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PlaneMesh

Inherits: PrimitiveMesh < Mesh < Resource < RefCounted < Object

Inherited By: QuadMesh

Class representing a planar PrimitiveMesh.

Description

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.

Properties

Vector3center_offsetVector3(0, 0, 0)
Orientationorientation1
Vector2sizeVector2(2, 2)
intsubdivide_depth0
intsubdivide_width0

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\ (\ value: Vector3\ )
  • Vector3 get_center_offset\ (\ )

Offset of the generated plane. Useful for particles.


Orientation orientation = 1 🔗

Direction that the PlaneMesh is facing.


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.