diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/Camera3D.xml | 3 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 3 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 28 | ||||
-rw-r--r-- | doc/classes/RootMotionView.xml | 12 | ||||
-rw-r--r-- | doc/classes/Transform2D.xml | 46 | ||||
-rw-r--r-- | doc/classes/Transform3D.xml | 49 |
6 files changed, 120 insertions, 21 deletions
diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml index 3aedbbd1e6..5595abc02a 100644 --- a/doc/classes/Camera3D.xml +++ b/doc/classes/Camera3D.xml @@ -113,7 +113,7 @@ <argument index="2" name="z_near" type="float" /> <argument index="3" name="z_far" type="float" /> <description> - Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units. + Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units. See also [member frustum_offset]. </description> </method> <method name="set_orthogonal"> @@ -179,6 +179,7 @@ </member> <member name="frustum_offset" type="Vector2" setter="set_frustum_offset" getter="get_frustum_offset" default="Vector2(0, 0)"> The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-shearing[/url]. + [b]Note:[/b] Only effective if [member projection] is [constant PROJECTION_FRUSTUM]. </member> <member name="h_offset" type="float" setter="set_h_offset" getter="get_h_offset" default="0.0"> The horizontal (X) offset of the camera viewport. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index b1e3d2f628..ae0ec64c27 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1962,9 +1962,11 @@ Lower-end override for [member rendering/shadows/positional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support. </member> <member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3"> + The filtering quality to use for [Decal] nodes. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level]. </member> <member name="rendering/textures/default_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2"> Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled. + The anisotropic filtering level also affects decals and light projectors if they are configured to use anisotropic filtering. See [member rendering/textures/decals/filter] and [member rendering/textures/light_projectors/filter]. [b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time. </member> <member name="rendering/textures/default_filters/texture_mipmap_bias" type="float" setter="" getter="" default="0.0"> @@ -1977,6 +1979,7 @@ [b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time. </member> <member name="rendering/textures/light_projectors/filter" type="int" setter="" getter="" default="3"> + The filtering quality to use for [OmniLight3D] and [SpotLight3D] projectors. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level]. </member> <member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP. diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 9616ab3515..9a398b1f33 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -3747,14 +3747,22 @@ Use [Transform3D] to store MultiMesh transform. </constant> <constant name="LIGHT_PROJECTOR_FILTER_NEAREST" value="0" enum="LightProjectorFilter"> + Nearest-neighbor filter for light projectors (use for pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps. </constant> - <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS" value="1" enum="LightProjectorFilter"> + <constant name="LIGHT_PROJECTOR_FILTER_LINEAR" value="1" enum="LightProjectorFilter"> + Linear filter for light projectors (use for non-pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps. </constant> - <constant name="LIGHT_PROJECTOR_FILTER_LINEAR" value="2" enum="LightProjectorFilter"> + <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS" value="2" enum="LightProjectorFilter"> + Nearest-neighbor filter for light projectors (use for pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps. </constant> <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS" value="3" enum="LightProjectorFilter"> + Linear filter for light projectors (use for non-pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps. </constant> - <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="4" enum="LightProjectorFilter"> + <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC" value="4" enum="LightProjectorFilter"> + Nearest-neighbor filter for light projectors (use for pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. + </constant> + <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="5" enum="LightProjectorFilter"> + Linear filter for light projectors (use for non-pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. </constant> <constant name="LIGHT_DIRECTIONAL" value="0" enum="LightType"> Is a directional (sun) light. @@ -3896,14 +3904,22 @@ <constant name="DECAL_TEXTURE_MAX" value="4" enum="DecalTexture"> </constant> <constant name="DECAL_FILTER_NEAREST" value="0" enum="DecalFilter"> + Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps. </constant> - <constant name="DECAL_FILTER_NEAREST_MIPMAPS" value="1" enum="DecalFilter"> + <constant name="DECAL_FILTER_LINEAR" value="1" enum="DecalFilter"> + Linear filter for decals (use for non-pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps. </constant> - <constant name="DECAL_FILTER_LINEAR" value="2" enum="DecalFilter"> + <constant name="DECAL_FILTER_NEAREST_MIPMAPS" value="2" enum="DecalFilter"> + Nearest-neighbor filter for decals (use for pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps. </constant> <constant name="DECAL_FILTER_LINEAR_MIPMAPS" value="3" enum="DecalFilter"> + Linear filter for decals (use for non-pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps. + </constant> + <constant name="DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC" value="4" enum="DecalFilter"> + Nearest-neighbor filter for decals (use for pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. </constant> - <constant name="DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="4" enum="DecalFilter"> + <constant name="DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="5" enum="DecalFilter"> + Linear filter for decals (use for non-pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. </constant> <constant name="VOXEL_GI_QUALITY_LOW" value="0" enum="VoxelGIQuality"> </constant> diff --git a/doc/classes/RootMotionView.xml b/doc/classes/RootMotionView.xml index 88b8f2cd03..3f3b00e2cb 100644 --- a/doc/classes/RootMotionView.xml +++ b/doc/classes/RootMotionView.xml @@ -5,25 +5,25 @@ </brief_description> <description> [i]Root motion[/i] refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also [AnimationTree]. - [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project, and will also be converted to a plain [Node] in the running project. This means a script attached to a [RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of [code]extends RootMotionView[/code]. Additionally, it must not be a [code]@tool[/code] script. + [b]Note:[/b] [RootMotionView] is only visible in the editor. It will be hidden automatically in the running project. </description> <tutorials> <link title="Using AnimationTree - Root motion">$DOCS_URL/tutorials/animation/animation_tree.html#root-motion</link> </tutorials> <members> - <member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path"> + <member name="animation_path" type="NodePath" setter="set_animation_path" getter="get_animation_path" default="NodePath("")"> Path