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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
27 lines
1.6 KiB
XML
27 lines
1.6 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, use [QuadMesh] instead.
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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="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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</class>
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