Merge pull request #37436 from akien-mga/doc-node-renames

doc: Update classref with node renames
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Rémi Verschelde 2020-03-30 20:32:11 +02:00 committed by GitHub
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203 changed files with 1076 additions and 1095 deletions

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@ -36,8 +36,8 @@
<member name="IP" type="IP" setter="" getter="">
The [IP] singleton.
</member>
<member name="Input" type="Input" setter="" getter="">
The [Input] singleton.
<member name="Input" type="InputFilter" setter="" getter="">
The [InputFilter] singleton.
</member>
<member name="InputMap" type="InputMap" setter="" getter="">
The [InputMap] singleton.
@ -56,14 +56,14 @@
<member name="Marshalls" type="Marshalls" setter="" getter="">
The [Marshalls] singleton.
</member>
<member name="Navigation2DServer" type="Navigation2DServer" setter="" getter="">
The [Navigation2DServer] singleton.
</member>
<member name="NavigationMeshGenerator" type="NavigationMeshGenerator" setter="" getter="">
The [NavigationMeshGenerator] singleton.
</member>
<member name="NavigationServer" type="NavigationServer" setter="" getter="">
The [NavigationServer] singleton.
<member name="NavigationServer2D" type="NavigationServer2D" setter="" getter="">
The [NavigationServer2D] singleton.
</member>
<member name="NavigationServer3D" type="NavigationServer3D" setter="" getter="">
The [NavigationServer2D] singleton.
</member>
<member name="OS" type="OS" setter="" getter="">
The [OS] singleton.
@ -71,15 +71,18 @@
<member name="Performance" type="Performance" setter="" getter="">
The [Performance] singleton.
</member>
<member name="Physics2DServer" type="Physics2DServer" setter="" getter="">
The [Physics2DServer] singleton.
<member name="PhysicsServer2D" type="PhysicsServer2D" setter="" getter="">
The [PhysicsServer2D] singleton.
</member>
<member name="PhysicsServer" type="PhysicsServer" setter="" getter="">
The [PhysicsServer] singleton.
<member name="PhysicsServer3D" type="PhysicsServer3D" setter="" getter="">
The [PhysicsServer3D] singleton.
</member>
<member name="ProjectSettings" type="ProjectSettings" setter="" getter="">
The [ProjectSettings] singleton.
</member>
<member name="RenderingServer" type="RenderingServer" setter="" getter="">
The [RenderingServer] singleton.
</member>
<member name="ResourceLoader" type="ResourceLoader" setter="" getter="">
The [ResourceLoader] singleton.
</member>
@ -92,9 +95,6 @@
<member name="VisualScriptEditor" type="VisualScriptEditor" setter="" getter="">
The [VisualScriptEditor] singleton.
</member>
<member name="VisualServer" type="VisualServer" setter="" getter="">
The [VisualServer] singleton.
</member>
</members>
<constants>
<constant name="MARGIN_LEFT" value="0" enum="Margin">

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRAnchor" inherits="Spatial" version="4.0">
<class name="ARVRAnchor" inherits="Node3D" version="4.0">
<brief_description>
An anchor point in AR space.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRCamera" inherits="Camera" version="4.0">
<class name="ARVRCamera" inherits="Camera3D" version="4.0">
<brief_description>
A camera node with a few overrules for AR/VR applied, such as location tracking.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRController" inherits="Spatial" version="4.0">
<class name="ARVRController" inherits="Node3D" version="4.0">
<brief_description>
A spatial node representing a spatially-tracked controller.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVROrigin" inherits="Spatial" version="4.0">
<class name="ARVROrigin" inherits="Node3D" version="4.0">
<brief_description>
The origin point in AR/VR.
</brief_description>

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@ -69,7 +69,7 @@
<return type="int">
</return>
<description>
Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of the AR/VR eyes to [VisualServer]. The value comes from an internal call to [method OS.get_ticks_usec].
Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of the AR/VR eyes to [RenderingServer]. The value comes from an internal call to [method OS.get_ticks_usec].
</description>
</method>
<method name="get_last_frame_usec">

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimatedSprite" inherits="Node2D" version="4.0">
<class name="AnimatedSprite2D" inherits="Node2D" version="4.0">
<brief_description>
Sprite node that can use multiple textures for animation.
</brief_description>
@ -61,7 +61,7 @@
If [code]true[/code], the [member animation] is currently playing.
</member>
<member name="shininess" type="float" setter="set_shininess" getter="get_shininess" default="1.0">
Strength of the specular light effect of this [AnimatedSprite].
Strength of the specular light effect of this [AnimatedSprite2D].
</member>
<member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color( 1, 1, 1, 1 )">
The color of the specular light effect.

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@ -4,7 +4,7 @@
Proxy texture for simple frame-based animations.
</brief_description>
<description>
[AnimatedTexture] is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike [AnimationPlayer] or [AnimatedSprite], it isn't a [Node], but has the advantage of being usable anywhere a [Texture2D] resource can be used, e.g. in a [TileSet].
[AnimatedTexture] is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a [Node], but has the advantage of being usable anywhere a [Texture2D] resource can be used, e.g. in a [TileSet].
The playback of the animation is controlled by the [member fps] property as well as each frame's optional delay (see [method set_frame_delay]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
[AnimatedTexture] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one. Also, it doesn't support [AtlasTexture]. Each frame needs to be separate image.
</description>
@ -71,7 +71,7 @@
</members>
<constants>
<constant name="MAX_FRAMES" value="256">
The maximum number of frames supported by [AnimatedTexture]. If you need more frames in your animation, use [AnimationPlayer] or [AnimatedSprite].
The maximum number of frames supported by [AnimatedTexture]. If you need more frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D].
</constant>
</constants>
</class>

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@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Area" inherits="CollisionObject" version="4.0">
<class name="Area3D" inherits="CollisionObject3D" version="4.0">
<brief_description>
General-purpose area node for detection and 3D physics influence.
</brief_description>
<description>
3D area that detects [CollisionObject] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
3D area that detects [CollisionObject3D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
</description>
<tutorials>
</tutorials>
@ -31,14 +31,14 @@
<return type="Array">
</return>
<description>
Returns a list of intersecting [Area]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
Returns a list of intersecting [Area3D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
</description>
</method>
<method name="get_overlapping_bodies" qualifiers="const">
<return type="Array">
</return>
<description>
Returns a list of intersecting [PhysicsBody]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
Returns a list of intersecting [PhysicsBody3D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
</description>
</method>
<method name="overlaps_area" qualifiers="const">
@ -47,7 +47,7 @@
<argument index="0" name="area" type="Node">
</argument>
<description>
If [code]true[/code], the given area overlaps the Area.
If [code]true[/code], the given area overlaps the Area3D.
[b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
</description>
</method>
@ -57,9 +57,9 @@
<argument index="0" name="body" type="Node">
</argument>
<description>
If [code]true[/code], the given physics body overlaps the Area.
If [code]true[/code], the given physics body overlaps the Area3D.
[b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
</description>
</method>
<method name="set_collision_layer_bit">
@ -70,7 +70,7 @@
<argument index="1" name="value" type="bool">
</argument>
<description>
Set/clear individual bits on the layer mask. This simplifies editing this [Area]'s layers.
Set/clear individual bits on the layer mask. This simplifies editing this [Area3D]'s layers.
</description>
</method>
<method name="set_collision_mask_bit">
@ -81,7 +81,7 @@
<argument index="1" name="value" type="bool">
</argument>
<description>
Set/clear individual bits on the collision mask. This simplifies editing which [Area] layers this [Area] scans.
Set/clear individual bits on the collision mask. This simplifies editing which [Area3D] layers this [Area3D] scans.
</description>
</method>
</methods>
@ -137,20 +137,20 @@
<member name="reverb_bus_uniformity" type="float" setter="set_reverb_uniformity" getter="get_reverb_uniformity" default="0.0">
The degree to which this area's reverb is a uniform effect. Ranges from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision.
</member>
<member name="space_override" type="int" setter="set_space_override_mode" getter="get_space_override_mode" enum="Area.SpaceOverride" default="0">
<member name="space_override" type="int" setter="set_space_override_mode" getter="get_space_override_mode" enum="Area3D.SpaceOverride" default="0">
Override mode for gravity and damping calculations within this area. See [enum SpaceOverride] for possible values.
</member>
</members>
<signals>
<signal name="area_entered">
<argument index="0" name="area" type="Area">
<argument index="0" name="area" type="Area3D">
</argument>
<description>
Emitted when another area enters.
</description>
</signal>
<signal name="area_exited">
<argument index="0" name="area" type="Area">
<argument index="0" name="area" type="Area3D">
</argument>
<description>
Emitted when another area exits.
@ -159,7 +159,7 @@
<signal name="area_shape_entered">
<argument index="0" name="area_id" type="int">
</argument>
<argument index="1" name="area" type="Area">
<argument index="1" name="area" type="Area3D">
</argument>
<argument index="2" name="area_shape" type="int">
</argument>
@ -172,7 +172,7 @@
<signal name="area_shape_exited">
<argument index="0" name="area_id" type="int">
</argument>
<argument index="1" name="area" type="Area">
<argument index="1" name="area" type="Area3D">
</argument>
<argument index="2" name="area_shape" type="int">
</argument>
@ -187,7 +187,7 @@
</argument>
<description>
Emitted when a physics body enters.
The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
</description>
</signal>
<signal name="body_exited">
@ -195,7 +195,7 @@
</argument>
<description>
Emitted when a physics body exits.
The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
</description>
</signal>
<signal name="body_shape_entered">
@ -209,7 +209,7 @@
</argument>
<description>
Emitted when a physics body enters, reporting which shapes overlapped.
The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
</description>
</signal>
<signal name="body_shape_exited">
@ -223,7 +223,7 @@
</argument>
<description>
Emitted when a physics body exits, reporting which shapes were overlapping.
The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
</description>
</signal>
</signals>

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@ -18,10 +18,10 @@
arrays[ArrayMesh.ARRAY_VERTEX] = vertices
# Create the Mesh.
arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
var m = MeshInstance.new()
var m = MeshInstance3D.new()
m.mesh = arr_mesh
[/codeblock]
The [MeshInstance] is ready to be added to the [SceneTree] to be shown.
The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamPlayer3D" inherits="Spatial" version="4.0">
<class name="AudioStreamPlayer3D" inherits="Node3D" version="4.0">
<brief_description>
Plays 3D sound in 3D space.
</brief_description>

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@ -634,8 +634,8 @@
The object's X axis will always face the camera.
</constant>
<constant name="BILLBOARD_PARTICLES" value="3" enum="BillboardMode">
Used for particle systems when assigned to [Particles] and [CPUParticles] nodes. Enables [code]particles_anim_*[/code] properties.
The [member ParticlesMaterial.anim_speed] or [member CPUParticles.anim_speed] should also be set to a positive value for the animation to play.
Used for particle systems when assigned to [GPUParticles3D] and [CPUParticles3D] nodes. Enables [code]particles_anim_*[/code] properties.
The [member ParticlesMaterial.anim_speed] or [member CPUParticles3D.anim_speed] should also be set to a positive value for the animation to play.
</constant>
<constant name="TEXTURE_CHANNEL_RED" value="0" enum="TextureChannel">
Used to read from the red channel of a texture.

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@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="BoneAttachment" inherits="Spatial" version="4.0">
<class name="BoneAttachment3D" inherits="Node3D" version="4.0">
<brief_description>
A node that will attach to a bone.
</brief_description>
<description>
This node must be the child of a [Skeleton] node. You can then select a bone for this node to attach to. The BoneAttachment node will copy the transform of the selected bone.
This node must be the child of a [Skeleton3D] node. You can then select a bone for this node to attach to. The BoneAttachment3D node will copy the transform of the selected bone.
</description>
<tutorials>
</tutorials>

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@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="BoxShape" inherits="Shape" version="4.0">
<class name="BoxShape3D" inherits="Shape3D" version="4.0">
<brief_description>
Box shape resource.
</brief_description>
<description>
3D box shape that can be a child of a [PhysicsBody] or [Area].
3D box shape that can be a child of a [PhysicsBody3D] or [Area3D].
</description>
<tutorials>
</tutorials>

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@ -5,7 +5,7 @@
</brief_description>
<description>
CPU-based 2D particle node used to create a variety of particle systems and effects.
See also [Particles2D], which provides the same functionality with hardware acceleration, but may not run on older devices.
See also [GPUParticles2D], which provides the same functionality with hardware acceleration, but may not run on older devices.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link>
@ -17,7 +17,7 @@
<argument index="0" name="particles" type="Node">
</argument>
<description>
Sets this node's properties to match a given [Particles2D] node with an assigned [ParticlesMaterial].
Sets this node's properties to match a given [GPUParticles2D] node with an assigned [ParticlesMaterial].
</description>
</method>
<method name="get_param" qualifiers="const">

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@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CPUParticles" inherits="GeometryInstance" version="4.0">
<class name="CPUParticles3D" inherits="GeometryInstance3D" version="4.0">
<brief_description>
CPU-based 3D particle emitter.
</brief_description>
<description>
CPU-based 3D particle node used to create a variety of particle systems and effects.
See also [Particles], which provides the same functionality with hardware acceleration, but may not run on older devices.
See also [GPUParticles3D], which provides the same functionality with hardware acceleration, but may not run on older devices.
</description>
<tutorials>
</tutorials>
@ -16,13 +16,13 @@
<argument index="0" name="particles" type="Node">
</argument>
<description>
Sets this node's properties to match a given [Particles] node with an assigned [ParticlesMaterial].
Sets this node's properties to match a given [GPUParticles3D] node with an assigned [ParticlesMaterial].
</description>
</method>
<method name="get_param" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="param" type="int" enum="CPUParticles.Parameter">
<argument index="0" name="param" type="int" enum="CPUParticles3D.Parameter">
</argument>
<description>
Returns the base value of the parameter specified by [enum Parameter].
@ -31,7 +31,7 @@
<method name="get_param_curve" qualifiers="const">
<return type="Curve">
</return>
<argument index="0" name="param" type="int" enum="CPUParticles.Parameter">
<argument index="0" name="param" type="int" enum="CPUParticles3D.Parameter">
</argument>
<description>
Returns the [Curve] of the parameter specified by [enum Parameter].
@ -40,7 +40,7 @@
<method name="get_param_randomness" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="param" type="int" enum="CPUParticles.Parameter">
<argument index="0" name="param" type="int" enum="CPUParticles3D.Parameter">
</argument>
<description>
Returns the randomness factor of the parameter specified by [enum Parameter].
@ -49,7 +49,7 @@
<method name="get_particle_flag" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="flag" type="int" enum="CPUParticles.Flags">
<argument index="0" name="flag" type="int" enum="CPUParticles3D.Flags">
</argument>
<description>
Returns the enabled state of the given flag (see [enum Flags] for options).
@ -65,7 +65,7 @@
<method name="set_param">
<return type="void">
</return>
<argument index="0" name="param" type="int" enum="CPUParticles.Parameter">
<argument index="0" name="param" type="int" enum="CPUParticles3D.Parameter">
</argument>
<argument index="1" name="value" type="float">
</argument>
@ -76,7 +76,7 @@
<method name="set_param_curve">
<return type="void">
</return>
<argument index="0" name="param" type="int" enum="CPUParticles.Parameter">
<argument index="0" name="param" type="int" enum="CPUParticles3D.Parameter">
</argument>
<argument index="1" name="curve" type="Curve">
</argument>
@ -87,7 +87,7 @@
<method name="set_param_randomness">
<return type="void">
</return>
<argument index="0" name="param" type="int" enum="CPUParticles.Parameter">
<argument index="0" name="param" type="int" enum="CPUParticles3D.Parameter">
</argument>
<argument index="1" name="randomness" type="float">
</argument>
@ -98,7 +98,7 @@
<method name="set_particle_flag">
<return type="void">
</return>
<argument index="0" name="flag" type="int" enum="CPUParticles.Flags">
<argument index="0" name="flag" type="int" enum="CPUParticles3D.Flags">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
@ -165,7 +165,7 @@
<member name="direction" type="Vector3" setter="set_direction" getter="get_direction" default="Vector3( 1, 0, 0 )">
Unit vector specifying the particles' emission direction.
</member>
<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="CPUParticles.DrawOrder" default="0">
<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="CPUParticles3D.DrawOrder" default="0">
Particle draw order. Uses [enum DrawOrder] values.
</member>
<member name="emission_box_extents" type="Vector3" setter="set_emission_box_extents" getter="get_emission_box_extents">
@ -180,7 +180,7 @@
<member name="emission_points" type="PackedVector3Array" setter="set_emission_points" getter="get_emission_points" default="PackedVector3Array( )">
Sets the initial positions to spawn particles when using [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].
</member>
<member name="emission_shape" type="int" setter="set_emission_shape" getter="get_emission_shape" enum="CPUParticles.EmissionShape" default="0">
<member name="emission_shape" type="int" setter="set_emission_shape" getter="get_emission_shape" enum="CPUParticles3D.EmissionShape" default="0">
Particles will be emitted inside this region. See [enum EmissionShape] for possible values.
</member>
<member name="emission_sphere_radius" type="float" setter="set_emission_sphere_radius" getter="get_emission_sphere_radius">

