Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

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

Vector3

center_offset

Vector3(0, 0, 0)

Orientation

orientation

1

Vector2

size

Vector2(2, 2)

int

subdivide_depth

0

int

subdivide_width

0


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 Redot 3.x.

Orientation FACE_Z = 2

PlaneMesh will face the positive Z-axis. This matches the behavior of the QuadMesh in Redot 3.x.


Property Descriptions

Vector3 center_offset = Vector3(0, 0, 0) 🔗

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.