Re-extracted the class docs.

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Relintai 2022-03-16 02:51:50 +01:00
parent 3049d142de
commit e6a9caf3a8
189 changed files with 1210 additions and 6111 deletions

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@ -12,18 +12,14 @@
<methods>
</methods>
<members>
<member name="ARVRServer" type="ARVRServer" setter="" getter="">
The [ARVRServer] singleton.
</member>
<member name="AudioServer" type="AudioServer" setter="" getter="">
The [AudioServer] singleton.
</member>
<member name="CameraServer" type="CameraServer" setter="" getter="">
The [CameraServer] singleton.
</member>
<member name="ClassDB" type="ClassDB" setter="" getter="">
The [ClassDB] singleton.
</member>
<member name="ESS" type="ESS" setter="" getter="">
</member>
<member name="Engine" type="Engine" setter="" getter="">
The [Engine] singleton.
</member>
@ -53,6 +49,8 @@
<member name="Marshalls" type="Marshalls" setter="" getter="">
The [Marshalls] singleton.
</member>
<member name="MeshUtils" type="MeshUtils" setter="" getter="">
</member>
<member name="Navigation2DServer" type="Navigation2DServer" setter="" getter="">
The [Navigation2DServer] singleton.
</member>
@ -74,24 +72,33 @@
<member name="PhysicsServer" type="PhysicsServer" setter="" getter="">
The [PhysicsServer] singleton.
</member>
<member name="ProfileManager" type="ProfileManager" setter="" getter="">
</member>
<member name="ProjectSettings" type="ProjectSettings" setter="" getter="">
The [ProjectSettings] singleton.
</member>
<member name="Prop2DCache" type="Prop2DCache" setter="" getter="">
</member>
<member name="Prop2DUtils" type="Prop2DUtils" setter="" getter="">
</member>
<member name="PropCache" type="PropCache" setter="" getter="">
</member>
<member name="PropUtils" type="PropUtils" setter="" getter="">
</member>
<member name="ResourceLoader" type="ResourceLoader" setter="" getter="">
The [ResourceLoader] singleton.
</member>
<member name="ResourceSaver" type="ResourceSaver" setter="" getter="">
The [ResourceSaver] singleton.
</member>
<member name="ThreadPool" type="ThreadPool" setter="" getter="">
</member>
<member name="Time" type="Time" setter="" getter="">
The [Time] singleton.
</member>
<member name="TranslationServer" type="TranslationServer" setter="" getter="">
The [TranslationServer] singleton.
</member>
<member name="VisualScriptEditor" type="VisualScriptEditor" setter="" getter="">
The [VisualScriptEditor] singleton.
</member>
<member name="VisualServer" type="VisualServer" setter="" getter="">
The [VisualServer] singleton.
</member>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRAnchor" inherits="Spatial" version="3.5">
<brief_description>
An anchor point in AR space.
</brief_description>
<description>
The [ARVRAnchor] point is a spatial node that maps a real world location identified by the AR platform to a position within the game world. For example, as long as plane detection in ARKit is on, ARKit will identify and update the position of planes (tables, floors, etc) and create anchors for them.
This node is mapped to one of the anchors through its unique ID. When you receive a signal that a new anchor is available, you should add this node to your scene for that anchor. You can predefine nodes and set the ID; the nodes will simply remain on 0,0,0 until a plane is recognized.
Keep in mind that, as long as plane detection is enabled, the size, placing and orientation of an anchor will be updated as the detection logic learns more about the real world out there especially if only part of the surface is in view.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_anchor_name" qualifiers="const">
<return type="String" />
<description>
Returns the name given to this anchor.
</description>
</method>
<method name="get_is_active" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if the anchor is being tracked and [code]false[/code] if no anchor with this ID is currently known.
</description>
</method>
<method name="get_mesh" qualifiers="const">
<return type="Mesh" />
<description>
If provided by the [ARVRInterface], this returns a mesh object for the anchor. For an anchor, this can be a shape related to the object being tracked or it can be a mesh that provides topology related to the anchor and can be used to create shadows/reflections on surfaces or for generating collision shapes.
</description>
</method>
<method name="get_plane" qualifiers="const">
<return type="Plane" />
<description>
Returns a plane aligned with our anchor; handy for intersection testing.
</description>
</method>
<method name="get_size" qualifiers="const">
<return type="Vector3" />
<description>
Returns the estimated size of the plane that was detected. Say when the anchor relates to a table in the real world, this is the estimated size of the surface of that table.
</description>
</method>
</methods>
<members>
<member name="anchor_id" type="int" setter="set_anchor_id" getter="get_anchor_id" default="1">
The anchor's ID. You can set this before the anchor itself exists. The first anchor gets an ID of [code]1[/code], the second an ID of [code]2[/code], etc. When anchors get removed, the engine can then assign the corresponding ID to new anchors. The most common situation where anchors "disappear" is when the AR server identifies that two anchors represent different parts of the same plane and merges them.
</member>
</members>
<signals>
<signal name="mesh_updated">
<argument index="0" name="mesh" type="Mesh" />
<description>
Emitted when the mesh associated with the anchor changes or when one becomes available. This is especially important for topology that is constantly being [code]mesh_updated[/code].
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRCamera" inherits="Camera" version="3.5">
<brief_description>
A camera node with a few overrules for AR/VR applied, such as location tracking.
</brief_description>
<description>
This is a helper spatial node for our camera; note that, if stereoscopic rendering is applicable (VR-HMD), most of the camera properties are ignored, as the HMD information overrides them. The only properties that can be trusted are the near and far planes.
The position and orientation of this node is automatically updated by the ARVR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the ARVR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the ARVRCamera can lag a few milliseconds behind what is used for rendering as a result.
</description>
<tutorials>
<link>$DOCS_URL/tutorials/vr/index.html</link>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRController" inherits="Spatial" version="3.5">
<brief_description>
A spatial node representing a spatially-tracked controller.
</brief_description>
<description>
This is a helper spatial node that is linked to the tracking of controllers. It also offers several handy passthroughs to the state of buttons and such on the controllers.
Controllers are linked by their ID. You can create controller nodes before the controllers are available. If your game always uses two controllers (one for each hand), you can predefine the controllers with ID 1 and 2; they will become active as soon as the controllers are identified. If you expect additional controllers to be used, you should react to the signals and add ARVRController nodes to your scene.
The position of the controller node is automatically updated by the [ARVRServer]. This makes this node ideal to add child nodes to visualize the controller.
</description>
<tutorials>
<link>$DOCS_URL/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_controller_name" qualifiers="const">
<return type="String" />
<description>
If active, returns the name of the associated controller if provided by the AR/VR SDK used.
</description>
</method>
<method name="get_hand" qualifiers="const">
<return type="int" enum="ARVRPositionalTracker.TrackerHand" />
<description>
Returns the hand holding this controller, if known. See [enum ARVRPositionalTracker.TrackerHand].
</description>
</method>
<method name="get_is_active" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if the bound controller is active. ARVR systems attempt to track active controllers.
</description>
</method>
<method name="get_joystick_axis" qualifiers="const">
<return type="float" />
<argument index="0" name="axis" type="int" />
<description>
Returns the value of the given axis for things like triggers, touchpads, etc. that are embedded into the controller.
</description>
</method>
<method name="get_joystick_id" qualifiers="const">
<return type="int" />
<description>
Returns the ID of the joystick object bound to this. Every controller tracked by the [ARVRServer] that has buttons and axis will also be registered as a joystick within Godot. This means that all the normal joystick tracking and input mapping will work for buttons and axis found on the AR/VR controllers. This ID is purely offered as information so you can link up the controller with its joystick entry.
</description>
</method>
<method name="get_mesh" qualifiers="const">
<return type="Mesh" />
<description>
If provided by the [ARVRInterface], this returns a mesh associated with the controller. This can be used to visualize the controller.
</description>
</method>
<method name="is_button_pressed" qualifiers="const">
<return type="int" />
<argument index="0" name="button" type="int" />
<description>
Returns [code]true[/code] if the button at index [code]button[/code] is pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] constants.
</description>
</method>
</methods>
<members>
<member name="controller_id" type="int" setter="set_controller_id" getter="get_controller_id" default="1">
The controller's ID.
A controller ID of 0 is unbound and will always result in an inactive node. Controller ID 1 is reserved for the first controller that identifies itself as the left-hand controller and ID 2 is reserved for the first controller that identifies itself as the right-hand controller.
For any other controller that the [ARVRServer] detects, we continue with controller ID 3.
When a controller is turned off, its slot is freed. This ensures controllers will keep the same ID even when controllers with lower IDs are turned off.
</member>
<member name="rumble" type="float" setter="set_rumble" getter="get_rumble" default="0.0">
The degree to which the controller vibrates. Ranges from [code]0.0[/code] to [code]1.0[/code] with precision [code].01[/code]. If changed, updates [member ARVRPositionalTracker.rumble] accordingly.
This is a useful property to animate if you want the controller to vibrate for a limited duration.
</member>
</members>
<signals>
<signal name="button_pressed">
<argument index="0" name="button" type="int" />
<description>
Emitted when a button on this controller is pressed.
</description>
</signal>
<signal name="button_release">
<argument index="0" name="button" type="int" />
<description>
Emitted when a button on this controller is released.
</description>
</signal>
<signal name="mesh_updated">
<argument index="0" name="mesh" type="Mesh" />
<description>
Emitted when the mesh associated with the controller changes or when one becomes available. Generally speaking this will be a static mesh after becoming available.
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRInterface" inherits="Reference" version="3.5">
<brief_description>
Base class for an AR/VR interface implementation.
</brief_description>
<description>
This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDNative modules (note that for GDNative the subclass ARVRScriptInterface should be used). Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform.
Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [ARVRServer].
</description>
<tutorials>
<link>$DOCS_URL/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_camera_feed_id">
<return type="int" />
<description>
If this is an AR interface that requires displaying a camera feed as the background, this method returns the feed ID in the [CameraServer] for this interface.
</description>
</method>
<method name="get_capabilities" qualifiers="const">
<return type="int" />
<description>
Returns a combination of [enum Capabilities] flags providing information about the capabilities of this interface.
</description>
</method>
<method name="get_name" qualifiers="const">
<return type="String" />
<description>
Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc).
</description>
</method>
<method name="get_render_targetsize">
<return type="Vector2" />
<description>
Returns the resolution at which we should render our intermediate results before things like lens distortion are applied by the VR platform.
</description>
</method>
<method name="get_tracking_status" qualifiers="const">
<return type="int" enum="ARVRInterface.Tracking_status" />
<description>
If supported, returns the status of our tracking. This will allow you to provide feedback to the user whether there are issues with positional tracking.
</description>
</method>
<method name="initialize">
<return type="bool" />
<description>
Call this to initialize this interface. The first interface that is initialized is identified as the primary interface and it will be used for rendering output.
After initializing the interface you want to use you then need to enable the AR/VR mode of a viewport and rendering should commence.
[b]Note:[/b] You must enable the AR/VR mode on the main viewport for any device that uses the main output of Godot, such as for mobile VR.
If you do this for a platform that handles its own output (such as OpenVR) Godot will show just one eye without distortion on screen. Alternatively, you can add a separate viewport node to your scene and enable AR/VR on that viewport. It will be used to output to the HMD, leaving you free to do anything you like in the main window, such as using a separate camera as a spectator camera or rendering something completely different.
While currently not used, you can activate additional interfaces. You may wish to do this if you want to track controllers from other platforms. However, at this point in time only one interface can render to an HMD.
</description>
</method>
<method name="is_stereo">
<return type="bool" />
<description>
Returns [code]true[/code] if the current output of this interface is in stereo.
</description>
</method>
<method name="uninitialize">
<return type="void" />
<description>
Turns the interface off.
</description>
</method>
</methods>
<members>
<member name="ar_is_anchor_detection_enabled" type="bool" setter="set_anchor_detection_is_enabled" getter="get_anchor_detection_is_enabled" default="false">
On an AR interface, [code]true[/code] if anchor detection is enabled.
</member>
<member name="interface_is_initialized" type="bool" setter="set_is_initialized" getter="is_initialized" default="false">
[code]true[/code] if this interface been initialized.
</member>
<member name="interface_is_primary" type="bool" setter="set_is_primary" getter="is_primary" default="false">
[code]true[/code] if this is the primary interface.
</member>
</members>
<constants>
<constant name="ARVR_NONE" value="0" enum="Capabilities">
No ARVR capabilities.
</constant>
<constant name="ARVR_MONO" value="1" enum="Capabilities">
This interface can work with normal rendering output (non-HMD based AR).
</constant>
<constant name="ARVR_STEREO" value="2" enum="Capabilities">
This interface supports stereoscopic rendering.
</constant>
<constant name="ARVR_AR" value="4" enum="Capabilities">
This interface supports AR (video background and real world tracking).
</constant>
<constant name="ARVR_EXTERNAL" value="8" enum="Capabilities">
This interface outputs to an external device. If the main viewport is used, the on screen output is an unmodified buffer of either the left or right eye (stretched if the viewport size is not changed to the same aspect ratio of [method get_render_targetsize]). Using a separate viewport node frees up the main viewport for other purposes.
</constant>
<constant name="EYE_MONO" value="0" enum="Eyes">
Mono output, this is mostly used internally when retrieving positioning information for our camera node or when stereo scopic rendering is not supported.
</constant>
<constant name="EYE_LEFT" value="1" enum="Eyes">
Left eye output, this is mostly used internally when rendering the image for the left eye and obtaining positioning and projection information.
</constant>
<constant name="EYE_RIGHT" value="2" enum="Eyes">
Right eye output, this is mostly used internally when rendering the image for the right eye and obtaining positioning and projection information.
</constant>
<constant name="ARVR_NORMAL_TRACKING" value="0" enum="Tracking_status">
Tracking is behaving as expected.
</constant>
<constant name="ARVR_EXCESSIVE_MOTION" value="1" enum="Tracking_status">
Tracking is hindered by excessive motion (the player is moving faster than tracking can keep up).
</constant>
<constant name="ARVR_INSUFFICIENT_FEATURES" value="2" enum="Tracking_status">
Tracking is hindered by insufficient features, it's too dark (for camera-based tracking), player is blocked, etc.
</constant>
<constant name="ARVR_UNKNOWN_TRACKING" value="3" enum="Tracking_status">
We don't know the status of the tracking or this interface does not provide feedback.
</constant>
<constant name="ARVR_NOT_TRACKING" value="4" enum="Tracking_status">
Tracking is not functional (camera not plugged in or obscured, lighthouses turned off, etc.).
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVROrigin" inherits="Spatial" version="3.5">
<brief_description>
The origin point in AR/VR.
</brief_description>
<description>
This is a special node within the AR/VR system that maps the physical location of the center of our tracking space to the virtual location within our game world.
There should be only one of these nodes in your scene and you must have one. All the ARVRCamera, ARVRController and ARVRAnchor nodes should be direct children of this node for spatial tracking to work correctly.
It is the position of this node that you update when your character needs to move through your game world while we're not moving in the real world. Movement in the real world is always in relation to this origin point.
For example, if your character is driving a car, the ARVROrigin node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.
</description>
<tutorials>
<link>$DOCS_URL/tutorials/vr/index.html</link>
</tutorials>
<methods>
</methods>
<members>
<member name="world_scale" type="float" setter="set_world_scale" getter="get_world_scale" default="1.0">
Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 real world meter.
[b]Note:[/b] This method is a passthrough to the [ARVRServer] itself.
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRPositionalTracker" inherits="Reference" version="3.5">
<brief_description>
A tracked object.
</brief_description>
<description>
An instance of this object represents a device that is tracked, such as a controller or anchor point. HMDs aren't represented here as they are handled internally.
As controllers are turned on and the AR/VR interface detects them, instances of this object are automatically added to this list of active tracking objects accessible through the [ARVRServer].
The [ARVRController] and [ARVRAnchor] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them.
</description>
<tutorials>
<link>$DOCS_URL/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="get_hand" qualifiers="const">
<return type="int" enum="ARVRPositionalTracker.TrackerHand" />
<description>
Returns the hand holding this tracker, if known. See [enum TrackerHand] constants.
</description>
</method>
<method name="get_joy_id" qualifiers="const">
<return type="int" />
<description>
If this is a controller that is being tracked, the controller will also be represented by a joystick entry with this ID.
</description>
</method>
<method name="get_mesh" qualifiers="const">
<return type="Mesh" />
<description>
Returns the mesh related to a controller or anchor point if one is available.
</description>
</method>
<method name="get_name" qualifiers="const">
<return type="String" />
<description>
Returns the controller or anchor point's name if available.
</description>
</method>
<method name="get_orientation" qualifiers="const">
<return type="Basis" />
<description>
Returns the controller's orientation matrix.
</description>
</method>
<method name="get_position" qualifiers="const">
<return type="Vector3" />
<description>
Returns the world-space controller position.
</description>
</method>
<method name="get_tracker_id" qualifiers="const">
<return type="int" />
<description>
Returns the internal tracker ID. This uniquely identifies the tracker per tracker type and matches the ID you need to specify for nodes such as the [ARVRController] and [ARVRAnchor] nodes.
</description>
</method>
<method name="get_tracks_orientation" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if this device tracks orientation.
</description>
</method>
<method name="get_tracks_position" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if this device tracks position.
</description>
</method>
<method name="get_transform" qualifiers="const">
<return type="Transform" />
<argument index="0" name="adjust_by_reference_frame" type="bool" />
<description>
Returns the transform combining this device's orientation and position.
</description>
</method>
<method name="get_type" qualifiers="const">
<return type="int" enum="ARVRServer.TrackerType" />
<description>
Returns the tracker's type.
</description>
</method>
</methods>
<members>
<member name="rumble" type="float" setter="set_rumble" getter="get_rumble" default="0.0">
The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to [code]1.0[/code] with precision [code].01[/code].
</member>
</members>
<constants>
<constant name="TRACKER_HAND_UNKNOWN" value="0" enum="TrackerHand">
The hand this tracker is held in is unknown or not applicable.
</constant>
<constant name="TRACKER_LEFT_HAND" value="1" enum="TrackerHand">
This tracker is the left hand controller.
</constant>
<constant name="TRACKER_RIGHT_HAND" value="2" enum="TrackerHand">
This tracker is the right hand controller.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRServer" inherits="Object" version="3.5">
<brief_description>
Server for AR and VR features.
</brief_description>
<description>
The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.
</description>
<tutorials>
<link>$DOCS_URL/tutorials/vr/index.html</link>
</tutorials>
<methods>
<method name="add_interface">
<return type="void" />
<argument index="0" name="interface" type="ARVRInterface" />
<description>
Registers an [ARVRInterface] object.
</description>
</method>
<method name="add_tracker">
<return type="void" />
<argument index="0" name="tracker" type="ARVRPositionalTracker" />
<description>
Registers a new [ARVRPositionalTracker] that tracks a spatial location in real space.
</description>
</method>
<method name="center_on_hmd">
<return type="void" />
<argument index="0" name="rotation_mode" type="int" enum="ARVRServer.RotationMode" />
<argument index="1" name="keep_height" type="bool" />
<description>
This is an important function to understand correctly. AR and VR platforms all handle positioning slightly differently.
For platforms that do not offer spatial tracking, our origin point (0,0,0) is the location of our HMD, but you have little control over the direction the player is facing in the real world.
For platforms that do offer spatial tracking, our origin point depends very much on the system. For OpenVR, our origin point is usually the center of the tracking space, on the ground. For other platforms, it's often the location of the tracking camera.
This method allows you to center your tracker on the location of the HMD. It will take the current location of the HMD and use that to adjust all your tracking data; in essence, realigning the real world to your player's current position in the game world.
For this method to produce usable results, tracking information must be available. This often takes a few frames after starting your game.
You should call this method after a few seconds have passed. For instance, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, or when implementing a teleport mechanism.
</description>
</method>
<method name="clear_primary_interface_if">
<return type="void" />
<argument index="0" name="interface" type="ARVRInterface" />
<description>
Clears our current primary interface if it is set to the provided interface.
</description>
</method>
<method name="find_interface" qualifiers="const">
<return type="ARVRInterface" />
<argument index="0" name="name" type="String" />
<description>
Finds an interface by its name. For instance, if your project uses capabilities of an AR/VR platform, you can find the interface for that platform by name and initialize it.
</description>
</method>
<method name="get_hmd_transform">
<return type="Transform" />
<description>
Returns the primary interface's transformation.
</description>
</method>
<method name="get_interface" qualifiers="const">
<return type="ARVRInterface" />
<argument index="0" name="idx" type="int" />
<description>
Returns the interface registered at a given index in our list of interfaces.
</description>
</method>
<method name="get_interface_count" qualifiers="const">
<return type="int" />
<description>
Returns the number of interfaces currently registered with the AR/VR server. If your project supports multiple AR/VR platforms, you can look through the available interface, and either present the user with a selection or simply try to initialize each interface and use the first one that returns [code]true[/code].
</description>
</method>
<method name="get_interfaces" qualifiers="const">
<return type="Array" />
<description>
Returns a list of available interfaces the ID and name of each interface.
</description>
</method>
<method name="get_last_commit_usec">
<return type="int" />
<description>
Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of the AR/VR eyes to [VisualServer]. The value comes from an internal call to [method OS.get_ticks_usec].
</description>
</method>
<method name="get_last_frame_usec">
<return type="int" />
<description>
Returns the duration (in μs) of the last frame. This is computed as the difference between [method get_last_commit_usec] and [method get_last_process_usec] when committing.
</description>
</method>
<method name="get_last_process_usec">
<return type="int" />
<description>
Returns the absolute timestamp (in μs) of the last [ARVRServer] process callback. The value comes from an internal call to [method OS.get_ticks_usec].
</description>
</method>
<method name="get_reference_frame" qualifiers="const">
<return type="Transform" />
<description>
Returns the reference frame transform. Mostly used internally and exposed for GDNative build interfaces.
</description>
</method>
<method name="get_tracker" qualifiers="const">
<return type="ARVRPositionalTracker" />
<argument index="0" name="idx" type="int" />
<description>
Returns the positional tracker at the given ID.
</description>
</method>
<method name="get_tracker_count" qualifiers="const">
<return type="int" />
<description>
Returns the number of trackers currently registered.
</description>
</method>
<method name="remove_interface">
<return type="void" />
<argument index="0" name="interface" type="ARVRInterface" />
<description>
Removes this interface.
</description>
</method>
<method name="remove_tracker">
<return type="void" />
<argument index="0" name="tracker" type="ARVRPositionalTracker" />
<description>
Removes this positional tracker.
</description>
</method>
</methods>
<members>
<member name="primary_interface" type="ARVRInterface" setter="set_primary_interface" getter="get_primary_interface">
The primary [ARVRInterface] currently bound to the [ARVRServer].
</member>
<member name="world_scale" type="float" setter="set_world_scale" getter="get_world_scale" default="1.0">
Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 real world meter.
</member>
</members>
<signals>
<signal name="interface_added">
<argument index="0" name="interface_name" type="String" />
<description>
Emitted when a new interface has been added.
</description>
</signal>
<signal name="interface_removed">
<argument index="0" name="interface_name" type="String" />
<description>
Emitted when an interface is removed.
</description>
</signal>
<signal name="tracker_added">
<argument index="0" name="tracker_name" type="String" />
<argument index="1" name="type" type="int" />
<argument index="2" name="id" type="int" />
<description>
Emitted when a new tracker has been added. If you don't use a fixed number of controllers or if you're using [ARVRAnchor]s for an AR solution, it is important to react to this signal to add the appropriate [ARVRController] or [ARVRAnchor] nodes related to this new tracker.
</description>
</signal>
<signal name="tracker_removed">
<argument index="0" name="tracker_name" type="String" />
<argument index="1" name="type" type="int" />
<argument index="2" name="id" type="int" />
<description>
Emitted when a tracker is removed. You should remove any [ARVRController] or [ARVRAnchor] points if applicable. This is not mandatory, the nodes simply become inactive and will be made active again when a new tracker becomes available (i.e. a new controller is switched on that takes the place of the previous one).
</description>
</signal>
</signals>
<constants>
<constant name="TRACKER_CONTROLLER" value="1" enum="TrackerType">
The tracker tracks the location of a controller.
</constant>
<constant name="TRACKER_BASESTATION" value="2" enum="TrackerType">
The tracker tracks the location of a base station.
</constant>
<constant name="TRACKER_ANCHOR" value="4" enum="TrackerType">
The tracker tracks the location and size of an AR anchor.
</constant>
<constant name="TRACKER_ANY_KNOWN" value="127" enum="TrackerType">
Used internally to filter trackers of any known type.
</constant>
<constant name="TRACKER_UNKNOWN" value="128" enum="TrackerType">
Used internally if we haven't set the tracker type yet.
</constant>
<constant name="TRACKER_ANY" value="255" enum="TrackerType">
Used internally to select all trackers.
</constant>
<constant name="RESET_FULL_ROTATION" value="0" enum="RotationMode">
Fully reset the orientation of the HMD. Regardless of what direction the user is looking to in the real world. The user will look dead ahead in the virtual world.
</constant>
<constant name="RESET_BUT_KEEP_TILT" value="1" enum="RotationMode">
Resets the orientation but keeps the tilt of the device. So if we're looking down, we keep looking down but heading will be reset.
</constant>
<constant name="DONT_RESET_ROTATION" value="2" enum="RotationMode">
Does not reset the orientation of the HMD, only the position of the player gets centered.
</constant>
</constants>
</class>

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@ -73,14 +73,6 @@
Returns the name of the blend shape at this index.
</description>
</method>
<method name="lightmap_unwrap">
<return type="int" enum="Error" />
<argument index="0" name="transform" type="Transform" />
<argument index="1" name="texel_size" type="float" />
<description>
Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping.
</description>
</method>
<method name="regen_normalmaps">
<return type="void" />
<description>

