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87710517fa
This simplifies the creation of billboarded meshes without any code overhead.
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" version="4.0" 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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