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@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Camera" inherits="Spatial" version="4.0">
<class name="Camera3D" inherits="Node3D" version="4.0">
<brief_description>
Camera node, displays from a point of view.
</brief_description>
<description>
Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest [Viewport] node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport. In other words, a camera just provides 3D display capabilities to a [Viewport], and, without one, a scene registered in that [Viewport] (or higher viewports) can't be displayed.
[Camera3D] is a special node that displays what is visible from its current location. Cameras register themselves in the nearest [Viewport] node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport. In other words, a camera just provides 3D display capabilities to a [Viewport], and, without one, a scene registered in that [Viewport] (or higher viewports) can't be displayed.
</description>
<tutorials>
</tutorials>
@ -22,14 +22,14 @@
<return type="RID">
</return>
<description>
Returns the camera's RID from the [VisualServer].
Returns the camera's RID from the [RenderingServer].
</description>
</method>
<method name="get_camera_transform" qualifiers="const">
<return type="Transform">
</return>
<description>
Gets the camera transform. Subclassed cameras such as [InterpolatedCamera] may provide different transforms than the [Node] transform.
Gets the camera transform. Subclassed cameras such as [ClippedCamera3D] may provide different transforms than the [Node] transform.
</description>
</method>
<method name="get_cull_mask_bit" qualifiers="const">
@ -172,7 +172,7 @@
<member name="current" type="bool" setter="set_current" getter="is_current" default="false">
If [code]true[/code], the ancestor [Viewport] is currently using this camera.
</member>
<member name="doppler_tracking" type="int" setter="set_doppler_tracking" getter="get_doppler_tracking" enum="Camera.DopplerTracking" default="0">
<member name="doppler_tracking" type="int" setter="set_doppler_tracking" getter="get_doppler_tracking" enum="Camera3D.DopplerTracking" default="0">
If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for objects changed in particular [code]_process[/code] methods. See [enum DopplerTracking] for possible values.
</member>
<member name="effects" type="CameraEffects" setter="set_effects" getter="get_effects">
@ -192,13 +192,13 @@
<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.
</member>
<member name="keep_aspect" type="int" setter="set_keep_aspect_mode" getter="get_keep_aspect_mode" enum="Camera.KeepAspect" default="1">
<member name="keep_aspect" type="int" setter="set_keep_aspect_mode" getter="get_keep_aspect_mode" enum="Camera3D.KeepAspect" default="1">
The axis to lock during [member fov]/[member size] adjustments. Can be either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT].
</member>
<member name="near" type="float" setter="set_znear" getter="get_znear" default="0.05">
The distance to the near culling boundary for this camera relative to its local Z axis.
</member>
<member name="projection" type="int" setter="set_projection" getter="get_projection" enum="Camera.Projection" default="0">
<member name="projection" type="int" setter="set_projection" getter="get_projection" enum="Camera3D.Projection" default="0">
The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, objects' Z distance from the camera's local space scales their perceived size.
</member>
<member name="size" type="float" setter="set_size" getter="get_size" default="1.0">

View file

@ -426,7 +426,7 @@
<return type="RID">
</return>
<description>
Returns the canvas item RID used by [VisualServer] for this item.
Returns the canvas item RID used by [RenderingServer] for this item.
</description>
</method>
<method name="get_canvas_transform" qualifiers="const">

View file

@ -18,7 +18,7 @@
The manner in which material reacts to lighting.
</member>
<member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames">
The number of columns in the spritesheet assigned as [Texture2D] for a [Particles2D] or [CPUParticles2D].
The number of columns in the spritesheet assigned as [Texture2D] for a [GPUParticles2D] or [CPUParticles2D].
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
</member>
<member name="particles_anim_loop" type="bool" setter="set_particles_anim_loop" getter="get_particles_anim_loop">
@ -26,11 +26,11 @@
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
</member>
<member name="particles_anim_v_frames" type="int" setter="set_particles_anim_v_frames" getter="get_particles_anim_v_frames">
The number of rows in the spritesheet assigned as [Texture2D] for a [Particles2D] or [CPUParticles2D].
The number of rows in the spritesheet assigned as [Texture2D] for a [GPUParticles2D] or [CPUParticles2D].
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
</member>
<member name="particles_animation" type="bool" setter="set_particles_animation" getter="get_particles_animation" default="false">
If [code]true[/code], enable spritesheet-based animation features when assigned to [Particles2D] and [CPUParticles2D] nodes. The [member ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should also be set to a positive value for the animation to play.
If [code]true[/code], enable spritesheet-based animation features when assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should also be set to a positive value for the animation to play.
This property (and other [code]particles_anim_*[/code] properties that depend on it) has no effect on other types of nodes.
</member>
</members>

View file

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CapsuleShape" inherits="Shape" version="4.0">
<class name="CapsuleShape3D" inherits="Shape3D" version="4.0">
<brief_description>
Capsule shape for collisions.
</brief_description>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ClippedCamera" inherits="Camera" version="4.0">
<class name="ClippedCamera3D" inherits="Camera3D" version="4.0">
<brief_description>
A [Camera] that includes collision.
A [Camera3D] that includes collision.
</brief_description>
<description>
This node extends [Camera] to add collisions with [Area] and/or [PhysicsBody] nodes. The camera cannot move through colliding objects.
This node extends [Camera3D] to add collisions with [Area3D] and/or [PhysicsBody3D] nodes. The camera cannot move through colliding objects.
</description>
<tutorials>
</tutorials>
@ -84,10 +84,10 @@
</methods>
<members>
<member name="clip_to_areas" type="bool" setter="set_clip_to_areas" getter="is_clip_to_areas_enabled" default="false">
If [code]true[/code], the camera stops on contact with [Area]s.
If [code]true[/code], the camera stops on contact with [Area3D]s.
</member>
<member name="clip_to_bodies" type="bool" setter="set_clip_to_bodies" getter="is_clip_to_bodies_enabled" default="true">
If [code]true[/code], the camera stops on contact with [PhysicsBody]s.
If [code]true[/code], the camera stops on contact with [PhysicsBody3D]s.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected.
@ -95,7 +95,7 @@
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
The camera's collision margin. The camera can't get closer than this distance to a colliding object.
</member>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="ClippedCamera.ProcessMode" default="0">
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="ClippedCamera3D.ProcessMode" default="0">
The camera's process callback. See [enum ProcessMode].
</member>
</members>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionObject" inherits="Spatial" version="4.0">
<class name="CollisionObject3D" inherits="Node3D" version="4.0">
<brief_description>
Base node for collision objects.
</brief_description>
<description>
CollisionObject is the base class for physics objects. It can hold any number of collision [Shape]s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods.
CollisionObject3D is the base class for physics objects. It can hold any number of collision [Shape3D]s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject3D can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods.
</description>
<tutorials>
</tutorials>
@ -23,7 +23,7 @@
<argument index="4" name="shape_idx" type="int">
</argument>
<description>
Accepts unhandled [InputEvent]s. [code]click_position[/code] is the clicked location in world space and [code]click_normal[/code] is the normal vector extending from the clicked surface of the [Shape] at [code]shape_idx[/code]. Connect to the [code]input_event[/code] signal to easily pick up these events.
Accepts unhandled [InputEvent]s. [code]click_position[/code] is the clicked location in world space and [code]click_normal[/code] is the normal vector extending from the clicked surface of the [Shape3D] at [code]shape_idx[/code]. Connect to the [code]input_event[/code] signal to easily pick up these events.
</description>
</method>
<method name="create_shape_owner">
@ -81,10 +81,10 @@
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="shape" type="Shape">
<argument index="1" name="shape" type="Shape3D">
</argument>
<description>
Adds a [Shape] to the shape owner.
Adds a [Shape3D] to the shape owner.
</description>
</method>
<method name="shape_owner_clear_shapes">
@ -106,14 +106,14 @@
</description>
</method>
<method name="shape_owner_get_shape" qualifiers="const">
<return type="Shape">
<return type="Shape3D">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="shape_id" type="int">
</argument>
<description>
Returns the [Shape] with the given id from the given shape owner.
Returns the [Shape3D] with the given id from the given shape owner.
</description>
</method>
<method name="shape_owner_get_shape_count" qualifiers="const">
@ -133,7 +133,7 @@
<argument index="1" name="shape_id" type="int">
</argument>
<description>
Returns the child index of the [Shape] with the given id from the given shape owner.
Returns the child index of the [Shape3D] with the given id from the given shape owner.
</description>
</method>
<method name="shape_owner_get_transform" qualifiers="const">
@ -181,10 +181,10 @@
</methods>
<members>
<member name="input_capture_on_drag" type="bool" setter="set_capture_input_on_drag" getter="get_capture_input_on_drag" default="false">
If [code]true[/code], the [CollisionObject] will continue to receive input events as the mouse is dragged across its shapes.
If [code]true[/code], the [CollisionObject3D] will continue to receive input events as the mouse is dragged across its shapes.
</member>
<member name="input_ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true">
If [code]true[/code], the [CollisionObject]'s shapes will respond to [RayCast]s.
If [code]true[/code], the [CollisionObject3D]'s shapes will respond to [RayCast3D]s.
</member>
</members>
<signals>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionPolygon" inherits="Spatial" version="4.0">
<class name="CollisionPolygon3D" inherits="Node3D" version="4.0">
<brief_description>
Editor-only class for defining a collision polygon in 3D space.
</brief_description>
<description>
Allows editing a collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at run-time. Creates a [Shape] for gameplay. Properties modified during gameplay will have no effect.
Allows editing a collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at run-time. Creates a [Shape3D] for gameplay. Properties modified during gameplay will have no effect.
</description>
<tutorials>
</tutorials>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionShape" inherits="Spatial" version="4.0">
<class name="CollisionShape3D" inherits="Node3D" version="4.0">
<brief_description>
Node that represents collision shape data in 3D space.
</brief_description>
<description>
Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject.shape_owner_get_shape] to get the actual shape.
Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
@ -14,7 +14,7 @@
<return type="void">
</return>
<description>
Sets the collision shape's shape to the addition of all its convexed [MeshInstance] siblings geometry.
Sets the collision shape's shape to the addition of all its convexed [MeshInstance3D] siblings geometry.
</description>
</method>
<method name="resource_changed">
@ -31,7 +31,7 @@
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
A disabled collision shape has no effect in the world.
</member>
<member name="shape" type="Shape" setter="set_shape" getter="get_shape">
<member name="shape" type="Shape3D" setter="set_shape" getter="get_shape">
The actual shape owned by this collision shape.
</member>
</members>

View file

@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConcavePolygonShape" inherits="Shape" version="4.0">
<class name="ConcavePolygonShape3D" inherits="Shape3D" version="4.0">
<brief_description>
Concave polygon shape.
</brief_description>
<description>
Concave polygon shape resource, which can be set into a [PhysicsBody] or area. This shape is created by feeding a list of triangles.
Note: when used for collision, [ConcavePolygonShape] is intended to work with static [PhysicsBody] nodes like [StaticBody] and will not work with [KinematicBody] or [RigidBody] with a mode other than Static.
Concave polygon shape resource, which can be set into a [PhysicsBody3D] or area. This shape is created by feeding a list of triangles.
Note: when used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [KinematicBody3D] or [RigidBody3D] with a mode other than Static.
</description>
<tutorials>
</tutorials>

View file

@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConeTwistJoint" inherits="Joint" version="4.0">
<class name="ConeTwistJoint3D" inherits="Joint3D" version="4.0">
<brief_description>
A twist joint between two 3D bodies.
</brief_description>
<description>
The joint can rotate the bodies across an axis defined by the local x-axes of the [Joint].
The twist axis is initiated as the X axis of the [Joint].
Once the Bodies swing, the twist axis is calculated as the middle of the x-axes of the Joint in the local space of the two Bodies.
The joint can rotate the bodies across an axis defined by the local x-axes of the [Joint3D].
The twist axis is initiated as the X axis of the [Joint3D].
Once the Bodies swing, the twist axis is calculated as the middle of the x-axes of the Joint3D in the local space of the two Bodies.
</description>
<tutorials>
</tutorials>
@ -14,7 +14,7 @@
<method name="get_param" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="param" type="int" enum="ConeTwistJoint.Param">
<argument index="0" name="param" type="int" enum="ConeTwistJoint3D.Param">
</argument>
<description>
</description>
@ -22,7 +22,7 @@
<method name="set_param">
<return type="void">
</return>
<argument index="0" name="param" type="int" enum="ConeTwistJoint.Param">
<argument index="0" name="param" type="int" enum="ConeTwistJoint3D.Param">
</argument>
<argument index="1" name="value" type="float">
</argument>
@ -44,7 +44,7 @@
<member name="swing_span" type="float" setter="_set_swing_span" getter="_get_swing_span" default="45.0">
Swing is rotation from side to side, around the axis perpendicular to the twist axis.
The swing span defines, how much rotation will not get corrected along the swing axis.
Could be defined as looseness in the [ConeTwistJoint].
Could be defined as looseness in the [ConeTwistJoint3D].
If below 0.05, this behavior is locked.
</member>
<member name="twist_span" type="float" setter="_set_twist_span" getter="_get_twist_span" default="180.0">
@ -56,7 +56,7 @@
<constant name="PARAM_SWING_SPAN" value="0" enum="Param">
Swing is rotation from side to side, around the axis perpendicular to the twist axis.
The swing span defines, how much rotation will not get corrected along the swing axis.
Could be defined as looseness in the [ConeTwistJoint].
Could be defined as looseness in the [ConeTwistJoint3D].
If below 0.05, this behavior is locked.
</constant>
<constant name="PARAM_TWIST_SPAN" value="1" enum="Param">

View file

@ -8,7 +8,7 @@
[codeblock]
[section]
some_key=42
string_example="Hello World!"
string_example="Hello World3D!"
a_vector=Vector3( 1, 0, 2 )
[/codeblock]
The stored data can be saved to or parsed from a file, though ConfigFile objects can also be used directly without accessing the filesystem.

