/** * 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. * * **Note:** 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. * */ declare class PlaneMesh extends PrimitiveMesh { /** * 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. * * **Note:** 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. * */ new(): PlaneMesh; static "new"(): PlaneMesh /** Offset from the origin of the generated plane. Useful for particles. */ center_offset: Vector3; /** Size of the generated plane. */ size: Vector2; /** Number of subdivision along the Z axis. */ subdivide_depth: int; /** Number of subdivision along the X axis. */ subdivide_width: int; connect>(signal: T, method: SignalFunction): number; }