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@ -1,150 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="BakedLightmap" inherits="VisualInstance" version="3.5">
<brief_description>
Prerendered indirect light map for a scene.
</brief_description>
<description>
Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work fine on low-end PCs and mobile devices as they consume almost no resources in run-time.
[b]Procedural generation:[/b] Lightmap baking functionality is only available in the editor. This means [BakedLightmap] is not suited to procedurally generated or user-built levels. For procedurally generated or user-built levels, use [GIProbe] instead.
[b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.
</description>
<tutorials>
<link>$DOCS_URL/tutorials/3d/baked_lightmaps.html</link>
</tutorials>
<methods>
<method name="bake">
<return type="int" enum="BakedLightmap.BakeError" />
<argument index="0" name="from_node" type="Node" default="null" />
<argument index="1" name="data_save_path" type="String" default="&quot;&quot;" />
<description>
Bakes the lightmap, scanning from the given [code]from_node[/code] root and saves the resulting [BakedLightmapData] in [code]data_save_path[/code]. If no root node is provided, parent of this node will be used as root instead. If no save path is provided it will try to match the path from the current [member light_data].
</description>
</method>
</methods>
<members>
<member name="atlas_generate" type="bool" setter="set_generate_atlas" getter="is_generate_atlas_enabled" default="true">
When enabled, the lightmapper will merge the textures for all meshes into a single large layered texture. Not supported in GLES2.
</member>
<member name="atlas_max_size" type="int" setter="set_max_atlas_size" getter="get_max_atlas_size" default="4096">
Maximum size of each lightmap layer, only used when [member atlas_generate] is enabled.
</member>
<member name="bias" type="float" setter="set_bias" getter="get_bias" default="0.005">
Raycasting bias used during baking to avoid floating point precision issues.
</member>
<member name="bounce_indirect_energy" type="float" setter="set_bounce_indirect_energy" getter="get_bounce_indirect_energy" default="1.0">
The energy multiplier for each bounce. Higher values will make indirect lighting brighter. A value of [code]1.0[/code] represents physically accurate behavior, but higher values can be used to make indirect lighting propagate more visibly when using a low number of bounces. This can be used to speed up bake times by lowering the number of [member bounces] then increasing [member bounce_indirect_energy]. Unlike [member BakedLightmapData.energy], this property does not affect direct lighting emitted by light nodes, emissive materials and the environment.
[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member bounces] is set to a value greater than or equal to [code]1[/code].
</member>
<member name="bounces" type="int" setter="set_bounces" getter="get_bounces" default="3">
Number of light bounces that are taken into account during baking. See also [member bounce_indirect_energy].
</member>
<member name="capture_cell_size" type="float" setter="set_capture_cell_size" getter="get_capture_cell_size" default="0.5">
Grid size used for real-time capture information on dynamic objects.
</member>
<member name="capture_enabled" type="bool" setter="set_capture_enabled" getter="get_capture_enabled" default="true">
When enabled, an octree containing the scene's lighting information will be computed. This octree will then be used to light dynamic objects in the scene.
</member>
<member name="capture_propagation" type="float" setter="set_capture_propagation" getter="get_capture_propagation" default="1.0">
Bias value to reduce the amount of light propagation in the captured octree.
</member>
<member name="capture_quality" type="int" setter="set_capture_quality" getter="get_capture_quality" enum="BakedLightmap.BakeQuality" default="1">
Bake quality of the capture data.
</member>
<member name="default_texels_per_unit" type="float" setter="set_default_texels_per_unit" getter="get_default_texels_per_unit" default="16.0">
If a baked mesh doesn't have a UV2 size hint, this value will be used to roughly compute a suitable lightmap size.
</member>
<member name="environment_custom_color" type="Color" setter="set_environment_custom_color" getter="get_environment_custom_color">
The environment color when [member environment_mode] is set to [constant ENVIRONMENT_MODE_CUSTOM_COLOR].
</member>
<member name="environment_custom_energy" type="float" setter="set_environment_custom_energy" getter="get_environment_custom_energy">
The energy scaling factor when when [member environment_mode] is set to [constant ENVIRONMENT_MODE_CUSTOM_COLOR] or [constant ENVIRONMENT_MODE_CUSTOM_SKY].
</member>
<member name="environment_custom_sky" type="Sky" setter="set_environment_custom_sky" getter="get_environment_custom_sky">
The [Sky] resource to use when [member environment_mode] is set o [constant ENVIRONMENT_MODE_CUSTOM_SKY].
</member>
<member name="environment_custom_sky_rotation_degrees" type="Vector3" setter="set_environment_custom_sky_rotation_degrees" getter="get_environment_custom_sky_rotation_degrees">
The rotation of the baked custom sky.
</member>
<member name="environment_min_light" type="Color" setter="set_environment_min_light" getter="get_environment_min_light" default="Color( 0, 0, 0, 1 )">
Minimum ambient light for all the lightmap texels. This doesn't take into account any occlusion from the scene's geometry, it simply ensures a minimum amount of light on all the lightmap texels. Can be used for artistic control on shadow color.
</member>
<member name="environment_mode" type="int" setter="set_environment_mode" getter="get_environment_mode" enum="BakedLightmap.EnvironmentMode" default="0">
Decides which environment to use during baking.
</member>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3( 10, 10, 10 )">
Size of the baked lightmap. Only meshes inside this region will be included in the baked lightmap, also used as the bounds of the captured region for dynamic lighting.
</member>
<member name="image_path" type="String" setter="set_image_path" getter="get_image_path">
Deprecated, in previous versions it determined the location where lightmaps were be saved.
</member>
<member name="light_data" type="BakedLightmapData" setter="set_light_data" getter="get_light_data">
The calculated light data.
</member>
<member name="quality" type="int" setter="set_bake_quality" getter="get_bake_quality" enum="BakedLightmap.BakeQuality" default="1">
Determines the amount of samples per texel used in indirect light baking. The amount of samples for each quality level can be configured in the project settings.
</member>
<member name="use_color" type="bool" setter="set_use_color" getter="is_using_color" default="true">
Store full color values in the lightmap textures. When disabled, lightmap textures will store a single brightness channel. Can be disabled to reduce disk usage if the scene contains only white lights or you don't mind losing color information in indirect lighting.
</member>
<member name="use_denoiser" type="bool" setter="set_use_denoiser" getter="is_using_denoiser" default="true">
When enabled, a lightmap denoiser will be used to reduce the noise inherent to Monte Carlo based global illumination.
</member>
<member name="use_hdr" type="bool" setter="set_use_hdr" getter="is_using_hdr" default="true">
If [code]true[/code], stores the lightmap textures in a high dynamic range format (EXR). If [code]false[/code], stores the lightmap texture in a low dynamic range PNG image. This can be set to [code]false[/code] to reduce disk usage, but light values over 1.0 will be clamped and you may see banding caused by the reduced precision.
[b]Note:[/b] Setting [member use_hdr] to [code]true[/code] will decrease lightmap banding even when using the GLES2 backend or if [member ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code].
</member>
</members>
<constants>
<constant name="BAKE_QUALITY_LOW" value="0" enum="BakeQuality">
The lowest bake quality mode. Fastest to calculate.
</constant>
<constant name="BAKE_QUALITY_MEDIUM" value="1" enum="BakeQuality">
The default bake quality mode.
</constant>
<constant name="BAKE_QUALITY_HIGH" value="2" enum="BakeQuality">
A higher bake quality mode. Takes longer to calculate.
</constant>
<constant name="BAKE_QUALITY_ULTRA" value="3" enum="BakeQuality">
The highest bake quality mode. Takes the longest to calculate.
</constant>
<constant name="BAKE_ERROR_OK" value="0" enum="BakeError">
Baking was successful.
</constant>
<constant name="BAKE_ERROR_NO_SAVE_PATH" value="1" enum="BakeError">
Returns if no viable save path is found. This can happen where an [member image_path] is not specified or when the save location is invalid.
</constant>
<constant name="BAKE_ERROR_NO_MESHES" value="2" enum="BakeError">
Currently unused.
</constant>
<constant name="BAKE_ERROR_CANT_CREATE_IMAGE" value="3" enum="BakeError">
Returns when the baker cannot save per-mesh textures to file.
</constant>
<constant name="BAKE_ERROR_LIGHTMAP_SIZE" value="4" enum="BakeError">
The size of the generated lightmaps is too large.
</constant>
<constant name="BAKE_ERROR_INVALID_MESH" value="5" enum="BakeError">
Some mesh contains UV2 values outside the [code][0,1][/code] range.
</constant>
<constant name="BAKE_ERROR_USER_ABORTED" value="6" enum="BakeError">
Returns if user cancels baking.
</constant>
<constant name="BAKE_ERROR_NO_LIGHTMAPPER" value="7" enum="BakeError">
Returns if lightmapper can't be created. Unless you are using a custom lightmapper, please report this as bug.
</constant>
<constant name="BAKE_ERROR_NO_ROOT" value="8" enum="BakeError">
There is no root node to start baking from. Either provide [code]from_node[/code] argument or attach this node to a parent that should be used as root.
</constant>
<constant name="ENVIRONMENT_MODE_DISABLED" value="0" enum="EnvironmentMode">
No environment is used during baking.
</constant>
<constant name="ENVIRONMENT_MODE_SCENE" value="1" enum="EnvironmentMode">
The baked environment is automatically picked from the current scene.
</constant>
<constant name="ENVIRONMENT_MODE_CUSTOM_SKY" value="2" enum="EnvironmentMode">
A custom sky is used as environment during baking.
</constant>
<constant name="ENVIRONMENT_MODE_CUSTOM_COLOR" value="3" enum="EnvironmentMode">
A custom solid color is used as environment during baking.
</constant>
</constants>
</class>

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@ -1,67 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="BakedLightmapData" inherits="Resource" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_user">
<return type="void" />
<argument index="0" name="path" type="NodePath" />
<argument index="1" name="lightmap" type="Resource" />
<argument index="2" name="lightmap_slice" type="int" />
<argument index="3" name="lightmap_uv_rect" type="Rect2" />
<argument index="4" name="instance" type="int" />
<description>
</description>
</method>
<method name="clear_data">
<return type="void" />
<description>
</description>
</method>
<method name="clear_users">
<return type="void" />
<description>
</description>
</method>
<method name="get_user_count" qualifiers="const">
<return type="int" />
<description>
</description>
</method>
<method name="get_user_lightmap" qualifiers="const">
<return type="Resource" />
<argument index="0" name="user_idx" type="int" />
<description>
</description>
</method>
<method name="get_user_path" qualifiers="const">
<return type="NodePath" />
<argument index="0" name="user_idx" type="int" />
<description>
</description>
</method>
</methods>
<members>
<member name="bounds" type="AABB" setter="set_bounds" getter="get_bounds" default="AABB( 0, 0, 0, 0, 0, 0 )">
</member>
<member name="cell_space_transform" type="Transform" setter="set_cell_space_transform" getter="get_cell_space_transform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
</member>
<member name="cell_subdiv" type="int" setter="set_cell_subdiv" getter="get_cell_subdiv" default="1">
</member>
<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
Global energy multiplier for baked and dynamic capture objects. This can be changed at run-time without having to bake lightmaps again.
To adjust only the energy of indirect lighting (without affecting direct lighting or emissive materials), adjust [member BakedLightmap.bounce_indirect_energy] and bake lightmaps again.
</member>
<member name="interior" type="bool" setter="set_interior" getter="is_interior" default="false">
Controls whether dynamic capture objects receive environment lighting or not.
</member>
<member name="octree" type="PoolByteArray" setter="set_octree" getter="get_octree" default="PoolByteArray( )">
</member>
</members>
<constants>
</constants>
</class>

View File

@ -11,13 +11,6 @@
<tutorials>
</tutorials>
<methods>
<method name="convert_from_particles">
<return type="void" />
<argument index="0" name="particles" type="Node" />
<description>
Sets this node's properties to match a given [Particles] node with an assigned [ParticlesMaterial].
</description>
</method>
<method name="get_param" qualifiers="const">
<return type="float" />
<argument index="0" name="param" type="int" enum="CPUParticles.Parameter" />
@ -256,6 +249,7 @@
<member name="orbit_velocity_random" type="float" setter="set_param_randomness" getter="get_param_randomness">
Orbital velocity randomness ratio.
</member>
<member name="portal_mode" type="int" setter="set_portal_mode" getter="get_portal_mode" overrides="CullInstance" enum="CullInstance.PortalMode" default="0" />
<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
Particle system starts as if it had already run for this many seconds.
</member>

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@ -12,13 +12,6 @@
<link>$DOCS_URL/tutorials/2d/particle_systems_2d.html</link>
</tutorials>
<methods>
<method name="convert_from_particles">
<return type="void" />
<argument index="0" name="particles" type="Node" />
<description>
Sets this node's properties to match a given [Particles2D] node with an assigned [ParticlesMaterial].
</description>
</method>
<method name="get_param" qualifiers="const">
<return type="float" />
<argument index="0" name="param" type="int" enum="CPUParticles2D.Parameter" />

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@ -1,63 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CameraFeed" inherits="Reference" version="3.5">
<brief_description>
A camera feed gives you access to a single physical camera attached to your device.
</brief_description>
<description>
A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used. See also [CameraServer].
[b]Note:[/b] Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Godot does this automatically for you if you set the environment to show the camera image in the background.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_id" qualifiers="const">
<return type="int" />
<description>
Returns the unique ID for this feed.
</description>
</method>
<method name="get_name" qualifiers="const">
<return type="String" />
<description>
Returns the camera's name.
</description>
</method>
<method name="get_position" qualifiers="const">
<return type="int" enum="CameraFeed.FeedPosition" />
<description>
Returns the position of camera on the device.
</description>
</method>
</methods>
<members>
<member name="feed_is_active" type="bool" setter="set_active" getter="is_active" default="false">
If [code]true[/code], the feed is active.
</member>
<member name="feed_transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D( 1, 0, 0, -1, 0, 1 )">
The transform applied to the camera's image.
</member>
</members>
<constants>
<constant name="FEED_NOIMAGE" value="0" enum="FeedDataType">
No image set for the feed.
</constant>
<constant name="FEED_RGB" value="1" enum="FeedDataType">
Feed supplies RGB images.
</constant>
<constant name="FEED_YCBCR" value="2" enum="FeedDataType">
Feed supplies YCbCr images that need to be converted to RGB.
</constant>
<constant name="FEED_YCBCR_SEP" value="3" enum="FeedDataType">
Feed supplies separate Y and CbCr images that need to be combined and converted to RGB.
</constant>
<constant name="FEED_UNSPECIFIED" value="0" enum="FeedPosition">
Unspecified position.
</constant>
<constant name="FEED_FRONT" value="1" enum="FeedPosition">
Camera is mounted at the front of the device.
</constant>
<constant name="FEED_BACK" value="2" enum="FeedPosition">
Camera is mounted at the back of the device.
</constant>
</constants>
</class>

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@ -1,76 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CameraServer" inherits="Object" version="3.5">
<brief_description>
Server keeping track of different cameras accessible in Godot.
</brief_description>
<description>
The [CameraServer] keeps track of different cameras accessible in Godot. These are external cameras such as webcams or the cameras on your phone.
It is notably used to provide AR modules with a video feed from the camera.
[b]Note:[/b] This class is currently only implemented on macOS and iOS. On other platforms, no [CameraFeed]s will be available.
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_feed">
<return type="void" />
<argument index="0" name="feed" type="CameraFeed" />
<description>
Adds the camera [code]feed[/code] to the camera server.
</description>
</method>
<method name="feeds">
<return type="Array" />
<description>
Returns an array of [CameraFeed]s.
</description>
</method>
<method name="get_feed">
<return type="CameraFeed" />
<argument index="0" name="index" type="int" />
<description>
Returns the [CameraFeed] corresponding to the camera with the given [code]index[/code].
</description>
</method>
<method name="get_feed_count">
<return type="int" />
<description>
Returns the number of [CameraFeed]s registered.
</description>
</method>
<method name="remove_feed">
<return type="void" />
<argument index="0" name="feed" type="CameraFeed" />
<description>
Removes the specified camera [code]feed[/code].
</description>
</method>
</methods>
<signals>
<signal name="camera_feed_added">
<argument index="0" name="id" type="int" />
<description>
Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in).
</description>
</signal>
<signal name="camera_feed_removed">
<argument index="0" name="id" type="int" />
<description>
Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged).
</description>
</signal>
</signals>
<constants>
<constant name="FEED_RGBA_IMAGE" value="0" enum="FeedImage">
The RGBA camera image.
</constant>
<constant name="FEED_YCBCR_IMAGE" value="0" enum="FeedImage">
The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image.
</constant>
<constant name="FEED_Y_IMAGE" value="0" enum="FeedImage">
The Y component camera image.
</constant>
<constant name="FEED_CBCR_IMAGE" value="1" enum="FeedImage">
The CbCr component camera image.
</constant>
</constants>
</class>

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@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CameraTexture" inherits="Texture" version="3.5">
<brief_description>
Texture provided by a [CameraFeed].
</brief_description>
<description>
This texture gives access to the camera texture provided by a [CameraFeed].
[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in a shader.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="camera_feed_id" type="int" setter="set_camera_feed_id" getter="get_camera_feed_id" default="0">
The ID of the [CameraFeed] for which we want to display the image.
</member>
<member name="camera_is_active" type="bool" setter="set_camera_active" getter="get_camera_active" default="false">
Convenience property that gives access to the active property of the [CameraFeed].
</member>
<member name="flags" type="int" setter="set_flags" getter="get_flags" overrides="Texture" default="0" />
<member name="which_feed" type="int" setter="set_which_feed" getter="get_which_feed" enum="CameraServer.FeedImage" default="0">
Which image within the [CameraFeed] we want access to, important if the camera image is split in a Y and CbCr component.
</member>
</members>
<constants>
</constants>
</class>

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@ -1,123 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorFeatureProfile" inherits="Reference" version="3.5">
<brief_description>
An editor feature profile which can be used to disable specific features.
</brief_description>
<description>
An editor feature profile can be used to disable specific features of the Godot editor. When disabled, the features won't appear in the editor, which makes the editor less cluttered. This is useful in education settings to reduce confusion or when working in a team. For example, artists and level designers could use a feature profile that disables the script editor to avoid accidentally making changes to files they aren't supposed to edit.
To manage editor feature profiles visually, use [b]Editor &gt; Manage Feature Profiles...[/b] at the top of the editor window.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_feature_name">
<return type="String" />
<argument index="0" name="feature" type="int" enum="EditorFeatureProfile.Feature" />
<description>
Returns the specified [code]feature[/code]'s human-readable name.
</description>
</method>
<method name="is_class_disabled" qualifiers="const">
<return type="bool" />
<argument index="0" name="class_name" type="String" />
<description>
Returns [code]true[/code] if the class specified by [code]class_name[/code] is disabled. When disabled, the class won't appear in the Create New Node dialog.
</description>
</method>
<method name="is_class_editor_disabled" qualifiers="const">
<return type="bool" />
<argument index="0" name="class_name" type="String" />
<description>
Returns [code]true[/code] if editing for the class specified by [code]class_name[/code] is disabled. When disabled, the class will still appear in the Create New Node dialog but the inspector will be read-only when selecting a node that extends the class.
</description>
</method>
<method name="is_class_property_disabled" qualifiers="const">
<return type="bool" />
<argument index="0" name="class_name" type="String" />
<argument index="1" name="property" type="String" />
<description>
Returns [code]true[/code] if [code]property[/code] is disabled in the class specified by [code]class_name[/code]. When a property is disabled, it won't appear in the inspector when selecting a node that extends the class specified by [code]class_name[/code].
</description>
</method>
<method name="is_feature_disabled" qualifiers="const">
<return type="bool" />
<argument index="0" name="feature" type="int" enum="EditorFeatureProfile.Feature" />
<description>
Returns [code]true[/code] if the [code]feature[/code] is disabled. When a feature is disabled, it will disappear from the editor entirely.
</description>
</method>
<method name="load_from_file">
<return type="int" enum="Error" />
<argument index="0" name="path" type="String" />
<description>
Loads an editor feature profile from a file. The file must follow the JSON format obtained by using the feature profile manager's [b]Export[/b] button or the [method save_to_file] method.
</description>
</method>
<method name="save_to_file">
<return type="int" enum="Error" />
<argument index="0" name="path" type="String" />
<description>
Saves the editor feature profile to a file in JSON format. It can then be imported using the feature profile manager's [b]Import[/b] button or the [method load_from_file] button.
</description>
</method>
<method name="set_disable_class">
<return type="void" />
<argument index="0" name="class_name" type="String" />
<argument index="1" name="disable" type="bool" />
<description>
If [code]disable[/code] is [code]true[/code], disables the class specified by [code]class_name[/code]. When disabled, the class won't appear in the Create New Node dialog.
</description>
</method>
<method name="set_disable_class_editor">
<return type="void" />
<argument index="0" name="class_name" type="String" />
<argument index="1" name="disable" type="bool" />
<description>
If [code]disable[/code] is [code]true[/code], disables editing for the class specified by [code]class_name[/code]. When disabled, the class will still appear in the Create New Node dialog but the inspector will be read-only when selecting a node that extends the class.
</description>
</method>
<method name="set_disable_class_property">
<return type="void" />
<argument index="0" name="class_name" type="String" />
<argument index="1" name="property" type="String" />
<argument index="2" name="disable" type="bool" />
<description>
If [code]disable[/code] is [code]true[/code], disables editing for [code]property[/code] in the class specified by [code]class_name[/code]. When a property is disabled, it won't appear in the inspector when selecting a node that extends the class specified by [code]class_name[/code].
</description>
</method>
<method name="set_disable_feature">
<return type="void" />
<argument index="0" name="feature" type="int" enum="EditorFeatureProfile.Feature" />
<argument index="1" name="disable" type="bool" />
<description>
If [code]disable[/code] is [code]true[/code], disables the editor feature specified in [code]feature[/code]. When a feature is disabled, it will disappear from the editor entirely.
</description>
</method>
</methods>
<constants>
<constant name="FEATURE_3D" value="0" enum="Feature">
The 3D editor. If this feature is disabled, the 3D editor won't display but 3D nodes will still display in the Create New Node dialog.
</constant>
<constant name="FEATURE_SCRIPT" value="1" enum="Feature">
The Script tab, which contains the script editor and class reference browser. If this feature is disabled, the Script tab won't display.
</constant>
<constant name="FEATURE_ASSET_LIB" value="2" enum="Feature">
The AssetLib tab. If this feature is disabled, the AssetLib tab won't display.
</constant>
<constant name="FEATURE_SCENE_TREE" value="3" enum="Feature">
Scene tree editing. If this feature is disabled, the Scene tree dock will still be visible but will be read-only.
</constant>
<constant name="FEATURE_NODE_DOCK" value="4" enum="Feature">
The Node dock. If this feature is disabled, signals and groups won't be visible and modifiable from the editor.
</constant>
<constant name="FEATURE_FILESYSTEM_DOCK" value="5" enum="Feature">
The FileSystem dock. If this feature is disabled, the FileSystem dock won't be visible.
</constant>
<constant name="FEATURE_IMPORT_DOCK" value="6" enum="Feature">
The Import dock. If this feature is disabled, the Import dock won't be visible.
</constant>
<constant name="FEATURE_MAX" value="7" enum="Feature">
Represents the size of the [enum Feature] enum.
</constant>
</constants>
</class>

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@ -244,7 +244,7 @@
</method>
<method name="forward_spatial_gui_input" qualifiers="virtual">
<return type="bool" />
<argument index="0" name="index" type="int">
<argument index="0" name="index" type="int" />
<argument index="1" name="camera" type="Camera" />
<argument index="2" name="event" type="InputEvent" />
<description>