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConvexPolygonShape" inherits="Shape" version="4.0">
<class name="ConvexPolygonShape3D" inherits="Shape3D" version="4.0">
<brief_description>
Convex polygon shape for 3D physics.
</brief_description>
<description>
Convex polygon shape resource, which can be added to a [PhysicsBody] or area.
Convex polygon shape resource, which can be added to a [PhysicsBody3D] or area.
</description>
<tutorials>
</tutorials>

View file

@ -4,7 +4,7 @@
Describes a Bézier curve in 3D space.
</brief_description>
<description>
This class describes a Bézier curve in 3D space. It is mainly used to give a shape to a [Path], but can be manually sampled for other purposes.
This class describes a Bézier curve in 3D space. It is mainly used to give a shape to a [Path3D], but can be manually sampled for other purposes.
It keeps a cache of precalculated points along the curve, to speed up further calculations.
</description>
<tutorials>
@ -223,7 +223,7 @@
</argument>
<description>
Sets the tilt angle in radians for the point [code]idx[/code]. If the index is out of bounds, the function sends an error to the console.
The tilt controls the rotation along the look-at axis an object traveling the path would have. In the case of a curve controlling a [PathFollow], this tilt is an offset over the natural tilt the [PathFollow] calculates.
The tilt controls the rotation along the look-at axis an object traveling the path would have. In the case of a curve controlling a [PathFollow3D], this tilt is an offset over the natural tilt the [PathFollow3D] calculates.
</description>
</method>
<method name="tessellate" qualifiers="const">
@ -246,7 +246,7 @@
The distance in meters between two adjacent cached points. Changing it forces the cache to be recomputed the next time the [method get_baked_points] or [method get_baked_length] function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care.
</member>
<member name="up_vector_enabled" type="bool" setter="set_up_vector_enabled" getter="is_up_vector_enabled" default="true">
If [code]true[/code], the curve will bake up vectors used for orientation. This is used when [member PathFollow.rotation_mode] is set to [constant PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed.
If [code]true[/code], the curve will bake up vectors used for orientation. This is used when [member PathFollow3D.rotation_mode] is set to [constant PathFollow3D.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed.
</member>
</members>
<constants>

View file

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CylinderShape" inherits="Shape" version="4.0">
<class name="CylinderShape3D" inherits="Shape3D" version="4.0">
<brief_description>
Cylinder shape for collisions.
</brief_description>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="DirectionalLight" inherits="Light" version="4.0">
<class name="DirectionalLight3D" inherits="Light3D" version="4.0">
<brief_description>
Directional light from a distance, as from the Sun.
</brief_description>
<description>
A directional light is a type of [Light] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored. Only the basis is used to determine light direction.
A directional light is a type of [Light3D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
@ -18,7 +18,7 @@
<member name="directional_shadow_blend_splits" type="bool" setter="set_blend_splits" getter="is_blend_splits_enabled" default="false">
If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits.
</member>
<member name="directional_shadow_depth_range" type="int" setter="set_shadow_depth_range" getter="get_shadow_depth_range" enum="DirectionalLight.ShadowDepthRange" default="0">
<member name="directional_shadow_depth_range" type="int" setter="set_shadow_depth_range" getter="get_shadow_depth_range" enum="DirectionalLight3D.ShadowDepthRange" default="0">
Optimizes shadow rendering for detail versus movement. See [enum ShadowDepthRange].
</member>
<member name="directional_shadow_fade_start" type="float" setter="set_param" getter="get_param" default="0.8">
@ -26,7 +26,7 @@
<member name="directional_shadow_max_distance" type="float" setter="set_param" getter="get_param" default="100.0">
The maximum distance for shadow splits.
</member>
<member name="directional_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="DirectionalLight.ShadowMode" default="2">
<member name="directional_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="DirectionalLight3D.ShadowMode" default="2">
The light's shadow rendering algorithm. See [enum ShadowMode].
</member>
<member name="directional_shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="0.8">

View file

@ -5,7 +5,7 @@
</brief_description>
<description>
An editor feature profile can be used to disable specific features of the Godot editor. When disabled, the features won't appear in the editor, which makes the editor less cluttered. This is useful in education settings to reduce confusion or when working in a team. For example, artists and level designers could use a feature profile that disables the script editor to avoid accidentally making changes to files they aren't supposed to edit.
To manage editor feature profiles visually, use [b]Editor > Manage Feature Profiles...[/b] at the top of the editor window.
To manage editor feature profiles visually, use [b]Editor &gt; Manage Feature Profiles...[/b] at the top of the editor window.
</description>
<tutorials>
</tutorials>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorSpatialGizmo" inherits="SpatialGizmo" version="4.0">
<class name="EditorNode3DGizmo" inherits="Node3DGizmo" version="4.0">
<brief_description>
Custom gizmo for editing Spatial objects.
Custom gizmo for editing Node3D objects.
</brief_description>
<description>
Custom gizmo that is used for providing custom visualization and editing (handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more information.
Custom gizmo that is used for providing custom visualization and editing (handles) for Node3D objects. See [EditorNode3DGizmoPlugin] for more information.
</description>
<tutorials>
</tutorials>
@ -124,17 +124,17 @@
</description>
</method>
<method name="get_plugin" qualifiers="const">
<return type="EditorSpatialGizmoPlugin">
<return type="EditorNode3DGizmoPlugin">
</return>
<description>
Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to retrieve materials using [method EditorSpatialGizmoPlugin.get_material].
Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to retrieve materials using [method EditorNode3DGizmoPlugin.get_material].
</description>
</method>
<method name="get_spatial_node" qualifiers="const">
<return type="Spatial">
<return type="Node3D">
</return>
<description>
Returns the Spatial node associated with this gizmo.
Returns the Node3D node associated with this gizmo.
</description>
</method>
<method name="is_handle_highlighted" qualifiers="virtual">
@ -150,7 +150,7 @@
<return type="void">
</return>
<description>
This function is called when the Spatial this gizmo refers to changes (the [method Spatial.update_gizmo] is called).
This function is called when the Node3D this gizmo refers to changes (the [method Node3D.update_gizmo] is called).
</description>
</method>
<method name="set_handle" qualifiers="virtual">
@ -158,13 +158,13 @@
</return>
<argument index="0" name="index" type="int">
</argument>
<argument index="1" name="camera" type="Camera">
<argument index="1" name="camera" type="Camera3D">
</argument>
<argument index="2" name="point" type="Vector2">
</argument>
<description>
This function is used when the user drags a gizmo handle (previously added with [method add_handles]) in screen coordinates.
The [Camera] is also provided so screen coordinates can be converted to raycasts.
The [Camera3D] is also provided so screen coordinates can be converted to raycasts.
</description>
</method>
<method name="set_hidden">

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorSpatialGizmoPlugin" inherits="Resource" version="4.0">
<class name="EditorNode3DGizmoPlugin" inherits="Resource" version="4.0">
<brief_description>
Used by the editor to define Spatial gizmo types.
Used by the editor to define Node3D gizmo types.
</brief_description>
<description>
EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the documentation for more info.
EditorNode3DGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the documentation for more info.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link>
@ -31,7 +31,7 @@
<method name="commit_handle" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="gizmo" type="EditorSpatialGizmo">
<argument index="0" name="gizmo" type="EditorNode3DGizmo">
</argument>
<argument index="1" name="index" type="int">
</argument>
@ -44,12 +44,12 @@
</description>
</method>
<method name="create_gizmo" qualifiers="virtual">
<return type="EditorSpatialGizmo">
<return type="EditorNode3DGizmo">
</return>
<argument index="0" name="spatial" type="Spatial">
<argument index="0" name="spatial" type="Node3D">
</argument>
<description>
Override this method to return a custom [EditorSpatialGizmo] for the spatial nodes of your choice, return [code]null[/code] for the rest of nodes. See also [method has_gizmo].
Override this method to return a custom [EditorNode3DGizmo] for the spatial nodes of your choice, return [code]null[/code] for the rest of nodes. See also [method has_gizmo].
</description>
</method>
<method name="create_handle_material">
@ -60,7 +60,7 @@
<argument index="1" name="billboard" type="bool" default="false">
</argument>
<description>
Creates a handle material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorSpatialGizmo.add_handles]. Should not be overridden.
Creates a handle material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_handles]. Should not be overridden.
</description>
</method>
<method name="create_icon_material">
@ -75,7 +75,7 @@
<argument index="3" name="color" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<description>
Creates an icon material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorSpatialGizmo.add_unscaled_billboard]. Should not be overridden.
Creates an icon material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_unscaled_billboard]. Should not be overridden.
</description>
</method>
<method name="create_material">
@ -92,13 +92,13 @@
<argument index="4" name="use_vertex_color" type="bool" default="false">
</argument>
<description>
Creates an unshaded material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorSpatialGizmo.add_mesh] and [method EditorSpatialGizmo.add_lines]. Should not be overridden.
Creates an unshaded material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_mesh] and [method EditorNode3DGizmo.add_lines]. Should not be overridden.
</description>
</method>
<method name="get_handle_name" qualifiers="virtual">
<return type="String">
</return>
<argument index="0" name="gizmo" type="EditorSpatialGizmo">
<argument index="0" name="gizmo" type="EditorNode3DGizmo">
</argument>
<argument index="1" name="index" type="int">
</argument>
@ -109,7 +109,7 @@
<method name="get_handle_value" qualifiers="virtual">
<return type="Variant">
</return>
<argument index="0" name="gizmo" type="EditorSpatialGizmo">
<argument index="0" name="gizmo" type="EditorNode3DGizmo">
</argument>
<argument index="1" name="index" type="int">
</argument>
@ -122,10 +122,10 @@
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="gizmo" type="EditorSpatialGizmo">
<argument index="1" name="gizmo" type="EditorNode3DGizmo">
</argument>
<description>
Gets material from the internal list of materials. If an [EditorSpatialGizmo] is provided, it will try to get the corresponding variant (selected and/or editable).
Gets material from the internal list of materials. If an [EditorNode3DGizmo] is provided, it will try to get the corresponding variant (selected and/or editable).
</description>
</method>
<method name="get_name" qualifiers="virtual">
@ -144,16 +144,16 @@
<method name="has_gizmo" qualifiers="virtual">
<return type="bool">
</return>
<argument index="0" name="spatial" type="Spatial">
<argument index="0" name="spatial" type="Node3D">
</argument>
<description>
Override this method to define which Spatial nodes have a gizmo from this plugin. Whenever a [Spatial] node is added to a scene this method is called, if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] assigned and is added to this plugin's list of active gizmos.
Override this method to define which Node3D nodes have a gizmo from this plugin. Whenever a [Node3D] node is added to a scene this method is called, if it returns [code]true[/code] the node gets a generic [EditorNode3DGizmo] assigned and is added to this plugin's list of active gizmos.
</description>
</method>
<method name="is_handle_highlighted" qualifiers="virtual">
<return type="bool">
</return>
<argument index="0" name="gizmo" type="EditorSpatialGizmo">
<argument index="0" name="gizmo" type="EditorNode3DGizmo">
</argument>
<argument index="1" name="index" type="int">
</argument>
@ -165,13 +165,13 @@
<return type="bool">
</return>
<description>
Override this method to define whether Spatial with this gizmo should be selecteble even when the gizmo is hidden.
Override this method to define whether Node3D with this gizmo should be selecteble even when the gizmo is hidden.
</description>
</method>
<method name="redraw" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="gizmo" type="EditorSpatialGizmo">
<argument index="0" name="gizmo" type="EditorNode3DGizmo">
</argument>
<description>
Callback to redraw the provided gizmo. Called for this plugin's active gizmos.
@ -180,11 +180,11 @@
<method name="set_handle" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="gizmo" type="EditorSpatialGizmo">
<argument index="0" name="gizmo" type="EditorNode3DGizmo">
</argument>
<argument index="1" name="index" type="int">
</argument>
<argument index="2" name="camera" type="Camera">
<argument index="2" name="camera" type="Camera3D">
</argument>
<argument index="3" name="point" type="Vector2">
</argument>

View file

@ -71,7 +71,7 @@
</argument>
<description>
Adds a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed.
When given node or resource is selected, the base type will be instanced (e.g. "Spatial", "Control", "Resource"), then the script will be loaded and set to this object.
When given node or resource is selected, the base type will be instanced (e.g. "Node3D", "Control", "Resource"), then the script will be loaded and set to this object.
You can use the virtual method [method handles] to check if your custom object is being edited by checking the script or using the [code]is[/code] keyword.
During run-time, this will be a simple object with a script so this function does not need to be called then.
</description>
@ -111,7 +111,7 @@
<method name="add_spatial_gizmo_plugin">
<return type="void">
</return>
<argument index="0" name="plugin" type="EditorSpatialGizmoPlugin">
<argument index="0" name="plugin" type="EditorNode3DGizmoPlugin">
</argument>
<description>
</description>
@ -229,7 +229,7 @@
<method name="forward_spatial_gui_input" qualifiers="virtual">
<return type="bool">
</return>
<argument index="0" name="camera" type="Camera">
<argument index="0" name="camera" type="Camera3D">
</argument>
<argument index="1" name="event" type="InputEvent">
</argument>
@ -450,7 +450,7 @@
<method name="remove_spatial_gizmo_plugin">
<return type="void">
</return>
<argument index="0" name="plugin" type="EditorSpatialGizmoPlugin">
<argument index="0" name="plugin" type="EditorNode3DGizmoPlugin">
</argument>
<description>
</description>

View file

@ -108,7 +108,7 @@
If [code]true[/code], the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera).
</member>
<member name="fog_depth_end" type="float" setter="set_fog_depth_end" getter="get_fog_depth_end" default="100.0">
The fog's depth end distance from the camera. If this value is set to 0, it will be equal to the current camera's [member Camera.far] value.
The fog's depth end distance from the camera. If this value is set to 0, it will be equal to the current camera's [member Camera3D.far] value.
</member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
If [code]true[/code], fog effects are enabled. [member fog_height_enabled] and/or [member fog_depth_enabled] must be set to [code]true[/code] to actually display fog.
@ -126,7 +126,7 @@
The Y coordinate where the height fog will be the least intense. If this value is greater than [member fog_height_max], fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top.
</member>
<member name="fog_sun_amount" type="float" setter="set_fog_sun_amount" getter="get_fog_sun_amount" default="0.0">
The intensity of the depth fog color transition when looking towards the sun. The sun's direction is determined automatically using the DirectionalLight node in the scene.
The intensity of the depth fog color transition when looking towards the sun. The sun's direction is determined automatically using the DirectionalLight3D node in the scene.
</member>
<member name="fog_sun_color" type="Color" setter="set_fog_sun_color" getter="get_fog_sun_color" default="Color( 1, 0.9, 0.7, 1 )">
The depth fog's [Color] when looking towards the sun.

View file

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GIProbe" inherits="VisualInstance" version="4.0">
<class name="GIProbe" inherits="VisualInstance3D" version="4.0">
<brief_description>
Real-time global illumination (GI) probe.
</brief_description>
@ -19,7 +19,7 @@
<argument index="1" name="create_visual_debug" type="bool" default="false">
</argument>
<description>
Bakes the effect from all [GeometryInstance]s marked with [member GeometryInstance.use_in_baked_light] and [Light]s marked with either [constant Light.BAKE_INDIRECT] or [constant Light.BAKE_ALL]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [GIProbe]'s data and debug any issues that may be occurring.
Bakes the effect from all [GeometryInstance3D]s marked with [member GeometryInstance3D.use_in_baked_light] and [Light3D]s marked with either [constant Light3D.BAKE_INDIRECT] or [constant Light3D.BAKE_ALL]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [GIProbe]'s data and debug any issues that may be occurring.
</description>
</method>
<method name="debug_bake">

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Particles2D" inherits="Node2D" version="4.0">
<class name="GPUParticles2D" inherits="Node2D" version="4.0">
<brief_description>
2D particle emitter.
</brief_description>
<description>
2D particle node used to create a variety of particle systems and effects. [Particles2D] features an emitter that generates some number of particles at a given rate.
2D particle node used to create a variety of particle systems and effects. [GPUParticles2D] features an emitter that generates some number of particles at a given rate.
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
</description>
<tutorials>
@ -30,7 +30,7 @@
<member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
Number of particles emitted in one emission cycle.
</member>
<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles2D.DrawOrder" default="0">
<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles2D.DrawOrder" default="0">
Particle draw order. Uses [enum DrawOrder] values.
</member>
<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="false">

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Particles" inherits="GeometryInstance" version="4.0">
<class name="GPUParticles3D" inherits="GeometryInstance3D" version="4.0">
<brief_description>
3D particle emitter.
</brief_description>
<description>
3D particle node used to create a variety of particle systems and effects. [Particles] features an emitter that generates some number of particles at a given rate.
3D particle node used to create a variety of particle systems and effects. [GPUParticles3D] features an emitter that generates some number of particles at a given rate.
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
</description>
<tutorials>
@ -50,7 +50,7 @@
<member name="amount" type="int" setter="set_amount" getter="get_amount" default="8">
Number of particles to emit.
</member>
<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles.DrawOrder" default="0">
<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles3D.DrawOrder" default="0">
Particle draw order. Uses [enum DrawOrder] values.
</member>
<member name="draw_pass_1" type="Mesh" setter="set_draw_pass_mesh" getter="get_draw_pass_mesh">

