Fix *even* more miscellaneous oddities around the class reference
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29 changed files with 66 additions and 64 deletions
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@ -13,7 +13,7 @@
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</tutorials>
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<members>
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<member name="accessor_type" type="int" setter="set_accessor_type" getter="get_accessor_type" enum="GLTFAccessor.GLTFAccessorType" default="0">
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The glTF accessor type as an enum. Possible values are 0 for "SCALAR", 1 for "VEC2", 2 for "VEC3", 3 for "VEC4", 4 for "MAT2", 5 for "MAT3", and 6 for "MAT4".
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The glTF accessor type, as an enum.
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</member>
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<member name="buffer_view" type="int" setter="set_buffer_view" getter="get_buffer_view" default="-1">
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The index of the buffer view this accessor is referencing. If [code]-1[/code], this accessor is not referencing any buffer view.
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@ -55,7 +55,7 @@
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The offset relative to the start of the bufferView in bytes.
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</member>
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<member name="type" type="int" setter="set_type" getter="get_type" deprecated="Use [member accessor_type] instead.">
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The glTF accessor type as an enum. Use [member accessor_type] instead.
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The glTF accessor type, as an [int]. Possible values are [code]0[/code] for "SCALAR", [code]1[/code] for "VEC2", [code]2[/code] for "VEC3", [code]3[/code] for "VEC4", [code]4[/code] for "MAT2", [code]5[/code] for "MAT3", and [code]6[/code] for "MAT4".
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</member>
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</members>
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<constants>
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@ -71,7 +71,7 @@
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At this angle, the light drops off to zero brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. If this angle is a half turn, then the spotlight emits in all directions. When creating a Godot [SpotLight3D], the outer cone angle is used as the angle of the spotlight.
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</member>
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<member name="range" type="float" setter="set_range" getter="get_range" default="inf">
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The range of the light, beyond which the light has no effect. glTF lights with no range defined behave like physical lights (which have infinite range). When creating a Godot light, the range is clamped to 4096.
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The range of the light, beyond which the light has no effect. glTF lights with no range defined behave like physical lights (which have infinite range). When creating a Godot light, the range is clamped to [code]4096.0[/code].
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</member>
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</members>
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</class>
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@ -48,7 +48,7 @@
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</methods>
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<members>
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<member name="camera" type="int" setter="set_camera" getter="get_camera" default="-1">
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If this glTF node is a camera, the index of the [GLTFCamera] in the [GLTFState] that describes the camera's properties. If -1, this node is not a camera.
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If this glTF node is a camera, the index of the [GLTFCamera] in the [GLTFState] that describes the camera's properties. If [code]-1[/code], this node is not a camera.
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</member>
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<member name="children" type="PackedInt32Array" setter="set_children" getter="get_children" default="PackedInt32Array()">
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The indices of the child nodes in the [GLTFState]. If this glTF node has no children, this will be an empty array.
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@ -43,7 +43,9 @@
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The angular velocity of the physics body, in radians per second. This is only used when the body type is "rigid" or "vehicle".
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</member>
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<member name="body_type" type="String" setter="set_body_type" getter="get_body_type" default=""rigid"">
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The type of the body. When importing, this controls what type of [CollisionObject3D] node Godot should generate. Valid values are "static", "animatable", "character", "rigid", "vehicle", and "trigger". When exporting, this will be squashed down to one of "static", "kinematic", or "dynamic" motion types, or the "trigger" property.
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The type of the body.
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When importing, this controls what type of [CollisionObject3D] node Godot should generate. Valid values are [code]"static"[/code], [code]"animatable"[/code], [code]"character"[/code], [code]"rigid"[/code], [code]"vehicle"[/code], and [code]"trigger"[/code].
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When exporting, this will be squashed down to one of [code]"static"[/code], [code]"kinematic"[/code], or [code]"dynamic"[/code] motion types, or the [code]"trigger"[/code] property.