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@ -1,275 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorVCSInterface" inherits="Object" version="3.5">
<brief_description>
Version Control System (VCS) interface, which reads and writes to the local VCS in use.
</brief_description>
<description>
Defines the API that the editor uses to extract information from the underlying VCS. The implementation of this API is included in VCS plugins, which are scripts that inherit [EditorVCSInterface] and are attached (on demand) to the singleton instance of [EditorVCSInterface]. Instead of performing the task themselves, all the virtual functions listed below are calling the internally overridden functions in the VCS plugins to provide a plug-n-play experience. A custom VCS plugin is supposed to inherit from [EditorVCSInterface] and override these virtual functions.
</description>
<tutorials>
</tutorials>
<methods>
<method name="_checkout_branch" qualifiers="virtual">
<return type="bool" />
<argument index="0" name="branch_name" type="String" />
<description>
Checks out a [code]branch_name[/code] in the VCS.
</description>
</method>
<method name="_commit" qualifiers="virtual">
<return type="void" />
<argument index="0" name="msg" type="String" />
<description>
Commits the currently staged changes and applies the commit [code]msg[/code] to the resulting commit.
</description>
</method>
<method name="_create_branch" qualifiers="virtual">
<return type="void" />
<argument index="0" name="branch_name" type="String" />
<description>
Creates a new branch named [code]branch_name[/code] in the VCS.
</description>
</method>
<method name="_create_remote" qualifiers="virtual">
<return type="void" />
<argument index="0" name="remote_name" type="String" />
<argument index="1" name="remote_url" type="String" />
<description>
Creates a new remote destination with name [code]remote_name[/code] and points it to [code]remote_url[/code]. This can be both an HTTPS remote or an SSH remote.
</description>
</method>
<method name="_discard_file" qualifiers="virtual">
<return type="void" />
<argument index="0" name="file_path" type="String" />
<description>
Discards the changes made in file present at [code]file_path[/code].
</description>
</method>
<method name="_fetch" qualifiers="virtual">
<return type="void" />
<argument index="0" name="remote" type="String" />
<description>
Fetches new changes from the remote, but doesn't write changes to the current working directory. Equivalent to [code]git fetch[/code].
</description>
</method>
<method name="_get_branch_list" qualifiers="virtual">
<return type="Array" />
<description>
Gets an instance of an [Array] of [String]s containing available branch names in the VCS.
</description>
</method>
<method name="_get_current_branch_name" qualifiers="virtual">
<return type="String" />
<description>
Gets the current branch name defined in the VCS.
</description>
</method>
<method name="_get_diff" qualifiers="virtual">
<return type="Array" />
<argument index="0" name="identifier" type="String" />
<argument index="1" name="area" type="int" />
<description>
Returns an [Array] of [Dictionary] items (see [method create_diff_file], [method create_diff_hunk], [method create_diff_line], [method add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), each containing information about a diff. If [code]identifier[/code] is a file path, returns a file diff, and if it is a commit identifier, then returns a commit diff.
</description>
</method>
<method name="_get_line_diff" qualifiers="virtual">
<return type="Array" />
<argument index="0" name="file_path" type="String" />
<argument index="1" name="text" type="String" />
<description>
Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), each containing a line diff between a file at [code]file_path[/code] and the [code]text[/code] which is passed in.
</description>
</method>
<method name="_get_modified_files_data" qualifiers="virtual">
<return type="Array" />
<description>
Returns an [Array] of [Dictionary] items (see [method create_status_file]), each containing the status data of every modified file in the project folder.
</description>
</method>
<method name="_get_previous_commits" qualifiers="virtual">
<return type="Array" />
<argument index="0" name="max_commits" type="int" />
<description>
Returns an [Array] of [Dictionary] items (see [method create_commit]), each containing the data for a past commit.
</description>
</method>
<method name="_get_remotes" qualifiers="virtual">
<return type="Array" />
<description>
Returns an [Array] of [String]s, each containing the name of a remote configured in the VCS.
</description>
</method>
<method name="_get_vcs_name" qualifiers="virtual">
<return type="String" />
<description>
Returns the name of the underlying VCS provider.
</description>
</method>
<method name="_initialize" qualifiers="virtual">
<return type="bool" />
<argument index="0" name="project_path" type="String" />
<description>
Initializes the VCS plugin when called from the editor. Returns whether or not the plugin was successfully initialized. A VCS project is initialized at [code]project_path[/code].
</description>
</method>
<method name="_pull" qualifiers="virtual">
<return type="void" />
<argument index="0" name="remote" type="String" />
<description>
Pulls changes from the remote. This can give rise to merge conflicts.
</description>
</method>
<method name="_push" qualifiers="virtual">
<return type="void" />
<argument index="0" name="remote" type="String" />
<argument index="1" name="force" type="bool" />
<description>
Pushes changes to the [code]remote[/code]. Optionally, if [code]force[/code] is set to true, a force push will override the change history already present on the remote.
</description>
</method>
<method name="_remove_branch" qualifiers="virtual">
<return type="void" />
<argument index="0" name="branch_name" type="String" />
<description>
Remove a branch from the local VCS.
</description>
</method>
<method name="_remove_remote" qualifiers="virtual">
<return type="void" />
<argument index="0" name="remote_name" type="String" />
<description>
Remove a remote from the local VCS.
</description>
</method>
<method name="_set_credentials" qualifiers="virtual">
<return type="void" />
<argument index="0" name="username" type="String" />
<argument index="1" name="password" type="String" />
<argument index="2" name="ssh_public_key_path" type="String" />
<argument index="3" name="ssh_private_key_path" type="String" />
<argument index="4" name="ssh_passphrase" type="String" />
<description>
Set user credentials in the underlying VCS. [code]username[/code] and [code]password[/code] are used only during HTTPS authentication unless not already mentioned in the remote URL. [code]ssh_public_key_path[/code], [code]ssh_private_key_path[/code], and [code]ssh_passphrase[/code] are only used during SSH authentication.
</description>
</method>
<method name="_shut_down" qualifiers="virtual">
<return type="bool" />
<description>
Shuts down VCS plugin instance. Called when the user either closes the editor or shuts down the VCS plugin through the editor UI.
</description>
</method>
<method name="_stage_file" qualifiers="virtual">
<return type="void" />
<argument index="0" name="file_path" type="String" />
<description>
Stages the file present at [code]file_path[/code] to the staged area.
</description>
</method>
<method name="_unstage_file" qualifiers="virtual">
<return type="void" />
<argument index="0" name="file_path" type="String" />
<description>
Unstages the file present at [code]file_path[/code] from the staged area to the unstaged area.
</description>
</method>
<method name="add_diff_hunks_into_diff_file">
<return type="Dictionary" />
<argument index="0" name="diff_file" type="Dictionary" />
<argument index="1" name="diff_hunks" type="Array" />
<description>
Helper function to add an array of [code]diff_hunks[/code] into a [code]diff_file[/code].
</description>
</method>
<method name="add_line_diffs_into_diff_hunk">
<return type="Dictionary" />
<argument index="0" name="diff_hunk" type="Dictionary" />
<argument index="1" name="line_diffs" type="Array" />
<description>
Helper function to add an array of [code]line_diffs[/code] into a [code]diff_hunk[/code].
</description>
</method>
<method name="create_commit">
<return type="Dictionary" />
<argument index="0" name="msg" type="String" />
<argument index="1" name="author" type="String" />
<argument index="2" name="id" type="String" />
<argument index="3" name="date" type="String" />
<description>
Helper function to create a commit [Dictionary] item. [code]msg[/code] is the commit message of the commit. [code]author[/code] is a human-readable string containing the author's details, e.g. the email and name configured in the VCS. [code]id[/code] is the identifier of the commit, in whichever format your VCS may provide an identifier to commits. [code]date[/code] is directly added to the commit item and displayed in the editor, and hence, it shall be a well-formatted, human-readable date string.
</description>
</method>
<method name="create_diff_file">
<return type="Dictionary" />
<argument index="0" name="new_file" type="String" />
<argument index="1" name="old_file" type="String" />
<description>
Helper function to create a [code]Dictionary[/code] for storing old and new diff file paths.
</description>
</method>
<method name="create_diff_hunk">
<return type="Dictionary" />
<argument index="0" name="old_start" type="int" />
<argument index="1" name="new_start" type="int" />
<argument index="2" name="old_lines" type="int" />
<argument index="3" name="new_lines" type="int" />
<description>
Helper function to create a [code]Dictionary[/code] for storing diff hunk data. [code]old_start[/code] is the starting line number in old file. [code]new_start[/code] is the starting line number in new file. [code]old_lines[/code] is the number of lines in the old file. [code]new_lines[/code] is the number of lines in the new file.
</description>
</method>
<method name="create_diff_line">
<return type="Dictionary" />
<argument index="0" name="new_line_no" type="int" />
<argument index="1" name="old_line_no" type="int" />
<argument index="2" name="content" type="String" />
<argument index="3" name="status" type="String" />
<description>
Helper function to create a [code]Dictionary[/code] for storing a line diff. [code]new_line_no[/code] is the line number in the new file (can be [code]-1[/code] if the line is deleted). [code]old_line_no[/code] is the line number in the old file (can be [code]-1[/code] if the line is added). [code]content[/code] is the diff text. [code]status[/code] is a single character string which stores the line origin.
</description>
</method>
<method name="create_status_file">
<return type="Dictionary" />
<argument index="0" name="file_path" type="String" />
<argument index="1" name="change_type" type="int" enum="EditorVCSInterface.ChangeType" />
<argument index="2" name="area" type="int" enum="EditorVCSInterface.TreeArea" />
<description>
Helper function to create a [code]Dictionary[/code] used by editor to read the status of a file.
</description>
</method>
<method name="popup_error">
<return type="void" />
<argument index="0" name="msg" type="String" />
<description>
Pops up an error message in the edior.
</description>
</method>
</methods>
<constants>
<constant name="CHANGE_TYPE_NEW" value="0" enum="ChangeType">
A new file has been added.
</constant>
<constant name="CHANGE_TYPE_MODIFIED" value="1" enum="ChangeType">
An earlier added file has been modified.
</constant>
<constant name="CHANGE_TYPE_RENAMED" value="2" enum="ChangeType">
An earlier added file has been renamed.
</constant>
<constant name="CHANGE_TYPE_DELETED" value="3" enum="ChangeType">
An earlier added file has been deleted.
</constant>
<constant name="CHANGE_TYPE_TYPECHANGE" value="4" enum="ChangeType">
An earlier added file has been typechanged.
</constant>
<constant name="CHANGE_TYPE_UNMERGED" value="5" enum="ChangeType">
A file is left unmerged.
</constant>
<constant name="TREE_AREA_COMMIT" value="0" enum="TreeArea">
A commit is encountered from the commit area.
</constant>
<constant name="TREE_AREA_STAGED" value="1" enum="TreeArea">
A file is encountered from the staged area.
</constant>
<constant name="TREE_AREA_UNSTAGED" value="2" enum="TreeArea">
A file is encountered from the unstaged area.
</constant>
</constants>
</class>

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@ -80,9 +80,6 @@
<member name="auto_exposure_speed" type="float" setter="set_tonemap_auto_exposure_speed" getter="get_tonemap_auto_exposure_speed" default="0.5">
The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.
</member>
<member name="background_camera_feed_id" type="int" setter="set_camera_feed_id" getter="get_camera_feed_id" default="1">
The ID of the camera feed to show in the background.
</member>
<member name="background_canvas_max_layer" type="int" setter="set_canvas_max_layer" getter="get_canvas_max_layer" default="0">
The maximum layer ID to display. Only effective when using the [constant BG_CANVAS] background mode.
</member>

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@ -1,86 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GIProbe" inherits="VisualInstance" version="3.5">
<brief_description>
Real-time global illumination (GI) probe.
</brief_description>
<description>
[GIProbe]s are used to provide high-quality real-time indirect light to scenes. They precompute the effect of objects that emit light and the effect of static geometry to simulate the behavior of complex light in real-time. [GIProbe]s need to be baked before using, however, once baked, dynamic objects will receive light from them. Further, lights can be fully dynamic or baked.
Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality].
[b]Procedural generation:[/b] [GIProbe] can be baked in an exported project, which makes it suitable for procedurally generated or user-built levels as long as all the geometry is generated in advance.
[b]Performance:[/b] [GIProbe] is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider [BakedLightmap] instead). To provide a fallback for low-end hardware, consider adding an option to disable [GIProbe] in your project's options menus. A [GIProbe] node can be disabled by hiding it.
[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance] nodes with [member GeometryInstance.use_in_baked_light] enabled. These temporary nodes can then be hidden after baking the [GIProbe] node.
[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe].
</description>
<tutorials>
<link title="GI probes">$DOCS_URL/tutorials/3d/gi_probes.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
<method name="bake">
<return type="void" />
<argument index="0" name="from_node" type="Node" default="null" />
<argument index="1" name="create_visual_debug" type="bool" default="false" />
<description>
Bakes the effect from all [GeometryInstance]s marked with [member GeometryInstance.use_in_baked_light] and [Light]s marked with either [constant Light.BAKE_INDIRECT] or [constant Light.BAKE_ALL]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [GIProbe]'s data and debug any issues that may be occurring.
[b]Note:[/b] [method bake] works from the editor and in exported projects. This makes it suitable for procedurally generated or user-built levels. Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. Reducing [member subdiv] can speed up baking.
[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before [method bake] is called. If you are procedurally creating those and some meshes or lights are missing from your baked [GIProbe], use [code]call_deferred("bake")[/code] instead of calling [method bake] directly.
</description>
</method>
<method name="debug_bake">
<return type="void" />
<description>
Calls [method bake] with [code]create_visual_debug[/code] enabled.
</description>
</method>
</methods>
<members>
<member name="bias" type="float" setter="set_bias" getter="get_bias" default="1.5">
Offsets the lookup of the light contribution from the [GIProbe]. This can be used to avoid self-shadowing, but may introduce light leaking at higher values. This and [member normal_bias] should be played around with to minimize self-shadowing and light leaking.
[b]Note:[/b] [code]bias[/code] should usually be above 1.0 as that is the size of the voxels.
</member>
<member name="compress" type="bool" setter="set_compress" getter="is_compressed" default="false">
[i]Deprecated.[/i] This property has been deprecated due to known bugs and no longer has any effect when enabled.
</member>
<member name="data" type="GIProbeData" setter="set_probe_data" getter="get_probe_data">
The [GIProbeData] resource that holds the data for this [GIProbe].
</member>
<member name="dynamic_range" type="int" setter="set_dynamic_range" getter="get_dynamic_range" default="4">
The maximum brightness that the [GIProbe] will recognize. Brightness will be scaled within this range.
</member>
<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
Energy multiplier. Makes the lighting contribution from the [GIProbe] brighter.
</member>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3( 10, 10, 10 )">
The size of the area covered by the [GIProbe]. If you make the extents larger without increasing the subdivisions with [member subdiv], the size of each cell will increase and result in lower detailed lighting.
</member>
<member name="interior" type="bool" setter="set_interior" getter="is_interior" default="false">
If [code]true[/code], ignores the sky contribution when calculating lighting.
</member>
<member name="normal_bias" type="float" setter="set_normal_bias" getter="get_normal_bias" default="0.0">
Offsets the lookup into the [GIProbe] based on the object's normal direction. Can be used to reduce some self-shadowing artifacts.
</member>
<member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.7">
How much light propagates through the probe internally. A higher value allows light to spread further.
</member>
<member name="subdiv" type="int" setter="set_subdiv" getter="get_subdiv" enum="GIProbe.Subdiv" default="1">
Number of times to subdivide the grid that the [GIProbe] operates on. A higher number results in finer detail and thus higher visual quality, while lower numbers result in better performance.
</member>
</members>
<constants>
<constant name="SUBDIV_64" value="0" enum="Subdiv">
Use 64 subdivisions. This is the lowest quality setting, but the fastest. Use it if you can, but especially use it on lower-end hardware.
</constant>
<constant name="SUBDIV_128" value="1" enum="Subdiv">
Use 128 subdivisions. This is the default quality setting.
</constant>
<constant name="SUBDIV_256" value="2" enum="Subdiv">
Use 256 subdivisions.
</constant>
<constant name="SUBDIV_512" value="3" enum="Subdiv">
Use 512 subdivisions. This is the highest quality setting, but the slowest. On lower-end hardware, this could cause the GPU to stall.
</constant>
<constant name="SUBDIV_MAX" value="4" enum="Subdiv">
Represents the size of the [enum Subdiv] enum.
</constant>
</constants>
</class>

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@ -1,38 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GIProbeData" inherits="Resource" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
</methods>
<members>
<member name="bias" type="float" setter="set_bias" getter="get_bias" default="0.4">
</member>
<member name="bounds" type="AABB" setter="set_bounds" getter="get_bounds" default="AABB( 0, 0, 0, 1, 1, 1 )">
</member>
<member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="1.0">
</member>
<member name="compress" type="bool" setter="set_compress" getter="is_compressed" default="false">
</member>
<member name="dynamic_data" type="PoolIntArray" setter="set_dynamic_data" getter="get_dynamic_data" default="PoolIntArray( )">
</member>
<member name="dynamic_range" type="int" setter="set_dynamic_range" getter="get_dynamic_range" default="1">
</member>
<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
</member>
<member name="interior" type="bool" setter="set_interior" getter="is_interior" default="false">
</member>
<member name="normal_bias" type="float" setter="set_normal_bias" getter="get_normal_bias" default="0.4">
</member>
<member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="1.0">
</member>
<member name="to_cell_xform" type="Transform" setter="set_to_cell_xform" getter="get_to_cell_xform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
</member>
</members>
<constants>
</constants>
</class>

View File

@ -39,12 +39,6 @@
<member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin" default="0.0">
The extra distance added to the GeometryInstance's bounding box ([AABB]) to increase its cull box.
</member>
<member name="generate_lightmap" type="bool" setter="set_generate_lightmap" getter="get_generate_lightmap" default="true">
When disabled, the mesh will be taken into account when computing indirect lighting, but the resulting lightmap will not be saved. Useful for emissive only materials or shadow casters.
</member>
<member name="lightmap_scale" type="int" setter="set_lightmap_scale" getter="get_lightmap_scale" enum="GeometryInstance.LightmapScale" default="0">
Scale factor for the generated baked lightmap. Useful for adding detail to certain mesh instances.
</member>
<member name="lod_max_distance" type="float" setter="set_lod_max_distance" getter="get_lod_max_distance" default="0.0">
The GeometryInstance's max LOD distance.
[b]Note:[/b] This property currently has no effect.
@ -69,25 +63,9 @@
The material override for the whole geometry.
If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.
</member>
<member name="use_in_baked_light" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], this GeometryInstance will be used when baking lights using a [GIProbe] or [BakedLightmap].
</member>
<member name="portal_mode" type="int" setter="set_portal_mode" getter="get_portal_mode" overrides="CullInstance" enum="CullInstance.PortalMode" default="3" />
</members>
<constants>
<constant name="LIGHTMAP_SCALE_1X" value="0" enum="LightmapScale">
The generated lightmap texture will have the original size.
</constant>
<constant name="LIGHTMAP_SCALE_2X" value="1" enum="LightmapScale">
The generated lightmap texture will be twice as large, on each axis.
</constant>
<constant name="LIGHTMAP_SCALE_4X" value="2" enum="LightmapScale">
The generated lightmap texture will be 4 times as large, on each axis.
</constant>
<constant name="LIGHTMAP_SCALE_8X" value="3" enum="LightmapScale">
The generated lightmap texture will be 8 times as large, on each axis.
</constant>
<constant name="LIGHTMAP_SCALE_MAX" value="4" enum="LightmapScale">
</constant>
<constant name="SHADOW_CASTING_SETTING_OFF" value="0" enum="ShadowCastingSetting">
Will not cast any shadows.
</constant>
@ -103,13 +81,10 @@
Will only show the shadows casted from this object.
In other words, the actual mesh will not be visible, only the shadows casted from the mesh will be.
</constant>
<constant name="FLAG_USE_BAKED_LIGHT" value="0" enum="Flags">
Will allow the GeometryInstance to be used when baking lights using a [GIProbe] or [BakedLightmap].
</constant>
<constant name="FLAG_DRAW_NEXT_FRAME_IF_VISIBLE" value="1" enum="Flags">
<constant name="FLAG_DRAW_NEXT_FRAME_IF_VISIBLE" value="0" enum="Flags">
Unused in this class, exposed for consistency with [enum VisualServer.InstanceFlags].
</constant>
<constant name="FLAG_MAX" value="2" enum="Flags">
<constant name="FLAG_MAX" value="1" enum="Flags">
Represents the size of the [enum Flags] enum.
</constant>
</constants>

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@ -87,6 +87,9 @@
</description>
</method>
</methods>
<members>
<member name="portal_mode" type="int" setter="set_portal_mode" getter="get_portal_mode" overrides="CullInstance" enum="CullInstance.PortalMode" default="0" />
</members>
<constants>
</constants>
</class>

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@ -31,9 +31,6 @@
<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false">
If [code]true[/code], the light only appears in the editor and will not be visible at runtime.
</member>
<member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light.BakeMode" default="1">
The light's bake mode. See [enum BakeMode].
</member>
<member name="light_color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )">
The light's color. An [i]overbright[/i] color can be used to achieve a result equivalent to increasing the light's [member light_energy].
</member>
@ -124,16 +121,5 @@
<constant name="PARAM_MAX" value="16" enum="Param">
Represents the size of the [enum Param] enum.
</constant>
<constant name="BAKE_DISABLED" value="0" enum="BakeMode">
Light is ignored when baking.
[b]Note:[/b] Hiding a light does [i]not[/i] affect baking.
</constant>
<constant name="BAKE_INDIRECT" value="1" enum="BakeMode">
Only indirect lighting will be baked (default).
</constant>
<constant name="BAKE_ALL" value="2" enum="BakeMode">
Both direct and indirect light will be baked.
[b]Note:[/b] You should hide the light if you don't want it to appear twice (dynamic and baked).
</constant>
</constants>
</class>

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@ -92,11 +92,6 @@
</description>
</method>
</methods>
<members>
<member name="lightmap_size_hint" type="Vector2" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2( 0, 0 )">
Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides [member BakedLightmap.default_texels_per_unit].
</member>
</members>
<constants>
<constant name="PRIMITIVE_POINTS" value="0" enum="PrimitiveType">
Render array as points (one vertex equals one point).

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@ -0,0 +1,36 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MeshDataInstance2D" inherits="Node2D" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
<method name="refresh">
<return type="void" />
<description>
</description>
</method>
</methods>
<members>
<member name="mesh_data" type="MeshDataResource" setter="set_mesh_data" getter="get_mesh_data">
</member>
<member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
</members>
<signals>
<signal name="mesh_data_resource_changed">
<description>
</description>
</signal>
<signal name="texture_changed">
<description>
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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@ -74,6 +74,7 @@
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
The [Mesh] resource for the instance.
</member>
<member name="portal_mode" type="int" setter="set_portal_mode" getter="get_portal_mode" overrides="CullInstance" enum="CullInstance.PortalMode" default="0" />
<member name="skeleton" type="NodePath" setter="set_skeleton_path" getter="get_skeleton_path" default="NodePath(&quot;..&quot;)">
[NodePath] to the [Skeleton] associated with the instance.
</member>

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@ -1,165 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MeshLibrary" inherits="Resource" version="3.5">
<brief_description>
Library of meshes.
</brief_description>
<description>
A library of meshes. Contains a list of [Mesh] resources, each with a name and ID. Each item can also include collision and navigation shapes. This resource is used in [GridMap].
</description>
<tutorials>
<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
</tutorials>
<methods>
<method name="clear">
<return type="void" />
<description>
Clears the library.
</description>
</method>
<method name="create_item">
<return type="void" />
<argument index="0" name="id" type="int" />
<description>
Creates a new item in the library with the given ID.
You can get an unused ID from [method get_last_unused_item_id].
</description>
</method>
<method name="find_item_by_name" qualifiers="const">
<return type="int" />
<argument index="0" name="name" type="String" />
<description>
Returns the first item with the given name.
</description>
</method>
<method name="get_item_list" qualifiers="const">
<return type="PoolIntArray" />
<description>
Returns the list of item IDs in use.
</description>
</method>
<method name="get_item_mesh" qualifiers="const">
<return type="Mesh" />
<argument index="0" name="id" type="int" />
<description>
Returns the item's mesh.
</description>
</method>
<method name="get_item_mesh_transform" qualifiers="const">
<return type="Transform" />
<argument index="0" name="id" type="int" />
<description>
Returns the transform applied to the item's mesh.
</description>
</method>
<method name="get_item_name" qualifiers="const">
<return type="String" />
<argument index="0" name="id" type="int" />
<description>
Returns the item's name.
</description>
</method>
<method name="get_item_navmesh" qualifiers="const">
<return type="NavigationMesh" />
<argument index="0" name="id" type="int" />
<description>
Returns the item's navigation mesh.
</description>
</method>
<method name="get_item_navmesh_transform" qualifiers="const">
<return type="Transform" />
<argument index="0" name="id" type="int" />
<description>
Returns the transform applied to the item's navigation mesh.
</description>
</method>
<method name="get_item_preview" qualifiers="const">
<return type="Texture" />
<argument index="0" name="id" type="int" />
<description>
When running in the editor, returns a generated item preview (a 3D rendering in isometric perspective). When used in a running project, returns the manually-defined item preview which can be set using [method set_item_preview]. Returns an empty [Texture] if no preview was manually set in a running project.
</description>
</method>
<method name="get_item_shapes" qualifiers="const">
<return type="Array" />
<argument index="0" name="id" type="int" />
<description>
Returns an item's collision shapes.
The array consists of each [Shape] followed by its [Transform].
</description>
</method>
<method name="get_last_unused_item_id" qualifiers="const">
<return type="int" />
<description>
Gets an unused ID for a new item.
</description>
</method>
<method name="remove_item">
<return type="void" />
<argument index="0" name="id" type="int" />
<description>
Removes the item.
</description>
</method>
<method name="set_item_mesh">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="mesh" type="Mesh" />
<description>
Sets the item's mesh.
</description>
</method>
<method name="set_item_mesh_transform">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="mesh_transform" type="Transform" />
<description>
Sets the transform to apply to the item's mesh.
</description>
</method>
<method name="set_item_name">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="name" type="String" />
<description>
Sets the item's name.
This name is shown in the editor. It can also be used to look up the item later using [method find_item_by_name].
</description>
</method>
<method name="set_item_navmesh">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="navmesh" type="NavigationMesh" />
<description>
Sets the item's navigation mesh.
</description>
</method>
<method name="set_item_navmesh_transform">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="navmesh" type="Transform" />
<description>
Sets the transform to apply to the item's navigation mesh.
</description>
</method>
<method name="set_item_preview">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="texture" type="Texture" />
<description>
Sets a texture to use as the item's preview icon in the editor.
</description>
</method>
<method name="set_item_shapes">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="shapes" type="Array" />
<description>
Sets an item's collision shapes.
The array should consist of [Shape] objects, each followed by a [Transform] that will be applied to it. For shapes that should not have a transform, use [constant Transform.IDENTITY].
</description>
</method>
</methods>
<constants>
</constants>
</class>

View File

@ -18,6 +18,7 @@
<member name="multimesh" type="MultiMesh" setter="set_multimesh" getter="get_multimesh">
The [MultiMesh] resource that will be used and shared among all instances of the [MultiMeshInstance].
</member>
<member name="portal_mode" type="int" setter="set_portal_mode" getter="get_portal_mode" overrides="CullInstance" enum="CullInstance.PortalMode" default="0" />
</members>
<constants>
</constants>

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@ -46,10 +46,10 @@
</method>
</methods>
<members>
<member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" default="true">
<member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" default="false">
If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new connections.
</member>
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="NetworkedMultiplayerPeer.TransferMode" default="0">
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="NetworkedMultiplayerPeer.TransferMode" default="2">
The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode].
</member>
</members>

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@ -1062,12 +1062,9 @@
</member>
</members>
<constants>
<constant name="VIDEO_DRIVER_GLES2" value="1" enum="VideoDriver">
<constant name="VIDEO_DRIVER_GLES2" value="0" enum="VideoDriver">
The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL 2.1 on desktop platforms and WebGL 1.0 on the web.
</constant>
<constant name="VIDEO_DRIVER_GLES3" value="0" enum="VideoDriver">
The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL 3.3 on desktop platforms and WebGL 2.0 on the web.
</constant>
<constant name="DAY_SUNDAY" value="0" enum="Weekday">
Sunday.
</constant>