View file

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Generic6DOFJoint" inherits="Joint" version="4.0">
<class name="Generic6DOFJoint3D" inherits="Joint3D" version="4.0">
<brief_description>
The generic 6-degrees-of-freedom joint can implement a variety of joint types by locking certain axes' rotation or translation.
</brief_description>
@ -12,7 +12,7 @@
<method name="get_flag_x" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="flag" type="int" enum="Generic6DOFJoint.Flag">
<argument index="0" name="flag" type="int" enum="Generic6DOFJoint3D.Flag">
</argument>
<description>
</description>
@ -20,7 +20,7 @@
<method name="get_flag_y" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="flag" type="int" enum="Generic6DOFJoint.Flag">
<argument index="0" name="flag" type="int" enum="Generic6DOFJoint3D.Flag">
</argument>
<description>
</description>
@ -28,7 +28,7 @@
<method name="get_flag_z" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="flag" type="int" enum="Generic6DOFJoint.Flag">
<argument index="0" name="flag" type="int" enum="Generic6DOFJoint3D.Flag">
</argument>
<description>
</description>
@ -36,7 +36,7 @@
<method name="get_param_x" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="param" type="int" enum="Generic6DOFJoint.Param">
<argument index="0" name="param" type="int" enum="Generic6DOFJoint3D.Param">
</argument>
<description>
</description>
@ -44,7 +44,7 @@
<method name="get_param_y" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="param" type="int" enum="Generic6DOFJoint.Param">
<argument index="0" name="param" type="int" enum="Generic6DOFJoint3D.Param">
</argument>
<description>
</description>
@ -52,7 +52,7 @@
<method name="get_param_z" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="param" type="int" enum="Generic6DOFJoint.Param">
<argument index="0" name="param" type="int" enum="Generic6DOFJoint3D.Param">
</argument>
<description>
</description>
@ -60,7 +60,7 @@
<method name="set_flag_x">
<return type="void">
</return>
<argument index="0" name="flag" type="int" enum="Generic6DOFJoint.Flag">
<argument index="0" name="flag" type="int" enum="Generic6DOFJoint3D.Flag">
</argument>
<argument index="1" name="value" type="bool">
</argument>
@ -70,7 +70,7 @@
<method name="set_flag_y">
<return type="void">
</return>
<argument index="0" name="flag" type="int" enum="Generic6DOFJoint.Flag">
<argument index="0" name="flag" type="int" enum="Generic6DOFJoint3D.Flag">
</argument>
<argument index="1" name="value" type="bool">
</argument>
@ -80,7 +80,7 @@
<method name="set_flag_z">
<return type="void">
</return>
<argument index="0" name="flag" type="int" enum="Generic6DOFJoint.Flag">
<argument index="0" name="flag" type="int" enum="Generic6DOFJoint3D.Flag">
</argument>
<argument index="1" name="value" type="bool">
</argument>
@ -90,7 +90,7 @@
<method name="set_param_x">
<return type="void">
</return>
<argument index="0" name="param" type="int" enum="Generic6DOFJoint.Param">
<argument index="0" name="param" type="int" enum="Generic6DOFJoint3D.Param">
</argument>
<argument index="1" name="value" type="float">
</argument>
@ -100,7 +100,7 @@
<method name="set_param_y">
<return type="void">
</return>
<argument index="0" name="param" type="int" enum="Generic6DOFJoint.Param">
<argument index="0" name="param" type="int" enum="Generic6DOFJoint3D.Param">
</argument>
<argument index="1" name="value" type="float">
</argument>
@ -110,7 +110,7 @@
<method name="set_param_z">
<return type="void">
</return>
<argument index="0" name="param" type="int" enum="Generic6DOFJoint.Param">
<argument index="0" name="param" type="int" enum="Generic6DOFJoint3D.Param">
</argument>
<argument index="1" name="value" type="float">
</argument>

View file

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GeometryInstance" inherits="VisualInstance" version="4.0">
<class name="GeometryInstance3D" inherits="VisualInstance3D" version="4.0">
<brief_description>
Base node for geometry-based visual instances.
</brief_description>
@ -12,10 +12,10 @@
<method name="get_flag" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="flag" type="int" enum="GeometryInstance.Flags">
<argument index="0" name="flag" type="int" enum="GeometryInstance3D.Flags">
</argument>
<description>
Returns the [enum GeometryInstance.Flags] that have been set for this object.
Returns the [enum GeometryInstance3D.Flags] that have been set for this object.
</description>
</method>
<method name="set_custom_aabb">
@ -30,36 +30,36 @@
<method name="set_flag">
<return type="void">
</return>
<argument index="0" name="flag" type="int" enum="GeometryInstance.Flags">
<argument index="0" name="flag" type="int" enum="GeometryInstance3D.Flags">
</argument>
<argument index="1" name="value" type="bool">
</argument>
<description>
Sets the [enum GeometryInstance.Flags] specified. See [enum GeometryInstance.Flags] for options.
Sets the [enum GeometryInstance3D.Flags] specified. See [enum GeometryInstance3D.Flags] for options.
</description>
</method>
</methods>
<members>
<member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" enum="GeometryInstance.ShadowCastingSetting" default="1">
<member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" enum="GeometryInstance3D.ShadowCastingSetting" default="1">
The selected shadow casting flag. See [enum ShadowCastingSetting] for possible values.
</member>
<member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin" default="0.0">
The extra distance added to the GeometryInstance's bounding box ([AABB]) to increase its cull box.
The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to increase its cull box.
</member>
<member name="lod_max_distance" type="float" setter="set_lod_max_distance" getter="get_lod_max_distance" default="0.0">
The GeometryInstance's max LOD distance.
The GeometryInstance3D's max LOD distance.
[b]Note:[/b] This property currently has no effect.
</member>
<member name="lod_max_hysteresis" type="float" setter="set_lod_max_hysteresis" getter="get_lod_max_hysteresis" default="0.0">
The GeometryInstance's max LOD margin.
The GeometryInstance3D's max LOD margin.
[b]Note:[/b] This property currently has no effect.
</member>
<member name="lod_min_distance" type="float" setter="set_lod_min_distance" getter="get_lod_min_distance" default="0.0">
The GeometryInstance's min LOD distance.
The GeometryInstance3D's min LOD distance.
[b]Note:[/b] This property currently has no effect.
</member>
<member name="lod_min_hysteresis" type="float" setter="set_lod_min_hysteresis" getter="get_lod_min_hysteresis" default="0.0">
The GeometryInstance's min LOD margin.
The GeometryInstance3D's min LOD margin.
[b]Note:[/b] This property currently has no effect.
</member>
<member name="material_override" type="Material" setter="set_material_override" getter="get_material_override">
@ -69,7 +69,7 @@
<member name="use_dynamic_gi" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="use_in_baked_light" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], this GeometryInstance will be used when baking lights using a [GIProbe].
If [code]true[/code], this GeometryInstance3D will be used when baking lights using a [GIProbe].
</member>
</members>
<constants>
@ -77,11 +77,11 @@
Will not cast any shadows.
</constant>
<constant name="SHADOW_CASTING_SETTING_ON" value="1" enum="ShadowCastingSetting">
Will cast shadows from all visible faces in the GeometryInstance.
Will cast shadows from all visible faces in the GeometryInstance3D.
Will take culling into account, so faces not being rendered will not be taken into account when shadow casting.
</constant>
<constant name="SHADOW_CASTING_SETTING_DOUBLE_SIDED" value="2" enum="ShadowCastingSetting">
Will cast shadows from all visible faces in the GeometryInstance.
Will cast shadows from all visible faces in the GeometryInstance3D.
Will not take culling into account, so all faces will be taken into account when shadow casting.
</constant>
<constant name="SHADOW_CASTING_SETTING_SHADOWS_ONLY" value="3" enum="ShadowCastingSetting">
@ -89,12 +89,12 @@
In other words, the actual mesh will not be visible, only the shadows casted from the mesh will be.
</constant>
<constant name="FLAG_USE_BAKED_LIGHT" value="0" enum="Flags">
Will allow the GeometryInstance to be used when baking lights using a [GIProbe].
Will allow the GeometryInstance3D to be used when baking lights using a [GIProbe].
</constant>
<constant name="FLAG_USE_DYNAMIC_GI" value="1" enum="Flags">
</constant>
<constant name="FLAG_DRAW_NEXT_FRAME_IF_VISIBLE" value="2" enum="Flags">
Unused in this class, exposed for consistency with [enum VisualServer.InstanceFlags].
Unused in this class, exposed for consistency with [enum RenderingServer.InstanceFlags].
</constant>
<constant name="FLAG_MAX" value="3" enum="Flags">
Represents the size of the [enum Flags] enum.

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="HeightMapShape" inherits="Shape" version="4.0">
<class name="HeightMapShape3D" inherits="Shape3D" version="4.0">
<brief_description>
Height map shape for 3D physics (Bullet only).
</brief_description>
<description>
Height map shape resource, which can be added to a [PhysicsBody] or [Area].
Height map shape resource, which can be added to a [PhysicsBody3D] or [Area3D].
</description>
<tutorials>
</tutorials>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="HingeJoint" inherits="Joint" version="4.0">
<class name="HingeJoint3D" inherits="Joint3D" version="4.0">
<brief_description>
A hinge between two 3D bodies.
</brief_description>
<description>
A HingeJoint normally uses the Z axis of body A as the hinge axis, another axis can be specified when adding it manually though.
A HingeJoint3D normally uses the Z axis of body A as the hinge axis, another axis can be specified when adding it manually though.
</description>
<tutorials>
</tutorials>
@ -12,7 +12,7 @@
<method name="get_flag" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="flag" type="int" enum="HingeJoint.Flag">
<argument index="0" name="flag" type="int" enum="HingeJoint3D.Flag">
</argument>
<description>
Returns the value of the specified flag.
@ -21,7 +21,7 @@
<method name="get_param" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="param" type="int" enum="HingeJoint.Param">
<argument index="0" name="param" type="int" enum="HingeJoint3D.Param">
</argument>
<description>
Returns the value of the specified parameter.
@ -30,7 +30,7 @@
<method name="set_flag">
<return type="void">
</return>
<argument index="0" name="flag" type="int" enum="HingeJoint.Flag">
<argument index="0" name="flag" type="int" enum="HingeJoint3D.Flag">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
@ -41,7 +41,7 @@
<method name="set_param">
<return type="void">
</return>
<argument index="0" name="param" type="int" enum="HingeJoint.Param">
<argument index="0" name="param" type="int" enum="HingeJoint3D.Param">
</argument>
<argument index="1" name="value" type="float">
</argument>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImmediateGeometry" inherits="GeometryInstance" version="4.0">
<class name="ImmediateGeometry3D" inherits="GeometryInstance3D" version="4.0">
<brief_description>
Draws simple geometry from code.
</brief_description>

View file

@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputDefault" inherits="Input" version="4.0">
<brief_description>
Default implementation of the [Input] class.
</brief_description>
<description>
Default implementation of the [Input] class, used internally by the editor and games for default input management.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

View file

@ -0,0 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEventFromWindow" inherits="InputEvent" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="window_id" type="int" setter="set_window_id" getter="get_window_id" default="0">
</member>
</members>
<constants>
</constants>
</class>

View file

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEventScreenDrag" inherits="InputEvent" version="4.0">
<class name="InputEventScreenDrag" inherits="InputEventFromWindow" version="4.0">
<brief_description>
Input event type for screen drag events. Only available on mobile devices.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEventScreenTouch" inherits="InputEvent" version="4.0">
<class name="InputEventScreenTouch" inherits="InputEventFromWindow" version="4.0">
<brief_description>
Input event type for screen touch events.
(only available on mobile devices)

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEventWithModifiers" inherits="InputEvent" version="4.0">
<class name="InputEventWithModifiers" inherits="InputEventFromWindow" version="4.0">
<brief_description>
Base class for keys events with modifiers.
</brief_description>

View file

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Input" inherits="Object" version="4.0">
<class name="InputFilter" inherits="Object" version="4.0">
<brief_description>
A singleton that deals with inputs.
</brief_description>
@ -68,7 +68,7 @@
</description>
</method>
<method name="get_current_cursor_shape" qualifiers="const">
<return type="int" enum="Input.CursorShape">
<return type="int" enum="InputFilter.CursorShape">
</return>
<description>
Returns the currently assigned cursor shape (see [enum CursorShape]).
@ -193,7 +193,7 @@
</description>
</method>
<method name="get_mouse_mode" qualifiers="const">
<return type="int" enum="Input.MouseMode">
<return type="int" enum="InputFilter.MouseMode">
</return>
<description>
Returns the mouse mode. See the constants for more information.
@ -277,7 +277,7 @@
<argument index="3" name="guid" type="String">
</argument>
<description>
Notifies the [Input] singleton that a connection has changed, to update the state for the [code]device[/code] index.
Notifies the [InputFilter] singleton that a connection has changed, to update the state for the [code]device[/code] index.
This is used internally and should not have to be called from user scripts. See [signal joy_connection_changed] for the signal emitted when this is triggered internally.
</description>
</method>
@ -293,7 +293,7 @@
var a = InputEventAction.new()
a.action = "ui_cancel"
a.pressed = true
Input.parse_input_event(a)
InputFilter.parse_input_event(a)
[/codeblock]
</description>
</method>
@ -311,7 +311,7 @@
</return>
<argument index="0" name="image" type="Resource">
</argument>
<argument index="1" name="shape" type="int" enum="Input.CursorShape" default="0">
<argument index="1" name="shape" type="int" enum="InputFilter.CursorShape" default="0">
</argument>
<argument index="2" name="hotspot" type="Vector2" default="Vector2( 0, 0 )">
</argument>
@ -326,7 +326,7 @@
<method name="set_default_cursor_shape">
<return type="void">
</return>
<argument index="0" name="shape" type="int" enum="Input.CursorShape" default="0">
<argument index="0" name="shape" type="int" enum="InputFilter.CursorShape" default="0">
</argument>
<description>
Sets the default cursor shape to be used in the viewport instead of [constant CURSOR_ARROW].
@ -337,7 +337,7 @@
<method name="set_mouse_mode">
<return type="void">
</return>
<argument index="0" name="mode" type="int" enum="Input.MouseMode">
<argument index="0" name="mode" type="int" enum="InputFilter.MouseMode">
</argument>
<description>
Sets the mouse mode. See the constants for more information.

View file

@ -1,36 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="InterpolatedCamera" inherits="Camera" version="4.0">
<brief_description>
Camera which moves toward another node.
</brief_description>
<description>
InterpolatedCamera is a [Camera] which smoothly moves to match a target node's position and rotation.
If it is not [member enabled] or does not have a valid target set, InterpolatedCamera acts like a normal Camera.
</description>
<tutorials>
</tutorials>
<methods>
<method name="set_target">
<return type="void">
</return>
<argument index="0" name="target" type="Object">
</argument>
<description>
Sets the node to move toward and orient with.
</description>
</method>
</methods>
<members>
<member name="enabled" type="bool" setter="set_interpolation_enabled" getter="is_interpolation_enabled" default="false">
If [code]true[/code], and a target is set, the camera will move automatically.
</member>
<member name="speed" type="float" setter="set_speed" getter="get_speed" default="1.0">
How quickly the camera moves toward its target. Higher values will result in tighter camera motion.
</member>
<member name="target" type="NodePath" setter="set_target_path" getter="get_target_path" default="NodePath(&quot;&quot;)">
The target's [NodePath].
</member>
</members>
<constants>
</constants>
</class>

View file

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Joint" inherits="Spatial" version="4.0">
<class name="Joint3D" inherits="Node3D" version="4.0">
<brief_description>
Base class for all 3D joints.
</brief_description>

View file

@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="KinematicBody" inherits="PhysicsBody" version="4.0">
<class name="KinematicBody3D" inherits="PhysicsBody3D" version="4.0">
<brief_description>
Kinematic body 3D node.
</brief_description>
<description>
Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a character or a rigid body, these are the same as a static body. However, they have two main uses:
[b]Simulated motion:[/b] When these bodies are moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to "physics"), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).
[b]Kinematic characters:[/b] KinematicBody also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics.
[b]Kinematic characters:[/b] KinematicBody3D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link>
@ -15,7 +15,7 @@
<method name="get_axis_lock" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="axis" type="int" enum="PhysicsServer.BodyAxis">
<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
</argument>
<description>
Returns [code]true[/code] if the specified [code]axis[/code] is locked. See also [member move_lock_x], [member move_lock_y] and [member move_lock_z].
@ -36,12 +36,12 @@
</description>
</method>
<method name="get_slide_collision">
<return type="KinematicCollision">
<return type="KinematicCollision3D">
</return>
<argument index="0" name="slide_idx" type="int">
</argument>
<description>
Returns a [KinematicCollision], which contains information about a collision that occurred during the last [method move_and_slide] call. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1).
Returns a [KinematicCollision3D], which contains information about a collision that occurred during the last [method move_and_slide] call. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1).
</description>
</method>
<method name="get_slide_count" qualifiers="const">
@ -73,7 +73,7 @@
</description>
</method>
<method name="move_and_collide">
<return type="KinematicCollision">
<return type="KinematicCollision3D">
</return>
<argument index="0" name="rel_vec" type="Vector3">
</argument>
@ -84,7 +84,7 @@
<argument index="3" name="test_only" type="bool" default="false">
</argument>
<description>
Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision], which contains information about the collision.
Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision.
If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
</description>
</method>
@ -104,14 +104,14 @@
<argument index="5" name="infinite_inertia" type="bool" default="true">
</argument>
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall.
If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes if you include gravity in [code]linear_velocity[/code].
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
If [code]infinite_inertia[/code] is [code]true[/code], body will be able to push [RigidBody] nodes, but it won't also detect any collisions with them. If [code]false[/code], it will interact with [RigidBody] nodes like with [StaticBody].
If [code]infinite_inertia[/code] is [code]true[/code], body will be able to push [RigidBody3D] nodes, but it won't also detect any collisions with them. If [code]false[/code], it will interact with [RigidBody3D] nodes like with [StaticBody3D].
Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use [method get_slide_collision].
</description>
</method>
@ -140,7 +140,7 @@
<method name="set_axis_lock">
<return type="void">
</return>
<argument index="0" name="axis" type="int" enum="PhysicsServer.BodyAxis">
<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
</argument>
<argument index="1" name="lock" type="bool">
</argument>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="KinematicCollision" inherits="Reference" version="4.0">
<class name="KinematicCollision3D" inherits="Reference" version="4.0">
<brief_description>
Collision data for [KinematicBody] collisions.
Collision data for [KinematicBody3D] collisions.
</brief_description>
<description>
Contains collision data for [KinematicBody] collisions. When a [KinematicBody] is moved using [method KinematicBody.move_and_collide], it stops if it detects a collision with another body. If a collision is detected, a KinematicCollision object is returned.
Contains collision data for [KinematicBody3D] collisions. When a [KinematicBody3D] is moved using [method KinematicBody3D.move_and_collide], it stops if it detects a collision with another body. If a collision is detected, a KinematicCollision3D object is returned.
This object contains information about the collision, including the colliding object, the remaining motion, and the collision position. This information can be used to calculate a collision response.
</description>
<tutorials>
@ -25,7 +25,7 @@
The colliding body's shape.
</member>
<member name="collider_shape_index" type="int" setter="" getter="get_collider_shape_index" default="0">
The colliding shape's index. See [CollisionObject].
The colliding shape's index. See [CollisionObject3D].
</member>
<member name="collider_velocity" type="Vector3" setter="" getter="get_collider_velocity" default="Vector3( 0, 0, 0 )">
The colliding object's velocity.

