summaryrefslogtreecommitdiff
path: root/doc/classes
diff options
context:
space:
mode:
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/ArrayMesh.xml2
-rw-r--r--doc/classes/CharacterBody3D.xml4
-rw-r--r--doc/classes/CollisionObject2D.xml7
-rw-r--r--doc/classes/CollisionObject3D.xml7
-rw-r--r--doc/classes/Decal.xml15
-rw-r--r--doc/classes/ImporterMesh.xml2
-rw-r--r--doc/classes/MeshInstance3D.xml2
7 files changed, 24 insertions, 15 deletions
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index 0f2dd6587a..f5c799d4de 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -67,7 +67,7 @@
<description>
Creates a new surface.
Surfaces are created to be rendered using a [code]primitive[/code], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface.
- The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used.
+ The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used.
</description>
</method>
<method name="clear_blend_shapes">
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index 6c5cd62fe1..795bd7a429 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -159,10 +159,10 @@
Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
</member>
<member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295">
- Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity.
+ Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all floor bodies are detected and propagate their velocity.
</member>
<member name="moving_platform_wall_layers" type="int" setter="set_moving_platform_wall_layers" getter="get_moving_platform_wall_layers" default="0">
- Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all wall bodies are ignored.
+ Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all wall bodies are ignored.
</member>
<member name="slide_on_ceiling" type="bool" setter="set_slide_on_ceiling_enabled" getter="is_slide_on_ceiling_enabled" default="true">
If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically.
diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml
index 5d025985cc..95d99855f6 100644
--- a/doc/classes/CollisionObject2D.xml
+++ b/doc/classes/CollisionObject2D.xml
@@ -16,7 +16,8 @@
<argument index="1" name="event" type="InputEvent" />
<argument index="2" name="shape_idx" type="int" />
<description>
- Accepts unhandled [InputEvent]s. Requires [member input_pickable] to be [code]true[/code]. [code]shape_idx[/code] is the child index of the clicked [Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up these events.
+ Accepts unhandled [InputEvent]s. [code]shape_idx[/code] is the child index of the clicked [Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up these events.
+ [b]Note:[/b] [method _input_event] requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
</description>
</method>
<method name="create_shape_owner">
@@ -218,17 +219,19 @@
<argument index="1" name="event" type="InputEvent" />
<argument index="2" name="shape_idx" type="int" />
<description>
- Emitted when an input event occurs. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set. See [method _input_event] for details.
+ Emitted when an input event occurs. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. See [method _input_event] for details.
</description>
</signal>
<signal name="mouse_entered">
<description>
Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted.
+ [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
</description>
</signal>
<signal name="mouse_exited">
<description>
Emitted when the mouse pointer exits all this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted.
+ [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
</description>
</signal>
<signal name="mouse_shape_entered">
diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml
index 2aac5528f4..7284a7e341 100644
--- a/doc/classes/CollisionObject3D.xml
+++ b/doc/classes/CollisionObject3D.xml
@@ -18,6 +18,7 @@
<argument index="4" name="shape_idx" type="int" />
<description>
Receives unhandled [InputEvent]s. [code]position[/code] is the location in world space of the mouse pointer on the surface of the shape with index [code]shape_idx[/code] and [code]normal[/code] is the normal vector of the surface at that point. Connect to the [signal input_event] signal to easily pick up these events.
+ [b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
</description>
</method>
<method name="create_shape_owner">
@@ -199,12 +200,14 @@
</signal>
<signal name="mouse_entered">
<description>
- Emitted when the mouse pointer enters any of this object's shapes.
+ Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
+ [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
</description>
</signal>
<signal name="mouse_exited">
<description>
- Emitted when the mouse pointer exits all this object's shapes.
+ Emitted when the mouse pointer exits all this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
+ [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
</description>
</signal>
</signals>
diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml
index b86104a5e3..3322ab4c66 100644
--- a/doc/classes/Decal.xml
+++ b/doc/classes/Decal.xml
@@ -58,7 +58,7 @@
</methods>
<members>
<member name="albedo_mix" type="float" setter="set_albedo_mix" getter="get_albedo_mix" default="1.0">
- Blends the albedo [Color] of the decal with albedo [Color] of the underlying mesh.
+ Blends the albedo [Color] of the decal with albedo [Color] of the underlying mesh. This can be set to [code]0.0[/code] to create a decal that only affects normal or ORM. In this case, an albedo texture is still required as its alpha channel will determine where the normal and ORM will be overridden. See also [member modulate].
