = p_height; _request_update(); }
void SpatialIndexer::update_proximity_area_flags(ProximityArea* p_area) { _request_update(); }
void SphereMesh::set_radius(const float p_radius) { radius = p_radius; _request_update(); }
void CapsuleMesh::set_rings(const int p_rings) { rings = p_rings > 1 ? p_rings : 1; _request_update(); }
void CubeMesh::set_size(const Vector3 &p_size) { size = p_size; _request_update(); }
void CapsuleMesh::set_radius(const float p_radius) { radius = p_radius; _request_update(); }
void CapsuleMesh::set_mid_height(const float p_mid_height) { mid_height = p_mid_height; _request_update(); }
void SphereMesh::set_is_hemisphere(const bool p_is_hemisphere) { is_hemisphere = p_is_hemisphere; _request_update(); }
void SphereMesh::set_radial_segments(const int p_radial_segments) { radial_segments = p_radial_segments > 4 ? p_radial_segments : 4; _request_update(); }
void SphereMesh::set_height(const float p_height) { height = p_height; _request_update(); }
void PlaneMesh::set_subdivide_depth(const int p_divisions) { subdivide_d = p_divisions > 0 ? p_divisions : 0; _request_update(); }
void CubeMesh::set_subdivide_width(const int p_divisions) { subdivide_w = p_divisions > 0 ? p_divisions : 0; _request_update(); }
void SpatialIndexer::update_proximity_area_transform(ProximityArea* p_area) { _request_update(); }
void CubeMesh::set_subdivide_height(const int p_divisions) { subdivide_h = p_divisions > 0 ? p_divisions : 0; _request_update(); }
void SpatialIndexer::update_camera(Camera* p_camera) { _request_update(); }
void PrismMesh::set_left_to_right(const float p_left_to_right) { left_to_right = p_left_to_right; _request_update(); }