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@ -1,122 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Particles" inherits="GeometryInstance" version="3.5">
<brief_description>
GPU-based 3D particle emitter.
</brief_description>
<description>
3D particle node used to create a variety of particle systems and effects. [Particles] features an emitter that generates some number of particles at a given rate.
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
[b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choosing [b]Convert to CPUParticles[/b].
[b]Note:[/b] On macOS, [Particles] rendering is much slower than [CPUParticles] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles] instead when targeting macOS.
[b]Note:[/b] After working on a Particles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choose [b]Generate Visibility AABB[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle.
</description>
<tutorials>
<link title="Controlling thousands of fish with Particles">$DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
<method name="capture_aabb" qualifiers="const">
<return type="AABB" />
<description>
Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.
</description>
</method>
<method name="get_draw_pass_mesh" qualifiers="const">
<return type="Mesh" />
<argument index="0" name="pass" type="int" />
<description>
Returns the [Mesh] that is drawn at index [code]pass[/code].
</description>
</method>
<method name="restart">
<return type="void" />
<description>
Restarts the particle emission, clearing existing particles.
</description>
</method>
<method name="set_draw_pass_mesh">
<return type="void" />
<argument index="0" name="pass" type="int" />
<argument index="1" name="mesh" type="Mesh" />
<description>
Sets the [Mesh] that is drawn at index [code]pass[/code].
</description>
</method>
</methods>
<members>
<member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
The number of particles emitted in one emission cycle (corresponding to the [member lifetime]).
[b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount].
</member>
<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles.DrawOrder" default="0">
Particle draw order. Uses [enum DrawOrder] values.
</member>
<member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
[Mesh] that is drawn for the first draw pass.
</member>
<member name="draw_pass_2" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
[Mesh] that is drawn for the second draw pass.
</member>
<member name="draw_pass_3" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
[Mesh] that is drawn for the third draw pass.
</member>
<member name="draw_pass_4" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">
[Mesh] that is drawn for the fourth draw pass.
</member>
<member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes" default="1">
The number of draw passes when rendering particles.
</member>
<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
If [code]true[/code], particles are being emitted.
</member>
<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
</member>
<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0">
The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
</member>
<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
</member>
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
The amount of time each particle will exist (in seconds).
</member>
<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
If [code]true[/code], only [code]amount[/code] particles will be emitted.
</member>
<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
</member>
<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
</member>
<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
Emission randomness ratio.
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
</member>
<member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb" default="AABB( -4, -4, -4, 8, 8, 8 )">
The [AABB] that determines the node's region which needs to be visible on screen for the particle system to be active.
Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool.
[b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast shadows, you may want to enlarge this AABB to ensure the shadow is updated when particles are off-screen.
</member>
</members>
<constants>
<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
Particles are drawn in the order emitted.
</constant>
<constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
Particles are drawn in order of remaining lifetime.
</constant>
<constant name="DRAW_ORDER_VIEW_DEPTH" value="2" enum="DrawOrder">
Particles are drawn in order of depth.
</constant>
<constant name="MAX_DRAW_PASSES" value="4">
Maximum number of draw passes supported.
</constant>
</constants>
</class>

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@ -1,93 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Particles2D" inherits="Node2D" version="3.5">
<brief_description>
GPU-based 2D particle emitter.
</brief_description>
<description>
2D particle node used to create a variety of particle systems and effects. [Particles2D] features an emitter that generates some number of particles at a given rate.
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
[b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles2D] instead. You can convert [Particles2D] to [CPUParticles2D] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choosing [b]Convert to CPUParticles2D[/b].
[b]Note:[/b] On macOS, [Particles2D] rendering is much slower than [CPUParticles2D] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles2D] instead when targeting macOS.
[b]Note:[/b] After working on a Particles node, remember to update its [member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choose [b]Generate Visibility Rect[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle.
[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the texture region defined in [AtlasTexture]s.
</description>
<tutorials>
<link title="Particle systems (2D)">$DOCS_URL/tutorials/2d/particle_systems_2d.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
</tutorials>
<methods>
<method name="capture_rect" qualifiers="const">
<return type="Rect2" />
<description>
Returns a rectangle containing the positions of all existing particles.
</description>
</method>
<method name="restart">
<return type="void" />
<description>
Restarts all the existing particles.
</description>
</method>
</methods>
<members>
<member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
The number of particles emitted in one emission cycle (corresponding to the [member lifetime]).
[b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount].
</member>
<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles2D.DrawOrder" default="0">
Particle draw order. Uses [enum DrawOrder] values.
</member>
<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
If [code]true[/code], particles are being emitted.
</member>
<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
</member>
<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0">
The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
</member>
<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
</member>
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
The amount of time each particle will exist (in seconds).
</member>
<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
</member>
<member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
Normal map to be used for the [member texture] property.
[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end.
</member>
<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
Particle system starts as if it had already run for this many seconds.
</member>
<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
[Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
</member>
<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
Emission lifetime randomness ratio.
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
Particle texture. If [code]null[/code], particles will be squares.
</member>
<member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2( -100, -100, 200, 200 )">
The [Rect2] that determines the node's region which needs to be visible on screen for the particle system to be active.
Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool.
</member>
</members>
<constants>
<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
Particles are drawn in the order emitted.
</constant>
<constant name="DRAW_ORDER_LIFETIME" value="1" enum="DrawOrder">
Particles are drawn in order of remaining lifetime.
</constant>
</constants>
</class>

View File

@ -423,9 +423,6 @@
<member name="debug/settings/stdout/verbose_stdout" type="bool" setter="" getter="" default="false">
Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc.
</member>
<member name="debug/settings/visual_script/max_call_stack" type="int" setter="" getter="" default="1024">
Maximum call stack in visual scripting, to avoid infinite recursion.
</member>
<member name="debug/shapes/collision/contact_color" type="Color" setter="" getter="" default="Color( 1, 0.2, 0.1, 0.8 )">
Color of the contact points between collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
</member>
@ -535,6 +532,72 @@
<member name="editor/version_control/plugin_name" type="String" setter="" getter="" default="&quot;&quot;">
Last loaded VCS plugin name. Used to autoload the plugin when the editor starts up.
</member>
<member name="ess/data/automatic_load" type="bool" setter="" getter="" default="false">
</member>
<member name="ess/data/ess_resource_db_path" type="String" setter="" getter="" default="&quot;&quot;">
</member>
<member name="ess/enums/dminishing_return_categories" type="String" setter="" getter="" default="&quot;Stun,Sleep,Disorient&quot;">
</member>
<member name="ess/enums/dminishing_return_length" type="float" setter="" getter="" default="15.0">
</member>
<member name="ess/enums/dminishing_return_steps" type="int" setter="" getter="" default="4">
</member>
<member name="ess/enums/entity_types" type="String" setter="" getter="" default="&quot;None,Creature,Totem,Idol,Humanoid,Mechanical,Beast,Dragonkin,Elemental,Ghost,Energy,Anomaly,Demon,Object&quot;">
</member>
<member name="ess/enums/equip_slots" type="String" setter="" getter="" default="&quot;Head,Neck,Shoulder,Chest,Gloves,Belt,Legs,Feet,Ring_1,Ring_2,Trinket_1,Trinket_2,Main_Hand,Off_Hand&quot;">
</member>
<member name="ess/enums/main_stat_count" type="int" setter="" getter="" default="5">
</member>
<member name="ess/enums/model_visual_groups" type="String" setter="" getter="" default="&quot;None,Bodypart,Alt Bodypart,Attachment&quot;">
</member>
<member name="ess/enums/skeletons_bone_attachment_points" type="PoolStringArray" setter="" getter="" default="PoolStringArray( )">
</member>
<member name="ess/enums/skeletons_bones" type="PoolStringArray" setter="" getter="" default="PoolStringArray( )">
</member>
<member name="ess/enums/stats" type="String" setter="" getter="" default="&quot;Agility,Strength,Stamina,Intellect,Spirit,Health,Speed,Global Cooldown,Haste&quot;">
</member>
<member name="ess/enums/texture_layers" type="String" setter="" getter="" default="&quot;None,Skin,Underwear,Shirt,Clothes Base,Clothes 1,Clothes 2,Clothes 3,Clothes 4,Clothes 5,Belt,Tabard,Overlay&quot;">
</member>
<member name="ess/level/auto_learn_spells" type="bool" setter="" getter="" default="true">
</member>
<member name="ess/level/automatic_class_levelups" type="bool" setter="" getter="" default="false">
</member>
<member name="ess/level/use_class_xp" type="bool" setter="" getter="" default="false">
</member>
<member name="ess/level/use_global_class_level" type="bool" setter="" getter="" default="false">
</member>
<member name="ess/material_cache/background_color" type="Color" setter="" getter="" default="Color( 0, 0, 0, 1 )">
</member>
<member name="ess/material_cache/default_ess_material_cache_class" type="String" setter="" getter="" default="&quot;ESSMaterialCachePCM&quot;">
</member>
<member name="ess/material_cache/keep_original_atlases" type="bool" setter="" getter="" default="false">
</member>
<member name="ess/material_cache/margin" type="int" setter="" getter="" default="0">
</member>
<member name="ess/material_cache/material_paths" type="PoolStringArray" setter="" getter="" default="PoolStringArray( )">
</member>
<member name="ess/material_cache/max_atlas_size" type="int" setter="" getter="" default="1024">
</member>
<member name="ess/material_cache/texture_flags" type="int" setter="" getter="" default="5">
</member>
<member name="ess/profiles/automatic_load" type="bool" setter="" getter="" default="false">
</member>
<member name="ess/profiles/automatic_save" type="bool" setter="" getter="" default="false">
</member>
<member name="ess/profiles/save_file" type="String" setter="" getter="" default="&quot;user://profile.save&quot;">
</member>
<member name="ess/spells/allow_class_recipe_learning" type="bool" setter="" getter="" default="false">
</member>
<member name="ess/spells/allow_class_spell_learning" type="bool" setter="" getter="" default="false">
</member>
<member name="ess/spells/scale_spells_by_default" type="bool" setter="" getter="" default="false">
</member>
<member name="ess/spells/use_spell_points" type="bool" setter="" getter="" default="false">
</member>
<member name="ess/xp/character_xps" type="PoolIntArray" setter="" getter="" default="PoolIntArray( )">
</member>
<member name="ess/xp/class_xps" type="PoolIntArray" setter="" getter="" default="PoolIntArray( )">
</member>
<member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0">
Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden.
</member>
@ -1169,6 +1232,36 @@
[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member physics/common/physics_interpolation] is enabled.
[b]Note:[/b] This property is only read when the project starts. To change the value at runtime, set [member Engine.physics_jitter_fix] instead.
</member>
<member name="props/background_color" type="Color" setter="" getter="" default="Color( 0, 0, 0, 1 )">
</member>
<member name="props/default_prop_material_cache_class" type="String" setter="" getter="" default="&quot;PropMaterialCachePCM&quot;">
</member>
<member name="props/keep_original_atlases" type="bool" setter="" getter="" default="false">
</member>
<member name="props/margin" type="int" setter="" getter="" default="0">
</member>
<member name="props/material_paths" type="PoolStringArray" setter="" getter="" default="PoolStringArray( )">
</member>
<member name="props/max_atlas_size" type="int" setter="" getter="" default="1024">
</member>
<member name="props/texture_flags" type="int" setter="" getter="" default="5">
</member>
<member name="props_2d/background_color" type="Color" setter="" getter="" default="Color( 0, 0, 0, 1 )">
</member>
<member name="props_2d/default_pixels_per_unit" type="int" setter="" getter="" default="64">
</member>
<member name="props_2d/default_prop_material_cache_class" type="String" setter="" getter="" default="&quot;Prop2DMaterialCachePCM&quot;">
</member>
<member name="props_2d/keep_original_atlases" type="bool" setter="" getter="" default="false">
</member>
<member name="props_2d/margin" type="int" setter="" getter="" default="0">
</member>
<member name="props_2d/material_path" type="String" setter="" getter="" default="&quot;&quot;">
</member>
<member name="props_2d/max_atlas_size" type="int" setter="" getter="" default="1024">
</member>
<member name="props_2d/texture_flags" type="int" setter="" getter="" default="5">
</member>
<member name="rendering/2d/opengl/batching_send_null" type="int" setter="" getter="" default="0">
[b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to uploading batching data. This may not be necessary but can be used for safety.
[b]Note:[/b] Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.
@ -1245,18 +1338,6 @@
The amount of UV contraction. This figure is divided by 1000000, and is a proportion of the total texture dimensions, where the width and height are both ranged from 0.0 to 1.0.
Use the default unless correcting for a problem on particular hardware.
</member>
<member name="rendering/cpu_lightmapper/quality/high_quality_ray_count" type="int" setter="" getter="" default="512">
Amount of light samples taken when using [constant BakedLightmap.BAKE_QUALITY_HIGH].
</member>
<member name="rendering/cpu_lightmapper/quality/low_quality_ray_count" type="int" setter="" getter="" default="64">
Amount of light samples taken when using [constant BakedLightmap.BAKE_QUALITY_LOW].
</member>
<member name="rendering/cpu_lightmapper/quality/medium_quality_ray_count" type="int" setter="" getter="" default="256">
Amount of light samples taken when using [constant BakedLightmap.BAKE_QUALITY_MEDIUM].
</member>
<member name="rendering/cpu_lightmapper/quality/ultra_quality_ray_count" type="int" setter="" getter="" default="1024">
Amount of light samples taken when using [constant BakedLightmap.BAKE_QUALITY_ULTRA].
</member>
<member name="rendering/environment/default_clear_color" type="Color" setter="" getter="" default="Color( 0.3, 0.3, 0.3, 1 )">
Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method VisualServer.set_default_clear_color].
</member>
@ -1310,9 +1391,6 @@
An override for [code]rendering/gles3/shaders/shader_compilation_mode[/code], so asynchronous compilation can be disabled for mobile.
You may want to do that since mobile GPUs generally won't support ubershaders due to their complexity.
</member>
<member name="rendering/limits/buffers/blend_shape_max_buffer_size_kb" type="int" setter="" getter="" default="4096">
Max buffer size for blend shapes. Any blend shape bigger than this will not work.
</member>
<member name="rendering/limits/buffers/canvas_polygon_buffer_size_kb" type="int" setter="" getter="" default="128">
Max buffer size for drawing polygons. Any polygon bigger than this will not work.
</member>
@ -1322,18 +1400,6 @@
<member name="rendering/limits/buffers/immediate_buffer_size_kb" type="int" setter="" getter="" default="2048">
Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work.
</member>
<member name="rendering/limits/rendering/max_lights_per_object" type="int" setter="" getter="" default="32">
Max number of lights renderable per object. This is further limited by hardware support. Most devices only support 409 lights, while many devices (especially mobile) only support 102. Setting this low will slightly reduce memory usage and may decrease shader compile times.
</member>
<member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter="" default="65536">
Max amount of elements renderable in a frame. If more elements than this are visible per frame, they will not be drawn. Keep in mind elements refer to mesh surfaces and not meshes themselves. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
</member>
<member name="rendering/limits/rendering/max_renderable_lights" type="int" setter="" getter="" default="4096">
Max number of lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
</member>
<member name="rendering/limits/rendering/max_renderable_reflections" type="int" setter="" getter="" default="1024">
Max number of reflection probes renderable in a frame. If more reflection probes than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
</member>
<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).
</member>
@ -1404,7 +1470,7 @@
<member name="rendering/quality/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/driver/driver_name" type="String" setter="" getter="" default="&quot;GLES3&quot;">
<member name="rendering/quality/driver/driver_name" type="String" setter="" getter="" default="&quot;GLES2&quot;">
The video driver to use ("GLES2" or "GLES3").
[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--video-driver[/code] command line argument, or by the [member rendering/quality/driver/fallback_to_gles2] option if the target system does not support GLES3 and falls back to GLES2. In such cases, this property is not updated, so use [method OS.get_current_video_driver] to query it at run-time.
</member>
@ -1439,12 +1505,6 @@
<member name="rendering/quality/intended_usage/framebuffer_allocation.mobile" type="int" setter="" getter="" default="3">
Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/lightmapping/use_bicubic_sampling" type="bool" setter="" getter="" default="true">
Enable usage of bicubic sampling in baked lightmaps. This results in smoother looking lighting at the expense of more bandwidth usage. On GLES2, changes to this setting will only be applied upon restarting the application.
</member>
<member name="rendering/quality/lightmapping/use_bicubic_sampling.mobile" type="bool" setter="" getter="" default="false">
Lower-end override for [member rendering/quality/lightmapping/use_bicubic_sampling] on mobile devices, in order to reduce bandwidth usage.
</member>
<member name="rendering/quality/reflections/atlas_size" type="int" setter="" getter="" default="2048">
Size of the atlas used by reflection probes. A larger size can result in higher visual quality, while a smaller size will be faster and take up less memory.
</member>
@ -1540,21 +1600,6 @@
<member name="rendering/quality/spatial_partitioning/use_bvh" type="bool" setter="" getter="" default="true">
Enables the use of bounding volume hierarchy instead of octree for rendering spatial partitioning. This may give better performance.
</member>
<member name="rendering/quality/subsurface_scattering/follow_surface" type="bool" setter="" getter="" default="false">
Improves quality of subsurface scattering, but cost significantly increases.
</member>
<member name="rendering/quality/subsurface_scattering/quality" type="int" setter="" getter="" default="1">
Quality setting for subsurface scattering (samples taken).
</member>
<member name="rendering/quality/subsurface_scattering/scale" type="int" setter="" getter="" default="1.0">
Max radius used for subsurface scattering samples.
</member>
<member name="rendering/quality/subsurface_scattering/weight_samples" type="bool" setter="" getter="" default="true">
Weight subsurface scattering samples. Helps to avoid reading samples from unrelated parts of the screen.
</member>
<member name="rendering/quality/voxel_cone_tracing/high_quality" type="bool" setter="" getter="" default="false">
Use high-quality voxel cone tracing. This results in better-looking reflections, but is much more expensive on the GPU.
</member>
<member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
</member>
@ -1582,6 +1627,18 @@
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].import/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
<member name="thread_pool/max_work_per_frame_percent" type="int" setter="" getter="" default="25">
</member>
<member name="thread_pool/queue_grow_size" type="int" setter="" getter="" default="10">
</member>
<member name="thread_pool/queue_start_size" type="int" setter="" getter="" default="20">
</member>
<member name="thread_pool/thread_count" type="int" setter="" getter="" default="-1">
</member>
<member name="thread_pool/thread_fallback_count" type="int" setter="" getter="" default="4">
</member>
<member name="thread_pool/use_threads" type="bool" setter="" getter="" default="true">
</member>
<member name="world/2d/cell_size" type="int" setter="" getter="" default="100">
Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in pixels).
</member>

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Prop2DDataProp2D" inherits="Prop2DDataEntry" version="3.5">
<class name="Prop2DDataMeshData" inherits="Prop2DDataEntry" version="3.5">
<brief_description>
</brief_description>
<description>
@ -9,12 +9,14 @@
<methods>
</methods>
<members>
<member name="prop" type="Prop2DData" setter="set_prop" getter="get_prop">
<member name="mesh" type="MeshDataResource" setter="set_mesh" getter="get_mesh">
</member>
<member name="snap_axis" type="Vector3" setter="set_snap_axis" getter="get_snap_axis" default="Vector3( 0, 1, 0 )">
</member>
<member name="snap_to_mesh" type="bool" setter="set_snap_to_mesh" getter="get_snap_to_mesh" default="false">
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
</members>
<constants>
</constants>

View File

@ -0,0 +1,41 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Prop2DDataSprite" inherits="Prop2DDataEntry" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="centered" type="bool" setter="set_centered" getter="get_centered" default="false">
</member>
<member name="flip_h" type="bool" setter="set_flip_h" getter="get_flip_h" default="false">
</member>
<member name="get_animation_frame" type="int" setter="set_animation_frame" getter="get_animation_frame" default="0">
</member>
<member name="get_animation_frame_coords" type="Vector2" setter="set_animation_frame_coords" getter="get_animation_frame_coords" default="Vector2( 0, 0 )">
</member>
<member name="get_animation_h_frames" type="int" setter="set_animation_h_frames" getter="get_animation_h_frames" default="0">
</member>
<member name="get_filter_clip" type="bool" setter="set_filter_clip" getter="get_filter_clip" default="false">
</member>
<member name="get_flip_v" type="bool" setter="set_flip_v" getter="get_flip_v" default="false">
</member>
<member name="get_region" type="Rect2" setter="set_region" getter="get_region" default="Rect2( 0, 0, 0, 0 )">
</member>
<member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
</member>
<member name="set_animation_v_frames" type="int" setter="set_animation_v_frames" getter="get_animation_v_frames" default="0">
</member>
<member name="set_region_enabled" type="bool" setter="set_region_enabled" getter="get_region_enabled" default="false">
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
</members>
<constants>
</constants>
</class>

231
doc/classes/RTileMap.xml Normal file
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@ -0,0 +1,231 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RTileMap" inherits="Node2D" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
<method name="clear">
<return type="void" />
<description>
</description>
</method>
<method name="fix_invalid_tiles">
<return type="void" />
<description>
</description>
</method>
<method name="get_cell" qualifiers="const">
<return type="int" />
<argument index="0" name="x" type="int" />
<argument index="1" name="y" type="int" />
<description>
</description>
</method>
<method name="get_cell_autotile_coord" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="x" type="int" />
<argument index="1" name="y" type="int" />
<description>
</description>
</method>
<method name="get_cellv" qualifiers="const">
<return type="int" />
<argument index="0" name="position" type="Vector2" />
<description>
</description>
</method>
<method name="get_collision_layer_bit" qualifiers="const">
<return type="bool" />
<argument index="0" name="bit" type="int" />
<description>
</description>
</method>
<method name="get_collision_mask_bit" qualifiers="const">
<return type="bool" />
<argument index="0" name="bit" type="int" />
<description>
</description>
</method>
<method name="get_used_cells" qualifiers="const">
<return type="Array" />
<description>
</description>
</method>
<method name="get_used_cells_by_id" qualifiers="const">
<return type="Array" />
<argument index="0" name="id" type="int" />
<description>
</description>
</method>
<method name="get_used_rect">
<return type="Rect2" />
<description>
</description>
</method>
<method name="is_cell_transposed" qualifiers="const">
<return type="bool" />
<argument index="0" name="x" type="int" />
<argument index="1" name="y" type="int" />
<description>
</description>
</method>
<method name="is_cell_x_flipped" qualifiers="const">
<return type="bool" />
<argument index="0" name="x" type="int" />
<argument index="1" name="y" type="int" />
<description>
</description>
</method>
<method name="is_cell_y_flipped" qualifiers="const">
<return type="bool" />
<argument index="0" name="x" type="int" />
<argument index="1" name="y" type="int" />
<description>
</description>
</method>
<method name="map_to_world" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="map_position" type="Vector2" />
<argument index="1" name="ignore_half_ofs" type="bool" default="false" />
<description>
</description>
</method>
<method name="set_cell">
<return type="void" />
<argument index="0" name="x" type="int" />
<argument index="1" name="y" type="int" />
<argument index="2" name="tile" type="int" />
<argument index="3" name="flip_x" type="bool" default="false" />
<argument index="4" name="flip_y" type="bool" default="false" />
<argument index="5" name="transpose" type="bool" default="false" />
<argument index="6" name="autotile_coord" type="Vector2" default="Vector2( 0, 0 )" />
<description>
</description>
</method>
<method name="set_cellv">
<return type="void" />
<argument index="0" name="position" type="Vector2" />
<argument index="1" name="tile" type="int" />
<argument index="2" name="flip_x" type="bool" default="false" />
<argument index="3" name="flip_y" type="bool" default="false" />
<argument index="4" name="transpose" type="bool" default="false" />
<description>
</description>
</method>
<method name="set_collision_layer_bit">
<return type="void" />
<argument index="0" name="bit" type="int" />
<argument index="1" name="value" type="bool" />
<description>
</description>
</method>
<method name="set_collision_mask_bit">
<return type="void" />
<argument index="0" name="bit" type="int" />
<argument index="1" name="value" type="bool" />
<description>
</description>
</method>
<method name="update_bitmask_area">
<return type="void" />
<argument index="0" name="position" type="Vector2" />
<description>
</description>
</method>
<method name="update_bitmask_region">
<return type="void" />
<argument index="0" name="start" type="Vector2" default="Vector2( 0, 0 )" />
<argument index="1" name="end" type="Vector2" default="Vector2( 0, 0 )" />
<description>
</description>
</method>
<method name="update_dirty_quadrants">
<return type="void" />
<description>
</description>
</method>
<method name="world_to_map" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="world_position" type="Vector2" />
<description>
</description>
</method>
</methods>
<members>
<member name="cell_clip_uv" type="bool" setter="set_clip_uv" getter="get_clip_uv" default="false">
</member>
<member name="cell_custom_transform" type="Transform2D" setter="set_custom_transform" getter="get_custom_transform" default="Transform2D( 64, 0, 0, 64, 0, 0 )">
</member>
<member name="cell_half_offset" type="int" setter="set_half_offset" getter="get_half_offset" enum="RTileMap.HalfOffset" default="2">
</member>
<member name="cell_quadrant_size" type="int" setter="set_quadrant_size" getter="get_quadrant_size" default="16">
</member>
<member name="cell_size" type="Vector2" setter="set_cell_size" getter="get_cell_size" default="Vector2( 64, 64 )">
</member>
<member name="cell_tile_origin" type="int" setter="set_tile_origin" getter="get_tile_origin" enum="RTileMap.TileOrigin" default="0">
</member>
<member name="cell_y_sort" type="bool" setter="set_y_sort_mode" getter="is_y_sort_mode_enabled" default="false">
</member>
<member name="centered_textures" type="bool" setter="set_centered_textures" getter="is_centered_textures_enabled" default="false">
</member>
<member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce" default="0.0">
</member>
<member name="collision_friction" type="float" setter="set_collision_friction" getter="get_collision_friction" default="1.0">
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
</member>
<member name="collision_use_kinematic" type="bool" setter="set_collision_use_kinematic" getter="get_collision_use_kinematic" default="false">
</member>
<member name="collision_use_parent" type="bool" setter="set_collision_use_parent" getter="get_collision_use_parent" default="false">
</member>
<member name="compatibility_mode" type="bool" setter="set_compatibility_mode" getter="is_compatibility_mode_enabled" default="false">
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RTileMap.Mode" default="0">
</member>
<member name="occluder_light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" default="1">
</member>
<member name="show_collision" type="bool" setter="set_show_collision" getter="is_show_collision_enabled" default="false">
</member>
<member name="tile_set" type="RTileSet" setter="set_tileset" getter="get_tileset">
</member>
<member name="use_rao" type="bool" setter="set_use_rao" getter="get_use_rao" default="true">
</member>
</members>
<signals>
<signal name="settings_changed">
<description>
</description>
</signal>
</signals>
<constants>
<constant name="INVALID_CELL" value="-1">
</constant>
<constant name="MODE_SQUARE" value="0" enum="Mode">
</constant>
<constant name="MODE_ISOMETRIC" value="1" enum="Mode">
</constant>
<constant name="MODE_CUSTOM" value="2" enum="Mode">
</constant>
<constant name="HALF_OFFSET_X" value="0" enum="HalfOffset">
</constant>
<constant name="HALF_OFFSET_Y" value="1" enum="HalfOffset">
</constant>
<constant name="HALF_OFFSET_DISABLED" value="2" enum="HalfOffset">
</constant>
<constant name="HALF_OFFSET_NEGATIVE_X" value="3" enum="HalfOffset">
</constant>
<constant name="HALF_OFFSET_NEGATIVE_Y" value="4" enum="HalfOffset">
</constant>
<constant name="TILE_ORIGIN_TOP_LEFT" value="0" enum="TileOrigin">
</constant>
<constant name="TILE_ORIGIN_CENTER" value="1" enum="TileOrigin">
</constant>
<constant name="TILE_ORIGIN_BOTTOM_LEFT" value="2" enum="TileOrigin">
</constant>
</constants>
</class>