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Light" inherits="VisualInstance" version="4.0">
<class name="Light3D" inherits="VisualInstance3D" version="4.0">
<brief_description>
Provides a base class for different kinds of light nodes.
</brief_description>
<description>
Light is the abstract base class for light nodes, so it shouldn't be used directly (it can't be instanced). Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting.
Light3D is the abstract base class for light nodes, so it shouldn't be used directly (it can't be instanced). Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
@ -13,21 +13,21 @@
<method name="get_param" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="param" type="int" enum="Light.Param">
<argument index="0" name="param" type="int" enum="Light3D.Param">
</argument>
<description>
Returns the value of the specified [enum Light.Param] parameter.
Returns the value of the specified [enum Light3D.Param] parameter.
</description>
</method>
<method name="set_param">
<return type="void">
</return>
<argument index="0" name="param" type="int" enum="Light.Param">
<argument index="0" name="param" type="int" enum="Light3D.Param">
</argument>
<argument index="1" name="value" type="float">
</argument>
<description>
Sets the value of the specified [enum Light.Param] parameter.
Sets the value of the specified [enum Light3D.Param] parameter.
</description>
</method>
</methods>
@ -35,7 +35,7 @@
<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false">
If [code]true[/code], the light only appears in the editor and will not be visible at runtime.
</member>
<member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light.BakeMode" default="1">
<member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="1">
The light's bake mode. See [enum BakeMode].
</member>
<member name="light_color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )">
@ -69,7 +69,7 @@
If [code]true[/code], the light will cast shadows.
</member>
<member name="shadow_reverse_cull_face" type="bool" setter="set_shadow_reverse_cull_face" getter="get_shadow_reverse_cull_face" default="false">
If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED].
If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [constant GeometryInstance3D.SHADOW_CASTING_SETTING_DOUBLE_SIDED].
</member>
</members>
<constants>
@ -83,42 +83,42 @@
Constant for accessing [member light_specular].
</constant>
<constant name="PARAM_RANGE" value="3" enum="Param">
Constant for accessing [member OmniLight.omni_range] or [member SpotLight.spot_range].
Constant for accessing [member OmniLight3D.omni_range] or [member SpotLight3D.spot_range].
</constant>
<constant name="PARAM_ATTENUATION" value="4" enum="Param">
Constant for accessing [member OmniLight.omni_attenuation] or [member SpotLight.spot_attenuation].
Constant for accessing [member OmniLight3D.omni_attenuation] or [member SpotLight3D.spot_attenuation].
</constant>
<constant name="PARAM_SPOT_ANGLE" value="5" enum="Param">
Constant for accessing [member SpotLight.spot_angle].
Constant for accessing [member SpotLight3D.spot_angle].
</constant>
<constant name="PARAM_SPOT_ATTENUATION" value="6" enum="Param">
Constant for accessing [member SpotLight.spot_angle_attenuation].
Constant for accessing [member SpotLight3D.spot_angle_attenuation].
</constant>
<constant name="PARAM_CONTACT_SHADOW_SIZE" value="7" enum="Param">
Constant for accessing [member shadow_contact].
</constant>
<constant name="PARAM_SHADOW_MAX_DISTANCE" value="8" enum="Param">
Constant for accessing [member DirectionalLight.directional_shadow_max_distance].
Constant for accessing [member DirectionalLight3D.directional_shadow_max_distance].
</constant>
<constant name="PARAM_SHADOW_SPLIT_1_OFFSET" value="9" enum="Param">
Constant for accessing [member DirectionalLight.directional_shadow_split_1].
Constant for accessing [member DirectionalLight3D.directional_shadow_split_1].
</constant>
<constant name="PARAM_SHADOW_SPLIT_2_OFFSET" value="10" enum="Param">
Constant for accessing [member DirectionalLight.directional_shadow_split_2].
Constant for accessing [member DirectionalLight3D.directional_shadow_split_2].
</constant>
<constant name="PARAM_SHADOW_SPLIT_3_OFFSET" value="11" enum="Param">
Constant for accessing [member DirectionalLight.directional_shadow_split_3].
Constant for accessing [member DirectionalLight3D.directional_shadow_split_3].
</constant>
<constant name="PARAM_SHADOW_FADE_START" value="12" enum="Param">
</constant>
<constant name="PARAM_SHADOW_NORMAL_BIAS" value="13" enum="Param">
Constant for accessing [member DirectionalLight.directional_shadow_normal_bias].
Constant for accessing [member DirectionalLight3D.directional_shadow_normal_bias].
</constant>
<constant name="PARAM_SHADOW_BIAS" value="14" enum="Param">
Constant for accessing [member shadow_bias].
</constant>
<constant name="PARAM_SHADOW_BIAS_SPLIT_SCALE" value="15" enum="Param">
Constant for accessing [member DirectionalLight.directional_shadow_bias_split_scale].
Constant for accessing [member DirectionalLight3D.directional_shadow_bias_split_scale].
</constant>
<constant name="PARAM_MAX" value="16" enum="Param">
Represents the size of the [enum Param] enum.

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Listener" inherits="Spatial" version="4.0">
<class name="Listener3D" inherits="Node3D" version="4.0">
<brief_description>
Overrides the location sounds are heard from.
</brief_description>
<description>
Once added to the scene tree and enabled using [method make_current], this node will override the location sounds are heard from. This can be used to listen from a location different from the [Camera].
Once added to the scene tree and enabled using [method make_current], this node will override the location sounds are heard from. This can be used to listen from a location different from the [Camera3D].
[b]Note:[/b] There is no 2D equivalent for this node yet.
</description>
<tutorials>
@ -29,7 +29,7 @@
</return>
<description>
Returns [code]true[/code] if the listener was made current using [method make_current], [code]false[/code] otherwise.
[b]Note:[/b] There may be more than one Listener marked as "current" in the scene tree, but only the one that was made current last will be used.
[b]Note:[/b] There may be more than one Listener3D marked as "current" in the scene tree, but only the one that was made current last will be used.
</description>
</method>
<method name="make_current">

View file

@ -4,7 +4,7 @@
Abstract base [Resource] for coloring and shading geometry.
</brief_description>
<description>
Material is a base [Resource] used for coloring and shading geometry. All materials inherit from it and almost all [VisualInstance] derived nodes carry a Material. A few flags and parameters are shared between all material types and are configured here.
Material is a base [Resource] used for coloring and shading geometry. All materials inherit from it and almost all [VisualInstance3D] derived nodes carry a Material. A few flags and parameters are shared between all material types and are configured here.
</description>
<tutorials>
</tutorials>

View file

@ -10,10 +10,10 @@
</tutorials>
<methods>
<method name="create_convex_shape" qualifiers="const">
<return type="Shape">
<return type="Shape3D">
</return>
<description>
Calculate a [ConvexPolygonShape] from the mesh.
Calculate a [ConvexPolygonShape3D] from the mesh.
</description>
</method>
<method name="create_outline" qualifiers="const">
@ -27,10 +27,10 @@
</description>
</method>
<method name="create_trimesh_shape" qualifiers="const">
<return type="Shape">
<return type="Shape3D">
</return>
<description>
Calculate a [ConcavePolygonShape] from the mesh.
Calculate a [ConcavePolygonShape3D] from the mesh.
</description>
</method>
<method name="generate_triangle_mesh" qualifiers="const">

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@ -4,7 +4,7 @@
Node used for displaying a [Mesh] in 2D.
</brief_description>
<description>
Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite] via a tool in the editor toolbar. Select "Sprite" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>

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@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MeshInstance" inherits="GeometryInstance" version="4.0">
<class name="MeshInstance3D" inherits="GeometryInstance3D" version="4.0">
<brief_description>
Node that instances meshes into a scenario.
</brief_description>
<description>
MeshInstance 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 to get 3D geometry rendered and can be used to instance a single [Mesh] in many places. This allows to reuse geometry and save on resources. When a [Mesh] has to be instanced more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance] 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 to get 3D geometry rendered and can be used to instance a single [Mesh] in many places. This allows to reuse geometry and save on resources. When a [Mesh] has to be instanced more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead.
</description>
<tutorials>
</tutorials>
@ -13,21 +13,21 @@
<return type="void">
</return>
<description>
This helper creates a [StaticBody] child node with a [ConvexPolygonShape] collision shape calculated from the mesh geometry. It's mainly used for testing.
This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
</description>
</method>
<method name="create_debug_tangents">
<return type="void">
</return>
<description>
This helper creates a [MeshInstance] child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing.
This helper creates a [MeshInstance3D] child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing.
</description>
</method>
<method name="create_trimesh_collision">
<return type="void">
</return>
<description>
This helper creates a [StaticBody] child node with a [ConcavePolygonShape] collision shape calculated from the mesh geometry. It's mainly used for testing.
This helper creates a [StaticBody3D] child node with a [ConcavePolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
</description>
</method>
<method name="get_surface_material" qualifiers="const">
@ -63,7 +63,7 @@
The [Mesh] resource for the instance.
</member>
<member name="skeleton" type="NodePath" setter="set_skeleton_path" getter="get_skeleton_path" default="NodePath(&quot;..&quot;)">
[NodePath] to the [Skeleton] associated with the instance.
[NodePath] to the [Skeleton3D] associated with the instance.
</member>
<member name="skin" type="Skin" setter="set_skin" getter="get_skin">
Sets the skin to be used by this instance.

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@ -94,7 +94,7 @@
</argument>
<description>
Returns an item's collision shapes.
The array consists of each [Shape] followed by its [Transform].
The array consists of each [Shape3D] followed by its [Transform].
</description>
</method>
<method name="get_last_unused_item_id" qualifiers="const">
@ -178,7 +178,7 @@
</argument>
<description>
Sets an item's collision shapes.
The array should consist of [Shape] objects, each followed by a [Transform] that will be applied to it. For shapes that should not have a transform, use [constant Transform.IDENTITY].
The array should consist of [Shape3D] objects, each followed by a [Transform] that will be applied to it. For shapes that should not have a transform, use [constant Transform.IDENTITY].
</description>
</method>
</methods>

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@ -4,7 +4,7 @@
Provides high-performance mesh instancing.
</brief_description>
<description>
MultiMesh provides low-level mesh instancing. Drawing thousands of [MeshInstance] nodes can be slow, since each object is submitted to the GPU then drawn individually.
MultiMesh provides low-level mesh instancing. Drawing thousands of [MeshInstance3D] nodes can be slow, since each object is submitted to the GPU then drawn individually.
MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead.
As a drawback, if the instances are too far away of each other, performance may be reduced as every single instance will always rendered (they are spatially indexed as one, for the whole object).
Since instances may have any behavior, the AABB used for visibility must be provided by the user.

View file

@ -5,7 +5,7 @@
</brief_description>
<description>
[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] resource in 2D.
Usage is the same as [MultiMeshInstance].
Usage is the same as [MultiMeshInstance3D].
</description>
<tutorials>
</tutorials>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiMeshInstance" inherits="GeometryInstance" version="4.0">
<class name="MultiMeshInstance3D" inherits="GeometryInstance3D" version="4.0">
<brief_description>
Node that instances a [MultiMesh].
</brief_description>
<description>
[MultiMeshInstance] is a specialized node to instance [GeometryInstance]s based on a [MultiMesh] resource.
[MultiMeshInstance3D] is a specialized node to instance [GeometryInstance3D]s based on a [MultiMesh] resource.
This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands).
</description>
<tutorials>
@ -16,7 +16,7 @@
</methods>
<members>
<member name="multimesh" type="MultiMesh" setter="set_multimesh" getter="get_multimesh">
The [MultiMesh] resource that will be used and shared among all instances of the [MultiMeshInstance].
The [MultiMesh] resource that will be used and shared among all instances of the [MultiMeshInstance3D].
</member>
</members>
<constants>

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@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Navigation" inherits="Spatial" version="4.0">
<class name="Navigation3D" inherits="Node3D" version="4.0">
<brief_description>
Mesh-based navigation and pathfinding node.
</brief_description>
<description>
Provides navigation and pathfinding within a collection of [NavigationMesh]es. These will be automatically collected from child [NavigationRegion] nodes. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on.
Provides navigation and pathfinding within a collection of [NavigationMesh]es. These will be automatically collected from child [NavigationRegion3D] nodes. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on.
</description>
<tutorials>
</tutorials>

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@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationAgent" inherits="Node" version="4.0">
<class name="NavigationAgent3D" inherits="Node" version="4.0">
<brief_description>
3D Agent used in navigation for collision avoidance.
</brief_description>
<description>
3D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. This can be done by having the agent as a child of a [Navigation] node, or using [method set_navigation]. [NavigationAgent] is physics safe.
3D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. This can be done by having the agent as a child of a [Navigation3D] node, or using [method set_navigation]. [NavigationAgent3D] is physics safe.
</description>
<tutorials>
</tutorials>
@ -41,7 +41,7 @@
<return type="Node">
</return>
<description>
Returns the [Navigation] node that the agent is using for its navigation system.
Returns the [Navigation3D] node that the agent is using for its navigation system.
</description>
</method>
<method name="get_next_location">
@ -85,7 +85,7 @@
<argument index="0" name="navigation" type="Node">
</argument>
<description>
Sets the [Navigation] node used by the agent. Useful when you don't want to make the agent a child of a [Navigation] node.
Sets the [Navigation3D] node used by the agent. Useful when you don't want to make the agent a child of a [Navigation3D] node.
</description>
</method>
<method name="set_target_location">

View file

@ -4,7 +4,7 @@
2D Obstacle used in navigation for collision avoidance.
</brief_description>
<description>
2D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a [Navigation2D] node, or using [method set_navigation]. [NavigationObstacle] is physics safe.
2D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a [Navigation2D] node, or using [method set_navigation]. [NavigationObstacle2D] is physics safe.
</description>
<tutorials>
</tutorials>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationObstacle" inherits="Node" version="4.0">
<class name="NavigationObstacle3D" inherits="Node" version="4.0">
<brief_description>
3D Obstacle used in navigation for collision avoidance.
</brief_description>
<description>
3D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a [Navigation] node, or using [method set_navigation]. [NavigationObstacle] is physics safe.
3D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a [Navigation3D] node, or using [method set_navigation]. [NavigationObstacle3D] is physics safe.
</description>
<tutorials>
</tutorials>
@ -13,7 +13,7 @@
<return type="Node">
</return>
<description>
Returns the [Navigation] node that the obstacle is using for its navigation system.
Returns the [Navigation3D] node that the obstacle is using for its navigation system.
</description>
</method>
<method name="set_navigation">
@ -22,7 +22,7 @@
<argument index="0" name="navigation" type="Node">
</argument>
<description>
Sets the [Navigation] node used by the obstacle. Useful when you don't want to make the obstacle a child of a [Navigation] node.
Sets the [Navigation3D] node used by the obstacle. Useful when you don't want to make the obstacle a child of a [Navigation3D] node.
</description>
</method>
</methods>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationRegion" inherits="Spatial" version="4.0">
<class name="NavigationRegion3D" inherits="Node3D" version="4.0">
<brief_description>
A region of the navigation map.
</brief_description>
<description>
A region of the navigation map. It tells the [Navigation] node what can be navigated and what cannot, based on the [NavigationMesh] resource. This should be a child of a [Navigation] node (even not a direct child).
A region of the navigation map. It tells the [Navigation3D] node what can be navigated and what cannot, based on the [NavigationMesh] resource. This should be a child of a [Navigation3D] node (even not a direct child).
</description>
<tutorials>
</tutorials>
@ -19,7 +19,7 @@
</methods>
<members>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
Determines if the [NavigationRegion] is enabled or disabled.
Determines if the [NavigationRegion3D] is enabled or disabled.
</member>
<member name="navmesh" type="NavigationMesh" setter="set_navigation_mesh" getter="get_navigation_mesh">
The [NavigationMesh] resource to use.

