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Completed documentation for many visual nodes
This commit is contained in:
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@ -23,6 +23,7 @@
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The [code]MeshInstance[/code] is ready to be added to the SceneTree to be shown.
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link>
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</tutorials>
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<methods>
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<method name="add_blend_shape">
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@ -185,6 +186,7 @@
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</methods>
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<members>
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<member name="blend_shape_mode" type="int" setter="set_blend_shape_mode" getter="get_blend_shape_mode" enum="Mesh.BlendShapeMode" default="1">
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Sets the blend shape mode to one of [enum Mesh.BlendShapeMode].
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</member>
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<member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB( 0, 0, 0, 0, 0, 0 )">
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Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
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@ -1,8 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Geometry" inherits="Object" category="Core" version="3.2">
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<brief_description>
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Helper node to calculate generic geometry operations.
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</brief_description>
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<description>
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Geometry provides users with a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations.
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</description>
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<tutorials>
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</tutorials>
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@ -15,6 +15,7 @@
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<argument index="0" name="flag" type="int" enum="GeometryInstance.Flags">
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</argument>
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<description>
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Returns the [enum GeometryInstance.Flags] that have been set for this object.
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</description>
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</method>
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<method name="set_custom_aabb">
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@ -34,6 +35,7 @@
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Sets the [enum GeometryInstance.Flags] specified. See [enum GeometryInstance.Flags] for options.
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</description>
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</method>
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</methods>
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@ -71,6 +71,7 @@
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<argument index="0" name="bump_scale" type="float" default="1.0">
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</argument>
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<description>
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Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-pixel, while a normalmap provides a normal direction per pixel.
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</description>
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</method>
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<method name="clear_mipmaps">
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@ -165,7 +166,7 @@
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<return type="int" enum="Image.AlphaMode">
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</return>
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<description>
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Returns [constant ALPHA_BLEND] if the image has data for alpha values. Returns [constant ALPHA_BIT] if all the alpha values are below a certain threshold or the maximum value. Returns [constant ALPHA_NONE] if no data for alpha values is found.
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Returns [constant ALPHA_BLEND] if the image has data for alpha values. Returns [constant ALPHA_BIT] if all the alpha values are stored in a single bit. Returns [constant ALPHA_NONE] if no data for alpha values is found.
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</description>
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</method>
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<method name="expand_x2_hq2x">
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@ -405,6 +406,7 @@
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<return type="Image">
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</return>
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<description>
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Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image.
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</description>
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</method>
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<method name="save_exr" qualifiers="const">
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@ -502,8 +504,10 @@
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The maximal height allowed for [Image] resources.
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</constant>
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<constant name="FORMAT_L8" value="0" enum="Format">
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Texture format with a single 8-bit depth representing luminance.
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</constant>
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<constant name="FORMAT_LA8" value="1" enum="Format">
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OpenGL texture format with two values, luminance and alpha each stored with 8 bits.
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</constant>
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<constant name="FORMAT_R8" value="2" enum="Format">
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OpenGL texture format [code]RED[/code] with a single component and a bitdepth of 8.
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@ -643,26 +647,37 @@
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Performs Lanczos interpolation. This is the slowest image resizing mode, but it typically gives the best results, especially when downscalng images.
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</constant>
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<constant name="ALPHA_NONE" value="0" enum="AlphaMode">
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Image does not have alpha.
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</constant>
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<constant name="ALPHA_BIT" value="1" enum="AlphaMode">
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Image stores alpha in a single bit.
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</constant>
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<constant name="ALPHA_BLEND" value="2" enum="AlphaMode">
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Image uses alpha.
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</constant>
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<constant name="COMPRESS_S3TC" value="0" enum="CompressMode">
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Use S3TC compression.
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</constant>
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<constant name="COMPRESS_PVRTC2" value="1" enum="CompressMode">
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Use PVRTC2 compression.
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</constant>
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<constant name="COMPRESS_PVRTC4" value="2" enum="CompressMode">
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Use PVRTC4 compression.