View File

@ -1,20 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TileSet" inherits="Resource" version="3.5">
<class name="RTileSet" inherits="Resource" version="3.5">
<brief_description>
Tile library for tilemaps.
</brief_description>
<description>
A TileSet is a library of tiles for a [TileMap]. It contains a list of tiles, each consisting of a sprite and optional collision shapes.
Tiles are referenced by a unique integer ID.
</description>
<tutorials>
<link title="Using Tilemaps">$DOCS_URL/tutorials/2d/using_tilemaps.html</link>
<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
<link title="2D Isometric Demo">https://godotengine.org/asset-library/asset/112</link>
<link title="2D Hexagonal Demo">https://godotengine.org/asset-library/asset/111</link>
<link title="2D Navigation Astar Demo">https://godotengine.org/asset-library/asset/519</link>
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
</tutorials>
<methods>
<method name="_forward_atlas_subtile_selection" qualifiers="virtual">
@ -39,15 +29,12 @@
<argument index="0" name="drawn_id" type="int" />
<argument index="1" name="neighbor_id" type="int" />
<description>
Determines when the auto-tiler should consider two different auto-tile IDs to be bound together.
[b]Note:[/b] [code]neighbor_id[/code] will be [code]-1[/code] ([constant TileMap.INVALID_CELL]) when checking a tile against an empty neighbor tile.
</description>
</method>
<method name="autotile_clear_bitmask_map">
<return type="void" />
<argument index="0" name="id" type="int" />
<description>
Clears all bitmask information of the autotile.
</description>
</method>
<method name="autotile_get_bitmask">
@ -55,23 +42,18 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="coord" type="Vector2" />
<description>
Returns the bitmask of the subtile from an autotile given its coordinates.
The value is the sum of the values in [enum AutotileBindings] present in the subtile (e.g. a value of 5 means the bitmask has bindings in both the top left and top right).
</description>
</method>
<method name="autotile_get_bitmask_mode" qualifiers="const">
<return type="int" enum="TileSet.BitmaskMode" />
<return type="int" enum="RTileSet.BitmaskMode" />
<argument index="0" name="id" type="int" />
<description>
Returns the [enum BitmaskMode] of the autotile.
</description>
</method>
<method name="autotile_get_icon_coordinate" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="id" type="int" />
<description>
Returns the subtile that's being used as an icon in an atlas/autotile given its coordinates.
The subtile defined as the icon will be used as a fallback when the atlas/autotile's bitmask information is incomplete. It will also be used to represent it in the TileSet editor.
</description>
</method>
<method name="autotile_get_light_occluder" qualifiers="const">
@ -79,7 +61,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="coord" type="Vector2" />
<description>
Returns the light occluder of the subtile from an atlas/autotile given its coordinates.
</description>
</method>
<method name="autotile_get_navigation_polygon" qualifiers="const">
@ -87,21 +68,18 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="coord" type="Vector2" />
<description>
Returns the navigation polygon of the subtile from an atlas/autotile given its coordinates.
</description>
</method>
<method name="autotile_get_size" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="id" type="int" />
<description>
Returns the size of the subtiles in an atlas/autotile.
</description>
</method>
<method name="autotile_get_spacing" qualifiers="const">
<return type="int" />
<argument index="0" name="id" type="int" />
<description>
Returns the spacing between subtiles of the atlas/autotile.
</description>
</method>
<method name="autotile_get_subtile_priority">
@ -109,8 +87,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="coord" type="Vector2" />
<description>
Returns the priority of the subtile from an autotile given its coordinates.
When more than one subtile has the same bitmask value, one of them will be picked randomly for drawing. Its priority will define how often it will be picked.
</description>
</method>
<method name="autotile_get_z_index">
@ -118,7 +94,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="coord" type="Vector2" />
<description>
Returns the drawing index of the subtile from an atlas/autotile given its coordinates.
</description>
</method>
<method name="autotile_set_bitmask">
@ -127,16 +102,13 @@
<argument index="1" name="bitmask" type="Vector2" />
<argument index="2" name="flag" type="int" />
<description>
Sets the bitmask of the subtile from an autotile given its coordinates.
The value is the sum of the values in [enum AutotileBindings] present in the subtile (e.g. a value of 5 means the bitmask has bindings in both the top left and top right).
</description>
</method>
<method name="autotile_set_bitmask_mode">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="mode" type="int" enum="TileSet.BitmaskMode" />
<argument index="1" name="mode" type="int" enum="RTileSet.BitmaskMode" />
<description>
Sets the [enum BitmaskMode] of the autotile.
</description>
</method>
<method name="autotile_set_icon_coordinate">
@ -144,8 +116,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="coord" type="Vector2" />
<description>
Sets the subtile that will be used as an icon in an atlas/autotile given its coordinates.
The subtile defined as the icon will be used as a fallback when the atlas/autotile's bitmask information is incomplete. It will also be used to represent it in the TileSet editor.
</description>
</method>
<method name="autotile_set_light_occluder">
@ -154,7 +124,6 @@
<argument index="1" name="light_occluder" type="OccluderPolygon2D" />
<argument index="2" name="coord" type="Vector2" />
<description>
Sets the light occluder of the subtile from an atlas/autotile given its coordinates.
</description>
</method>
<method name="autotile_set_navigation_polygon">
@ -163,7 +132,6 @@
<argument index="1" name="navigation_polygon" type="NavigationPolygon" />
<argument index="2" name="coord" type="Vector2" />
<description>
Sets the navigation polygon of the subtile from an atlas/autotile given its coordinates.
</description>
</method>
<method name="autotile_set_size">
@ -171,7 +139,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="size" type="Vector2" />
<description>
Sets the size of the subtiles in an atlas/autotile.
</description>
</method>
<method name="autotile_set_spacing">
@ -179,7 +146,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="spacing" type="int" />
<description>
Sets the spacing between subtiles of the atlas/autotile.
</description>
</method>
<method name="autotile_set_subtile_priority">
@ -188,8 +154,6 @@
<argument index="1" name="coord" type="Vector2" />
<argument index="2" name="priority" type="int" />
<description>
Sets the priority of the subtile from an autotile given its coordinates.
When more than one subtile has the same bitmask value, one of them will be picked randomly for drawing. Its priority will define how often it will be picked.
</description>
</method>
<method name="autotile_set_z_index">
@ -198,46 +162,45 @@
<argument index="1" name="coord" type="Vector2" />
<argument index="2" name="z_index" type="int" />
<description>
Sets the drawing index of the subtile from an atlas/autotile given its coordinates.
</description>
</method>
<method name="clear">
<return type="void" />
<description>
Clears all tiles.
</description>
</method>
<method name="create_tile">
<return type="void" />
<argument index="0" name="id" type="int" />
<description>
Creates a new tile with the given ID.
</description>
</method>
<method name="find_tile_by_name" qualifiers="const">
<return type="int" />
<argument index="0" name="name" type="String" />
<description>
Returns the first tile matching the given name.
</description>
</method>
<method name="get_last_unused_tile_id" qualifiers="const">
<return type="int" />
<description>
Returns the ID following the last currently used ID, useful when creating a new tile.
</description>
</method>
<method name="get_tiles_ids" qualifiers="const">
<return type="Array" />
<description>
Returns an array of all currently used tile IDs.
</description>
</method>
<method name="remove_tile">
<return type="void" />
<argument index="0" name="id" type="int" />
<description>
Removes the given tile ID.
</description>
</method>
<method name="setup_noise">
<return type="void" />
<argument index="0" name="noise" type="FastNoise" />
<description>
</description>
</method>
<method name="tile_add_shape">
@ -248,70 +211,60 @@
<argument index="3" name="one_way" type="bool" default="false" />
<argument index="4" name="autotile_coord" type="Vector2" default="Vector2( 0, 0 )" />
<description>
Adds a shape to the tile.
</description>
</method>
<method name="tile_get_light_occluder" qualifiers="const">
<return type="OccluderPolygon2D" />
<argument index="0" name="id" type="int" />
<description>
Returns the tile's light occluder.
</description>
</method>
<method name="tile_get_material" qualifiers="const">
<return type="ShaderMaterial" />
<argument index="0" name="id" type="int" />
<description>
Returns the tile's material.
</description>
</method>
<method name="tile_get_modulate" qualifiers="const">
<return type="Color" />
<argument index="0" name="id" type="int" />
<description>
Returns the tile's modulation color.
</description>
</method>
<method name="tile_get_name" qualifiers="const">
<return type="String" />
<argument index="0" name="id" type="int" />
<description>
Returns the tile's name.
</description>
</method>
<method name="tile_get_navigation_polygon" qualifiers="const">
<return type="NavigationPolygon" />
<argument index="0" name="id" type="int" />
<description>
Returns the navigation polygon of the tile.
</description>
</method>
<method name="tile_get_navigation_polygon_offset" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="id" type="int" />
<description>
Returns the offset of the tile's navigation polygon.
</description>
</method>
<method name="tile_get_normal_map" qualifiers="const">
<return type="Texture" />
<argument index="0" name="id" type="int" />
<description>
Returns the tile's normal map texture.
</description>
</method>
<method name="tile_get_occluder_offset" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="id" type="int" />
<description>
Returns the offset of the tile's light occluder.
</description>
</method>
<method name="tile_get_region" qualifiers="const">
<return type="Rect2" />
<argument index="0" name="id" type="int" />
<description>
Returns the tile sub-region in the texture.
</description>
</method>
<method name="tile_get_shape" qualifiers="const">
@ -319,14 +272,12 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="shape_id" type="int" />
<description>
Returns a tile's given shape.
</description>
</method>
<method name="tile_get_shape_count" qualifiers="const">
<return type="int" />
<argument index="0" name="id" type="int" />
<description>
Returns the number of shapes assigned to a tile.
</description>
</method>
<method name="tile_get_shape_offset" qualifiers="const">
@ -334,7 +285,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="shape_id" type="int" />
<description>
Returns the offset of a tile's shape.
</description>
</method>
<method name="tile_get_shape_one_way" qualifiers="const">
@ -342,7 +292,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="shape_id" type="int" />
<description>
Returns the one-way collision value of a tile's shape.
</description>
</method>
<method name="tile_get_shape_one_way_margin" qualifiers="const">
@ -357,52 +306,36 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="shape_id" type="int" />
<description>
Returns the [Transform2D] of a tile's shape.
</description>
</method>
<method name="tile_get_shapes" qualifiers="const">
<return type="Array" />
<argument index="0" name="id" type="int" />
<description>
Returns an array of dictionaries describing the tile's shapes.
[b]Dictionary structure in the array returned by this method:[/b]
[codeblock]
{
"autotile_coord": Vector2,
"one_way": bool,
"one_way_margin": int,
"shape": CollisionShape2D,
"shape_transform": Transform2D,
}
[/codeblock]
</description>
</method>
<method name="tile_get_texture" qualifiers="const">
<return type="Texture" />
<argument index="0" name="id" type="int" />
<description>
Returns the tile's texture.
</description>
</method>
<method name="tile_get_texture_offset" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="id" type="int" />
<description>
Returns the texture offset of the tile.
</description>
</method>
<method name="tile_get_tile_mode" qualifiers="const">
<return type="int" enum="TileSet.TileMode" />
<return type="int" enum="RTileSet.TileMode" />
<argument index="0" name="id" type="int" />
<description>
Returns the tile's [enum TileMode].
</description>
</method>
<method name="tile_get_z_index" qualifiers="const">
<return type="int" />
<argument index="0" name="id" type="int" />
<description>
Returns the tile's Z index (drawing layer).
</description>
</method>
<method name="tile_set_light_occluder">
@ -410,7 +343,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="light_occluder" type="OccluderPolygon2D" />
<description>
Sets a light occluder for the tile.
</description>
</method>
<method name="tile_set_material">
@ -418,7 +350,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="material" type="ShaderMaterial" />
<description>
Sets the tile's material.
</description>
</method>
<method name="tile_set_modulate">
@ -426,8 +357,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="color" type="Color" />
<description>
Sets the tile's modulation color.
[b]Note:[/b] Modulation is performed by setting the tile's vertex color. To access this in a shader, use [code]COLOR[/code] rather than [code]MODULATE[/code] (which instead accesses the [TileMap]'s [member CanvasItem.modulate] property).
</description>
</method>
<method name="tile_set_name">
@ -435,7 +364,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="name" type="String" />
<description>
Sets the tile's name.
</description>
</method>
<method name="tile_set_navigation_polygon">
@ -443,7 +371,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="navigation_polygon" type="NavigationPolygon" />
<description>
Sets the tile's navigation polygon.
</description>
</method>
<method name="tile_set_navigation_polygon_offset">
@ -451,7 +378,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="navigation_polygon_offset" type="Vector2" />
<description>
Sets an offset for the tile's navigation polygon.
</description>
</method>
<method name="tile_set_normal_map">
@ -459,8 +385,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="normal_map" type="Texture" />
<description>
Sets the tile's normal map texture.
[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</description>
</method>
<method name="tile_set_occluder_offset">
@ -468,7 +392,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="occluder_offset" type="Vector2" />
<description>
Sets an offset for the tile's light occluder.
</description>
</method>
<method name="tile_set_region">
@ -476,7 +399,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="region" type="Rect2" />
<description>
Sets the tile's sub-region in the texture. This is common in texture atlases.
</description>
</method>
<method name="tile_set_shape">
@ -485,7 +407,6 @@
<argument index="1" name="shape_id" type="int" />
<argument index="2" name="shape" type="Shape2D" />
<description>
Sets a shape for the tile, enabling collision.
</description>
</method>
<method name="tile_set_shape_offset">
@ -494,7 +415,6 @@
<argument index="1" name="shape_id" type="int" />
<argument index="2" name="shape_offset" type="Vector2" />
<description>
Sets the offset of a tile's shape.
</description>
</method>
<method name="tile_set_shape_one_way">
@ -503,7 +423,6 @@
<argument index="1" name="shape_id" type="int" />
<argument index="2" name="one_way" type="bool" />
<description>
Enables one-way collision on a tile's shape.
</description>
</method>
<method name="tile_set_shape_one_way_margin">
@ -520,7 +439,6 @@
<argument index="1" name="shape_id" type="int" />
<argument index="2" name="shape_transform" type="Transform2D" />
<description>
Sets a [Transform2D] on a tile's shape.
</description>
</method>
<method name="tile_set_shapes">
@ -528,7 +446,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="shapes" type="Array" />
<description>
Sets an array of shapes for the tile, enabling collision.
</description>
</method>
<method name="tile_set_texture">
@ -536,7 +453,6 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="texture" type="Texture" />
<description>
Sets the tile's texture.
</description>
</method>
<method name="tile_set_texture_offset">
@ -544,15 +460,13 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="texture_offset" type="Vector2" />
<description>
Sets the tile's texture offset.
</description>
</method>
<method name="tile_set_tile_mode">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="tilemode" type="int" enum="TileSet.TileMode" />
<argument index="1" name="tilemode" type="int" enum="RTileSet.TileMode" />
<description>
Sets the tile's [enum TileMode].
</description>
</method>
<method name="tile_set_z_index">
@ -560,10 +474,13 @@
<argument index="0" name="id" type="int" />
<argument index="1" name="z_index" type="int" />
<description>
Sets the tile's drawing index.
</description>
</method>
</methods>
<members>
<member name="noise" type="FastnoiseNoiseParams" setter="set_noise_params" getter="get_noise_params">
</member>
</members>
<constants>
<constant name="BITMASK_2X2" value="0" enum="BitmaskMode">
</constant>

View File

@ -149,6 +149,12 @@
<description>
</description>
</method>
<method name="remove_bone">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />
<description>
</description>
</method>
<method name="set_bone_custom_pose">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />

View File

@ -70,6 +70,7 @@
<member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01">
The size of one pixel's width on the sprite to scale it in 3D.
</member>
<member name="portal_mode" type="int" setter="set_portal_mode" getter="get_portal_mode" overrides="CullInstance" enum="CullInstance.PortalMode" default="0" />
<member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
If [code]true[/code], the [Light] in the [Environment] has effects on the sprite.
</member>

View File

@ -1,324 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TileMap" inherits="Node2D" version="3.5">
<brief_description>
Node for 2D tile-based maps.
</brief_description>
<description>
Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps.
When doing physics queries against the tilemap, the cell coordinates are encoded as [code]metadata[/code] for each detected collision shape returned by methods such as [method Physics2DDirectSpaceState.intersect_shape], [method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc.
</description>
<tutorials>
<link title="Using Tilemaps">$DOCS_URL/tutorials/2d/using_tilemaps.html</link>
<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
<link title="2D Isometric Demo">https://godotengine.org/asset-library/asset/112</link>
<link title="2D Hexagonal Demo">https://godotengine.org/asset-library/asset/111</link>
<link title="2D Navigation Astar Demo">https://godotengine.org/asset-library/asset/519</link>
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
</tutorials>
<methods>
<method name="clear">
<return type="void" />
<description>
Clears all cells.
</description>
</method>
<method name="fix_invalid_tiles">
<return type="void" />
<description>
Clears cells that do not exist in the tileset.
</description>
</method>
<method name="get_cell" qualifiers="const">
<return type="int" />
<argument index="0" name="x" type="int" />
<argument index="1" name="y" type="int" />
<description>
Returns the tile index of the given cell. If no tile exists in the cell, returns [constant INVALID_CELL].
</description>
</method>
<method name="get_cell_autotile_coord" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="x" type="int" />
<argument index="1" name="y" type="int" />
<description>
Returns the coordinate (subtile column and row) of the autotile variation in the tileset. Returns a zero vector if the cell doesn't have autotiling.
</description>
</method>
<method name="get_cellv" qualifiers="const">
<return type="int" />
<argument index="0" name="position" type="Vector2" />
<description>
Returns the tile index of the cell given by a Vector2. If no tile exists in the cell, returns [constant INVALID_CELL].
</description>
</method>
<method name="get_collision_layer_bit" qualifiers="const">
<return type="bool" />
<argument index="0" name="bit" type="int" />
<description>
Returns [code]true[/code] if the given collision layer bit is set.
</description>
</method>
<method name="get_collision_mask_bit" qualifiers="const">
<return type="bool" />
<argument index="0" name="bit" type="int" />
<description>
Returns [code]true[/code] if the given collision mask bit is set.
</description>
</method>
<method name="get_used_cells" qualifiers="const">
<return type="Array" />
<description>
Returns a [Vector2] array with the positions of all cells containing a tile from the tileset (i.e. a tile index different from [code]-1[/code]).
</description>
</method>
<method name="get_used_cells_by_id" qualifiers="const">
<return type="Array" />
<argument index="0" name="id" type="int" />
<description>
Returns an array of all cells with the given tile index specified in [code]id[/code].
</description>
</method>
<method name="get_used_rect">
<return type="Rect2" />
<description>
Returns a rectangle enclosing the used (non-empty) tiles of the map.
</description>
</method>
<method name="is_cell_transposed" qualifiers="const">
<return type="bool" />
<argument index="0" name="x" type="int" />
<argument index="1" name="y" type="int" />
<description>
Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y axes are swapped.
</description>
</method>
<method name="is_cell_x_flipped" qualifiers="const">
<return type="bool" />
<argument index="0" name="x" type="int" />
<argument index="1" name="y" type="int" />
<description>
Returns [code]true[/code] if the given cell is flipped in the X axis.
</description>
</method>
<method name="is_cell_y_flipped" qualifiers="const">
<return type="bool" />
<argument index="0" name="x" type="int" />
<argument index="1" name="y" type="int" />
<description>
Returns [code]true[/code] if the given cell is flipped in the Y axis.
</description>
</method>
<method name="map_to_world" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="map_position" type="Vector2" />
<argument index="1" name="ignore_half_ofs" type="bool" default="false" />
<description>
Returns the local position of the top left corner of the cell corresponding to the given tilemap (grid-based) coordinates.
To get the global position, use [method Node2D.to_global]:
[codeblock]
var local_position = my_tilemap.map_to_world(map_position)
var global_position = my_tilemap.to_global(local_position)
[/codeblock]
Optionally, the tilemap's half offset can be ignored.
</description>
</method>
<method name="set_cell">
<return type="void" />
<argument index="0" name="x" type="int" />
<argument index="1" name="y" type="int" />
<argument index="2" name="tile" type="int" />
<argument index="3" name="flip_x" type="bool" default="false" />
<argument index="4" name="flip_y" type="bool" default="false" />
<argument index="5" name="transpose" type="bool" default="false" />
<argument index="6" name="autotile_coord" type="Vector2" default="Vector2( 0, 0 )" />
<description>
Sets the tile index for the given cell.
An index of [code]-1[/code] clears the cell.
Optionally, the tile can also be flipped, transposed, or given autotile coordinates. The autotile coordinate refers to the column and row of the subtile.
[b]Note:[/b] Data such as navigation polygons and collision shapes are not immediately updated for performance reasons.
If you need these to be immediately updated, you can call [method update_dirty_quadrants].
Overriding this method also overrides it internally, allowing custom logic to be implemented when tiles are placed/removed:
[codeblock]
func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, autotile_coord=Vector2()):
# Write your custom logic here.
# To call the default method:
.set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)
[/codeblock]
</description>
</method>
<method name="set_cellv">
<return type="void" />
<argument index="0" name="position" type="Vector2" />
<argument index="1" name="tile" type="int" />
<argument index="2" name="flip_x" type="bool" default="false" />
<argument index="3" name="flip_y" type="bool" default="false" />
<argument index="4" name="transpose" type="bool" default="false" />
<argument index="5" name="autotile_coord" type="Vector2" default="Vector2( 0, 0 )" />
<description>
Sets the tile index for the cell given by a Vector2.
An index of [code]-1[/code] clears the cell.
Optionally, the tile can also be flipped, transposed, or given autotile coordinates. The autotile coordinate refers to the column and row of the subtile.
[b]Note:[/b] Data such as navigation polygons and collision shapes are not immediately updated for performance reasons.
If you need these to be immediately updated, you can call [method update_dirty_quadrants].
</description>
</method>
<method name="set_collision_layer_bit">
<return type="void" />
<argument index="0" name="bit" type="int" />
<argument index="1" name="value" type="bool" />
<description>
Sets the given collision layer bit.
</description>
</method>
<method name="set_collision_mask_bit">
<return type="void" />
<argument index="0" name="bit" type="int" />
<argument index="1" name="value" type="bool" />
<description>
Sets the given collision mask bit.
</description>
</method>
<method name="update_bitmask_area">
<return type="void" />
<argument index="0" name="position" type="Vector2" />
<description>
Applies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based X and Y coordinates.
</description>
</method>
<method name="update_bitmask_region">
<return type="void" />
<argument index="0" name="start" type="Vector2" default="Vector2( 0, 0 )" />
<argument index="1" name="end" type="Vector2" default="Vector2( 0, 0 )" />
<description>
Applies autotiling rules to the cells in the given region (specified by grid-based X and Y coordinates).
Calling with invalid (or missing) parameters applies autotiling rules for the entire tilemap.
</description>
</method>
<method name="update_dirty_quadrants">
<return type="void" />
<description>
Updates the tile map's quadrants, allowing things such as navigation and collision shapes to be immediately used if modified.
</description>
</method>
<method name="world_to_map" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="world_position" type="Vector2" />
<description>
Returns the tilemap (grid-based) coordinates corresponding to the given local position.
To use this with a global position, first determine the local position with [method Node2D.to_local]:
[codeblock]
var local_position = my_tilemap.to_local(global_position)
var map_position = my_tilemap.world_to_map(local_position)
[/codeblock]
</description>
</method>
</methods>
<members>
<member name="cell_clip_uv" type="bool" setter="set_clip_uv" getter="get_clip_uv" default="false">
If [code]true[/code], the cell's UVs will be clipped.
</member>
<member name="cell_custom_transform" type="Transform2D" setter="set_custom_transform" getter="get_custom_transform" default="Transform2D( 64, 0, 0, 64, 0, 0 )">
The custom [Transform2D] to be applied to the TileMap's cells.
</member>
<member name="cell_half_offset" type="int" setter="set_half_offset" getter="get_half_offset" enum="TileMap.HalfOffset" default="2">
Amount to offset alternating tiles. See [enum HalfOffset] for possible values.
</member>
<member name="cell_quadrant_size" type="int" setter="set_quadrant_size" getter="get_quadrant_size" default="16">
The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size.
</member>
<member name="cell_size" type="Vector2" setter="set_cell_size" getter="get_cell_size" default="Vector2( 64, 64 )">
The TileMap's cell size.
</member>
<member name="cell_tile_origin" type="int" setter="set_tile_origin" getter="get_tile_origin" enum="TileMap.TileOrigin" default="0">
Position for tile origin. See [enum TileOrigin] for possible values.
</member>
<member name="cell_y_sort" type="bool" setter="set_y_sort_mode" getter="is_y_sort_mode_enabled" default="false">
If [code]true[/code], the TileMap's direct children will be drawn in order of their Y coordinate.
</member>
<member name="centered_textures" type="bool" setter="set_centered_textures" getter="is_centered_textures_enabled" default="false">
If [code]true[/code], the textures will be centered in the middle of each tile. This is useful for certain isometric or top-down modes when textures are made larger or smaller than the tiles (e.g. to avoid flickering on tile edges). The offset is still applied, but from the center of the tile. If used, [member compatibility_mode] is ignored.
If [code]false[/code], the texture position start in the top-left corner unless [member compatibility_mode] is enabled.
</member>
<member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce" default="0.0">
Bounce value for static body collisions (see [code]collision_use_kinematic[/code]).
</member>
<member name="collision_friction" type="float" setter="set_collision_friction" getter="get_collision_friction" default="1.0">
Friction value for static body collisions (see [code]collision_use_kinematic[/code]).
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The collision layer(s) for all colliders in the TileMap. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The collision mask(s) for all colliders in the TileMap. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_use_kinematic" type="bool" setter="set_collision_use_kinematic" getter="get_collision_use_kinematic" default="false">
If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body.
</member>
<member name="collision_use_parent" type="bool" setter="set_collision_use_parent" getter="get_collision_use_parent" default="false">
If [code]true[/code], this tilemap's collision shape will be added to the collision shape of the parent. The parent has to be a [CollisionObject2D].
</member>
<member name="compatibility_mode" type="bool" setter="set_compatibility_mode" getter="is_compatibility_mode_enabled" default="false">
If [code]true[/code], the compatibility with the tilemaps made in Godot 3.1 or earlier is maintained (textures move when the tile origin changes and rotate if the texture size is not homogeneous). This mode presents problems when doing [code]flip_h[/code], [code]flip_v[/code] and [code]transpose[/code] tile operations on non-homogeneous isometric tiles (e.g. 2:1), in which the texture could not coincide with the collision, thus it is not recommended for isometric or non-square tiles.
If [code]false[/code], the textures do not move when doing [code]flip_h[/code], [code]flip_v[/code] operations if no offset is used, nor when changing the tile origin.
The compatibility mode doesn't work with the [member centered_textures] option, because displacing textures with the [member cell_tile_origin] option or in irregular tiles is not relevant when centering those textures.
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="TileMap.Mode" default="0">
The TileMap orientation mode. See [enum Mode] for possible values.
</member>
<member name="occluder_light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" default="1">
The light mask assigned to all light occluders in the TileMap. The TileSet's light occluders will cast shadows only from Light2D(s) that have the same light mask(s).
</member>
<member name="show_collision" type="bool" setter="set_show_collision" getter="is_show_collision_enabled" default="false">
If [code]true[/code], collision shapes are visible in the editor. Doesn't affect collision shapes visibility at runtime. To show collision shapes at runtime, enable [b]Visible Collision Shapes[/b] in the [b]Debug[/b] menu instead.
</member>
<member name="tile_set" type="TileSet" setter="set_tileset" getter="get_tileset">
The assigned [TileSet].
</member>
</members>
<signals>
<signal name="settings_changed">
<description>
Emitted when a tilemap setting has changed.
</description>
</signal>
</signals>
<constants>
<constant name="INVALID_CELL" value="-1">
Returned when a cell doesn't exist.
</constant>
<constant name="MODE_SQUARE" value="0" enum="Mode">
Orthogonal orientation mode.
</constant>
<constant name="MODE_ISOMETRIC" value="1" enum="Mode">
Isometric orientation mode.
</constant>
<constant name="MODE_CUSTOM" value="2" enum="Mode">
Custom orientation mode.
</constant>
<constant name="HALF_OFFSET_X" value="0" enum="HalfOffset">
Half offset on the X coordinate.
</constant>
<constant name="HALF_OFFSET_Y" value="1" enum="HalfOffset">
Half offset on the Y coordinate.
</constant>
<constant name="HALF_OFFSET_DISABLED" value="2" enum="HalfOffset">
Half offset disabled.
</constant>
<constant name="HALF_OFFSET_NEGATIVE_X" value="3" enum="HalfOffset">
Half offset on the X coordinate (negative).
</constant>
<constant name="HALF_OFFSET_NEGATIVE_Y" value="4" enum="HalfOffset">
Half offset on the Y coordinate (negative).
</constant>
<constant name="TILE_ORIGIN_TOP_LEFT" value="0" enum="TileOrigin">
Tile origin at its top-left corner.
</constant>
<constant name="TILE_ORIGIN_CENTER" value="1" enum="TileOrigin">
Tile origin at its center.
</constant>
<constant name="TILE_ORIGIN_BOTTOM_LEFT" value="2" enum="TileOrigin">
Tile origin at its bottom-left corner.
</constant>
</constants>
</class>