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Navigation2DServer" inherits="Object" version="4.0">
<class name="NavigationServer2D" inherits="Object" version="4.0">
<brief_description>
Server interface for low-level 2D navigation access
</brief_description>
<description>
Navigation2DServer is the server responsible for all 2D navigation. It creates the agents, maps, and regions for navigation to work as expected. This keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
NavigationServer2D is the server responsible for all 2D navigation. It creates the agents, maps, and regions for navigation to work as expected. This keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
</description>
<tutorials>
</tutorials>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationServer" inherits="Object" version="4.0">
<class name="NavigationServer3D" inherits="Object" version="4.0">
<brief_description>
Server interface for low-level 3D navigation access
</brief_description>
<description>
NavigationServer is the server responsible for all 3D navigation. It creates the agents, maps, and regions for navigation to work as expected. This keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
NavigationServer3D is the server responsible for all 3D navigation. It creates the agents, maps, and regions for navigation to work as expected. This keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
</description>
<tutorials>
</tutorials>

View file

@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Spatial" inherits="Node" version="4.0">
<class name="Node3D" inherits="Node" version="4.0">
<brief_description>
Most basic 3D game object, parent of all 3D-related nodes.
</brief_description>
<description>
Most basic 3D game object, with a 3D [Transform] and visibility settings. All other 3D game objects inherit from Spatial. Use [Spatial] as a parent node to move, scale, rotate and show/hide children in a 3D project.
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Spatial] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Spatial]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Spatial] object itself is referred to as object-local coordinate system.
Most basic 3D game object, with a 3D [Transform] and visibility settings. All other 3D game objects inherit from Node3D. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project.
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link>
@ -19,17 +19,17 @@
</description>
</method>
<method name="get_parent_spatial" qualifiers="const">
<return type="Spatial">
<return type="Node3D">
</return>
<description>
Returns the parent [Spatial], or an empty [Object] if no parent exists or parent is not of type [Spatial].
Returns the parent [Node3D], or an empty [Object] if no parent exists or parent is not of type [Node3D].
</description>
</method>
<method name="get_world" qualifiers="const">
<return type="World">
<return type="World3D">
</return>
<description>
Returns the current [World] resource this [Spatial] node is registered to.
Returns the current [World3D] resource this [Node3D] node is registered to.
</description>
</method>
<method name="global_rotate">
@ -72,7 +72,7 @@
<return type="bool">
</return>
<description>
Returns whether node notifies about its local transformation changes. [Spatial] will not propagate this by default.
Returns whether node notifies about its local transformation changes. [Node3D] will not propagate this by default.
</description>
</method>
<method name="is_scale_disabled" qualifiers="const">
@ -93,7 +93,7 @@
<return type="bool">
</return>
<description>
Returns whether the node notifies about its global and local transformation changes. [Spatial] will not propagate this by default.
Returns whether the node notifies about its global and local transformation changes. [Node3D] will not propagate this by default.
</description>
</method>
<method name="is_visible_in_tree" qualifiers="const">
@ -234,7 +234,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
Sets whether the node notifies about its local transformation changes. [Spatial] will not propagate this by default.
Sets whether the node notifies about its local transformation changes. [Node3D] will not propagate this by default.
</description>
</method>
<method name="set_notify_transform">
@ -243,7 +243,7 @@
<argument index="0" name="enable" type="bool">
</argument>
<description>
Sets whether the node notifies about its global and local transformation changes. [Spatial] will not propagate this by default.
Sets whether the node notifies about its global and local transformation changes. [Node3D] will not propagate this by default.
</description>
</method>
<method name="show">
@ -294,16 +294,16 @@
<return type="void">
</return>
<description>
Updates the [SpatialGizmo] of this node.
Updates the [Node3DGizmo] of this node.
</description>
</method>
</methods>
<members>
<member name="gizmo" type="SpatialGizmo" setter="set_gizmo" getter="get_gizmo">
The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] as custom visualization and editing handles in Editor.
<member name="gizmo" type="Node3DGizmo" setter="set_gizmo" getter="get_gizmo">
The [Node3DGizmo] for this node. Used for example in [EditorNode3DGizmo] as custom visualization and editing handles in Editor.
</member>
<member name="global_transform" type="Transform" setter="set_global_transform" getter="get_global_transform">
World space (global) [Transform] of this node.
World3D space (global) [Transform] of this node.
</member>
<member name="rotation" type="Vector3" setter="set_rotation" getter="get_rotation">
Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
@ -334,17 +334,17 @@
</signals>
<constants>
<constant name="NOTIFICATION_TRANSFORM_CHANGED" value="2000">
Spatial nodes receives this notification when their global transform changes. This means that either the current or a parent node changed its transform.
Node3D nodes receives this notification when their global transform changes. This means that either the current or a parent node changed its transform.
In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first need to ask for it, with [method set_notify_transform].
</constant>
<constant name="NOTIFICATION_ENTER_WORLD" value="41">
Spatial nodes receives this notification when they are registered to new [World] resource.
Node3D nodes receives this notification when they are registered to new [World3D] resource.
</constant>
<constant name="NOTIFICATION_EXIT_WORLD" value="42">
Spatial nodes receives this notification when they are unregistered from current [World] resource.
Node3D nodes receives this notification when they are unregistered from current [World3D] resource.
</constant>
<constant name="NOTIFICATION_VISIBILITY_CHANGED" value="43">
Spatial nodes receives this notification when their visibility changes.
Node3D nodes receives this notification when their visibility changes.
</constant>
</constants>
</class>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="SpatialGizmo" inherits="Reference" version="4.0">
<class name="Node3DGizmo" inherits="Reference" version="4.0">
<brief_description>
</brief_description>
<description>

View file

@ -4,7 +4,7 @@
Pre-parsed scene tree path.
</brief_description>
<description>
A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite"[/code] which is a child of the other named nodes in the path.
A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite2D"[/code] which is a child of the other named nodes in the path.
You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]@"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
A [NodePath] is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties.
Some examples of NodePaths include the following:
@ -30,20 +30,20 @@
<argument index="0" name="from" type="String">
</argument>
<description>
Creates a NodePath from a string, e.g. [code]"Path2D/PathFollow2D/Sprite:texture:size"[/code]. A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, [code]"."[/code] and [code]".."[/code] indicate the current node and its parent.
Creates a NodePath from a string, e.g. [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code]. A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, [code]"."[/code] and [code]".."[/code] indicate the current node and its parent.
The "subnames" optionally included after the path to the target node can point to resources or properties, and can also be nested.
Examples of valid NodePaths (assuming that those nodes exist and have the referenced resources or properties):
[codeblock]
# Points to the Sprite node
"Path2D/PathFollow2D/Sprite"
# Points to the Sprite node and its "texture" resource.
# get_node() would retrieve "Sprite", while get_node_and_resource()
# would retrieve both the Sprite node and the "texture" resource.
"Path2D/PathFollow2D/Sprite:texture"
# Points to the Sprite node and its "position" property.
"Path2D/PathFollow2D/Sprite:position"
# Points to the Sprite node and the "x" component of its "position" property.
"Path2D/PathFollow2D/Sprite:position:x"
# Points to the Sprite2D node
"Path2D/PathFollow2D/Sprite2D"
# Points to the Sprite2D node and its "texture" resource.
# get_node() would retrieve "Sprite2D", while get_node_and_resource()
# would retrieve both the Sprite2D node and the "texture" resource.
"Path2D/PathFollow2D/Sprite2D:texture"
# Points to the Sprite2D node and its "position" property.
"Path2D/PathFollow2D/Sprite2D:position"
# Points to the Sprite2D node and the "x" component of its "position" property.
"Path2D/PathFollow2D/Sprite2D:position:x"
# Absolute path (from "root")
"/root/Level/Path2D"
[/codeblock]
@ -69,7 +69,7 @@
<description>
Returns all subnames concatenated with a colon character ([code]:[/code]) as separator, i.e. the right side of the first colon in a node path.
[codeblock]
var nodepath = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path")
var nodepath = NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path")
print(nodepath.get_concatenated_subnames()) # texture:load_path
[/codeblock]
</description>
@ -82,7 +82,7 @@
<description>
Gets the node name indicated by [code]idx[/code] (0 to [method get_name_count]).
[codeblock]
var node_path = NodePath("Path2D/PathFollow2D/Sprite")
var node_path = NodePath("Path2D/PathFollow2D/Sprite2D")
print(node_path.get_name(0)) # Path2D
print(node_path.get_name(1)) # PathFollow2D
print(node_path.get_name(2)) # Sprite
@ -94,7 +94,7 @@
</return>
<description>
Gets the number of node names which make up the path. Subnames (see [method get_subname_count]) are not included.
For example, [code]"Path2D/PathFollow2D/Sprite"[/code] has 3 names.
For example, [code]"Path2D/PathFollow2D/Sprite2D"[/code] has 3 names.
</description>
</method>
<method name="get_subname">
@ -105,7 +105,7 @@
<description>
Gets the resource or property name indicated by [code]idx[/code] (0 to [method get_subname_count]).
[codeblock]
var node_path = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path")
var node_path = NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path")
print(node_path.get_subname(0)) # texture
print(node_path.get_subname(1)) # load_path
[/codeblock]
@ -116,7 +116,7 @@
</return>
<description>
Gets the number of resource or property names ("subnames") in the path. Each subname is listed after a colon character ([code]:[/code]) in the node path.
For example, [code]"Path2D/PathFollow2D/Sprite:texture:load_path"[/code] has 2 subnames.
For example, [code]"Path2D/PathFollow2D/Sprite2D:texture:load_path"[/code] has 2 subnames.
</description>
</method>
<method name="is_absolute">

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@ -314,7 +314,7 @@
<method name="has_signal" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="signal" type="String">
<argument index="0" name="signal" type="StringName">
</argument>
<description>
Returns [code]true[/code] if the given [code]signal[/code] exists.

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="OmniLight" inherits="Light" version="4.0">
<class name="OmniLight3D" inherits="Light3D" version="4.0">
<brief_description>
Omnidirectional light, such as a light bulb or a candle.
</brief_description>
<description>
An Omnidirectional light is a type of [Light] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
@ -18,7 +18,7 @@
<member name="omni_range" type="float" setter="set_param" getter="get_param" default="5.0">
The light's radius.
</member>
<member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight.ShadowMode" default="1">
<member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight3D.ShadowMode" default="1">
See [enum ShadowMode].
</member>
</members>

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@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ParticlesMaterial" inherits="Material" version="4.0">
<brief_description>
Particle properties for [Particles] and [Particles2D] nodes.
Particle properties for [GPUParticles3D] and [GPUParticles2D] nodes.
</brief_description>
<description>
ParticlesMaterial defines particle properties and behavior. It is used in the [code]process_material[/code] of [Particles] and [Particles2D] emitter nodes.
ParticlesMaterial defines particle properties and behavior. It is used in the [code]process_material[/code] of [GPUParticles3D] and [GPUParticles2D] emitter nodes.
Some of this material's properties are applied to each particle when emitted, while others can have a [CurveTexture] applied to vary values over the lifetime of the particle.
When a randomness ratio is applied to a property it is used to scale that property by a random amount. The random ratio is used to interpolate between [code]1.0[/code] and a random number less than one, the result is multiplied by the property to obtain the randomized property. For example a random ratio of [code]0.4[/code] would scale the original property between [code]0.4-1.0[/code] of its original value.
</description>
@ -132,7 +132,7 @@
Animation speed randomness ratio.
</member>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )">
Each particle's initial color. If the [Particles2D]'s [code]texture[/code] is defined, it will be multiplied by this color. To have particle display color in a [BaseMaterial3D] make sure to set [member BaseMaterial3D.vertex_color_use_as_albedo] to [code]true[/code].
Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] is defined, it will be multiplied by this color. To have particle display color in a [BaseMaterial3D] make sure to set [member BaseMaterial3D.vertex_color_use_as_albedo] to [code]true[/code].
</member>
<member name="color_ramp" type="Texture2D" setter="set_color_ramp" getter="get_color_ramp">
Each particle's color will vary along this [GradientTexture].

View file

@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Path" inherits="Spatial" version="4.0">
<class name="Path3D" inherits="Node3D" version="4.0">
<brief_description>
Contains a [Curve3D] path for [PathFollow] nodes to follow.
Contains a [Curve3D] path for [PathFollow3D] nodes to follow.
</brief_description>
<description>
Can have [PathFollow] child nodes moving along the [Curve3D]. See [PathFollow] for more information on the usage.
Note that the path is considered as relative to the moved nodes (children of [PathFollow]). As such, the curve should usually start with a zero vector [code](0, 0, 0)[/code].
Can have [PathFollow3D] child nodes moving along the [Curve3D]. See [PathFollow3D] for more information on the usage.
Note that the path is considered as relative to the moved nodes (children of [PathFollow3D]). As such, the curve should usually start with a zero vector [code](0, 0, 0)[/code].
</description>
<tutorials>
</tutorials>

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@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PathFollow" inherits="Spatial" version="4.0">
<class name="PathFollow3D" inherits="Node3D" version="4.0">
<brief_description>
Point sampler for a [Path].
Point sampler for a [Path3D].
</brief_description>
<description>
This node takes its parent [Path], and returns the coordinates of a point within it, given a distance from the first vertex.
This node takes its parent [Path3D], and returns the coordinates of a point within it, given a distance from the first vertex.
It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node. The descendant nodes will then move accordingly when setting an offset in this node.
</description>
<tutorials>
@ -14,7 +14,7 @@
<members>
<member name="cubic_interp" type="bool" setter="set_cubic_interpolation" getter="get_cubic_interpolation" default="true">
If [code]true[/code], the position between two cached points is interpolated cubically, and linearly otherwise.
The points along the [Curve3D] of the [Path] are precomputed before use, for faster calculations. The point at the requested offset is then calculated interpolating between two adjacent cached points. This may present a problem if the curve makes sharp turns, as the cached points may not follow the curve closely enough.
The points along the [Curve3D] of the [Path3D] are precomputed before use, for faster calculations. The point at the requested offset is then calculated interpolating between two adjacent cached points. This may present a problem if the curve makes sharp turns, as the cached points may not follow the curve closely enough.
There are two answers to this problem: either increase the number of cached points and increase memory consumption, or make a cubic interpolation between two points at the cost of (slightly) slower calculations.
</member>
<member name="h_offset" type="float" setter="set_h_offset" getter="get_h_offset" default="0.0">
@ -26,7 +26,7 @@
<member name="offset" type="float" setter="set_offset" getter="get_offset" default="0.0">
The distance from the first vertex, measured in 3D units along the path. This sets this node's position to a point within the path.
</member>
<member name="rotation_mode" type="int" setter="set_rotation_mode" getter="get_rotation_mode" enum="PathFollow.RotationMode" default="3">
<member name="rotation_mode" type="int" setter="set_rotation_mode" getter="get_rotation_mode" enum="PathFollow3D.RotationMode" default="3">
Allows or forbids rotation on one or more axes, depending on the [enum RotationMode] constants being used.
</member>
<member name="unit_offset" type="float" setter="set_unit_offset" getter="get_unit_offset" default="0.0">
@ -38,19 +38,19 @@
</members>
<constants>
<constant name="ROTATION_NONE" value="0" enum="RotationMode">
Forbids the PathFollow to rotate.
Forbids the PathFollow3D to rotate.
</constant>
<constant name="ROTATION_Y" value="1" enum="RotationMode">
Allows the PathFollow to rotate in the Y axis only.
Allows the PathFollow3D to rotate in the Y axis only.
</constant>
<constant name="ROTATION_XY" value="2" enum="RotationMode">
Allows the PathFollow to rotate in both the X, and Y axes.
Allows the PathFollow3D to rotate in both the X, and Y axes.
</constant>
<constant name="ROTATION_XYZ" value="3" enum="RotationMode">
Allows the PathFollow to rotate in any axis.
Allows the PathFollow3D to rotate in any axis.
</constant>
<constant name="ROTATION_ORIENTED" value="4" enum="RotationMode">
Uses the up vector information in a [Curve3D] to enforce orientation. This rotation mode requires the [Path]'s [member Curve3D.up_vector_enabled] property to be set to [code]true[/code].
Uses the up vector information in a [Curve3D] to enforce orientation. This rotation mode requires the [Path3D]'s [member Curve3D.up_vector_enabled] property to be set to [code]true[/code].
</constant>
</constants>
</class>

View file

@ -95,7 +95,7 @@
Number of islands in the 2D physics engine.
</constant>
<constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="23" enum="Monitor">
Number of active [RigidBody] and [VehicleBody] nodes in the game.
Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game.
</constant>
<constant name="PHYSICS_3D_COLLISION_PAIRS" value="24" enum="Monitor">
Number of collision pairs in the 3D physics engine.