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</member>
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<member name="center_of_mass" type="Vector3" setter="set_center_of_mass" getter="get_center_of_mass" default="Vector3(0, 0, 0)">
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The center of mass of the body, in meters. This is in local space relative to the body. By default, the center of the mass is the body's origin.
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@ -56,26 +56,26 @@
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</methods>
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<members>
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<member name="height" type="float" setter="set_height" getter="get_height" default="2.0">
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The height of the shape, in meters. This is only used when the shape type is "capsule" or "cylinder". This value should not be negative, and for "capsule" it should be at least twice the radius.
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The height of the shape, in meters. This is only used when the shape type is [code]"capsule"[/code] or [code]"cylinder"[/code]. This value should not be negative, and for [code]"capsule"[/code] it should be at least twice the radius.
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</member>
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<member name="importer_mesh" type="ImporterMesh" setter="set_importer_mesh" getter="get_importer_mesh">
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The [ImporterMesh] resource of the shape. This is only used when the shape type is "hull" (convex hull) or "trimesh" (concave trimesh).
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The [ImporterMesh] resource of the shape. This is only used when the shape type is [code]"hull"[/code] (convex hull) or [code]"trimesh"[/code] (concave trimesh).
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</member>
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<member name="is_trigger" type="bool" setter="set_is_trigger" getter="get_is_trigger" default="false">
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If [code]true[/code], indicates that this shape is a trigger. For Godot, this means that the shape should be a child of an Area3D node.
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If [code]true[/code], indicates that this shape is a trigger. For Godot, this means that the shape should be a child of an [Area3D] node.
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This is the only variable not used in the [method to_node] method, it's intended to be used alongside when deciding where to add the generated node as a child.
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</member>
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<member name="mesh_index" type="int" setter="set_mesh_index" getter="get_mesh_index" default="-1">
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The index of the shape's mesh in the glTF file. This is only used when the shape type is "hull" (convex hull) or "trimesh" (concave trimesh).
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The index of the shape's mesh in the glTF file. This is only used when the shape type is [code]"hull"[/code] (convex hull) or [code]"trimesh"[/code] (concave trimesh).
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</member>
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<member name="radius" type="float" setter="set_radius" getter="get_radius" default="0.5">
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The radius of the shape, in meters. This is only used when the shape type is "capsule", "cylinder", or "sphere". This value should not be negative.
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The radius of the shape, in meters. This is only used when the shape type is [code]"capsule"[/code], [code]"cylinder"[/code], or [code]"sphere"[/code]. This value should not be negative.
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</member>
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<member name="shape_type" type="String" setter="set_shape_type" getter="get_shape_type" default="""">
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The type of shape this shape represents. Valid values are "box", "capsule", "cylinder", "sphere", "hull", and "trimesh".
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The type of shape this shape represents. Valid values are [code]"box"[/code], [code]"capsule"[/code], [code]"cylinder"[/code], [code]"sphere"[/code], [code]"hull"[/code], and [code]"trimesh"[/code].
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</member>
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<member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(1, 1, 1)">
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The size of the shape, in meters. This is only used when the shape type is "box", and it represents the "diameter" of the box. This value should not be negative.
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The size of the shape, in meters. This is only used when the shape type is [code]"box"[/code], and it represents the [code]"diameter"[/code] of the box. This value should not be negative.
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</member>
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</members>
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</class>
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@ -25,7 +25,7 @@
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<param index="0" name="data" type="PackedByteArray" />
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<param index="1" name="deduplication" type="bool" />
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<description>
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Appends the given byte array data to the buffers and creates a [GLTFBufferView] for it. The index of the destination [GLTFBufferView] is returned. If [param deduplication] is [code]true[/code], the buffers will first be searched for duplicate data, otherwise new bytes will always be appended.
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Appends the given byte array [param data] to the buffers and creates a [GLTFBufferView] for it. The index of the destination [GLTFBufferView] is returned. If [param deduplication] is [code]true[/code], the buffers are first searched for duplicate data, otherwise new bytes are always appended.
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</description>
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</method>
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<method name="append_gltf_node">
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