geom

GeomRect

Inherits: Node3D

A rectangle placed in 3D space.

Drawing it

The code behind the picture above.

GeomDraw.set_corner_roundness(0.35)
GeomDraw.rect_colored(Vector3.ZERO, Vector2(2.0, 1.5), AMBER)
GeomDraw.set_corner_roundness(0.0)

Properties

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
Vector4 corner_radii Vector4(0, 0, 0, 0)
GeomDash dash null
bool pivot_at_corner false
Vector2 size Vector2(1, 0.6)
ThicknessSpace size_space Geom.SPACE_METERS
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

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, using thickness.

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.

Vector4 corner_radii = Vector4(0, 0, 0, 0)

Corner radii as fractions of the shorter half-side, clockwise from bottom-left. Fractions rather than lengths, so a corner keeps its shape when the rectangle is resized and can never exceed the side it rounds.

GeomDash dash = null

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

bool pivot_at_corner = false

Position by the bottom-left corner rather than the center.

Vector2 size = Vector2(1, 0.6)

Width and height. Unlike a radius this takes a non-uniform node scale exactly, because the two sides are independent.

ThicknessSpace size_space = Geom.SPACE_METERS

Whether size 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 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.