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</constant>
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<constant name="COMPRESS_ETC" value="3" enum="CompressMode">
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Use ETC compression.
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</constant>
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<constant name="COMPRESS_ETC2" value="4" enum="CompressMode">
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Use ETC2 compression.
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</constant>
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<constant name="COMPRESS_SOURCE_GENERIC" value="0" enum="CompressSource">
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Source texture (before compression) is a regular texture. Default for all textures.
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</constant>
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<constant name="COMPRESS_SOURCE_SRGB" value="1" enum="CompressSource">
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Source texture (before compression) is in sRGB space.
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</constant>
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<constant name="COMPRESS_SOURCE_NORMAL" value="2" enum="CompressSource">
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Source texture (before compression) is a normal texture (e.g. it can be compressed into two channels).
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</constant>
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</constants>
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</class>
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<argument index="0" name="param" type="int" enum="Light.Param">
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</argument>
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<description>
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Returns the value of the specified [enum Light.Param] parameter.
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</description>
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</method>
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<method name="set_param">
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@ -26,6 +27,7 @@
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<argument index="1" name="value" type="float">
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</argument>
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<description>
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Sets the value of the specified [enum Light.Param] parameter.
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</description>
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</method>
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</methods>
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@ -67,38 +69,54 @@
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If [code]true[/code], the light will cast shadows.
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</member>
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<member name="shadow_reverse_cull_face" type="bool" setter="set_shadow_reverse_cull_face" getter="get_shadow_reverse_cull_face" default="false">
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If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED].
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</member>
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</members>
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<constants>
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<constant name="PARAM_ENERGY" value="0" enum="Param">
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Constant for accessing [member light_energy].
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</constant>
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<constant name="PARAM_INDIRECT_ENERGY" value="1" enum="Param">
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Constant for accessing [member light_indirect_energy].
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</constant>
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<constant name="PARAM_SPECULAR" value="2" enum="Param">
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Constant for accessing [member light_specular].
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</constant>
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<constant name="PARAM_RANGE" value="3" enum="Param">
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Constant for accessing [member OmniLight.omni_range] or [member SpotLight.spot_range].
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</constant>
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<constant name="PARAM_ATTENUATION" value="4" enum="Param">
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Constant for accessing [member OmniLight.omni_attenuation] or [member SpotLight.spot_attenuation].
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</constant>
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<constant name="PARAM_SPOT_ANGLE" value="5" enum="Param">
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Constant for accessing [member SpotLight.spot_angle].
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</constant>
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<constant name="PARAM_SPOT_ATTENUATION" value="6" enum="Param">
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Constant for accessing [member SpotLight.spot_angle_attenuation].
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</constant>
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<constant name="PARAM_CONTACT_SHADOW_SIZE" value="7" enum="Param">
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Constant for accessing [member shadow_contact].
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</constant>
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<constant name="PARAM_SHADOW_MAX_DISTANCE" value="8" enum="Param">
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Constant for accessing [member DirectionalLight.directional_shadow_max_distance].
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</constant>
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<constant name="PARAM_SHADOW_SPLIT_1_OFFSET" value="9" enum="Param">
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Constant for accessing [member DirectionalLight.directional_shadow_split_1].
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</constant>
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<constant name="PARAM_SHADOW_SPLIT_2_OFFSET" value="10" enum="Param">
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Constant for accessing [member DirectionalLight.directional_shadow_split_2].
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</constant>
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<constant name="PARAM_SHADOW_SPLIT_3_OFFSET" value="11" enum="Param">
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Constant for accessing [member DirectionalLight.directional_shadow_split_3].
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</constant>
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<constant name="PARAM_SHADOW_NORMAL_BIAS" value="12" enum="Param">
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Constant for accessing [member DirectionalLight.directional_shadow_normal_bias].
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</constant>
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<constant name="PARAM_SHADOW_BIAS" value="13" enum="Param">
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Constant for accessing [member shadow_bias].
