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5ad9be4c24
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
112 lines
3.1 KiB
XML
112 lines
3.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ImmediateGeometry" inherits="GeometryInstance" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Node to draw simple geometry from code, ala OpenGL 1.x
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</brief_description>
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<description>
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="add_sphere">
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<return type="void">
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</return>
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<argument index="0" name="lats" type="int">
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</argument>
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<argument index="1" name="lons" type="int">
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</argument>
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<argument index="2" name="radius" type="float">
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</argument>
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<argument index="3" name="add_uv" type="bool" default="true">
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</argument>
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<description>
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Simple helper to draw a uvsphere, with given latitudes, longitude and radius.
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</description>
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</method>
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<method name="add_vertex">
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<return type="void">
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</return>
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<argument index="0" name="position" type="Vector3">
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</argument>
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<description>
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Add a vertex with the currently set color/uv/etc.
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</description>
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</method>
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<method name="begin">
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<return type="void">
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</return>
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<argument index="0" name="primitive" type="int" enum="Mesh.PrimitiveType">
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</argument>
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<argument index="1" name="texture" type="Texture" default="null">
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</argument>
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<description>
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Begin drawing (And optionally pass a texture override). When done call end(). For more information on how this works, search for glBegin() glEnd() references.
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For the type of primitive, use the [Mesh].PRIMITIVE_* enumerations.
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</description>
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</method>
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<method name="clear">
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<return type="void">
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</return>
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<description>
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Clear everything that was drawn using begin/end.
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</description>
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</method>
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<method name="end">
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<return type="void">
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</return>
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<description>
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Call this when done adding a batch of geometry, otherwise it can't be displayed.
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</description>
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</method>
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<method name="set_color">
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<return type="void">
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</return>
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<argument index="0" name="color" type="Color">
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</argument>
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<description>
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Set the color that the next vertex will use to be drawn.
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</description>
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</method>
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<method name="set_normal">
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<return type="void">
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</return>
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<argument index="0" name="normal" type="Vector3">
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</argument>
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<description>
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Set the normal that the next vertex will use to be drawn.
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</description>
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</method>
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<method name="set_tangent">
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<return type="void">
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</return>
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<argument index="0" name="tangent" type="Plane">
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</argument>
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<description>
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Set the tangent (and binormal facing) that the next vertex will use to be drawn.
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</description>
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</method>
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<method name="set_uv">
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<return type="void">
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</return>
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<argument index="0" name="uv" type="Vector2">
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</argument>
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<description>
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Set the UV that the next vertex will use to be drawn.
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</description>
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</method>
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<method name="set_uv2">
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<return type="void">
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</return>
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<argument index="0" name="uv" type="Vector2">
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</argument>
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<description>
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Set the second layer of UV that the next vertex will use to be drawn.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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