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)

  • void set_center_offset ( value: Vector3 )
  • 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 ( value: int )
  • int get_subdivide_depth ( )

Number of subdivision along the Z axis.


int subdivide_width = 0

  • void set_subdivide_width ( value: int )
  • int get_subdivide_width ( )

Number of subdivision along the X axis.

1

本方法通常需要用户覆盖才能生效。

2

本方法无副作用,不会修改该实例的任何成员变量。

3

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。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。