</member>
<member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="1048575">
Specifies which [member VisualInstance3D.layers] this decal will project on. By default, Decals affect all layers. This is used so you can specify which types of objects receive the Decal and which do not. This is especially useful so you can ensure that dynamic objects don't accidentally receive a Decal intended for the terrain under them.
@@ -70,22 +70,23 @@
If [code]true[/code], decals will smoothly fade away when far from the active [Camera3D] starting at [member distance_fade_begin]. The Decal will fade out over [member distance_fade_begin] + [member distance_fade_length], after which it will be culled and not sent to the shader at all. Use this to reduce the number of active Decals in a scene and thus improve performance.
</member>
<member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0">
- The distance over which the Decal fades (in 3D units). The Decal becomes slowly more transparent over this distance and is completely invisible at the end.
+ The distance over which the Decal fades (in 3D units). The Decal becomes slowly more transparent over this distance and is completely invisible at the end. Higher values result in a smoother fade-out transition, which is more suited when the camera moves fast.
</member>
<member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy" default="1.0">
- Energy multiplier for the emission texture. This will make the decal emit light at a higher intensity.
+ Energy multiplier for the emission texture. This will make the decal emit light at a higher or lower intensity, independently of the albedo color. See also [member modulate].
</member>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)">
Sets the size of the [AABB] used by the decal. The AABB goes from [code]-extents[/code] to [code]extents[/code].
</member>
<member name="lower_fade" type="float" setter="set_lower_fade" getter="get_lower_fade" default="0.3">
- Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]).
+ Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). See also [member upper_fade].
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
- Changes the [Color] of the Decal by multiplying it with this value.
+ Changes the [Color] of the Decal by multiplying the albedo and emission colors with this value. The alpha component is only taken into account when multiplying the albedo color, not the emission color. See also [member emission_energy] and [member albedo_mix] to change the emission and albedo intensity independently of each other.
</member>
<member name="normal_fade" type="float" setter="set_normal_fade" getter="get_normal_fade" default="0.0">
Fades the Decal if the angle between the Decal's [AABB] and the target surface becomes too large. A value of [code]0[/code] projects the Decal regardless of angle, a value of [code]1[/code] limits the Decal to surfaces that are nearly perpendicular.
+ [b]Note:[/b] Setting [member normal_fade] to a value greater than [code]0.0[/code] has a small performance cost due to the added normal angle computations.
</member>
<member name="texture_albedo" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] with the base [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
@@ -98,13 +99,15 @@
<member name="texture_normal" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] with the per-pixel normal map for the decal. Use this to add extra detail to decals.
[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
+ [b]Note:[/b] Setting this texture alone will not result in a visible decal, as [member texture_albedo] must also be set. To create a normal-only decal, load an albedo texture into [member texture_albedo] and set [member albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be used to determine where the underlying surface's normal map should be overridden (and its intensity).
</member>
<member name="texture_orm" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] storing ambient occlusion, roughness, and metallic for the decal. Use this to add extra detail to decals.
[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
+ [b]Note:[/b] Setting this texture alone will not result in a visible decal, as [member texture_albedo] must also be set. To create a ORM-only decal, load an albedo texture into [member texture_albedo] and set [member albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be used to determine where the underlying surface's ORM map should be overridden (and its intensity).
</member>
<member name="upper_fade" type="float" setter="set_upper_fade" getter="get_upper_fade" default="0.3">
- Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]).
+ Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). See also [member lower_fade].
</member>
</members>
<constants>
diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml
index 00601cec75..201c0ddd38 100644
--- a/doc/classes/ImporterMesh.xml
+++ b/doc/classes/ImporterMesh.xml
@@ -30,7 +30,7 @@
<description>
Creates a new surface, analogous to [method ArrayMesh.add_surface_from_arrays].
Surfaces are created to be rendered using a [code]primitive[/code], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface.
- The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used.
+ The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used.
</description>
</method>
<method name="clear">
diff --git a/doc/classes/MeshInstance3D.xml b/doc/classes/MeshInstance3D.xml
index f368190a29..24f1f9918b 100644
--- a/doc/classes/MeshInstance3D.xml
+++ b/doc/classes/MeshInstance3D.xml
@@ -4,7 +4,7 @@
Node that instances meshes into a scenario.
</brief_description>
<description>
- MeshInstance3D is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used render 3D geometry and can be used to instance a single [Mesh] in many places. This allows reuse of geometry which can save on resources. When a [Mesh] has to be instantiated more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead.
+ MeshInstance3D is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used render 3D geometry and can be used to instance a single [Mesh] in many places. This allows reusing geometry, which can save on resources. When a [Mesh] has to be instantiated more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead.
</description>
<tutorials>
<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>