View File

@ -188,9 +188,6 @@
</method>
</methods>
<members>
<member name="arvr" type="bool" setter="set_use_arvr" getter="use_arvr" default="false">
If [code]true[/code], the viewport will be used in AR/VR process.
</member>
<member name="audio_listener_enable_2d" type="bool" setter="set_as_audio_listener_2d" getter="is_audio_listener_2d" default="false">
If [code]true[/code], the viewport will process 2D audio streams.
</member>

View File

@ -185,16 +185,6 @@
See [NinePatchRect] for more explanation.
</description>
</method>
<method name="canvas_item_add_particles">
<return type="void" />
<argument index="0" name="item" type="RID" />
<argument index="1" name="particles" type="RID" />
<argument index="2" name="texture" type="RID" />
<argument index="3" name="normal_map" type="RID" />
<description>
Adds a particle system to the [CanvasItem]'s draw commands.
</description>
</method>
<method name="canvas_item_add_polygon">
<return type="void" />
<argument index="0" name="item" type="RID" />
@ -1003,179 +993,6 @@
Returns the id of a white texture. Creates one if none exists.
</description>
</method>
<method name="gi_probe_create">
<return type="RID" />
<description>
Creates a GI probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]gi_probe_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
To place in a scene, attach this GI probe to an instance using [method instance_set_base] using the returned RID.
</description>
</method>
<method name="gi_probe_get_bias" qualifiers="const">
<return type="float" />
<argument index="0" name="probe" type="RID" />
<description>
Returns the bias value for the GI probe. Bias is used to avoid self occlusion. Equivalent to [member GIProbeData.bias].
</description>
</method>
<method name="gi_probe_get_bounds" qualifiers="const">
<return type="AABB" />
<argument index="0" name="probe" type="RID" />
<description>
Returns the axis-aligned bounding box that covers the full extent of the GI probe.
</description>
</method>
<method name="gi_probe_get_cell_size" qualifiers="const">
<return type="float" />
<argument index="0" name="probe" type="RID" />
<description>
Returns the cell size set by [method gi_probe_set_cell_size].
</description>
</method>
<method name="gi_probe_get_dynamic_data" qualifiers="const">
<return type="PoolIntArray" />
<argument index="0" name="probe" type="RID" />
<description>
Returns the data used by the GI probe.
</description>
</method>
<method name="gi_probe_get_dynamic_range" qualifiers="const">
<return type="int" />
<argument index="0" name="probe" type="RID" />
<description>
Returns the dynamic range set for this GI probe. Equivalent to [member GIProbe.dynamic_range].
</description>
</method>
<method name="gi_probe_get_energy" qualifiers="const">
<return type="float" />
<argument index="0" name="probe" type="RID" />
<description>
Returns the energy multiplier for this GI probe. Equivalent to [member GIProbe.energy].
</description>
</method>
<method name="gi_probe_get_normal_bias" qualifiers="const">
<return type="float" />
<argument index="0" name="probe" type="RID" />
<description>
Returns the normal bias for this GI probe. Equivalent to [member GIProbe.normal_bias].
</description>
</method>
<method name="gi_probe_get_propagation" qualifiers="const">
<return type="float" />
<argument index="0" name="probe" type="RID" />
<description>
Returns the propagation value for this GI probe. Equivalent to [member GIProbe.propagation].
</description>
</method>
<method name="gi_probe_get_to_cell_xform" qualifiers="const">
<return type="Transform" />
<argument index="0" name="probe" type="RID" />
<description>
Returns the Transform set by [method gi_probe_set_to_cell_xform].
</description>
</method>
<method name="gi_probe_is_compressed" qualifiers="const">
<return type="bool" />
<argument index="0" name="probe" type="RID" />
<description>
Returns [code]true[/code] if the GI probe data associated with this GI probe is compressed. Equivalent to [member GIProbe.compress].
</description>
</method>
<method name="gi_probe_is_interior" qualifiers="const">
<return type="bool" />
<argument index="0" name="probe" type="RID" />
<description>
Returns [code]true[/code] if the GI probe is set to interior, meaning it does not account for sky light. Equivalent to [member GIProbe.interior].
</description>
</method>
<method name="gi_probe_set_bias">
<return type="void" />
<argument index="0" name="probe" type="RID" />
<argument index="1" name="bias" type="float" />
<description>
Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe.bias].
</description>
</method>
<method name="gi_probe_set_bounds">
<return type="void" />
<argument index="0" name="probe" type="RID" />
<argument index="1" name="bounds" type="AABB" />
<description>
Sets the axis-aligned bounding box that covers the extent of the GI probe.
</description>
</method>
<method name="gi_probe_set_cell_size">
<return type="void" />
<argument index="0" name="probe" type="RID" />
<argument index="1" name="range" type="float" />
<description>
Sets the size of individual cells within the GI probe.
</description>
</method>
<method name="gi_probe_set_compress">
<return type="void" />
<argument index="0" name="probe" type="RID" />
<argument index="1" name="enable" type="bool" />
<description>
Sets the compression setting for the GI probe data. Compressed data will take up less space but may look worse. Equivalent to [member GIProbe.compress].
</description>
</method>
<method name="gi_probe_set_dynamic_data">
<return type="void" />
<argument index="0" name="probe" type="RID" />
<argument index="1" name="data" type="PoolIntArray" />
<description>
Sets the data to be used in the GI probe for lighting calculations. Normally this is created and called internally within the [GIProbe] node. You should not try to set this yourself.
</description>
</method>
<method name="gi_probe_set_dynamic_range">
<return type="void" />
<argument index="0" name="probe" type="RID" />
<argument index="1" name="range" type="int" />
<description>
Sets the dynamic range of the GI probe. Dynamic range sets the limit for how bright lights can be. A smaller range captures greater detail but limits how bright lights can be. Equivalent to [member GIProbe.dynamic_range].
</description>
</method>
<method name="gi_probe_set_energy">
<return type="void" />
<argument index="0" name="probe" type="RID" />
<argument index="1" name="energy" type="float" />
<description>
Sets the energy multiplier for this GI probe. A higher energy makes the indirect light from the GI probe brighter. Equivalent to [member GIProbe.energy].
</description>
</method>
<method name="gi_probe_set_interior">
<return type="void" />
<argument index="0" name="probe" type="RID" />
<argument index="1" name="enable" type="bool" />
<description>
Sets the interior value of this GI probe. A GI probe set to interior does not include the sky when calculating lighting. Equivalent to [member GIProbe.interior].
</description>
</method>
<method name="gi_probe_set_normal_bias">
<return type="void" />
<argument index="0" name="probe" type="RID" />
<argument index="1" name="bias" type="float" />
<description>
Sets the normal bias for this GI probe. Normal bias behaves similar to the other form of bias and may help reduce self-occlusion. Equivalent to [member GIProbe.normal_bias].
</description>
</method>
<method name="gi_probe_set_propagation">
<return type="void" />
<argument index="0" name="probe" type="RID" />
<argument index="1" name="propagation" type="float" />
<description>
Sets the propagation of light within this GI probe. Equivalent to [member GIProbe.propagation].
</description>
</method>
<method name="gi_probe_set_to_cell_xform">
<return type="void" />
<argument index="0" name="probe" type="RID" />
<argument index="1" name="xform" type="Transform" />
<description>
Sets the to cell [Transform] for this GI probe.
</description>
</method>
<method name="has_changed" qualifiers="const">
<return type="bool" />
<argument index="0" name="queried_priority" type="int" enum="VisualServer.ChangedPriority" default="0" />
@ -1466,17 +1283,6 @@
Sets the world space transform of the instance. Equivalent to [member Spatial.transform].
</description>
</method>
<method name="instance_set_use_lightmap">
<return type="void" />
<argument index="0" name="instance" type="RID" />
<argument index="1" name="lightmap_instance" type="RID" />
<argument index="2" name="lightmap" type="RID" />
<argument index="3" name="lightmap_slice" type="int" default="-1" />
<argument index="4" name="lightmap_uv_rect" type="Rect2" default="Rect2( 0, 0, 1, 1 )" />
<description>
Sets the lightmap to use with this instance.
</description>
</method>
<method name="instance_set_visible">
<return type="void" />
<argument index="0" name="instance" type="RID" />
@ -1553,14 +1359,6 @@
Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to [member OmniLight.omni_shadow_mode].
</description>
</method>
<method name="light_set_bake_mode">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="bake_mode" type="int" enum="VisualServer.LightBakeMode" />
<description>
Sets the bake mode for this light, see [enum LightBakeMode] for options. The bake mode affects how the light will be baked in [BakedLightmap]s and [GIProbe]s.
</description>
</method>
<method name="light_set_color">
<return type="void" />
<argument index="0" name="light" type="RID" />
@ -1626,112 +1424,6 @@
Sets the color of the shadow cast by the light. Equivalent to [member Light.shadow_color].
</description>
</method>
<method name="light_set_use_gi">
<return type="void" />
<argument index="0" name="light" type="RID" />
<argument index="1" name="enabled" type="bool" />
<description>
Sets whether GI probes capture light information from this light. [i]Deprecated method.[/i] Use [method light_set_bake_mode] instead. This method is only kept for compatibility reasons and calls [method light_set_bake_mode] internally, setting the bake mode to [constant LIGHT_BAKE_DISABLED] or [constant LIGHT_BAKE_INDIRECT] depending on the given parameter.
</description>
</method>
<method name="lightmap_capture_create">
<return type="RID" />
<description>
Creates a lightmap capture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]lightmap_capture_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
To place in a scene, attach this lightmap capture to an instance using [method instance_set_base] using the returned RID.
</description>
</method>
<method name="lightmap_capture_get_bounds" qualifiers="const">
<return type="AABB" />
<argument index="0" name="capture" type="RID" />
<description>
Returns the size of the lightmap capture area.
</description>
</method>
<method name="lightmap_capture_get_energy" qualifiers="const">
<return type="float" />
<argument index="0" name="capture" type="RID" />
<description>
Returns the energy multiplier used by the lightmap capture.
</description>
</method>
<method name="lightmap_capture_get_octree" qualifiers="const">
<return type="PoolByteArray" />
<argument index="0" name="capture" type="RID" />
<description>
Returns the octree used by the lightmap capture.
</description>
</method>
<method name="lightmap_capture_get_octree_cell_subdiv" qualifiers="const">
<return type="int" />
<argument index="0" name="capture" type="RID" />
<description>
Returns the cell subdivision amount used by this lightmap capture's octree.
</description>
</method>
<method name="lightmap_capture_get_octree_cell_transform" qualifiers="const">
<return type="Transform" />
<argument index="0" name="capture" type="RID" />
<description>
Returns the cell transform for this lightmap capture's octree.
</description>
</method>
<method name="lightmap_capture_is_interior" qualifiers="const">
<return type="bool" />
<argument index="0" name="capture" type="RID" />
<description>
Returns [code]true[/code] if capture is in "interior" mode.
</description>
</method>
<method name="lightmap_capture_set_bounds">
<return type="void" />
<argument index="0" name="capture" type="RID" />
<argument index="1" name="bounds" type="AABB" />
<description>
Sets the size of the area covered by the lightmap capture. Equivalent to [member BakedLightmapData.bounds].
</description>
</method>
<method name="lightmap_capture_set_energy">
<return type="void" />
<argument index="0" name="capture" type="RID" />
<argument index="1" name="energy" type="float" />
<description>
Sets the energy multiplier for this lightmap capture. Equivalent to [member BakedLightmapData.energy].
</description>
</method>
<method name="lightmap_capture_set_interior">
<return type="void" />
<argument index="0" name="capture" type="RID" />
<argument index="1" name="interior" type="bool" />
<description>
Sets the "interior" mode for this lightmap capture. Equivalent to [member BakedLightmapData.interior].
</description>
</method>
<method name="lightmap_capture_set_octree">
<return type="void" />
<argument index="0" name="capture" type="RID" />
<argument index="1" name="octree" type="PoolByteArray" />
<description>
Sets the octree to be used by this lightmap capture. This function is normally used by the [BakedLightmap] node. Equivalent to [member BakedLightmapData.octree].
</description>
</method>
<method name="lightmap_capture_set_octree_cell_subdiv">
<return type="void" />
<argument index="0" name="capture" type="RID" />
<argument index="1" name="subdiv" type="int" />
<description>
Sets the subdivision level of this lightmap capture's octree. Equivalent to [member BakedLightmapData.cell_subdiv].
</description>
</method>
<method name="lightmap_capture_set_octree_cell_transform">
<return type="void" />
<argument index="0" name="capture" type="RID" />
<argument index="1" name="xform" type="Transform" />
<description>
Sets the octree cell transform for this lightmap capture's octree. Equivalent to [member BakedLightmapData.cell_space_transform].
</description>
</method>
<method name="make_sphere_mesh">
<return type="RID" />
<argument index="0" name="latitudes" type="int" />
@ -2175,187 +1867,6 @@
To place in a scene, attach this omni light to an instance using [method instance_set_base] using the returned RID.
</description>
</method>
<method name="particles_create">
<return type="RID" />
<description>
Creates a particle system and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]particles_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
To place in a scene, attach these particles to an instance using [method instance_set_base] using the returned RID.
</description>
</method>
<method name="particles_get_current_aabb">
<return type="AABB" />
<argument index="0" name="particles" type="RID" />
<description>
Calculates and returns the axis-aligned bounding box that contains all the particles. Equivalent to [method Particles.capture_aabb].
</description>
</method>
<method name="particles_get_emitting">
<return type="bool" />
<argument index="0" name="particles" type="RID" />
<description>
Returns [code]true[/code] if particles are currently set to emitting.
</description>
</method>
<method name="particles_is_inactive">
<return type="bool" />
<argument index="0" name="particles" type="RID" />
<description>
Returns [code]true[/code] if particles are not emitting and particles are set to inactive.
</description>
</method>
<method name="particles_request_process">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<description>
Add particle system to list of particle systems that need to be updated. Update will take place on the next frame, or on the next call to [method instances_cull_aabb], [method instances_cull_convex], or [method instances_cull_ray].
</description>
</method>
<method name="particles_restart">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<description>
Reset the particles on the next update. Equivalent to [method Particles.restart].
</description>
</method>
<method name="particles_set_amount">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="amount" type="int" />
<description>
Sets the number of particles to be drawn and allocates the memory for them. Equivalent to [member Particles.amount].
</description>
</method>
<method name="particles_set_custom_aabb">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="aabb" type="AABB" />
<description>
Sets a custom axis-aligned bounding box for the particle system. Equivalent to [member Particles.visibility_aabb].
</description>
</method>
<method name="particles_set_draw_order">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="order" type="int" enum="VisualServer.ParticlesDrawOrder" />
<description>
Sets the draw order of the particles to one of the named enums from [enum ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent to [member Particles.draw_order].
</description>
</method>
<method name="particles_set_draw_pass_mesh">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="pass" type="int" />
<argument index="2" name="mesh" type="RID" />
<description>
Sets the mesh to be used for the specified draw pass. Equivalent to [member Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles.draw_pass_3], and [member Particles.draw_pass_4].
</description>
</method>
<method name="particles_set_draw_passes">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="count" type="int" />
<description>
Sets the number of draw passes to use. Equivalent to [member Particles.draw_passes].
</description>
</method>
<method name="particles_set_emission_transform">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="transform" type="Transform" />
<description>
Sets the [Transform] that will be used by the particles when they first emit.
</description>
</method>
<method name="particles_set_emitting">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="emitting" type="bool" />
<description>
If [code]true[/code], particles will emit over time. Setting to false does not reset the particles, but only stops their emission. Equivalent to [member Particles.emitting].
</description>
</method>
<method name="particles_set_explosiveness_ratio">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="ratio" type="float" />
<description>
Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness].
</description>
</method>
<method name="particles_set_fixed_fps">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="fps" type="int" />
<description>
Sets the frame rate that the particle system rendering will be fixed to. Equivalent to [member Particles.fixed_fps].
</description>
</method>
<method name="particles_set_fractional_delta">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="enable" type="bool" />
<description>
If [code]true[/code], uses fractional delta which smooths the movement of the particles. Equivalent to [member Particles.fract_delta].
</description>
</method>
<method name="particles_set_lifetime">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="lifetime" type="float" />
<description>
Sets the lifetime of each particle in the system. Equivalent to [member Particles.lifetime].
</description>
</method>
<method name="particles_set_one_shot">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="one_shot" type="bool" />
<description>
If [code]true[/code], particles will emit once and then stop. Equivalent to [member Particles.one_shot].
</description>
</method>
<method name="particles_set_pre_process_time">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="time" type="float" />
<description>
Sets the preprocess time for the particles' animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to [member Particles.preprocess].
</description>
</method>
<method name="particles_set_process_material">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="material" type="RID" />
<description>
Sets the material for processing the particles.
[b]Note:[/b] This is not the material used to draw the materials. Equivalent to [member Particles.process_material].
</description>
</method>
<method name="particles_set_randomness_ratio">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="ratio" type="float" />
<description>
Sets the emission randomness ratio. This randomizes the emission of particles within their phase. Equivalent to [member Particles.randomness].
</description>
</method>
<method name="particles_set_speed_scale">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="scale" type="float" />
<description>
Sets the speed scale of the particle system. Equivalent to [member Particles.speed_scale].
</description>
</method>
<method name="particles_set_use_local_coordinates">
<return type="void" />
<argument index="0" name="particles" type="RID" />
<argument index="1" name="enable" type="bool" />
<description>
If [code]true[/code], particles use local coordinates. If [code]false[/code] they use global coordinates. Equivalent to [member Particles.local_coords].
</description>
</method>
<method name="reflection_probe_create">
<return type="RID" />
<description>
@ -3115,14 +2626,6 @@
Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for options.
</description>
</method>
<method name="viewport_set_use_arvr">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
<argument index="1" name="use_arvr" type="bool" />
<description>
If [code]true[/code], the viewport uses augmented or virtual reality technologies. See [ARVRInterface].
</description>
</method>
<method name="viewport_set_use_debanding">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
@ -3444,12 +2947,6 @@
<constant name="LIGHT_PARAM_MAX" value="16" enum="LightParam">
Represents the size of the [enum LightParam] enum.
</constant>
<constant name="LIGHT_BAKE_DISABLED" value="0" enum="LightBakeMode">
</constant>
<constant name="LIGHT_BAKE_INDIRECT" value="1" enum="LightBakeMode">
</constant>
<constant name="LIGHT_BAKE_ALL" value="2" enum="LightBakeMode">
</constant>
<constant name="LIGHT_OMNI_SHADOW_DUAL_PARABOLOID" value="0" enum="LightOmniShadowMode">
Use a dual paraboloid shadow map for omni lights.
</constant>
@ -3594,34 +3091,22 @@
<constant name="INSTANCE_IMMEDIATE" value="3" enum="InstanceType">
The instance is an immediate geometry.
</constant>
<constant name="INSTANCE_PARTICLES" value="4" enum="InstanceType">
The instance is a particle emitter.
</constant>
<constant name="INSTANCE_LIGHT" value="5" enum="InstanceType">
<constant name="INSTANCE_LIGHT" value="4" enum="InstanceType">
The instance is a light.
</constant>
<constant name="INSTANCE_REFLECTION_PROBE" value="6" enum="InstanceType">
<constant name="INSTANCE_REFLECTION_PROBE" value="5" enum="InstanceType">
The instance is a reflection probe.
</constant>
<constant name="INSTANCE_GI_PROBE" value="7" enum="InstanceType">
The instance is a GI probe.
</constant>
<constant name="INSTANCE_LIGHTMAP_CAPTURE" value="8" enum="InstanceType">
The instance is a lightmap capture.
</constant>
<constant name="INSTANCE_MAX" value="9" enum="InstanceType">
<constant name="INSTANCE_MAX" value="6" enum="InstanceType">
Represents the size of the [enum InstanceType] enum.
</constant>
<constant name="INSTANCE_GEOMETRY_MASK" value="30" enum="InstanceType">
<constant name="INSTANCE_GEOMETRY_MASK" value="14" enum="InstanceType">
A combination of the flags of geometry instances (mesh, multimesh, immediate and particles).
</constant>
<constant name="INSTANCE_FLAG_USE_BAKED_LIGHT" value="0" enum="InstanceFlags">
Allows the instance to be used in baked lighting.
</constant>
<constant name="INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE" value="1" enum="InstanceFlags">
<constant name="INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE" value="0" enum="InstanceFlags">
When set, manually requests to draw geometry on next frame.
</constant>
<constant name="INSTANCE_FLAG_MAX" value="2" enum="InstanceFlags">
<constant name="INSTANCE_FLAG_MAX" value="1" enum="InstanceFlags">
Represents the size of the [enum InstanceFlags] enum.
</constant>
<constant name="SHADOW_CASTING_SETTING_OFF" value="0" enum="ShadowCastingSetting">
@ -3756,15 +3241,6 @@
<constant name="REFLECTION_PROBE_UPDATE_ALWAYS" value="1" enum="ReflectionProbeUpdateMode">
Reflection probe will update each frame. This mode is necessary to capture moving objects.
</constant>
<constant name="PARTICLES_DRAW_ORDER_INDEX" value="0" enum="ParticlesDrawOrder">
Draw particles in the order that they appear in the particles array.
</constant>
<constant name="PARTICLES_DRAW_ORDER_LIFETIME" value="1" enum="ParticlesDrawOrder">
Sort particles based on their lifetime.
</constant>
<constant name="PARTICLES_DRAW_ORDER_VIEW_DEPTH" value="2" enum="ParticlesDrawOrder">
Sort particles based on their distance to the camera.
</constant>
<constant name="ENV_BG_CLEAR_COLOR" value="0" enum="EnvironmentBG">
Use the clear color as background.
</constant>