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</constant>
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<constant name="PARAM_SHADOW_BIAS_SPLIT_SCALE" value="14" enum="Param">
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Constant for accessing [member DirectionalLight.directional_shadow_bias_split_scale].
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</constant>
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<constant name="PARAM_MAX" value="15" enum="Param">
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Represents the size of the [enum Param] enum.
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</methods>
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<members>
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<member name="lightmap_size_hint" type="Vector2" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2( 0, 0 )">
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Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides [member BakedLightmap.bake_default_texels_per_unit].
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</member>
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</members>
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<constants>
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Render array as triangle fans.
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</constant>
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<constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode">
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Blend shapes are normalized.
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</constant>
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<constant name="BLEND_SHAPE_MODE_RELATIVE" value="1" enum="BlendShapeMode">
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Blend shapes are relative to base weight.
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</constant>
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<constant name="ARRAY_FORMAT_VERTEX" value="1" enum="ArrayFormat">
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Mesh array contains vertices. All meshes require a vertex array so this should always be present.
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</constant>
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<constant name="ARRAY_FORMAT_NORMAL" value="2" enum="ArrayFormat">
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Mesh array contains normals.
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</constant>
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<constant name="ARRAY_FORMAT_TANGENT" value="4" enum="ArrayFormat">
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Mesh array contains tangents.
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</constant>
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<constant name="ARRAY_FORMAT_COLOR" value="8" enum="ArrayFormat">
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Mesh array contains colors.
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</constant>
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<constant name="ARRAY_FORMAT_TEX_UV" value="16" enum="ArrayFormat">
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Mesh array contains UVs.
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</constant>
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<constant name="ARRAY_FORMAT_TEX_UV2" value="32" enum="ArrayFormat">
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Mesh array contains second UV.
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</constant>
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<constant name="ARRAY_FORMAT_BONES" value="64" enum="ArrayFormat">
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Mesh array contains bones.
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</constant>
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<constant name="ARRAY_FORMAT_WEIGHTS" value="128" enum="ArrayFormat">
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Mesh array contains bone weights.
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</constant>
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<constant name="ARRAY_FORMAT_INDEX" value="256" enum="ArrayFormat">
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Mesh array uses indices.
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</constant>
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<constant name="ARRAY_COMPRESS_BASE" value="9" enum="ArrayFormat">
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Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum values. Do not use.
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</constant>
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<constant name="ARRAY_COMPRESS_VERTEX" value="512" enum="ArrayFormat">
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Flag used to mark a compressed (half float) vertex array.
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</constant>
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<constant name="ARRAY_COMPRESS_NORMAL" value="1024" enum="ArrayFormat">
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Flag used to mark a compressed (half float) normal array.
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</constant>
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<constant name="ARRAY_COMPRESS_TANGENT" value="2048" enum="ArrayFormat">
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Flag used to mark a compressed (half float) tangent array.
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</constant>
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<constant name="ARRAY_COMPRESS_COLOR" value="4096" enum="ArrayFormat">
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Flag used to mark a compressed (half float) color array.
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</constant>
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<constant name="ARRAY_COMPRESS_TEX_UV" value="8192" enum="ArrayFormat">
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Flag used to mark a compressed (half float) UV coordinates array.
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</constant>
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<constant name="ARRAY_COMPRESS_TEX_UV2" value="16384" enum="ArrayFormat">
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Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.
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</constant>
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<constant name="ARRAY_COMPRESS_BONES" value="32768" enum="ArrayFormat">
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Flag used to mark a compressed bone array.
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</constant>
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<constant name="ARRAY_COMPRESS_WEIGHTS" value="65536" enum="ArrayFormat">
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Flag used to mark a compressed (half float) weight array.
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</constant>
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<constant name="ARRAY_COMPRESS_INDEX" value="131072" enum="ArrayFormat">
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Flag used to mark a compressed index array.
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</constant>
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<constant name="ARRAY_FLAG_USE_2D_VERTICES" value="262144" enum="ArrayFormat">
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Flag used to mark that the array contains 2D vertices.
