pandemonium_engine_docs/classes/class_portal.rst

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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the Portal.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_Portal:
Portal
======
**Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
Portal nodes are used to enable visibility between :ref:`Room<class_Room>`\ s.
Description
-----------
``Portal``\ s are a special type of :ref:`MeshInstance<class_MeshInstance>` that allow the portal culling system to 'see' from one room to the next. They often correspond to doors and windows in level geometry. By only allowing :ref:`Camera<class_Camera>`\ s to see through portals, this allows the system to cull out all the objects in rooms that cannot be seen through portals. This is a form of **occlusion culling**, and can greatly increase performance.
There are some limitations to the form of portals:
They must be single sided convex polygons, and usually you would orientate their front faces **outward** from the :ref:`Room<class_Room>` they are placed in. The vertices should be positioned on a single plane (although their positioning does not have to be perfect).
There is no need to place an opposite portal in an adjacent room, links are made two-way automatically.
Properties
----------
+-------------------------------------------------+---------------------------------------------------------------------+----------------------------------------------------+
| :ref:`NodePath<class_NodePath>` | :ref:`linked_room<class_Portal_property_linked_room>` | ``NodePath("")`` |
+-------------------------------------------------+---------------------------------------------------------------------+----------------------------------------------------+
| :ref:`PoolVector2Array<class_PoolVector2Array>` | :ref:`points<class_Portal_property_points>` | ``PoolVector2Array( 1, -1, 1, 1, -1, 1, -1, -1 )`` |
+-------------------------------------------------+---------------------------------------------------------------------+----------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`portal_active<class_Portal_property_portal_active>` | ``true`` |
+-------------------------------------------------+---------------------------------------------------------------------+----------------------------------------------------+
| :ref:`float<class_float>` | :ref:`portal_margin<class_Portal_property_portal_margin>` | ``1.0`` |
+-------------------------------------------------+---------------------------------------------------------------------+----------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`two_way<class_Portal_property_two_way>` | ``true`` |
+-------------------------------------------------+---------------------------------------------------------------------+----------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`use_default_margin<class_Portal_property_use_default_margin>` | ``true`` |
+-------------------------------------------------+---------------------------------------------------------------------+----------------------------------------------------+
Methods
-------
+------+---------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_point<class_Portal_method_set_point>` **(** :ref:`int<class_int>` index, :ref:`Vector2<class_Vector2>` position **)** |
+------+---------------------------------------------------------------------------------------------------------------------------------+
Property Descriptions
---------------------
.. _class_Portal_property_linked_room:
- :ref:`NodePath<class_NodePath>` **linked_room**
+-----------+------------------------+
| *Default* | ``NodePath("")`` |
+-----------+------------------------+
| *Setter* | set_linked_room(value) |
+-----------+------------------------+
| *Getter* | get_linked_room() |
+-----------+------------------------+
This is a shortcut for setting the linked :ref:`Room<class_Room>` in the name of the ``Portal`` (the name is used during conversion).
----
.. _class_Portal_property_points:
- :ref:`PoolVector2Array<class_PoolVector2Array>` **points**
+-----------+----------------------------------------------------+
| *Default* | ``PoolVector2Array( 1, -1, 1, 1, -1, 1, -1, -1 )`` |
+-----------+----------------------------------------------------+
| *Setter* | set_points(value) |
+-----------+----------------------------------------------------+
| *Getter* | get_points() |
+-----------+----------------------------------------------------+
The points defining the shape of the ``Portal`` polygon (which should be convex).
These are defined in 2D, with ``0,0`` being the origin of the ``Portal`` node's :ref:`Spatial.global_transform<class_Spatial_property_global_transform>`.
**Note:** These raw points are sanitized for winding order internally.
----
.. _class_Portal_property_portal_active:
- :ref:`bool<class_bool>` **portal_active**
+-----------+--------------------------+
| *Default* | ``true`` |
+-----------+--------------------------+
| *Setter* | set_portal_active(value) |
+-----------+--------------------------+
| *Getter* | get_portal_active() |
+-----------+--------------------------+
Visibility through ``Portal``\ s can be turned on and off at runtime - this is useful for having closable doors.
----
.. _class_Portal_property_portal_margin:
- :ref:`float<class_float>` **portal_margin**
+-----------+--------------------------+
| *Default* | ``1.0`` |
+-----------+--------------------------+
| *Setter* | set_portal_margin(value) |
+-----------+--------------------------+
| *Getter* | get_portal_margin() |
+-----------+--------------------------+
Some objects are so big that they may be present in more than one :ref:`Room<class_Room>` ('sprawling'). As we often don't want objects that \*just\* breach the edges to be assigned to neighbouring rooms, you can assign an extra margin through the ``Portal`` to allow objects to breach without sprawling.
----
.. _class_Portal_property_two_way:
- :ref:`bool<class_bool>` **two_way**
+-----------+--------------------+
| *Default* | ``true`` |
+-----------+--------------------+
| *Setter* | set_two_way(value) |
+-----------+--------------------+
| *Getter* | is_two_way() |
+-----------+--------------------+
Portals default to being two way - see through in both directions, however you can make them one way, visible from the source room only.
----
.. _class_Portal_property_use_default_margin:
- :ref:`bool<class_bool>` **use_default_margin**
+-----------+-------------------------------+
| *Default* | ``true`` |
+-----------+-------------------------------+
| *Setter* | set_use_default_margin(value) |
+-----------+-------------------------------+
| *Getter* | get_use_default_margin() |
+-----------+-------------------------------+
In most cases you will want to use the default ``Portal`` margin in your portals (this is set in the :ref:`RoomManager<class_RoomManager>`).
If you want to override this default, set this value to ``false``, and the local :ref:`portal_margin<class_Portal_property_portal_margin>` will take effect.
Method Descriptions
-------------------
.. _class_Portal_method_set_point:
- void **set_point** **(** :ref:`int<class_int>` index, :ref:`Vector2<class_Vector2>` position **)**
Sets individual points. Primarily for use by the editor.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`