doc: Sync classref with current source

This commit is contained in:
Rémi Verschelde 2019-11-08 08:33:48 +01:00
parent e4d734725a
commit 1f76229378
14 changed files with 103 additions and 25 deletions

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@ -176,6 +176,14 @@
Returns [code]true[/code] if the [AABB] intersects the line segment between [code]from[/code] and [code]to[/code].
</description>
</method>
<method name="is_equal_approx">
<return type="bool">
</return>
<argument index="0" name="aabb" type="AABB">
</argument>
<description>
</description>
</method>
<method name="merge">
<return type="AABB">
</return>

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@ -151,6 +151,14 @@
[/codeblock]
</description>
</method>
<method name="is_equal_approx">
<return type="bool">
</return>
<argument index="0" name="color" type="Color">
</argument>
<description>
</description>
</method>
<method name="lightened">
<return type="Color">
</return>

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@ -12,16 +12,16 @@
<methods>
</methods>
<members>
<member name="pressure" type="float" setter="set_pressure" getter="get_pressure" default="0.0">
Represents the pressure the user puts on the pen. Ranges from [code]0.0[/code] to [code]1.0[/code].
</member>
<member name="relative" type="Vector2" setter="set_relative" getter="get_relative" default="Vector2( 0, 0 )">
The mouse position relative to the previous position (position at the last frame).
</member>
<member name="speed" type="Vector2" setter="set_speed" getter="get_speed" default="Vector2( 0, 0 )">
The mouse speed in pixels per second.
</member>
<member name="pressure" type="float" setter="set_pressure" getter="get_pressure">
Represents the pressure the user puts on the pen. Ranges from [code]0.0[/code] to [code]1.0[/code].
</member>
<member name="tilt" type="Vector2" setter="set_tilt" getter="get_tilt">
<member name="tilt" type="Vector2" setter="set_tilt" getter="get_tilt" default="Vector2( 0, 0 )">
Represents the angles of tilt of the pen. Positive X-coordinate value indicates a tilt to the right. Positive Y-coordinate value indicates a tilt toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both axes.
</member>
</members>

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@ -116,6 +116,14 @@
Returns the intersection point of a segment from position [code]begin[/code] to position [code]end[/code] with this plane. If no intersection is found, [code]null[/code] is returned.
</description>
</method>
<method name="is_equal_approx">
<return type="bool">
</return>
<argument index="0" name="plane" type="Plane">
</argument>
<description>
</description>
</method>
<method name="is_point_over">
<return type="bool">
</return>

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@ -94,6 +94,14 @@
Returns the inverse of the quaternion.
</description>
</method>
<method name="is_equal_approx">
<return type="bool">
</return>
<argument index="0" name="quat" type="Quat">
</argument>
<description>
</description>
</method>
<method name="is_normalized">
<return type="bool">
</return>

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@ -137,6 +137,14 @@
Returns [code]true[/code] if the [Rect2] overlaps with another.
</description>
</method>
<method name="is_equal_approx">
<return type="bool">
</return>
<argument index="0" name="rect" type="Rect2">
</argument>
<description>
</description>
</method>
<method name="merge">
<return type="Rect2">
</return>

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@ -77,9 +77,6 @@
</method>
</methods>
<members>
<member name="ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="false">
If [code]true[/code], the [SoftBody] will respond to [RayCast]s.
</member>
<member name="areaAngular_stiffness" type="float" setter="set_areaAngular_stiffness" getter="get_areaAngular_stiffness" default="0.5">
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
@ -103,6 +100,9 @@
</member>
<member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient" default="0.0">
</member>
<member name="ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true">
If [code]true[/code], the [SoftBody] will respond to [RayCast]s.
</member>
<member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision" default="5">
Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
</member>

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@ -310,11 +310,11 @@
<argument index="3" name="from_column" type="int">
</argument>
<description>
Perform a search inside the text. Search flags can be specified in the [code]SEARCH_*[/code] enum.
Returns an empty [code]PoolIntArray[/code] if no result was found. Otherwise, the result line and column can be accessed at indices specified in the [code]SEARCH_RESULT_*[/code] enum, e.g:
Perform a search inside the text. Search flags can be specified in the [enum SearchFlags] enum.
Returns an empty [code]PoolIntArray[/code] if no result was found. Otherwise, the result line and column can be accessed at indices specified in the [enum SearchResult] enum, e.g:
[codeblock]
var result = search(key, flags, line, column)
if result.size() > 0:
if result.size() &gt; 0:
# result found
var res_line = result[TextEdit.SEARCH_RESULT_LINE]
var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]
@ -513,13 +513,13 @@
Search from end to beginning.
</constant>
<constant name="SEARCH_RESULT_COLUMN" value="0" enum="SearchResult">
Used to access the result column from [member search].
Used to access the result column from [method search].
</constant>
<constant name="SEARCH_RESULT_LINE" value="1" enum="SearchResult">
Used to access the result line from [member search].
Used to access the result line from [method search].
</constant>
<constant name="MENU_CUT" value="0" enum="MenuItems">
Cuts (Copies and clears) the selected text.
Cuts (copies and clears) the selected text.
</constant>
<constant name="MENU_COPY" value="1" enum="MenuItems">
Copies the selected text.

