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authorRémi Verschelde <rverschelde@gmail.com>2020-02-12 09:59:06 +0100
committerRémi Verschelde <rverschelde@gmail.com>2020-02-12 12:37:13 +0100
commit0e3d6257377d9f73520e5ccdb7677fde23be3398 (patch)
tree900f2168fcdaadf1fe3532186bbfef273701fd51 /doc/classes/MultiMesh.xml
parent0c7fc80cc19fe9cd609b145245b1bb70f6a41e2e (diff)
doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion. I manually salvaged many of them but for all the rendering-related ones, an additional pass is needed. Added missing enum bindings in BaseMaterial3D and VisualServer.
Diffstat (limited to 'doc/classes/MultiMesh.xml')
-rw-r--r--doc/classes/MultiMesh.xml50
1 files changed, 15 insertions, 35 deletions
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index 270ac08178..8a4a192ed4 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -57,17 +57,6 @@
Returns the [Transform2D] of a specific instance.
</description>
</method>
- <method name="set_as_bulk_array">
- <return type="void">
- </return>
- <argument index="0" name="array" type="PoolRealArray">
- </argument>
- <description>
- Sets all data related to the instances in one go. This is especially useful when loading the data from disk or preparing the data from GDNative.
- All data is packed in one large float array. An array may look like this: Transform for instance 1, color data for instance 1, custom data for instance 1, transform for instance 2, color data for instance 2, etc...
- [Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, [code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float (4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/code] is stored as 4 floats.
- </description>
- </method>
<method name="set_instance_color">
<return type="void">
</return>
@@ -77,7 +66,7 @@
</argument>
<description>
Sets the color of a specific instance.
- For the color to take effect, ensure that [member color_format] is non-[code]null[/code] on the [MultiMesh] and [member SpatialMaterial.vertex_color_use_as_albedo] is [code]true[/code] on the material.
+ For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material.
</description>
</method>
<method name="set_instance_custom_data">
@@ -88,7 +77,8 @@
<argument index="1" name="custom_data" type="Color">
</argument>
<description>
- Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 floating point numbers. The format of the number can change depending on the [enum CustomDataFormat] used.
+ Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 floating point numbers.
+ For the custom data to be used, ensure that [member use_custom_data] is [code]true[/code].
</description>
</method>
<method name="set_instance_transform">
@@ -115,11 +105,11 @@
</method>
</methods>
<members>
- <member name="color_format" type="int" setter="set_color_format" getter="get_color_format" enum="MultiMesh.ColorFormat" default="0">
- Format of colors in color array that gets passed to shader.
+ <member name="buffer" type="PoolRealArray" setter="set_buffer" getter="get_buffer" default="PoolRealArray( )">
+ </member>
+ <member name="color_array" type="PoolColorArray" setter="_set_color_array" getter="_get_color_array">
</member>
- <member name="custom_data_format" type="int" setter="set_custom_data_format" getter="get_custom_data_format" enum="MultiMesh.CustomDataFormat" default="0">
- Format of custom data in custom data array that gets passed to shader.
+ <member name="custom_data_array" type="PoolColorArray" setter="_set_custom_data_array" getter="_get_custom_data_array">
</member>
<member name="instance_count" type="int" setter="set_instance_count" getter="get_instance_count" default="0">
Number of instances that will get drawn. This clears and (re)sizes the buffers. By default, all instances are drawn but you can limit this with [member visible_instance_count].
@@ -127,9 +117,17 @@
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
Mesh to be drawn.
</member>
+ <member name="transform_2d_array" type="PoolVector2Array" setter="_set_transform_2d_array" getter="_get_transform_2d_array">
+ </member>
+ <member name="transform_array" type="PoolVector3Array" setter="_set_transform_array" getter="_get_transform_array">
+ </member>
<member name="transform_format" type="int" setter="set_transform_format" getter="get_transform_format" enum="MultiMesh.TransformFormat" default="0">
Format of transform used to transform mesh, either 2D or 3D.
</member>
+ <member name="use_colors" type="bool" setter="set_use_colors" getter="is_using_colors" default="false">
+ </member>
+ <member name="use_custom_data" type="bool" setter="set_use_custom_data" getter="is_using_custom_data" default="false">
+ </member>
<member name="visible_instance_count" type="int" setter="set_visible_instance_count" getter="get_visible_instance_count" default="-1">
Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers.
</member>
@@ -141,23 +139,5 @@
<constant name="TRANSFORM_3D" value="1" enum="TransformFormat">
Use this when using 3D transforms.
</constant>
- <constant name="COLOR_NONE" value="0" enum="ColorFormat">
- Use when you are not using per-instance [Color]s.
- </constant>
- <constant name="COLOR_8BIT" value="1" enum="ColorFormat">
- Compress [Color] data into 8 bits when passing to shader. This uses less memory and can be faster, but the [Color] loses precision.
- </constant>
- <constant name="COLOR_FLOAT" value="2" enum="ColorFormat">
- The [Color] passed into [method set_instance_color] will use 4 floats. Use this for highest precision [Color].
- </constant>
- <constant name="CUSTOM_DATA_NONE" value="0" enum="CustomDataFormat">
- Use when you are not using per-instance custom data.
- </constant>
- <constant name="CUSTOM_DATA_8BIT" value="1" enum="CustomDataFormat">
- Compress custom_data into 8 bits when passing to shader. This uses less memory and can be faster, but loses precision and range. Floats packed into 8 bits can only represent values between 0 and 1, numbers outside that range will be clamped.
- </constant>
- <constant name="CUSTOM_DATA_FLOAT" value="2" enum="CustomDataFormat">
- The [Color] passed into [method set_instance_custom_data] will use 4 floats. Use this for highest precision.
- </constant>
</constants>
</class>