geom

GeomPolygon

Inherits: Node3D

A regular polygon in 3D space.

Drawing it

The code behind the picture above.

GeomDraw.polygon_angle = 0.3
GeomDraw.regular_polygon_colored(Vector3.ZERO, 1.0, 6, MINT)

Properties

float angle_degrees 90.0
bool billboard false
BlendMode blend_mode Geom.BLEND_TRANSPARENT
bool border false
Color color Color(1, 1, 1, 1)
Color color_end Color(1, 1, 1, 1)
ColorMode color_mode Geom.COLOR_SINGLE
GeomDash dash null
float radius 0.5
ThicknessSpace radius_space Geom.SPACE_METERS
float roundness 0.0
int sides 6
float thickness 0.05
ThicknessSpace thickness_space Geom.SPACE_METERS

Enumerations

enum Geom.ThicknessSpace

Geom.SPACE_METERS = 0
Thickness in world units; shrinks on screen with distance.
Geom.SPACE_PIXELS = 1
Thickness in screen pixels; constant on-screen size.
Geom.SPACE_VIEWPORT = 2
A fraction of the viewport: 100 span its shorter side, so 1 is one percent of it and about 11 pixels at 1080p. The same idea as CSS vmin. Radii and sizes here are whole-ish numbers; strokes come out below 1, and a stroke that should stay a fixed pixel width wants SPACE_PIXELS instead.

enum Geom.ColorMode

Geom.COLOR_SINGLE = 0
One flat color.
Geom.COLOR_RADIAL = 1
Interpolate color to color_end from the center outwards.
Geom.COLOR_ANGULAR = 2
Interpolate color to color_end around the sweep.

enum Geom.BlendMode

Geom.BLEND_OPAQUE = 0
Writes depth and sorts against other geometry; hard edges, no fade.
Geom.BLEND_TRANSPARENT = 1
Standard alpha compositing. The default.
Geom.BLEND_ADDITIVE = 2
Brightens what is behind. Good for glows.
Geom.BLEND_MULTIPLY = 3
Darkens what is behind. Good for tints.
Geom.BLEND_SUBTRACT = 4
Subtracts this color from the background.
Geom.BLEND_TRANSPARENT_DEPTH = 5
Transparent, but writing depth so shapes occlude by position.

Property descriptions

float angle_degrees = 90.0

Rotates the polygon about its own center. The angle points at an edge's midpoint rather than at a vertex, so the vertices sit half a segment either side of it.

bool billboard = false

Turn to face the camera instead of sitting in this node's own plane.

Off by default, so rotating the node rotates the shape. Turn it on for something that must stay readable from any angle, such as a marker on the ground or a bar over a character's head.

BlendMode blend_mode = Geom.BLEND_TRANSPARENT

How the shape combines with what is behind it. Transparent Depth is the one that also writes depth, so shapes occlude each other by position rather than by the order they were drawn.

bool border = false

Outline instead of a fill.

Color color = Color(1, 1, 1, 1)

Fill color, or the wall's color for an outline.

Color color_end = Color(1, 1, 1, 1)

The far end of the gradient. Ignored unless color_mode is something other than Single.

ColorMode color_mode = Geom.COLOR_SINGLE

Single flat color, or a Radial or Angular gradient between color and color_end.

GeomDash dash = null

Assign a GeomDash to dash this shape; leave empty for solid.

float radius = 0.5

Center to vertex.

ThicknessSpace radius_space = Geom.SPACE_METERS

Whether radius is measured in meters, in pixels, or in viewport units. Meters are world units and shrink with distance; pixels hold their size on screen however far away the camera is. The node's scale multiplies it either way.

float roundness = 0.0

Corner rounding, 0 sharp to 1 exactly the inscribed circle.

int sides = 6

Three or more; clamped to 255.

float thickness = 0.05

Wall thickness, used only when border is set.

ThicknessSpace thickness_space = Geom.SPACE_METERS

Whether thickness is measured in meters, in pixels, or in viewport units. Meters are world units and shrink with distance; pixels hold their size on screen however far away the camera is. The node's scale multiplies it either way.