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<?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 >
Class representing a planar [PrimitiveMesh].
</brief_description>
<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>
<tutorials >
</tutorials>
<members >
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<member name= "center_offset" type= "Vector3" setter= "set_center_offset" getter= "get_center_offset" default= "Vector3(0, 0, 0)" >
Offset of the generated plane. Useful for particles.
</member>
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<member name= "orientation" type= "int" setter= "set_orientation" getter= "get_orientation" enum= "PlaneMesh.Orientation" default= "1" >
Direction that the [PlaneMesh] is facing. See [enum Orientation] for options.
</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>
</members>
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<constants >
<constant name= "FACE_X" value= "0" enum= "Orientation" >
[PlaneMesh] will face the positive X-axis.
</constant>
<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>
<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>
</constants>
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</class>