View File

@ -1,162 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShader" inherits="Shader" version="3.5">
<brief_description>
A custom shader program with a visual editor.
</brief_description>
<description>
This class allows you to define a custom shader program that can be used for various materials to render objects.
The visual shader editor creates the shader.
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_node">
<return type="void" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="node" type="VisualShaderNode" />
<argument index="2" name="position" type="Vector2" />
<argument index="3" name="id" type="int" />
<description>
Adds the specified node to the shader.
</description>
</method>
<method name="can_connect_nodes" qualifiers="const">
<return type="bool" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="from_node" type="int" />
<argument index="2" name="from_port" type="int" />
<argument index="3" name="to_node" type="int" />
<argument index="4" name="to_port" type="int" />
<description>
Returns [code]true[/code] if the specified nodes and ports can be connected together.
</description>
</method>
<method name="connect_nodes">
<return type="int" enum="Error" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="from_node" type="int" />
<argument index="2" name="from_port" type="int" />
<argument index="3" name="to_node" type="int" />
<argument index="4" name="to_port" type="int" />
<description>
Connects the specified nodes and ports.
</description>
</method>
<method name="connect_nodes_forced">
<return type="void" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="from_node" type="int" />
<argument index="2" name="from_port" type="int" />
<argument index="3" name="to_node" type="int" />
<argument index="4" name="to_port" type="int" />
<description>
Connects the specified nodes and ports, even if they can't be connected. Such connection is invalid and will not function properly.
</description>
</method>
<method name="disconnect_nodes">
<return type="void" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="from_node" type="int" />
<argument index="2" name="from_port" type="int" />
<argument index="3" name="to_node" type="int" />
<argument index="4" name="to_port" type="int" />
<description>
Connects the specified nodes and ports.
</description>
</method>
<method name="get_node" qualifiers="const">
<return type="VisualShaderNode" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="id" type="int" />
<description>
Returns the shader node instance with specified [code]type[/code] and [code]id[/code].
</description>
</method>
<method name="get_node_connections" qualifiers="const">
<return type="Array" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<description>
Returns the list of connected nodes with the specified type.
</description>
</method>
<method name="get_node_list" qualifiers="const">
<return type="PoolIntArray" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<description>
Returns the list of all nodes in the shader with the specified type.
</description>
</method>
<method name="get_node_position" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="id" type="int" />
<description>
Returns the position of the specified node within the shader graph.
</description>
</method>
<method name="get_valid_node_id" qualifiers="const">
<return type="int" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<description>
</description>
</method>
<method name="is_node_connection" qualifiers="const">
<return type="bool" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="from_node" type="int" />
<argument index="2" name="from_port" type="int" />
<argument index="3" name="to_node" type="int" />
<argument index="4" name="to_port" type="int" />
<description>
Returns [code]true[/code] if the specified node and port connection exist.
</description>
</method>
<method name="remove_node">
<return type="void" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="id" type="int" />
<description>
Removes the specified node from the shader.
</description>
</method>
<method name="set_mode">
<return type="void" />
<argument index="0" name="mode" type="int" enum="Shader.Mode" />
<description>
Sets the mode of this shader.
</description>
</method>
<method name="set_node_position">
<return type="void" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="id" type="int" />
<argument index="2" name="position" type="Vector2" />
<description>
Sets the position of the specified node.
</description>
</method>
</methods>
<members>
<member name="graph_offset" type="Vector2" setter="set_graph_offset" getter="get_graph_offset" default="Vector2( 0, 0 )">
The offset vector of the whole graph.
</member>
</members>
<constants>
<constant name="TYPE_VERTEX" value="0" enum="Type">
A vertex shader, operating on vertices.
</constant>
<constant name="TYPE_FRAGMENT" value="1" enum="Type">
A fragment shader, operating on fragments (pixels).
</constant>
<constant name="TYPE_LIGHT" value="2" enum="Type">
A shader for light calculations.
</constant>
<constant name="TYPE_MAX" value="3" enum="Type">
Represents the size of the [enum Type] enum.
</constant>
<constant name="NODE_ID_INVALID" value="-1">
</constant>
<constant name="NODE_ID_OUTPUT" value="0">
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNode" inherits="Resource" version="3.5">
<brief_description>
Base class for nodes in a visual shader graph.
</brief_description>
<description>
Visual shader graphs consist of various nodes. Each node in the graph is a separate object and they are represented as a rectangular boxes with title and a set of properties. Each node has also connection ports that allow to connect it to another nodes and control the flow of the shader.
</description>
<tutorials>
<link>$DOCS_URL/tutorials/shaders/visual_shaders.html</link>
</tutorials>
<methods>
<method name="get_default_input_values" qualifiers="const">
<return type="Array" />
<description>
Returns an [Array] containing default values for all of the input ports of the node in the form [code][index0, value0, index1, value1, ...][/code].
</description>
</method>
<method name="get_input_port_default_value" qualifiers="const">
<return type="Variant" />
<argument index="0" name="port" type="int" />
<description>
Returns the default value of the input [code]port[/code].
</description>
</method>
<method name="set_default_input_values">
<return type="void" />
<argument index="0" name="values" type="Array" />
<description>
Sets the default input ports values using an [Array] of the form [code][index0, value0, index1, value1, ...][/code]. For example: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code].
</description>
</method>
<method name="set_input_port_default_value">
<return type="void" />
<argument index="0" name="port" type="int" />
<argument index="1" name="value" type="Variant" />
<description>
Sets the default value for the selected input [code]port[/code].
</description>
</method>
</methods>
<members>
<member name="output_port_for_preview" type="int" setter="set_output_port_for_preview" getter="get_output_port_for_preview" default="-1">
Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview.
</member>
</members>
<signals>
<signal name="editor_refresh_request">
<description>
Emitted when the node requests an editor refresh. Currently called only in setter of [member VisualShaderNodeTexture.source], [VisualShaderNodeTexture], and [VisualShaderNodeCubeMap] (and their derivatives).
</description>
</signal>
</signals>
<constants>
<constant name="PORT_TYPE_SCALAR" value="0" enum="PortType">
Floating-point scalar. Translated to [code]float[/code] type in shader code.
</constant>
<constant name="PORT_TYPE_VECTOR" value="1" enum="PortType">
3D vector of floating-point values. Translated to [code]vec3[/code] type in shader code.
</constant>
<constant name="PORT_TYPE_BOOLEAN" value="2" enum="PortType">
Boolean type. Translated to [code]bool[/code] type in shader code.
</constant>
<constant name="PORT_TYPE_TRANSFORM" value="3" enum="PortType">
Transform type. Translated to [code]mat4[/code] type in shader code.
</constant>
<constant name="PORT_TYPE_SAMPLER" value="4" enum="PortType">
Sampler type. Translated to reference of sampler uniform in shader code. Can only be used for input ports in non-uniform nodes.
</constant>
<constant name="PORT_TYPE_MAX" value="5" enum="PortType">
Represents the size of the [enum PortType] enum.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeBooleanConstant" inherits="VisualShaderNode" version="3.5">
<brief_description>
A boolean constant to be used within the visual shader graph.
</brief_description>
<description>
Has only one output port and no inputs.
Translated to [code]bool[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="constant" type="bool" setter="set_constant" getter="get_constant" default="false">
A boolean constant which represents a state of this node.
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeBooleanUniform" inherits="VisualShaderNodeUniform" version="3.5">
<brief_description>
A boolean uniform to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform bool[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="default_value" type="bool" setter="set_default_value" getter="get_default_value" default="false">
A default value to be assigned within the shader.
</member>
<member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false">
Enables usage of the [member default_value].
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeColorConstant" inherits="VisualShaderNode" version="3.5">
<brief_description>
A [Color] constant to be used within the visual shader graph.
</brief_description>
<description>
Has two output ports representing RGB and alpha channels of [Color].
Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="constant" type="Color" setter="set_constant" getter="get_constant" default="Color( 1, 1, 1, 1 )">
A [Color] constant which represents a state of this node.
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeColorFunc" inherits="VisualShaderNode" version="3.5">
<brief_description>
A [Color] function to be used within the visual shader graph.
</brief_description>
<description>
Accept a [Color] to the input port and transform it according to [member function].
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeColorFunc.Function" default="0">
A function to be applied to the input color. See [enum Function] for options.
</member>
</members>
<constants>
<constant name="FUNC_GRAYSCALE" value="0" enum="Function">
Converts the color to grayscale using the following formula:
[codeblock]
vec3 c = input;
float max1 = max(c.r, c.g);
float max2 = max(max1, c.b);
float max3 = max(max1, max2);
return vec3(max3, max3, max3);
[/codeblock]
</constant>
<constant name="FUNC_SEPIA" value="1" enum="Function">
Applies sepia tone effect using the following formula:
[codeblock]
vec3 c = input;
float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);
float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);
float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);
return vec3(r, g, b);
[/codeblock]
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeColorOp" inherits="VisualShaderNode" version="3.5">
<brief_description>
A [Color] operator to be used within the visual shader graph.
</brief_description>
<description>
Applies [member operator] to two color inputs.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeColorOp.Operator" default="0">
An operator to be applied to the inputs. See [enum Operator] for options.
</member>
</members>
<constants>
<constant name="OP_SCREEN" value="0" enum="Operator">
Produce a screen effect with the following formula:
[codeblock]
result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
[/codeblock]
</constant>
<constant name="OP_DIFFERENCE" value="1" enum="Operator">
Produce a difference effect with the following formula:
[codeblock]
result = abs(a - b);
[/codeblock]
</constant>
<constant name="OP_DARKEN" value="2" enum="Operator">
Produce a darken effect with the following formula:
[codeblock]
result = min(a, b);
[/codeblock]
</constant>
<constant name="OP_LIGHTEN" value="3" enum="Operator">
Produce a lighten effect with the following formula:
[codeblock]
result = max(a, b);
[/codeblock]
</constant>
<constant name="OP_OVERLAY" value="4" enum="Operator">
Produce an overlay effect with the following formula:
[codeblock]
for (int i = 0; i &lt; 3; i++) {
float base = a[i];
float blend = b[i];
if (base &lt; 0.5) {
result[i] = 2.0 * base * blend;
} else {
result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
}
}
[/codeblock]
</constant>
<constant name="OP_DODGE" value="5" enum="Operator">
Produce a dodge effect with the following formula:
[codeblock]
result = a / (vec3(1.0) - b);
[/codeblock]
</constant>
<constant name="OP_BURN" value="6" enum="Operator">
Produce a burn effect with the following formula:
[codeblock]
result = vec3(1.0) - (vec3(1.0) - a) / b;
[/codeblock]
</constant>
<constant name="OP_SOFT_LIGHT" value="7" enum="Operator">
Produce a soft light effect with the following formula:
[codeblock]
for (int i = 0; i &lt; 3; i++) {
float base = a[i];
float blend = b[i];
if (base &lt; 0.5) {
result[i] = base * (blend + 0.5);
} else {
result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
}
}
[/codeblock]
</constant>
<constant name="OP_HARD_LIGHT" value="8" enum="Operator">
Produce a hard light effect with the following formula:
[codeblock]
for (int i = 0; i &lt; 3; i++) {
float base = a[i];
float blend = b[i];
if (base &lt; 0.5) {
result[i] = base * (2.0 * blend);
} else {
result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
}
}
[/codeblock]
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeColorUniform" inherits="VisualShaderNodeUniform" version="3.5">
<brief_description>
A [Color] uniform to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform vec4[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="default_value" type="Color" setter="set_default_value" getter="get_default_value" default="Color( 1, 1, 1, 1 )">
A default value to be assigned within the shader.
</member>
<member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false">
Enables usage of the [member default_value].
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeCompare" inherits="VisualShaderNode" version="3.5">
<brief_description>
A comparison function for common types within the visual shader graph.
</brief_description>
<description>
Compares [code]a[/code] and [code]b[/code] of [member type] by [member function]. Returns a boolean scalar. Translates to [code]if[/code] instruction in shader code.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="condition" type="int" setter="set_condition" getter="get_condition" enum="VisualShaderNodeCompare.Condition" default="0">
Extra condition which is applied if [member type] is set to [constant CTYPE_VECTOR].
</member>
<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeCompare.Function" default="0">
A comparison function. See [enum Function] for options.
</member>
<member name="type" type="int" setter="set_comparison_type" getter="get_comparison_type" enum="VisualShaderNodeCompare.ComparisonType" default="0">
The type to be used in the comparison. See [enum ComparisonType] for options.
</member>
</members>
<constants>
<constant name="CTYPE_SCALAR" value="0" enum="ComparisonType">
A floating-point scalar.
</constant>
<constant name="CTYPE_VECTOR" value="1" enum="ComparisonType">
A 3D vector type.
</constant>
<constant name="CTYPE_BOOLEAN" value="2" enum="ComparisonType">
A boolean type.
</constant>
<constant name="CTYPE_TRANSFORM" value="3" enum="ComparisonType">
A transform ([code]mat4[/code]) type.
</constant>
<constant name="FUNC_EQUAL" value="0" enum="Function">
Comparison for equality ([code]a == b[/code]).
</constant>
<constant name="FUNC_NOT_EQUAL" value="1" enum="Function">
Comparison for inequality ([code]a != b[/code]).
</constant>
<constant name="FUNC_GREATER_THAN" value="2" enum="Function">
Comparison for greater than ([code]a &gt; b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
</constant>
<constant name="FUNC_GREATER_THAN_EQUAL" value="3" enum="Function">
Comparison for greater than or equal ([code]a &gt;= b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
</constant>
<constant name="FUNC_LESS_THAN" value="4" enum="Function">
Comparison for less than ([code]a &lt; b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
</constant>
<constant name="FUNC_LESS_THAN_EQUAL" value="5" enum="Function">
Comparison for less than or equal ([code]a &lt; b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
</constant>
<constant name="COND_ALL" value="0" enum="Condition">
The result will be true if all of component in vector satisfy the comparison condition.
</constant>
<constant name="COND_ANY" value="1" enum="Condition">
The result will be true if any of component in vector satisfy the comparison condition.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeCubeMap" inherits="VisualShaderNode" version="3.5">
<brief_description>
A [CubeMap] sampling node to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]texture(cubemap, vec3)[/code] in the shader language. Returns a color vector and alpha channel as scalar.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="cube_map" type="CubeMap" setter="set_cube_map" getter="get_cube_map">
The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as [member source].
</member>
<member name="source" type="int" setter="set_source" getter="get_source" enum="VisualShaderNodeCubeMap.Source" default="0">
Defines which source should be used for the sampling. See [enum Source] for options.
</member>
<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeCubeMap.TextureType" default="0">
Defines the type of data provided by the source texture. See [enum TextureType] for options.
</member>
</members>
<constants>
<constant name="SOURCE_TEXTURE" value="0" enum="Source">
Use the [CubeMap] set via [member cube_map]. If this is set to [member source], the [code]samplerCube[/code] port is ignored.
</constant>
<constant name="SOURCE_PORT" value="1" enum="Source">
Use the [CubeMap] sampler reference passed via the [code]samplerCube[/code] port. If this is set to [member source], the [member cube_map] texture is ignored.
</constant>
<constant name="TYPE_DATA" value="0" enum="TextureType">
No hints are added to the uniform declaration.
</constant>
<constant name="TYPE_COLOR" value="1" enum="TextureType">
Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
</constant>
<constant name="TYPE_NORMALMAP" value="2" enum="TextureType">
Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeCubeMapUniform" inherits="VisualShaderNodeTextureUniform" version="3.5">
<brief_description>
A [CubeMap] uniform node to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform samplerCube[/code] in the shader language. The output value can be used as port for [VisualShaderNodeCubeMap].
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeCustom" inherits="VisualShaderNode" version="3.5">
<brief_description>
Virtual class to define custom [VisualShaderNode]s for use in the Visual Shader Editor.
</brief_description>
<description>
By inheriting this class you can create a custom [VisualShader] script addon which will be automatically added to the Visual Shader Editor. The [VisualShaderNode]'s behavior is defined by overriding the provided virtual methods.
In order for the node to be registered as an editor addon, you must use the [code]tool[/code] keyword and provide a [code]class_name[/code] for your custom script. For example:
[codeblock]
tool
extends VisualShaderNodeCustom
class_name VisualShaderNodeNoise
[/codeblock]
</description>
<tutorials>
<link>$DOCS_URL/tutorials/plugins/editor/visual_shader_plugins.html</link>
</tutorials>
<methods>
<method name="_get_category" qualifiers="virtual">
<return type="String" />
<description>
Override this method to define the category of the associated custom node in the Visual Shader Editor's members dialog. The path may look like [code]"MyGame/MyFunctions/Noise"[/code].
Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the "Custom" category.
</description>
</method>
<method name="_get_code" qualifiers="virtual">
<return type="String" />
<argument index="0" name="input_vars" type="Array" />
<argument index="1" name="output_vars" type="Array" />
<argument index="2" name="mode" type="int" />
<argument index="3" name="type" type="int" />
<description>
Override this method to define the actual shader code of the associated custom node. The shader code should be returned as a string, which can have multiple lines (the [code]"""[/code] multiline string construct can be used for convenience).
The [code]input_vars[/code] and [code]output_vars[/code] arrays contain the string names of the various input and output variables, as defined by [code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in this class.
The output ports can be assigned values in the shader code. For example, [code]return output_vars[0] + " = " + input_vars[0] + ";"[/code].
You can customize the generated code based on the shader [code]mode[/code] (see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader.Type]).
Defining this method is [b]required[/b].
</description>
</method>
<method name="_get_description" qualifiers="virtual">
<return type="String" />
<description>
Override this method to define the description of the associated custom node in the Visual Shader Editor's members dialog.
Defining this method is [b]optional[/b].
</description>
</method>
<method name="_get_global_code" qualifiers="virtual">
<return type="String" />
<argument index="0" name="mode" type="int" />
<description>
Override this method to add shader code on top of the global shader, to define your own standard library of reusable methods, varyings, constants, uniforms, etc. The shader code should be returned as a string, which can have multiple lines (the [code]"""[/code] multiline string construct can be used for convenience).
Be careful with this functionality as it can cause name conflicts with other custom nodes, so be sure to give the defined entities unique names.
You can customize the generated code based on the shader [code]mode[/code] (see [enum Shader.Mode]).
Defining this method is [b]optional[/b].
</description>
</method>
<method name="_get_input_port_count" qualifiers="virtual">
<return type="int" />
<description>
Override this method to define the amount of input ports of the associated custom node.
Defining this method is [b]required[/b]. If not overridden, the node has no input ports.
</description>
</method>
<method name="_get_input_port_name" qualifiers="virtual">
<return type="String" />
<argument index="0" name="port" type="int" />
<description>
Override this method to define the names of input ports of the associated custom node. The names are used both for the input slots in the editor and as identifiers in the shader code, and are passed in the [code]input_vars[/code] array in [method _get_code].
Defining this method is [b]optional[/b], but recommended. If not overridden, input ports are named as [code]"in" + str(port)[/code].
</description>
</method>
<method name="_get_input_port_type" qualifiers="virtual">
<return type="int" />
<argument index="0" name="port" type="int" />
<description>
Override this method to define the returned type of each input port of the associated custom node (see [enum VisualShaderNode.PortType] for possible types).
Defining this method is [b]optional[/b], but recommended. If not overridden, input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type.
</description>
</method>
<method name="_get_name" qualifiers="virtual">
<return type="String" />
<description>
Override this method to define the name of the associated custom node in the Visual Shader Editor's members dialog and graph.
Defining this method is [b]optional[/b], but recommended. If not overridden, the node will be named as "Unnamed".
</description>
</method>
<method name="_get_output_port_count" qualifiers="virtual">
<return type="int" />
<description>
Override this method to define the amount of output ports of the associated custom node.
Defining this method is [b]required[/b]. If not overridden, the node has no output ports.
</description>
</method>
<method name="_get_output_port_name" qualifiers="virtual">
<return type="String" />
<argument index="0" name="port" type="int" />
<description>
Override this method to define the names of output ports of the associated custom node. The names are used both for the output slots in the editor and as identifiers in the shader code, and are passed in the [code]output_vars[/code] array in [method _get_code].
Defining this method is [b]optional[/b], but recommended. If not overridden, output ports are named as [code]"out" + str(port)[/code].
</description>
</method>
<method name="_get_output_port_type" qualifiers="virtual">
<return type="int" />
<argument index="0" name="port" type="int" />
<description>
Override this method to define the returned type of each output port of the associated custom node (see [enum VisualShaderNode.PortType] for possible types).
Defining this method is [b]optional[/b], but recommended. If not overridden, output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type.
</description>
</method>
<method name="_get_return_icon_type" qualifiers="virtual">
<return type="int" />
<description>
Override this method to define the return icon of the associated custom node in the Visual Shader Editor's members dialog.
Defining this method is [b]optional[/b]. If not overridden, no return icon is shown.
</description>
</method>
<method name="_get_subcategory" qualifiers="virtual">
<return type="String" />
<description>
Override this method to define the subcategory of the associated custom node in the Visual Shader Editor's members dialog.
Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the root of the main category (see [method _get_category]).
</description>
</method>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeDeterminant" inherits="VisualShaderNode" version="3.5">
<brief_description>
Calculates the determinant of a [Transform] within the visual shader graph.
</brief_description>
<description>
Translates to [code]determinant(x)[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeDotProduct" inherits="VisualShaderNode" version="3.5">
<brief_description>
Calculates a dot product of two vectors within the visual shader graph.
</brief_description>
<description>
Translates to [code]dot(a, b)[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeExpression" inherits="VisualShaderNodeGroupBase" version="3.5">
<brief_description>
A custom visual shader graph expression written in Godot Shading Language.
</brief_description>
<description>
Custom Godot Shading Language expression, with a custom amount of input and output ports.
The provided code is directly injected into the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), so it cannot be used to declare functions, varyings, uniforms, or global constants. See [VisualShaderNodeGlobalExpression] for such global definitions.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="expression" type="String" setter="set_expression" getter="get_expression" default="&quot;&quot;">
An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants.
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeFaceForward" inherits="VisualShaderNode" version="3.5">
<brief_description>
Returns the vector that points in the same direction as a reference vector within the visual shader graph.
</brief_description>
<description>
Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. The function has three vector parameters: [code]N[/code], the vector to orient, [code]I[/code], the incident vector, and [code]Nref[/code], the reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-N[/code] is returned.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeFresnel" inherits="VisualShaderNode" version="3.5">
<brief_description>
A Fresnel effect to be used within the visual shader graph.
</brief_description>
<description>
Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it).
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeGlobalExpression" inherits="VisualShaderNodeExpression" version="3.5">
<brief_description>
A custom global visual shader graph expression written in Godot Shading Language.
</brief_description>
<description>
Custom Godot Shader Language expression, which is placed on top of the generated shader. You can place various function definitions inside to call later in [VisualShaderNodeExpression]s (which are injected in the main shader functions). You can also declare varyings, uniforms and global constants.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeGroupBase" inherits="VisualShaderNode" version="3.5">
<brief_description>
Base class for a family of nodes with variable amount of input and output ports within the visual shader graph.
</brief_description>
<description>
Currently, has no direct usage, use the derived classes instead.
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_input_port">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="type" type="int" />
<argument index="2" name="name" type="String" />
<description>
Adds an input port with the specified [code]type[/code] (see [enum VisualShaderNode.PortType]) and [code]name[/code].
</description>
</method>
<method name="add_output_port">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="type" type="int" />
<argument index="2" name="name" type="String" />
<description>
Adds an output port with the specified [code]type[/code] (see [enum VisualShaderNode.PortType]) and [code]name[/code].
</description>
</method>
<method name="clear_input_ports">
<return type="void" />
<description>
Removes all previously specified input ports.
</description>
</method>
<method name="clear_output_ports">
<return type="void" />
<description>
Removes all previously specified output ports.
</description>
</method>
<method name="get_free_input_port_id" qualifiers="const">
<return type="int" />
<description>
Returns a free input port ID which can be used in [method add_input_port].
</description>
</method>
<method name="get_free_output_port_id" qualifiers="const">
<return type="int" />
<description>
Returns a free output port ID which can be used in [method add_output_port].
</description>
</method>
<method name="get_input_port_count" qualifiers="const">
<return type="int" />
<description>
Returns the number of input ports in use. Alternative for [method get_free_input_port_id].
</description>
</method>
<method name="get_inputs" qualifiers="const">
<return type="String" />
<description>
Returns a [String] description of the input ports as a colon-separated list using the format [code]id,type,name;[/code] (see [method add_input_port]).
</description>
</method>
<method name="get_output_port_count" qualifiers="const">
<return type="int" />
<description>
Returns the number of output ports in use. Alternative for [method get_free_output_port_id].
</description>
</method>
<method name="get_outputs" qualifiers="const">
<return type="String" />
<description>
Returns a [String] description of the output ports as a colon-separated list using the format [code]id,type,name;[/code] (see [method add_output_port]).
</description>
</method>
<method name="has_input_port" qualifiers="const">
<return type="bool" />
<argument index="0" name="id" type="int" />
<description>
Returns [code]true[/code] if the specified input port exists.
</description>
</method>
<method name="has_output_port" qualifiers="const">
<return type="bool" />
<argument index="0" name="id" type="int" />
<description>
Returns [code]true[/code] if the specified output port exists.
</description>
</method>
<method name="is_valid_port_name" qualifiers="const">
<return type="bool" />
<argument index="0" name="name" type="String" />
<description>
Returns [code]true[/code] if the specified port name does not override an existed port name and is valid within the shader.
</description>
</method>
<method name="remove_input_port">
<return type="void" />
<argument index="0" name="id" type="int" />
<description>
Removes the specified input port.
</description>
</method>
<method name="remove_output_port">
<return type="void" />
<argument index="0" name="id" type="int" />
<description>
Removes the specified output port.
</description>
</method>
<method name="set_input_port_name">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="name" type="String" />
<description>
Renames the specified input port.
</description>
</method>
<method name="set_input_port_type">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="type" type="int" />
<description>
Sets the specified input port's type (see [enum VisualShaderNode.PortType]).
</description>
</method>
<method name="set_inputs">
<return type="void" />
<argument index="0" name="inputs" type="String" />
<description>
Defines all input ports using a [String] formatted as a colon-separated list: [code]id,type,name;[/code] (see [method add_input_port]).
</description>
</method>
<method name="set_output_port_name">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="name" type="String" />
<description>
Renames the specified output port.
</description>
</method>
<method name="set_output_port_type">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="type" type="int" />
<description>
Sets the specified output port's type (see [enum VisualShaderNode.PortType]).
</description>
</method>
<method name="set_outputs">
<return type="void" />
<argument index="0" name="outputs" type="String" />
<description>
Defines all output ports using a [String] formatted as a colon-separated list: [code]id,type,name;[/code] (see [method add_output_port]).
</description>
</method>
</methods>
<members>
<member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2( 0, 0 )">
The size of the node in the visual shader graph.
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeInput" inherits="VisualShaderNode" version="3.5">
<brief_description>
</brief_description>
<description>
Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link).
</description>
<tutorials>
<link>$DOCS_URL/tutorials/shaders/shader_reference/index.html</link>
</tutorials>
<methods>
<method name="get_input_real_name" qualifiers="const">
<return type="String" />
<description>
</description>
</method>
</methods>
<members>
<member name="input_name" type="String" setter="set_input_name" getter="get_input_name" default="&quot;[None]&quot;">
One of the several input constants in lower-case style like: "vertex"([code]VERTEX[/code]) or "point_size"([code]POINT_SIZE[/code]).
</member>
</members>
<signals>
<signal name="input_type_changed">
<description>
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeIs" inherits="VisualShaderNode" version="3.5">
<brief_description>
A boolean comparison operator to be used within the visual shader graph.
</brief_description>
<description>
Returns the boolean result of the comparison between [code]INF[/code] or [code]NaN[/code] and a scalar parameter.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeIs.Function" default="0">
The comparison function. See [enum Function] for options.
</member>
</members>
<constants>
<constant name="FUNC_IS_INF" value="0" enum="Function">
Comparison with [code]INF[/code] (Infinity).
</constant>
<constant name="FUNC_IS_NAN" value="1" enum="Function">
Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric results, e.g. division by zero).
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeOuterProduct" inherits="VisualShaderNode" version="3.5">
<brief_description>
Calculates an outer product of two vectors within the visual shader graph.
</brief_description>
<description>
[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a column vector (matrix with one column) and the second parameter [code]r[/code] as a row vector (matrix with one row) and does a linear algebraic matrix multiply [code]c * r[/code], yielding a matrix whose number of rows is the number of components in [code]c[/code] and whose number of columns is the number of components in [code]r[/code].
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeOutput" inherits="VisualShaderNode" version="3.5">
<brief_description>
Represents the output shader parameters within the visual shader graph.
</brief_description>
<description>
This visual shader node is present in all shader graphs in form of "Output" block with multiple output value ports.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeScalarClamp" inherits="VisualShaderNode" version="3.5">
<brief_description>
Clamps a scalar value within the visual shader graph.
</brief_description>
<description>
Constrains a value to lie between [code]min[/code] and [code]max[/code] values.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeScalarDerivativeFunc" inherits="VisualShaderNode" version="3.5">
<brief_description>
Calculates a scalar derivative within the visual shader graph.
</brief_description>
<description>
This node is only available in [code]Fragment[/code] and [code]Light[/code] visual shaders.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeScalarDerivativeFunc.Function" default="0">
The derivative type. See [enum Function] for options.
</member>
</members>
<constants>
<constant name="FUNC_SUM" value="0" enum="Function">
Sum of absolute derivative in [code]x[/code] and [code]y[/code].
</constant>
<constant name="FUNC_X" value="1" enum="Function">
Derivative in [code]x[/code] using local differencing.
</constant>
<constant name="FUNC_Y" value="2" enum="Function">
Derivative in [code]y[/code] using local differencing.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeScalarFunc" inherits="VisualShaderNode" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeScalarFunc.Function" default="13">
</member>
</members>
<constants>
<constant name="FUNC_SIN" value="0" enum="Function">
</constant>
<constant name="FUNC_COS" value="1" enum="Function">
</constant>
<constant name="FUNC_TAN" value="2" enum="Function">
</constant>
<constant name="FUNC_ASIN" value="3" enum="Function">
</constant>
<constant name="FUNC_ACOS" value="4" enum="Function">
</constant>
<constant name="FUNC_ATAN" value="5" enum="Function">
</constant>
<constant name="FUNC_SINH" value="6" enum="Function">
</constant>
<constant name="FUNC_COSH" value="7" enum="Function">
</constant>
<constant name="FUNC_TANH" value="8" enum="Function">
</constant>
<constant name="FUNC_LOG" value="9" enum="Function">
</constant>
<constant name="FUNC_EXP" value="10" enum="Function">
</constant>
<constant name="FUNC_SQRT" value="11" enum="Function">
</constant>
<constant name="FUNC_ABS" value="12" enum="Function">
</constant>
<constant name="FUNC_SIGN" value="13" enum="Function">
</constant>
<constant name="FUNC_FLOOR" value="14" enum="Function">
</constant>
<constant name="FUNC_ROUND" value="15" enum="Function">
</constant>
<constant name="FUNC_CEIL" value="16" enum="Function">
</constant>
<constant name="FUNC_FRAC" value="17" enum="Function">
</constant>
<constant name="FUNC_SATURATE" value="18" enum="Function">
</constant>
<constant name="FUNC_NEGATE" value="19" enum="Function">
</constant>
<constant name="FUNC_ACOSH" value="20" enum="Function">
</constant>
<constant name="FUNC_ASINH" value="21" enum="Function">
</constant>
<constant name="FUNC_ATANH" value="22" enum="Function">
</constant>
<constant name="FUNC_DEGREES" value="23" enum="Function">
</constant>
<constant name="FUNC_EXP2" value="24" enum="Function">
</constant>
<constant name="FUNC_INVERSE_SQRT" value="25" enum="Function">
</constant>
<constant name="FUNC_LOG2" value="26" enum="Function">
</constant>
<constant name="FUNC_RADIANS" value="27" enum="Function">
</constant>
<constant name="FUNC_RECIPROCAL" value="28" enum="Function">
</constant>
<constant name="FUNC_ROUNDEVEN" value="29" enum="Function">
</constant>
<constant name="FUNC_TRUNC" value="30" enum="Function">
</constant>
<constant name="FUNC_ONEMINUS" value="31" enum="Function">
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeScalarInterp" inherits="VisualShaderNode" version="3.5">
<brief_description>
Linearly interpolates between two scalars within the visual shader graph.
</brief_description>
<description>
Translates to [code]mix(a, b, weight)[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeScalarOp" inherits="VisualShaderNode" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeScalarOp.Operator" default="0">
</member>
</members>
<constants>
<constant name="OP_ADD" value="0" enum="Operator">
</constant>
<constant name="OP_SUB" value="1" enum="Operator">
</constant>
<constant name="OP_MUL" value="2" enum="Operator">
</constant>
<constant name="OP_DIV" value="3" enum="Operator">
</constant>
<constant name="OP_MOD" value="4" enum="Operator">
</constant>
<constant name="OP_POW" value="5" enum="Operator">
</constant>
<constant name="OP_MAX" value="6" enum="Operator">
</constant>
<constant name="OP_MIN" value="7" enum="Operator">
</constant>
<constant name="OP_ATAN2" value="8" enum="Operator">
</constant>
<constant name="OP_STEP" value="9" enum="Operator">
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeScalarSmoothStep" inherits="VisualShaderNode" version="3.5">
<brief_description>
Calculates a scalar SmoothStep function within the visual shader graph.
</brief_description>
<description>
Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language.
Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeScalarSwitch" inherits="VisualShaderNodeSwitch" version="3.5">
<brief_description>
A boolean/scalar function for use within the visual shader graph.
</brief_description>
<description>
Returns an associated scalar if the provided boolean value is [code]true[/code] or [code]false[/code].
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeScalarUniform" inherits="VisualShaderNodeUniform" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="default_value" type="float" setter="set_default_value" getter="get_default_value" default="0.0">
A default value to be assigned within the shader.
</member>
<member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false">
Enables usage of the [member default_value].
</member>
<member name="hint" type="int" setter="set_hint" getter="get_hint" enum="VisualShaderNodeScalarUniform.Hint" default="0">
A hint applied to the uniform, which controls the values it can take when set through the inspector.
</member>
<member name="max" type="float" setter="set_max" getter="get_max" default="1.0">
Minimum value for range hints. Used if [member hint] is set to [constant HINT_RANGE] or [constant HINT_RANGE_STEP].
</member>
<member name="min" type="float" setter="set_min" getter="get_min" default="0.0">
Maximum value for range hints. Used if [member hint] is set to [constant HINT_RANGE] or [constant HINT_RANGE_STEP].
</member>
<member name="step" type="float" setter="set_step" getter="get_step" default="0.1">
Step (increment) value for the range hint with step. Used if [member hint] is set to [constant HINT_RANGE_STEP].
</member>
</members>
<constants>
<constant name="HINT_NONE" value="0" enum="Hint">
No hint used.
</constant>
<constant name="HINT_RANGE" value="1" enum="Hint">
A range hint for scalar value, which limits possible input values between [member min] and [member max]. Translated to [code]hint_range(min, max)[/code] in shader code.
</constant>
<constant name="HINT_RANGE_STEP" value="2" enum="Hint">
A range hint for scalar value with step, which limits possible input values between [member min] and [member max], with a step (increment) of [member step]). Translated to [code]hint_range(min, max, step)[/code] in shader code.
</constant>
<constant name="HINT_MAX" value="3" enum="Hint">
Represents the size of the [enum Hint] enum.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeSwitch" inherits="VisualShaderNode" version="3.5">
<brief_description>
A boolean/vector function for use within the visual shader graph.
</brief_description>
<description>
Returns an associated vector if the provided boolean value is [code]true[/code] or [code]false[/code].
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,53 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTexture" inherits="VisualShaderNode" version="3.5">
<brief_description>
Performs a texture lookup within the visual shader graph.
</brief_description>
<description>
Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="source" type="int" setter="set_source" getter="get_source" enum="VisualShaderNodeTexture.Source" default="0">
Determines the source for the lookup. See [enum Source] for options.
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
The source texture, if needed for the selected [member source].
</member>
<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTexture.TextureType" default="0">
Specifies the type of the texture if [member source] is set to [constant SOURCE_TEXTURE]. See [enum TextureType] for options.
</member>
</members>
<constants>
<constant name="SOURCE_TEXTURE" value="0" enum="Source">
Use the texture given as an argument for this function.
</constant>
<constant name="SOURCE_SCREEN" value="1" enum="Source">
Use the current viewport's texture as the source.
</constant>
<constant name="SOURCE_2D_TEXTURE" value="2" enum="Source">
Use the texture from this shader's texture built-in (e.g. a texture of a [Sprite]).
</constant>
<constant name="SOURCE_2D_NORMAL" value="3" enum="Source">
Use the texture from this shader's normal map built-in.
</constant>
<constant name="SOURCE_DEPTH" value="4" enum="Source">
Use the depth texture available for this shader.
</constant>
<constant name="SOURCE_PORT" value="5" enum="Source">
Use the texture provided in the input port for this function.
</constant>
<constant name="TYPE_DATA" value="0" enum="TextureType">
No hints are added to the uniform declaration.
</constant>
<constant name="TYPE_COLOR" value="1" enum="TextureType">
Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
</constant>
<constant name="TYPE_NORMALMAP" value="2" enum="TextureType">
Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTextureUniform" inherits="VisualShaderNodeUniform" version="3.5">
<brief_description>
Performs a uniform texture lookup within the visual shader graph.
</brief_description>
<description>
Performs a lookup operation on the texture provided as a uniform for the shader.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="color_default" type="int" setter="set_color_default" getter="get_color_default" enum="VisualShaderNodeTextureUniform.ColorDefault" default="0">
Sets the default color if no texture is assigned to the uniform.
</member>
<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTextureUniform.TextureType" default="0">
Defines the type of data provided by the source texture. See [enum TextureType] for options.
</member>
</members>
<constants>
<constant name="TYPE_DATA" value="0" enum="TextureType">
No hints are added to the uniform declaration.
</constant>
<constant name="TYPE_COLOR" value="1" enum="TextureType">
Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
</constant>
<constant name="TYPE_NORMALMAP" value="2" enum="TextureType">
Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
</constant>
<constant name="TYPE_ANISO" value="3" enum="TextureType">
Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a flowmap.
</constant>
<constant name="COLOR_DEFAULT_WHITE" value="0" enum="ColorDefault">
Defaults to white color.
</constant>
<constant name="COLOR_DEFAULT_BLACK" value="1" enum="ColorDefault">
Defaults to black color.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTextureUniformTriplanar" inherits="VisualShaderNodeTextureUniform" version="3.5">
<brief_description>
Performs a uniform texture lookup with triplanar within the visual shader graph.
</brief_description>
<description>
Performs a lookup operation on the texture provided as a uniform for the shader, with support for triplanar mapping.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTransformCompose" inherits="VisualShaderNode" version="3.5">
<brief_description>
Composes a [Transform] from four [Vector3]s within the visual shader graph.
</brief_description>
<description>
Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. Each vector is one row in the matrix and the last column is a [code]vec4(0, 0, 0, 1)[/code].
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTransformConstant" inherits="VisualShaderNode" version="3.5">
<brief_description>
A [Transform] constant for use within the visual shader graph.
</brief_description>
<description>
A constant [Transform], which can be used as an input node.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="constant" type="Transform" setter="set_constant" getter="get_constant" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
A [Transform] constant which represents the state of this node.
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTransformDecompose" inherits="VisualShaderNode" version="3.5">
<brief_description>
Decomposes a [Transform] into four [Vector3]s within the visual shader graph.
</brief_description>
<description>
Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] values, one from each row of the matrix.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,26 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTransformFunc" inherits="VisualShaderNode" version="3.5">
<brief_description>
Computes a [Transform] function within the visual shader graph.
</brief_description>
<description>
Computes an inverse or transpose function on the provided [Transform].
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeTransformFunc.Function" default="0">
The function to be computed. See [enum Function] for options.
</member>
</members>
<constants>
<constant name="FUNC_INVERSE" value="0" enum="Function">
Perform the inverse operation on the [Transform] matrix.
</constant>
<constant name="FUNC_TRANSPOSE" value="1" enum="Function">
Perform the transpose operation on the [Transform] matrix.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTransformMult" inherits="VisualShaderNode" version="3.5">
<brief_description>
Multiplies [Transform] by [Transform] within the visual shader graph.
</brief_description>
<description>
A multiplication operation on two transforms (4x4 matrices), with support for different multiplication operators.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeTransformMult.Operator" default="0">
The multiplication type to be performed on the transforms. See [enum Operator] for options.
</member>
</members>
<constants>
<constant name="OP_AxB" value="0" enum="Operator">
Multiplies transform [code]a[/code] by the transform [code]b[/code].
</constant>
<constant name="OP_BxA" value="1" enum="Operator">
Multiplies transform [code]b[/code] by the transform [code]a[/code].
</constant>
<constant name="OP_AxB_COMP" value="2" enum="Operator">
Performs a component-wise multiplication of transform [code]a[/code] by the transform [code]b[/code].
</constant>
<constant name="OP_BxA_COMP" value="3" enum="Operator">
Performs a component-wise multiplication of transform [code]b[/code] by the transform [code]a[/code].
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTransformUniform" inherits="VisualShaderNodeUniform" version="3.5">
<brief_description>
A [Transform] uniform for use within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform mat4[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="default_value" type="Transform" setter="set_default_value" getter="get_default_value" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
A default value to be assigned within the shader.
</member>
<member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false">
Enables usage of the [member default_value].
</member>
</members>
<constants>
</constants>
</class>

