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81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
40 lines
2.3 KiB
XML
40 lines
2.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PlaneMesh" inherits="PrimitiveMesh" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Class representing a planar [PrimitiveMesh].
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</brief_description>
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<description>
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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 [member orientation] to [constant FACE_Z].
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[b]Note:[/b] 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 [member subdivide_depth] and [member subdivide_width] until you no longer notice UV jittering.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="center_offset" type="Vector3" setter="set_center_offset" getter="get_center_offset" default="Vector3(0, 0, 0)">
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Offset of the generated plane. Useful for particles.
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</member>
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<member name="orientation" type="int" setter="set_orientation" getter="get_orientation" enum="PlaneMesh.Orientation" default="1">
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Direction that the [PlaneMesh] is facing. See [enum Orientation] for options.
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</member>
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<member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(2, 2)">
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Size of the generated plane.
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</member>
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<member name="subdivide_depth" type="int" setter="set_subdivide_depth" getter="get_subdivide_depth" default="0">
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Number of subdivision along the Z axis.
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</member>
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<member name="subdivide_width" type="int" setter="set_subdivide_width" getter="get_subdivide_width" default="0">
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Number of subdivision along the X axis.
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</member>
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</members>
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<constants>
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<constant name="FACE_X" value="0" enum="Orientation">
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[PlaneMesh] will face the positive X-axis.
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</constant>
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<constant name="FACE_Y" value="1" enum="Orientation">
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[PlaneMesh] will face the positive Y-axis. This matches the behavior of the [PlaneMesh] in Godot 3.x.
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</constant>
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<constant name="FACE_Z" value="2" enum="Orientation">
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[PlaneMesh] will face the positive Z-axis. This matches the behavior of the QuadMesh in Godot 3.x.
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</constant>
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</constants>
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</class>
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