C#: make one with the Geom.Nodes.Quad() factory, then set and read its properties
by name with Set and Get, or in the Inspector, where the node
is GeomQuad.
A quad through four points in 3D space, in order.
From code
The code used to generate this page's thumbnail.
var quad := GeomQuad.new()
quad.rotation_degrees = Vector3(90, 0, 0)
quad.point_a = Vector3(-1.05, -0.62, 0)
quad.point_b = Vector3(1.15, -0.88, 0)
quad.point_c = Vector3(0.92, 0.82, 0)
quad.point_d = Vector3(-0.8, 0.58, 0)
quad.color = EMBER
add_child(quad) var quad = Geom.Nodes.Quad();
quad.RotationDegrees = new Vector3(90, 0, 0);
quad.Set("point_a", new Vector3(-1.05f, -0.62f, 0));
quad.Set("point_b", new Vector3(1.15f, -0.88f, 0));
quad.Set("point_c", new Vector3(0.92f, 0.82f, 0));
quad.Set("point_d", new Vector3(-0.8f, 0.58f, 0));
quad.Set("color", EMBER);
AddChild(quad); Properties
| BlendMode | blend_mode | Geom.BLEND_TRANSPARENTGeom.BlendMode.Transparent |
| bool | border | false |
| Color | color | Color(1, 1, 1, 1) |
| Resource | fill | null |
| Vector3 | point_a | Vector3(-0.5, -0.5, 0) |
| Vector3 | point_b | Vector3(0.5, -0.5, 0) |
| Vector3 | point_c | Vector3(0.5, 0.5, 0) |
| Vector3 | point_d | Vector3(-0.5, 0.5, 0) |
| float | thickness | 0.05 |
| ThicknessSpace | thickness_space | Geom.SPACE_WORLDGeom.ThicknessSpace.World |
Enumerations
enum Geom.ThicknessSpace
- Geom.SPACE_WORLDGeom.ThicknessSpace.World = 0
- World units, the same as a node's
position. - Geom.SPACE_VIEWPORT_PIXELSGeom.ThicknessSpace.ViewportPixels = 1
- The viewport's pixels. Constant size on screen at any zoom.
- Geom.SPACE_VIEWPORT_PERCENTGeom.ThicknessSpace.ViewportPercent = 2
- Percent of the viewport's shorter side. Like CSS
vmin.
enum Geom.BlendMode
- Geom.BLEND_OPAQUEGeom.BlendMode.Opaque = 0
- Sorts by position. Hard edges: no anti-aliasing, and alpha is ignored.
- Geom.BLEND_TRANSPARENTGeom.BlendMode.Transparent = 1
- Standard alpha blending. The default.
- Geom.BLEND_ADDITIVEGeom.BlendMode.Additive = 2
- Adds this color to what is behind.
- Geom.BLEND_MULTIPLYGeom.BlendMode.Multiply = 3
- Multiplies what is behind by this color.
- Geom.BLEND_SUBTRACTGeom.BlendMode.Subtract = 4
- Subtracts this color from the background.
- Geom.BLEND_TRANSPARENT_DEPTHGeom.BlendMode.TransparentDepth = 5
- Transparent, but writes depth, so shapes with alpha 1 sort by position with anti-aliased edges. A translucent color behaves like Transparent.
Property descriptions
BlendMode blend_mode = Geom.BLEND_TRANSPARENTGeom.BlendMode.Transparent
How the shape blends with what is behind it.
bool border = false
Draw an outline of thickness instead of a fill.
Color color = Color(1, 1, 1, 1)
Fill color, or the outline's color when border is set.
Resource fill = null
A gradient in place of color. Takes GeomFillLinear or GeomFillCorners.
Vector3 point_a = Vector3(-0.5, -0.5, 0)
First corner.
Vector3 point_b = Vector3(0.5, -0.5, 0)
Second corner.
Vector3 point_c = Vector3(0.5, 0.5, 0)
Third corner.
Vector3 point_d = Vector3(-0.5, 0.5, 0)
Fourth corner.
float thickness = 0.05
Outline thickness. Used only when border is set.
ThicknessSpace thickness_space = Geom.SPACE_WORLDGeom.ThicknessSpace.World
How thickness is measured.