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@ -89,6 +89,14 @@
Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use affine_inverse for transforms with scaling).
</description>
</method>
<method name="is_equal_approx">
<return type="bool">
</return>
<argument index="0" name="transform" type="Transform">
</argument>
<description>
</description>
</method>
<method name="looking_at">
<return type="Transform">
</return>

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@ -106,6 +106,14 @@
Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use affine_inverse for transforms with scaling).
</description>
</method>
<method name="is_equal_approx">
<return type="bool">
</return>
<argument index="0" name="transform" type="Transform2D">
</argument>
<description>
</description>
</method>
<method name="orthonormalized">
<return type="Transform2D">
</return>

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@ -17,21 +17,21 @@
- VisualScript tracks properties inside Variants as well, but it also uses static typing. The GUI interface enforces that properties have a particular type that doesn't change over time.
- C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept.
- The statically-typed language NativeScript C++ does not define a built-in Variant-like class. Godot's GDNative bindings provide their own godot::Variant class for users; Any point at which the C++ code starts interacting with the Godot runtime is a place where you might have to start wrapping data inside Variant objects.
The global [member @GDScript.typeof] function returns the enumerated value of the Variant type stored in the current variable. These correspond to [code]TYPE_*[/code] constants in the [@GlobalScope] docs.
The global [method @GDScript.typeof] function returns the enumerated value of the Variant type stored in the current variable. These correspond to [code]TYPE_*[/code] constants in the [@GlobalScope] docs.
[codeblock]
var foo = 2
match typeof(foo):
TYPE_NIL:
print("foo is null!")
TYPE_INTEGER:
print("foo is an integer!")
TYPE_OBJECT:
# Note that Objects are their own special category.
# To get the name of the underlying Object type, you need the `get_class()` method.
print("foo is a(n) %s" % foo.get_class()) # inject the class name into a formatted string.
# Note also that there is not yet any way to get a script's `class_name` string easily.
# To fetch that value, you need to dig deeply into a hidden ProjectSettings setting: an Array of Dictionaries called "_global_script_classes".
# Open your project.godot file to see it up close.
TYPE_NIL:
print("foo is null")
TYPE_INTEGER:
print("foo is an integer")
TYPE_OBJECT:
# Note that Objects are their own special category.
# To get the name of the underlying Object type, you need the `get_class()` method.
print("foo is a(n) %s" % foo.get_class()) # inject the class name into a formatted string.
# Note also that there is not yet any way to get a script's `class_name` string easily.
# To fetch that value, you need to dig deeply into a hidden ProjectSettings setting: an Array of Dictionaries called "_global_script_classes".
# Open your project.godot file to see it up close.
[/codeblock]
A Variant takes up only 20 bytes and can store almost any engine datatype inside of it. Variants are rarely used to hold information for long periods of time. Instead, they are used mainly for communication, editing, serialization and moving data around.
Godot has specifically invested in making its Variant class as flexible as possible; so much so that it is used for a multitude of operations to facilitate communication between all of Godot's systems.

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@ -153,6 +153,14 @@
Returns the vector with all components rounded down.
</description>
</method>
<method name="is_equal_approx">
<return type="bool">
</return>
<argument index="0" name="v" type="Vector2">
</argument>
<description>
</description>
</method>
<method name="is_normalized">
<return type="bool">
</return>

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@ -129,6 +129,14 @@
Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / v.x, 1.0 / v.y, 1.0 / v.z )[/code].
</description>
</method>
<method name="is_equal_approx">
<return type="bool">
</return>
<argument index="0" name="v" type="Vector3">
</argument>
<description>
</description>
</method>
<method name="is_normalized">
<return type="bool">
</return>

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@ -7,6 +7,12 @@
<tutorials>
</tutorials>
<methods>
<method name="get_input_real_name" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
</methods>
<members>
<member name="default_input_values" type="Array" setter="_set_default_input_values" getter="_get_default_input_values" override="true" default="[ ]" />