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@ -1,32 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTransformVecMult" inherits="VisualShaderNode" version="3.5">
<brief_description>
Multiplies a [Transform] and a [Vector3] within the visual shader graph.
</brief_description>
<description>
A multiplication operation on a transform (4x4 matrix) and a vector, with support for different multiplication operators.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeTransformVecMult.Operator" default="0">
The multiplication type to be performed. See [enum Operator] for options.
</member>
</members>
<constants>
<constant name="OP_AxB" value="0" enum="Operator">
Multiplies transform [code]a[/code] by the vector [code]b[/code].
</constant>
<constant name="OP_BxA" value="1" enum="Operator">
Multiplies vector [code]b[/code] by the transform [code]a[/code].
</constant>
<constant name="OP_3x3_AxB" value="2" enum="Operator">
Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping the last row and column of the transform.
</constant>
<constant name="OP_3x3_BxA" value="3" enum="Operator">
Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping the last row and column of the transform.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeUniform" inherits="VisualShaderNode" version="3.5">
<brief_description>
A base type for the uniforms within the visual shader graph.
</brief_description>
<description>
A uniform represents a variable in the shader which is set externally, i.e. from the [ShaderMaterial]. Uniforms are exposed as properties in the [ShaderMaterial] and can be assigned from the inspector or from a script.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="uniform_name" type="String" setter="set_uniform_name" getter="get_uniform_name" default="&quot;&quot;">
Name of the uniform, by which it can be accessed through the [ShaderMaterial] properties.
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeUniformRef" inherits="VisualShaderNode" version="3.5">
<brief_description>
A reference to an existing [VisualShaderNodeUniform].
</brief_description>
<description>
Creating a reference to a [VisualShaderNodeUniform] allows you to reuse this uniform in different shaders or shader stages easily.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="uniform_name" type="String" setter="set_uniform_name" getter="get_uniform_name" default="&quot;[None]&quot;">
The name of the uniform which this reference points to.
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVec3Constant" inherits="VisualShaderNode" version="3.5">
<brief_description>
A [Vector3] constant to be used within the visual shader graph.
</brief_description>
<description>
A constant [Vector3], which can be used as an input node.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="constant" type="Vector3" setter="set_constant" getter="get_constant" default="Vector3( 0, 0, 0 )">
A [Vector3] constant which represents the state of this node.
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVec3Uniform" inherits="VisualShaderNodeUniform" version="3.5">
<brief_description>
A [Vector3] uniform to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform vec3[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="default_value" type="Vector3" setter="set_default_value" getter="get_default_value" default="Vector3( 0, 0, 0 )">
A default value to be assigned within the shader.
</member>
<member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false">
Enables usage of the [member default_value].
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorClamp" inherits="VisualShaderNode" version="3.5">
<brief_description>
Clamps a vector value within the visual shader graph.
</brief_description>
<description>
Constrains a value to lie between [code]min[/code] and [code]max[/code] values. The operation is performed on each component of the vector individually.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorCompose" inherits="VisualShaderNode" version="3.5">
<brief_description>
Composes a [Vector3] from three scalars within the visual shader graph.
</brief_description>
<description>
Creates a [code]vec3[/code] using three scalar values that can be provided from separate inputs.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorDecompose" inherits="VisualShaderNode" version="3.5">
<brief_description>
Decomposes a [Vector3] into three scalars within the visual shader graph.
</brief_description>
<description>
Takes a [code]vec3[/code] and decomposes it into three scalar values that can be used as separate inputs.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorDerivativeFunc" inherits="VisualShaderNode" version="3.5">
<brief_description>
Calculates a vector derivative within the visual shader graph.
</brief_description>
<description>
This node is only available in [code]Fragment[/code] and [code]Light[/code] visual shaders.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeVectorDerivativeFunc.Function" default="0">
A derivative type. See [enum Function] for options.
</member>
</members>
<constants>
<constant name="FUNC_SUM" value="0" enum="Function">
Sum of absolute derivative in [code]x[/code] and [code]y[/code].
</constant>
<constant name="FUNC_X" value="1" enum="Function">
Derivative in [code]x[/code] using local differencing.
</constant>
<constant name="FUNC_Y" value="2" enum="Function">
Derivative in [code]y[/code] using local differencing.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorDistance" inherits="VisualShaderNode" version="3.5">
<brief_description>
Returns the distance between two points. To be used within the visual shader graph.
</brief_description>
<description>
Calculates distance from point represented by vector [code]p0[/code] to vector [code]p1[/code].
Translated to [code]distance(p0, p1)[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorFunc" inherits="VisualShaderNode" version="3.5">
<brief_description>
A vector function to be used within the visual shader graph.
</brief_description>
<description>
A visual shader node able to perform different functions using vectors.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeVectorFunc.Function" default="0">
The function to be performed. See [enum Function] for options.
</member>
</members>
<constants>
<constant name="FUNC_NORMALIZE" value="0" enum="Function">
Normalizes the vector so that it has a length of [code]1[/code] but points in the same direction.
</constant>
<constant name="FUNC_SATURATE" value="1" enum="Function">
Clamps the value between [code]0.0[/code] and [code]1.0[/code].
</constant>
<constant name="FUNC_NEGATE" value="2" enum="Function">
Returns the opposite value of the parameter.
</constant>
<constant name="FUNC_RECIPROCAL" value="3" enum="Function">
Returns [code]1/vector[/code].
</constant>
<constant name="FUNC_RGB2HSV" value="4" enum="Function">
Converts RGB vector to HSV equivalent.
</constant>
<constant name="FUNC_HSV2RGB" value="5" enum="Function">
Converts HSV vector to RGB equivalent.
</constant>
<constant name="FUNC_ABS" value="6" enum="Function">
Returns the absolute value of the parameter.
</constant>
<constant name="FUNC_ACOS" value="7" enum="Function">
Returns the arc-cosine of the parameter.
</constant>
<constant name="FUNC_ACOSH" value="8" enum="Function">
Returns the inverse hyperbolic cosine of the parameter.
</constant>
<constant name="FUNC_ASIN" value="9" enum="Function">
Returns the arc-sine of the parameter.
</constant>
<constant name="FUNC_ASINH" value="10" enum="Function">
Returns the inverse hyperbolic sine of the parameter.
</constant>
<constant name="FUNC_ATAN" value="11" enum="Function">
Returns the arc-tangent of the parameter.
</constant>
<constant name="FUNC_ATANH" value="12" enum="Function">
Returns the inverse hyperbolic tangent of the parameter.
</constant>
<constant name="FUNC_CEIL" value="13" enum="Function">
Finds the nearest integer that is greater than or equal to the parameter.
</constant>
<constant name="FUNC_COS" value="14" enum="Function">
Returns the cosine of the parameter.
</constant>
<constant name="FUNC_COSH" value="15" enum="Function">
Returns the hyperbolic cosine of the parameter.
</constant>
<constant name="FUNC_DEGREES" value="16" enum="Function">
Converts a quantity in radians to degrees.
</constant>
<constant name="FUNC_EXP" value="17" enum="Function">
Base-e Exponential.
</constant>
<constant name="FUNC_EXP2" value="18" enum="Function">
Base-2 Exponential.
</constant>
<constant name="FUNC_FLOOR" value="19" enum="Function">
Finds the nearest integer less than or equal to the parameter.
</constant>
<constant name="FUNC_FRAC" value="20" enum="Function">
Computes the fractional part of the argument.
</constant>
<constant name="FUNC_INVERSE_SQRT" value="21" enum="Function">
Returns the inverse of the square root of the parameter.
</constant>
<constant name="FUNC_LOG" value="22" enum="Function">
Natural logarithm.
</constant>
<constant name="FUNC_LOG2" value="23" enum="Function">
Base-2 logarithm.
</constant>
<constant name="FUNC_RADIANS" value="24" enum="Function">
Converts a quantity in degrees to radians.
</constant>
<constant name="FUNC_ROUND" value="25" enum="Function">
Finds the nearest integer to the parameter.
</constant>
<constant name="FUNC_ROUNDEVEN" value="26" enum="Function">
Finds the nearest even integer to the parameter.
</constant>
<constant name="FUNC_SIGN" value="27" enum="Function">
Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the parameter is negative, [code]1[/code] if it's positive and [code]0[/code] otherwise.
</constant>
<constant name="FUNC_SIN" value="28" enum="Function">
Returns the sine of the parameter.
</constant>
<constant name="FUNC_SINH" value="29" enum="Function">
Returns the hyperbolic sine of the parameter.
</constant>
<constant name="FUNC_SQRT" value="30" enum="Function">
Returns the square root of the parameter.
</constant>
<constant name="FUNC_TAN" value="31" enum="Function">
Returns the tangent of the parameter.
</constant>
<constant name="FUNC_TANH" value="32" enum="Function">
Returns the hyperbolic tangent of the parameter.
</constant>
<constant name="FUNC_TRUNC" value="33" enum="Function">
Returns a value equal to the nearest integer to the parameter whose absolute value is not larger than the absolute value of the parameter.
</constant>
<constant name="FUNC_ONEMINUS" value="34" enum="Function">
Returns [code]1.0 - vector[/code].
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorInterp" inherits="VisualShaderNode" version="3.5">
<brief_description>
Linearly interpolates between two vectors within the visual shader graph.
</brief_description>
<description>
Translates to [code]mix(a, b, weight)[/code] in the shader language, where [code]weight[/code] is a [Vector3] with weights for each component.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorLen" inherits="VisualShaderNode" version="3.5">
<brief_description>
Returns the length of a [Vector3] within the visual shader graph.
</brief_description>
<description>
Translated to [code]length(p0)[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorOp" inherits="VisualShaderNode" version="3.5">
<brief_description>
A vector operator to be used within the visual shader graph.
</brief_description>
<description>
A visual shader node for use of vector operators. Operates on vector [code]a[/code] and vector [code]b[/code].
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeVectorOp.Operator" default="0">
The operator to be used. See [enum Operator] for options.
</member>
</members>
<constants>
<constant name="OP_ADD" value="0" enum="Operator">
Adds two vectors.
</constant>
<constant name="OP_SUB" value="1" enum="Operator">
Subtracts a vector from a vector.
</constant>
<constant name="OP_MUL" value="2" enum="Operator">
Multiplies two vectors.
</constant>
<constant name="OP_DIV" value="3" enum="Operator">
Divides vector by vector.
</constant>
<constant name="OP_MOD" value="4" enum="Operator">
Returns the remainder of the two vectors.
</constant>
<constant name="OP_POW" value="5" enum="Operator">
Returns the value of the first parameter raised to the power of the second, for each component of the vectors.
</constant>
<constant name="OP_MAX" value="6" enum="Operator">
Returns the greater of two values, for each component of the vectors.
</constant>
<constant name="OP_MIN" value="7" enum="Operator">
Returns the lesser of two values, for each component of the vectors.
</constant>
<constant name="OP_CROSS" value="8" enum="Operator">
Calculates the cross product of two vectors.
</constant>
<constant name="OP_ATAN2" value="9" enum="Operator">
Returns the arc-tangent of the parameters.
</constant>
<constant name="OP_REFLECT" value="10" enum="Operator">
Returns the vector that points in the direction of reflection. [code]a[/code] is incident vector and [code]b[/code] is the normal vector.
</constant>
<constant name="OP_STEP" value="11" enum="Operator">
Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller than [code]b[/code] and [code]1.0[/code] otherwise.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorRefract" inherits="VisualShaderNode" version="3.5">
<brief_description>
Returns the [Vector3] that points in the direction of refraction. For use within the visual shader graph.
</brief_description>
<description>
Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indices of the refraction.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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