View file

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicalBone" inherits="PhysicsBody" version="4.0">
<class name="PhysicalBone3D" inherits="PhysicsBody3D" version="4.0">
<brief_description>
</brief_description>
<description>
@ -55,7 +55,7 @@
</member>
<member name="joint_offset" type="Transform" setter="set_joint_offset" getter="get_joint_offset" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
</member>
<member name="joint_type" type="int" setter="set_joint_type" getter="get_joint_type" enum="PhysicalBone.JointType" default="0">
<member name="joint_type" type="int" setter="set_joint_type" getter="get_joint_type" enum="PhysicalBone3D.JointType" default="0">
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
</member>

View file

@ -5,7 +5,7 @@
</brief_description>
<description>
The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw a sky based on physical properties. This results in a substantially more realistic sky than the [ProceduralSkyMaterial], but it is slightly slower and less flexible.
The [PhysicalSkyMaterial] only supports one sun. The color, energy, and direction of the sun are taken from the first [DirectionalLight] in the scene tree.
The [PhysicalSkyMaterial] only supports one sun. The color, energy, and direction of the sun are taken from the first [DirectionalLight3D] in the scene tree.
As it is based on a daylight model, the sky fades to black as the sunset ends. If you want a full day/night cycle, you will have to add a night sky by converting this to a [ShaderMaterial] and adding a night sky directly into the resulting shader.
</description>
<tutorials>

View file

@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Physics2DDirectBodyStateSW" inherits="Physics2DDirectBodyState" version="4.0">
<brief_description>
Software implementation of [Physics2DDirectBodyState].
</brief_description>
<description>
Software implementation of [Physics2DDirectBodyState]. This object exposes no new methods or properties and should not be used, as [Physics2DDirectBodyState] selects the best implementation available.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsBody" inherits="CollisionObject" version="4.0">
<class name="PhysicsBody3D" inherits="CollisionObject3D" version="4.0">
<brief_description>
Base class for all objects affected by physics in 3D space.
</brief_description>
<description>
PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it.
PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Physics2DDirectBodyState" inherits="Object" version="4.0">
<class name="PhysicsDirectBodyState2D" inherits="Object" version="4.0">
<brief_description>
Direct access object to a physics body in the [Physics2DServer].
Direct access object to a physics body in the [PhysicsServer2D].
</brief_description>
<description>
Provides direct access to a physics body in the [Physics2DServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
@ -119,7 +119,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the collided shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
Returns the collided shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
</description>
</method>
<method name="get_contact_collider_velocity_at_position" qualifiers="const">
@ -167,7 +167,7 @@
</description>
</method>
<method name="get_space_state">
<return type="Physics2DDirectSpaceState">
<return type="PhysicsDirectSpaceState2D">
</return>
<description>
Returns the current state of the space, useful for queries.

View file

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsDirectBodyState2DSW" inherits="PhysicsDirectBodyState2D" version="4.0">
<brief_description>
Software implementation of [PhysicsDirectBodyState2D].
</brief_description>
<description>
Software implementation of [PhysicsDirectBodyState2D]. This object exposes no new methods or properties and should not be used, as [PhysicsDirectBodyState2D] selects the best implementation available.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsDirectBodyState" inherits="Object" version="4.0">
<class name="PhysicsDirectBodyState3D" inherits="Object" version="4.0">
<brief_description>
Direct access object to a physics body in the [PhysicsServer].
Direct access object to a physics body in the [PhysicsServer3D].
</brief_description>
<description>
Provides direct access to a physics body in the [PhysicsServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody._integrate_forces].
Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody3D._integrate_forces].
</description>
<tutorials>
</tutorials>
@ -128,7 +128,7 @@
</return>
<description>
Returns the number of contacts this body has with other bodies.
[b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody.contact_monitor].
[b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody3D.contact_monitor].
</description>
</method>
<method name="get_contact_impulse" qualifiers="const">
@ -168,7 +168,7 @@
</description>
</method>
<method name="get_space_state">
<return type="PhysicsDirectSpaceState">
<return type="PhysicsDirectSpaceState3D">
</return>
<description>
Returns the current state of the space, useful for queries.

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Physics2DDirectSpaceState" inherits="Object" version="4.0">
<class name="PhysicsDirectSpaceState2D" inherits="Object" version="4.0">
<brief_description>
Direct access object to a space in the [Physics2DServer].
Direct access object to a space in the [PhysicsServer2D].
</brief_description>
<description>
Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space.
Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
@ -13,35 +13,35 @@
<method name="cast_motion">
<return type="Array">
</return>
<argument index="0" name="shape" type="Physics2DShapeQueryParameters">
<argument index="0" name="shape" type="PhysicsShapeQueryParameters2D">
</argument>
<description>
Checks how far the shape can travel toward a point. If the shape can not move, the array will be empty.
[b]Note:[/b] Both the shape and the motion are supplied through a [Physics2DShapeQueryParameters] object. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code].
[b]Note:[/b] Both the shape and the motion are supplied through a [PhysicsShapeQueryParameters2D] object. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code].
</description>
</method>
<method name="collide_shape">
<return type="Array">
</return>
<argument index="0" name="shape" type="Physics2DShapeQueryParameters">
<argument index="0" name="shape" type="PhysicsShapeQueryParameters2D">
</argument>
<argument index="1" name="max_results" type="int" default="32">
</argument>
<description>
Checks the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time.
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time.
</description>
</method>
<method name="get_rest_info">
<return type="Dictionary">
</return>
<argument index="0" name="shape" type="Physics2DShapeQueryParameters">
<argument index="0" name="shape" type="PhysicsShapeQueryParameters2D">
</argument>
<description>
Checks the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. If it collides with more than one shape, the nearest one is selected. If the shape did not intersect anything, then an empty dictionary is returned instead.
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. If it collides with more than one shape, the nearest one is selected. If the shape did not intersect anything, then an empty dictionary is returned instead.
[b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. The returned object is a dictionary containing the following fields:
[code]collider_id[/code]: The colliding object's ID.
[code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If the object is an [Area2D], the result is [code](0, 0)[/code].
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
[code]normal[/code]: The object's surface normal at the intersection point.
[code]point[/code]: The intersection point.
[code]rid[/code]: The intersecting object's [RID].
@ -67,10 +67,10 @@
Checks whether a point is inside any shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively.
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
</description>
</method>
<method name="intersect_point_on_canvas">
@ -112,28 +112,28 @@
Intersects a ray in a given space. The returned object is a dictionary with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
[code]normal[/code]: The object's surface normal at the intersection point.
[code]position[/code]: The intersection point.
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
If the ray did not intersect anything, then an empty dictionary is returned instead.
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively.
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
</description>
</method>
<method name="intersect_shape">
<return type="Array">
</return>
<argument index="0" name="shape" type="Physics2DShapeQueryParameters">
<argument index="0" name="shape" type="PhysicsShapeQueryParameters2D">
</argument>
<argument index="1" name="max_results" type="int" default="32">
</argument>
<description>
Checks the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space.
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space.
[b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. The intersected shapes are returned in an array containing dictionaries with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time.

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsDirectSpaceState" inherits="Object" version="4.0">
<class name="PhysicsDirectSpaceState3D" inherits="Object" version="4.0">
<brief_description>
Direct access object to a space in the [PhysicsServer].
Direct access object to a space in the [PhysicsServer3D].
</brief_description>
<description>
Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space.
Direct access object to a space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
@ -13,7 +13,7 @@
<method name="cast_motion">
<return type="Array">
</return>
<argument index="0" name="shape" type="PhysicsShapeQueryParameters">
<argument index="0" name="shape" type="PhysicsShapeQueryParameters3D">
</argument>
<argument index="1" name="motion" type="Vector3">
</argument>
@ -25,23 +25,23 @@
<method name="collide_shape">
<return type="Array">
</return>
<argument index="0" name="shape" type="PhysicsShapeQueryParameters">
<argument index="0" name="shape" type="PhysicsShapeQueryParameters3D">
</argument>
<argument index="1" name="max_results" type="int" default="32">
</argument>
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time.
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time.
</description>
</method>
<method name="get_rest_info">
<return type="Dictionary">
</return>
<argument index="0" name="shape" type="PhysicsShapeQueryParameters">
<argument index="0" name="shape" type="PhysicsShapeQueryParameters3D">
</argument>
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] object, against the space. If it collides with more than one shape, the nearest one is selected. The returned object is a dictionary containing the following fields:
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. If it collides with more than one shape, the nearest one is selected. The returned object is a dictionary containing the following fields:
[code]collider_id[/code]: The colliding object's ID.
[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If the object is an [Area], the result is [code](0, 0, 0)[/code].
[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If the object is an [Area3D], the result is [code](0, 0, 0)[/code].
[code]normal[/code]: The object's surface normal at the intersection point.
[code]point[/code]: The intersection point.
[code]rid[/code]: The intersecting object's [RID].
@ -73,18 +73,18 @@
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
If the ray did not intersect anything, then an empty dictionary is returned instead.
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively.
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody3D]s or [Area3D]s, respectively.
</description>
</method>
<method name="intersect_shape">
<return type="Array">
</return>
<argument index="0" name="shape" type="PhysicsShapeQueryParameters">
<argument index="0" name="shape" type="PhysicsShapeQueryParameters3D">
</argument>
<argument index="1" name="max_results" type="int" default="32">
</argument>
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]rid[/code]: The intersecting object's [RID].

