PlaneMesh
继承: PrimitiveMesh < Mesh < Resource < RefCounted < Object
派生: 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
枚举
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.
属性说明
Vector3 center_offset = Vector3(0, 0, 0)
Offset of the generated plane. Useful for particles.
Orientation orientation = 1
voidset_orientation ( value: Orientation )- Orientation get_orientation ( )
Direction that the PlaneMesh is facing. See Orientation for options.
Vector2 size = Vector2(2, 2)
Size of the generated plane.
int subdivide_depth = 0
Number of subdivision along the Z axis.
int subdivide_width = 0
Number of subdivision along the X axis.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。