Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

PlaneMesh

Inherits: PrimitiveMesh < Mesh < Resource < RefCounted < Object

Inherited By: QuadMesh

Class representing a planar PrimitiveMesh.

描述

Class representing a planar PrimitiveMesh. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Z axes; this default rotation isn't suited for use with billboarded materials. For billboarded materials, change orientation to FACE_Z.

Note: When using a large textured PlaneMesh (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase subdivide_depth and subdivide_width until you no longer notice UV jittering.

属性

Vector3

center_offset

Vector3(0, 0, 0)

Orientation

orientation

1

Vector2

size

Vector2(2, 2)

int

subdivide_depth

0

int

subdivide_width

0


Enumerations

enum Orientation:

Orientation FACE_X = 0

PlaneMesh will face the positive X-axis.

Orientation FACE_Y = 1

PlaneMesh will face the positive Y-axis. This matches the behavior of the PlaneMesh in Godot 3.x.

Orientation FACE_Z = 2

PlaneMesh will face the positive Z-axis. This matches the behavior of the QuadMesh in Godot 3.x.


Property Descriptions

Vector3 center_offset = Vector3(0, 0, 0)

  • void set_center_offset ( Vector3 value )

  • Vector3 get_center_offset ( )

Offset of the generated plane. Useful for particles.


Orientation orientation = 1

Direction that the PlaneMesh is facing. See Orientation for options.


Vector2 size = Vector2(2, 2)

Size of the generated plane.


int subdivide_depth = 0

  • void set_subdivide_depth ( int value )

  • int get_subdivide_depth ( )

Number of subdivision along the Z axis.


int subdivide_width = 0

  • void set_subdivide_width ( int value )

  • int get_subdivide_width ( )

Number of subdivision along the X axis.