to an [AnimationTree] node to use as a basis for root motion. </member> - <member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size"> + <member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="1.0"> The grid's cell size in 3D units. </member> - <member name="color" type="Color" setter="set_color" getter="get_color"> + <member name="color" type="Color" setter="set_color" getter="get_color" default="Color(0.5, 0.5, 1, 1)"> The grid's color. </member> - <member name="radius" type="float" setter="set_radius" getter="get_radius"> + <member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0"> The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this [member radius] is reached. </member> - <member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y"> + <member name="zero_y" type="bool" setter="set_zero_y" getter="get_zero_y" default="true"> If [code]true[/code], the grid's points will all be on the same Y coordinate ([i]local[/i] Y = 0). If [code]false[/code], the points' original Y coordinate is preserved. </member> </members> diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index 924b4cd8e4..9979a73527 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -141,14 +141,40 @@ <return type="Transform2D" /> <argument index="0" name="angle" type="float" /> <description> - Returns a copy of the transform rotated by the given [code]angle[/code] (in radians), using matrix multiplication. + Returns a copy of the transform rotated by the given [code]angle[/code] (in radians). + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code]. + This can be seen as transforming with respect to the global/parent frame. + </description> + </method> + <method name="rotated_local" qualifiers="const"> + <return type="Transform2D" /> + <argument index="0" name="angle" type="float" /> + <description> + Returns a copy of the transform rotated by the given [code]angle[/code] (in radians). + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code]. + This can be seen as transforming with respect to the local frame. </description> </method> <method name="scaled" qualifiers="const"> <return type="Transform2D" /> <argument index="0" name="scale" type="Vector2" /> <description> - Returns a copy of the transform scaled by the given [code]scale[/code] factor, using matrix multiplication. + Returns a copy of the transform scaled by the given [code]scale[/code] factor. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code]. + This can be seen as transforming with respect to the global/parent frame. + </description> + </method> + <method name="scaled_local" qualifiers="const"> + <return type="Transform2D" /> + <argument index="0" name="scale" type="Vector2" /> + <description> + Returns a copy of the transform scaled by the given [code]scale[/code] factor. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code]. + This can be seen as transforming with respect to the local frame. </description> </method> <method name="set_rotation"> @@ -173,12 +199,24 @@ Sets the transform's skew (in radians). </description> </method> + <method name="translated" qualifiers="const"> + <return type="Transform2D" /> + <argument index="0" name="offset" type="Vector2" /> + <description> + Returns a copy of the transform translated by the given [code]offset[/code]. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code]. + This can be seen as transforming with respect to the global/parent frame. + </description> + </method> <method name="translated_local" qualifiers="const"> <return type="Transform2D" /> <argument index="0" name="offset" type="Vector2" /> <description> - Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors. - Unlike [method rotated] and [method scaled], this does not use matrix multiplication. + Returns a copy of the transform translated by the given [code]offset[/code]. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code]. + This can be seen as transforming with respect to the local frame. </description> </method> </methods> diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index de1db718c2..9b673701ae 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -102,14 +102,43 @@ <argument index="0" name="axis" type="Vector3" /> <argument index="1" name="angle" type="float" /> <description> - Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians), using matrix multiplication. The [code]axis[/code] must be a normalized vector. + Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians). + The [code]axis[/code] must be a normalized vector. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code]. + This can be seen as transforming with respect to the global/parent frame. + </description> + </method> + <method name="rotated_local" qualifiers="const"> + <return type="Transform3D" /> + <argument index="0" name="axis" type="Vector3" /> + <argument index="1" name="angle" type="float" /> + <description> + Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians). + The [code]axis[/code] must be a normalized vector. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code]. + This can be seen as transforming with respect to the local frame. </description> </method> <method name="scaled" qualifiers="const"> <return type="Transform3D" /> <argument index="0" name="scale" type="Vector3" /> <description> - Returns a copy of the transform with its basis and origin scaled by the given [code]scale[/code] factor, using matrix multiplication. + Returns a copy of the transform scaled by the given [code]scale[/code] factor. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code]. + This can be seen as transforming with respect to the global/parent frame. + </description> + </method> + <method name="scaled_local" qualifiers="const"> + <return type="Transform3D" /> + <argument index="0" name="scale" type="Vector3" /> + <description> + Returns a copy of the transform scaled by the given [code]scale[/code] factor. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code]. + This can be seen as transforming with respect to the local frame. </description> </method> <method name="spherical_interpolate_with" qualifiers="const"> @@ -120,12 +149,24 @@ Returns a transform spherically interpolated between this transform and another by a given [code]weight[/code] (on the range of 0.0 to 1.0). </description> </method> + <method name="translated" qualifiers="const"> + <return type="Transform3D" /> + <argument index="0" name="offset" type="Vector3" /> + <description> + Returns a copy of the transform translated by the given [code]offset[/code]. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code]. + This can be seen as transforming with respect to the global/parent frame. + </description> + </method> <method name="translated_local" qualifiers="const"> <return type="Transform3D" /> <argument index="0" name="offset" type="Vector3" /> <description> - Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors. - Unlike [method rotated] and [method scaled], this does not use matrix multiplication. + Returns a copy of the transform translated by the given [code]offset[/code]. + This method is an optimized version of multiplying the given transform [code]X[/code] + with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code]. + This can be seen as transforming with respect to the local frame. </description> </method> </methods> |