Inheritance #

RefCounted

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PlaneMesh

- QuadMesh
Table of contents

PlaneMesh #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

Class representing a planar PrimitiveMesh.

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.

Members #

var center_offset: Vector3 = Vector3(0, 0, 0)#

Offset of the generated plane. Useful for particles.

var orientation = FACE_Y#

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

var size: Vector2 = Vector2(2, 2)#

Size of the generated plane.

var subdivide_depth: int = 0#

Number of subdivision along the Z axis.

var subdivide_width: int = 0#

Number of subdivision along the X axis.

Methods #

Annotations #

Constants #

const FACE_X = 0 enum Orientation#

PlaneMesh will face the positive X-axis.

const FACE_Y = 1 enum Orientation#

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

const FACE_Z = 2 enum Orientation#

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

Constructors #

Enums #

Orientation#

enum Orientation { FACE_X = 0, FACE_Y = 1, FACE_Z = 2, }

Operators #

Signals #

Theme Items #

Tutorials #