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</constant>
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<constant name="ARRAY_FLAG_USE_16_BIT_BONES" value="524288" enum="ArrayFormat">
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Flag used to mark that the array uses 16-bit bones instead of 8-bit.
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</constant>
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<constant name="ARRAY_COMPRESS_DEFAULT" value="97280" enum="ArrayFormat">
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Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2] and [constant ARRAY_COMPRESS_WEIGHTS] quickly.
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</constant>
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<constant name="ARRAY_VERTEX" value="0" enum="ArrayType">
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Array of vertices.
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[NodePath] to the [Skeleton] associated with the instance.
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</member>
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<member name="skin" type="Skin" setter="set_skin" getter="get_skin">
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Sets the skin to be used by this instance.
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</member>
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</members>
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<constants>
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<signals>
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<signal name="texture_changed">
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<description>
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Emitted when the [member texture] is changed.
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</description>
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</signal>
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</signals>
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<tutorials>
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<link>http://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
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<link>http://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
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<link>http://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
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</tutorials>
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<methods>
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</methods>
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<signals>
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<signal name="texture_changed">
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<description>
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Emitted when the [member texture] is changed.
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</description>
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</signal>
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</signals>
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Shadows are rendered to a cubemap. Slower than [constant SHADOW_DUAL_PARABOLOID], but higher-quality.
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</constant>
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<constant name="SHADOW_DETAIL_VERTICAL" value="0" enum="ShadowDetail">
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Use more detail vertically when computing the shadow.
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</constant>
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<constant name="SHADOW_DETAIL_HORIZONTAL" value="1" enum="ShadowDetail">
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Use more detail horizontally when computing the shadow.
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</constant>
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</constants>
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</class>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Texture3D" inherits="TextureLayered" category="Core" version="3.2">
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<brief_description>
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Texture with 3 dimensions.
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</brief_description>
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<description>
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Texture3D is a 3-dimensional texture that has a width, height, and depth.
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</description>
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<tutorials>
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</tutorials>
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@ -1,8 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualInstance" inherits="Spatial" category="Core" version="3.2">
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<brief_description>
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Parent of all visual 3D nodes.
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</brief_description>
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<description>
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The VisualInstance is used to connect a resource to a visual representation. All visual 3D nodes inherit from the VisualInstance. In general, you should not access the VisualInstance properties directly as they are accessed and managed by the nodes that inherit from VisualInstance. VisualInstance is the node representation of the [VisualServer] instance.
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</description>
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<tutorials>
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</tutorials>
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<return type="RID">
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</return>
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<description>
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Returns the RID of the resource associated with this VisualInstance. For example, if the Node is a [MeshInstance], this will return the RID of the associated [Mesh].
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</description>
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</method>
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<method name="get_instance" qualifiers="const">
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<return type="RID">
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</return>
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<description>
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Returns the RID of this instance. This RID is the same as the RID returned by [method VisualServer.instance_create]. This RID is needed if you want to call [VisualServer] functions directly on this VisualInstance.
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</description>
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</method>
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<method name="get_layer_mask_bit" qualifiers="const">
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<argument index="0" name="layer" type="int">
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</argument>
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<description>
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Returns [code]true[/code] when the specified layer is enabled in [member layers] and [code]false[/code] otherwise.
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</description>
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</method>
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<method name="get_transformed_aabb" qualifiers="const">
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<argument index="0" name="base" type="RID">
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</argument>
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<description>
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Sets the base of the VisualInstance, which changes how the engine handles the VisualInstance under the hood.
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It is recommended to only use [method set_base] if you know what you're doing.
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Sets the resource that is instantiated by this VisualInstance, which changes how the engine handles the VisualInstance under the hood. Equivalent to [method VisualServer.instance_set_base].
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</description>
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</method>
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<method name="set_layer_mask_bit">
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<argument index="1" name="enabled" type="bool">
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</argument>
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<description>
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Enables a particular layer in [member layers].
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</description>
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</method>
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</methods>
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