View file

@ -4,7 +4,7 @@
A material for physics properties.
</brief_description>
<description>
Provides a means of modifying the collision properties of a [PhysicsBody].
Provides a means of modifying the collision properties of a [PhysicsBody3D].
</description>
<tutorials>
</tutorials>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Physics2DServer" inherits="Object" version="4.0">
<class name="PhysicsServer2D" inherits="Object" version="4.0">
<brief_description>
Server interface for low-level 2D physics access.
</brief_description>
<description>
Physics2DServer is the server responsible for all 2D physics. It can create many kinds of physics objects, but does not insert them on the node tree.
PhysicsServer2D is the server responsible for all 2D physics. It can create many kinds of physics objects, but does not insert them on the node tree.
</description>
<tutorials>
</tutorials>
@ -83,7 +83,7 @@
</return>
<argument index="0" name="area" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="Physics2DServer.AreaParameter">
<argument index="1" name="param" type="int" enum="PhysicsServer2D.AreaParameter">
</argument>
<description>
Returns an area parameter value. See [enum AreaParameter] for a list of available parameters.
@ -130,7 +130,7 @@
</description>
</method>
<method name="area_get_space_override_mode" qualifiers="const">
<return type="int" enum="Physics2DServer.AreaSpaceOverrideMode">
<return type="int" enum="PhysicsServer2D.AreaSpaceOverrideMode">
</return>
<argument index="0" name="area" type="RID">
</argument>
@ -225,7 +225,7 @@
</return>
<argument index="0" name="area" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="Physics2DServer.AreaParameter">
<argument index="1" name="param" type="int" enum="PhysicsServer2D.AreaParameter">
</argument>
<argument index="2" name="value" type="Variant">
</argument>
@ -288,7 +288,7 @@
</return>
<argument index="0" name="area" type="RID">
</argument>
<argument index="1" name="mode" type="int" enum="Physics2DServer.AreaSpaceOverrideMode">
<argument index="1" name="mode" type="int" enum="PhysicsServer2D.AreaSpaceOverrideMode">
</argument>
<description>
Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] for a list of available modes.
@ -461,7 +461,7 @@
</description>
</method>
<method name="body_get_continuous_collision_detection_mode" qualifiers="const">
<return type="int" enum="Physics2DServer.CCDMode">
<return type="int" enum="PhysicsServer2D.CCDMode">
</return>
<argument index="0" name="body" type="RID">
</argument>
@ -470,12 +470,12 @@
</description>
</method>
<method name="body_get_direct_state">
<return type="Physics2DDirectBodyState">
<return type="PhysicsDirectBodyState2D">
</return>
<argument index="0" name="body" type="RID">
</argument>
<description>
Returns the [Physics2DDirectBodyState] of the body.
Returns the [PhysicsDirectBodyState2D] of the body.
</description>
</method>
<method name="body_get_max_contacts_reported" qualifiers="const">
@ -488,7 +488,7 @@
</description>
</method>
<method name="body_get_mode" qualifiers="const">
<return type="int" enum="Physics2DServer.BodyMode">
<return type="int" enum="PhysicsServer2D.BodyMode">
</return>
<argument index="0" name="body" type="RID">
</argument>
@ -510,7 +510,7 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="Physics2DServer.BodyParameter">
<argument index="1" name="param" type="int" enum="PhysicsServer2D.BodyParameter">
</argument>
<description>
Returns the value of a body parameter. See [enum BodyParameter] for a list of available parameters.
@ -572,7 +572,7 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
<argument index="1" name="state" type="int" enum="Physics2DServer.BodyState">
<argument index="1" name="state" type="int" enum="PhysicsServer2D.BodyState">
</argument>
<description>
Returns a body state.
@ -647,7 +647,7 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
<argument index="1" name="mode" type="int" enum="Physics2DServer.CCDMode">
<argument index="1" name="mode" type="int" enum="PhysicsServer2D.CCDMode">
</argument>
<description>
Sets the continuous collision detection mode using one of the [enum CCDMode] constants.
@ -685,7 +685,7 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
<argument index="1" name="mode" type="int" enum="Physics2DServer.BodyMode">
<argument index="1" name="mode" type="int" enum="PhysicsServer2D.BodyMode">
</argument>
<description>
Sets the body mode using one of the [enum BodyMode] constants.
@ -707,7 +707,7 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="Physics2DServer.BodyParameter">
<argument index="1" name="param" type="int" enum="PhysicsServer2D.BodyParameter">
</argument>
<argument index="2" name="value" type="float">
</argument>
@ -798,7 +798,7 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
<argument index="1" name="state" type="int" enum="Physics2DServer.BodyState">
<argument index="1" name="state" type="int" enum="PhysicsServer2D.BodyState">
</argument>
<argument index="2" name="value" type="Variant">
</argument>
@ -819,10 +819,10 @@
</argument>
<argument index="4" name="margin" type="float" default="0.08">
</argument>
<argument index="5" name="result" type="Physics2DTestMotionResult" default="null">
<argument index="5" name="result" type="PhysicsTestMotionResult2D" default="null">
</argument>
<description>
Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [Physics2DTestMotionResult] can be passed to return additional information in.
Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [PhysicsTestMotionResult2D] can be passed to return additional information in.
</description>
</method>
<method name="capsule_shape_create">
@ -869,7 +869,7 @@
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="Physics2DServer.DampedStringParam">
<argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedStringParam">
</argument>
<description>
Returns the value of a damped spring joint parameter.
@ -880,7 +880,7 @@
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="Physics2DServer.DampedStringParam">
<argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedStringParam">
</argument>
<argument index="2" name="value" type="float">
</argument>
@ -894,13 +894,13 @@
<argument index="0" name="rid" type="RID">
</argument>
<description>
Destroys any of the objects created by Physics2DServer. If the [RID] passed is not one of the objects that can be created by Physics2DServer, an error will be sent to the console.
Destroys any of the objects created by PhysicsServer2D. If the [RID] passed is not one of the objects that can be created by PhysicsServer2D, an error will be sent to the console.
</description>
</method>
<method name="get_process_info">
<return type="int">
</return>
<argument index="0" name="process_info" type="int" enum="Physics2DServer.ProcessInfo">
<argument index="0" name="process_info" type="int" enum="PhysicsServer2D.ProcessInfo">
</argument>
<description>
Returns information about the current state of the 2D physics engine. See [enum ProcessInfo] for a list of available states.
@ -928,14 +928,14 @@
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="Physics2DServer.JointParam">
<argument index="1" name="param" type="int" enum="PhysicsServer2D.JointParam">
</argument>
<description>
Returns the value of a joint parameter.
</description>
</method>
<method name="joint_get_type" qualifiers="const">
<return type="int" enum="Physics2DServer.JointType">
<return type="int" enum="PhysicsServer2D.JointType">
</return>
<argument index="0" name="joint" type="RID">
</argument>
@ -948,7 +948,7 @@
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="Physics2DServer.JointParam">
<argument index="1" name="param" type="int" enum="PhysicsServer2D.JointParam">
</argument>
<argument index="2" name="value" type="float">
</argument>
@ -1012,7 +1012,7 @@
</description>
</method>
<method name="shape_get_type" qualifiers="const">
<return type="int" enum="Physics2DServer.ShapeType">
<return type="int" enum="PhysicsServer2D.ShapeType">
</return>
<argument index="0" name="shape" type="RID">
</argument>
@ -1039,12 +1039,12 @@
</description>
</method>
<method name="space_get_direct_state">
<return type="Physics2DDirectSpaceState">
<return type="PhysicsDirectSpaceState2D">
</return>
<argument index="0" name="space" type="RID">
</argument>
<description>
Returns the state of a space, a [Physics2DDirectSpaceState]. This object can be used to make collision/intersection queries.
Returns the state of a space, a [PhysicsDirectSpaceState2D]. This object can be used to make collision/intersection queries.
</description>
</method>
<method name="space_get_param" qualifiers="const">
@ -1052,7 +1052,7 @@
</return>
<argument index="0" name="space" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="Physics2DServer.SpaceParameter">
<argument index="1" name="param" type="int" enum="PhysicsServer2D.SpaceParameter">
</argument>
<description>
Returns the value of a space parameter.
@ -1083,7 +1083,7 @@
</return>
<argument index="0" name="space" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="Physics2DServer.SpaceParameter">
<argument index="1" name="param" type="int" enum="PhysicsServer2D.SpaceParameter">
</argument>
<argument index="2" name="value" type="float">
</argument>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Physics2DServerSW" inherits="Physics2DServer" version="4.0">
<class name="PhysicsServer2DSW" inherits="PhysicsServer2D" version="4.0">
<brief_description>
Software implementation of [Physics2DServer].
Software implementation of [PhysicsServer2D].
</brief_description>
<description>
This class exposes no new methods or properties and should not be used, as [Physics2DServer] automatically selects the best implementation available.
This class exposes no new methods or properties and should not be used, as [PhysicsServer2D] automatically selects the best implementation available.
</description>
<tutorials>
</tutorials>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsServer" inherits="Object" version="4.0">
<class name="PhysicsServer3D" inherits="Object" version="4.0">
<brief_description>
Server interface for low-level physics access.
</brief_description>
<description>
PhysicsServer is the server responsible for all 3D physics. It can create many kinds of physics objects, but does not insert them on the node tree.
PhysicsServer3D is the server responsible for all 3D physics. It can create many kinds of physics objects, but does not insert them on the node tree.
</description>
<tutorials>
</tutorials>
@ -48,7 +48,7 @@
<return type="RID">
</return>
<description>
Creates an [Area].
Creates an [Area3D].
</description>
</method>
<method name="area_get_object_instance_id" qualifiers="const">
@ -65,7 +65,7 @@
</return>
<argument index="0" name="area" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="PhysicsServer.AreaParameter">
<argument index="1" name="param" type="int" enum="PhysicsServer3D.AreaParameter">
</argument>
<description>
Returns an area parameter value. A list of available parameters is on the [enum AreaParameter] constants.
@ -112,7 +112,7 @@
</description>
</method>
<method name="area_get_space_override_mode" qualifiers="const">
<return type="int" enum="PhysicsServer.AreaSpaceOverrideMode">
<return type="int" enum="PhysicsServer3D.AreaSpaceOverrideMode">
</return>
<argument index="0" name="area" type="RID">
</argument>
@ -216,7 +216,7 @@
</return>
<argument index="0" name="area" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="PhysicsServer.AreaParameter">
<argument index="1" name="param" type="int" enum="PhysicsServer3D.AreaParameter">
</argument>
<argument index="2" name="value" type="Variant">
</argument>
@ -289,7 +289,7 @@
</return>
<argument index="0" name="area" type="RID">
</argument>
<argument index="1" name="mode" type="int" enum="PhysicsServer.AreaSpaceOverrideMode">
<argument index="1" name="mode" type="int" enum="PhysicsServer3D.AreaSpaceOverrideMode">
</argument>
<description>
Sets the space override mode for the area. The modes are described in the [enum AreaSpaceOverrideMode] constants.
@ -421,7 +421,7 @@
<method name="body_create">
<return type="RID">
</return>
<argument index="0" name="mode" type="int" enum="PhysicsServer.BodyMode" default="2">
<argument index="0" name="mode" type="int" enum="PhysicsServer3D.BodyMode" default="2">
</argument>
<argument index="1" name="init_sleeping" type="bool" default="false">
</argument>
@ -449,12 +449,12 @@
</description>
</method>
<method name="body_get_direct_state">
<return type="PhysicsDirectBodyState">
<return type="PhysicsDirectBodyState3D">
</return>
<argument index="0" name="body" type="RID">
</argument>
<description>
Returns the [PhysicsDirectBodyState] of the body.
Returns the [PhysicsDirectBodyState3D] of the body.
</description>
</method>
<method name="body_get_kinematic_safe_margin" qualifiers="const">
@ -475,7 +475,7 @@
</description>
</method>
<method name="body_get_mode" qualifiers="const">
<return type="int" enum="PhysicsServer.BodyMode">
<return type="int" enum="PhysicsServer3D.BodyMode">
</return>
<argument index="0" name="body" type="RID">
</argument>
@ -497,7 +497,7 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="PhysicsServer.BodyParameter">
<argument index="1" name="param" type="int" enum="PhysicsServer3D.BodyParameter">
</argument>
<description>
Returns the value of a body parameter. A list of available parameters is on the [enum BodyParameter] constants.
@ -548,7 +548,7 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
<argument index="1" name="state" type="int" enum="PhysicsServer.BodyState">
<argument index="1" name="state" type="int" enum="PhysicsServer3D.BodyState">
</argument>
<description>
Returns a body state.
@ -559,7 +559,7 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
<argument index="1" name="axis" type="int" enum="PhysicsServer.BodyAxis">
<argument index="1" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
</argument>
<description>
</description>
@ -619,7 +619,7 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
<argument index="1" name="axis" type="int" enum="PhysicsServer.BodyAxis">
<argument index="1" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
</argument>
<argument index="2" name="lock" type="bool">
</argument>
@ -712,7 +712,7 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
<argument index="1" name="mode" type="int" enum="PhysicsServer.BodyMode">
<argument index="1" name="mode" type="int" enum="PhysicsServer3D.BodyMode">
</argument>
<description>
Sets the body mode, from one of the [enum BodyMode] constants.
@ -734,7 +734,7 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="PhysicsServer.BodyParameter">
<argument index="1" name="param" type="int" enum="PhysicsServer3D.BodyParameter">
</argument>
<argument index="2" name="value" type="float">
</argument>
@ -807,7 +807,7 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
<argument index="1" name="state" type="int" enum="PhysicsServer.BodyState">
<argument index="1" name="state" type="int" enum="PhysicsServer3D.BodyState">
</argument>
<argument index="2" name="value" type="Variant">
</argument>
@ -820,7 +820,7 @@
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="PhysicsServer.ConeTwistJointParam">
<argument index="1" name="param" type="int" enum="PhysicsServer3D.ConeTwistJointParam">
</argument>
<description>
Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants).
@ -831,7 +831,7 @@
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="PhysicsServer.ConeTwistJointParam">
<argument index="1" name="param" type="int" enum="PhysicsServer3D.ConeTwistJointParam">
</argument>
<argument index="2" name="value" type="float">
</argument>
@ -845,7 +845,7 @@
<argument index="0" name="rid" type="RID">
</argument>
<description>
Destroys any of the objects created by PhysicsServer. If the [RID] passed is not one of the objects that can be created by PhysicsServer, an error will be sent to the console.
Destroys any of the objects created by PhysicsServer3D. If the [RID] passed is not one of the objects that can be created by PhysicsServer3D, an error will be sent to the console.
</description>
</method>
<method name="generic_6dof_joint_get_flag">
@ -855,7 +855,7 @@
</argument>
<argument index="1" name="axis" type="int" enum="Vector3.Axis">
</argument>
<argument index="2" name="flag" type="int" enum="PhysicsServer.G6DOFJointAxisFlag">
<argument index="2" name="flag" type="int" enum="PhysicsServer3D.G6DOFJointAxisFlag">
</argument>
<description>
Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants).
@ -868,7 +868,7 @@
</argument>
<argument index="1" name="axis" type="int" enum="Vector3.Axis">
</argument>
<argument index="2" name="param" type="int" enum="PhysicsServer.G6DOFJointAxisParam">
<argument index="2" name="param" type="int" enum="PhysicsServer3D.G6DOFJointAxisParam">
</argument>
<description>
Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] constants).
@ -881,7 +881,7 @@
</argument>
<argument index="1" name="axis" type="int" enum="Vector3.Axis">
</argument>
<argument index="2" name="flag" type="int" enum="PhysicsServer.G6DOFJointAxisFlag">
<argument index="2" name="flag" type="int" enum="PhysicsServer3D.G6DOFJointAxisFlag">
</argument>
<argument index="3" name="enable" type="bool">
</argument>
@ -896,7 +896,7 @@
</argument>
<argument index="1" name="axis" type="int" enum="Vector3.Axis">
</argument>
<argument index="2" name="param" type="int" enum="PhysicsServer.G6DOFJointAxisParam">
<argument index="2" name="param" type="int" enum="PhysicsServer3D.G6DOFJointAxisParam">
</argument>
<argument index="3" name="value" type="float">
</argument>
@ -907,7 +907,7 @@
<method name="get_process_info">
<return type="int">
</return>
<argument index="0" name="process_info" type="int" enum="PhysicsServer.ProcessInfo">
<argument index="0" name="process_info" type="int" enum="PhysicsServer3D.ProcessInfo">
</argument>
<description>
Returns an Info defined by the [enum ProcessInfo] input given.
@ -918,7 +918,7 @@
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="flag" type="int" enum="PhysicsServer.HingeJointFlag">
<argument index="1" name="flag" type="int" enum="PhysicsServer3D.HingeJointFlag">
</argument>
<description>
Gets a hinge_joint flag (see [enum HingeJointFlag] constants).
@ -929,7 +929,7 @@
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="PhysicsServer.HingeJointParam">
<argument index="1" name="param" type="int" enum="PhysicsServer3D.HingeJointParam">
</argument>
<description>
Gets a hinge_joint parameter (see [enum HingeJointParam]).
@ -940,7 +940,7 @@
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="flag" type="int" enum="PhysicsServer.HingeJointFlag">
<argument index="1" name="flag" type="int" enum="PhysicsServer3D.HingeJointFlag">
</argument>
<argument index="2" name="enabled" type="bool">
</argument>
@ -953,7 +953,7 @@
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="PhysicsServer.HingeJointParam">
<argument index="1" name="param" type="int" enum="PhysicsServer3D.HingeJointParam">
</argument>
<argument index="2" name="value" type="float">
</argument>
@ -973,7 +973,7 @@
<argument index="3" name="local_ref_B" type="Transform">
</argument>
<description>
Creates a [ConeTwistJoint].
Creates a [ConeTwistJoint3D].
</description>
</method>
<method name="joint_create_generic_6dof">
@ -988,7 +988,7 @@
<argument index="3" name="local_ref_B" type="Transform">
</argument>
<description>
Creates a [Generic6DOFJoint].
Creates a [Generic6DOFJoint3D].
</description>
</method>
<method name="joint_create_hinge">
@ -1003,7 +1003,7 @@
<argument index="3" name="hinge_B" type="Transform">
</argument>
<description>
Creates a [HingeJoint].
Creates a [HingeJoint3D].
</description>
</method>
<method name="joint_create_pin">
@ -1018,7 +1018,7 @@
<argument index="3" name="local_B" type="Vector3">
</argument>
<description>
Creates a [PinJoint].
Creates a [PinJoint3D].
</description>
</method>
<method name="joint_create_slider">
@ -1033,7 +1033,7 @@
<argument index="3" name="local_ref_B" type="Transform">
</argument>
<description>
Creates a [SliderJoint].
Creates a [SliderJoint3D].
</description>
</method>
<method name="joint_get_solver_priority" qualifiers="const">
@ -1042,16 +1042,16 @@
<argument index="0" name="joint" type="RID">
</argument>
<description>
Gets the priority value of the Joint.
Gets the priority value of the Joint3D.
</description>
</method>
<method name="joint_get_type" qualifiers="const">
<return type="int" enum="PhysicsServer.JointType">
<return type="int" enum="PhysicsServer3D.JointType">
</return>
<argument index="0" name="joint" type="RID">
</argument>
<description>
Returns the type of the Joint.
Returns the type of the Joint3D.
</description>
</method>
<method name="joint_set_solver_priority">
@ -1062,7 +1062,7 @@
<argument index="1" name="priority" type="int">
</argument>
<description>
Sets the priority value of the Joint.
Sets the priority value of the Joint3D.
</description>
</method>
<method name="pin_joint_get_local_a" qualifiers="const">
@ -1088,7 +1088,7 @@
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="PhysicsServer.PinJointParam">
<argument index="1" name="param" type="int" enum="PhysicsServer3D.PinJointParam">
</argument>
<description>
Gets a pin_joint parameter (see [enum PinJointParam] constants).
@ -1121,7 +1121,7 @@
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="PhysicsServer.PinJointParam">
<argument index="1" name="param" type="int" enum="PhysicsServer3D.PinJointParam">
</argument>
<argument index="2" name="value" type="float">
</argument>
@ -1141,7 +1141,7 @@
<method name="shape_create">
<return type="RID">
</return>
<argument index="0" name="type" type="int" enum="PhysicsServer.ShapeType">
<argument index="0" name="type" type="int" enum="PhysicsServer3D.ShapeType">
</argument>
<description>
Creates a shape of a type from [enum ShapeType]. Does not assign it to a body or an area. To do so, you must use [method area_set_shape] or [method body_set_shape].
@ -1157,7 +1157,7 @@
</description>
</method>
<method name="shape_get_type" qualifiers="const">
<return type="int" enum="PhysicsServer.ShapeType">
<return type="int" enum="PhysicsServer3D.ShapeType">
</return>
<argument index="0" name="shape" type="RID">
</argument>
@ -1181,7 +1181,7 @@
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="PhysicsServer.SliderJointParam">
<argument index="1" name="param" type="int" enum="PhysicsServer3D.SliderJointParam">
</argument>
<description>
Gets a slider_joint parameter (see [enum SliderJointParam] constants).
@ -1192,7 +1192,7 @@
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="PhysicsServer.SliderJointParam">
<argument index="1" name="param" type="int" enum="PhysicsServer3D.SliderJointParam">
</argument>
<argument index="2" name="value" type="float">
</argument>
@ -1208,12 +1208,12 @@
</description>
</method>
<method name="space_get_direct_state">
<return type="PhysicsDirectSpaceState">
<return type="PhysicsDirectSpaceState3D">
</return>
<argument index="0" name="space" type="RID">
</argument>
<description>
Returns the state of a space, a [PhysicsDirectSpaceState]. This object can be used to make collision/intersection queries.
Returns the state of a space, a [PhysicsDirectSpaceState3D]. This object can be used to make collision/intersection queries.
</description>
</method>
<method name="space_get_param" qualifiers="const">
@ -1221,7 +1221,7 @@
</return>
<argument index="0" name="space" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="PhysicsServer.SpaceParameter">
<argument index="1" name="param" type="int" enum="PhysicsServer3D.SpaceParameter">
</argument>
<description>
Returns the value of a space parameter.
@ -1252,7 +1252,7 @@
</return>
<argument index="0" name="space" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="PhysicsServer.SpaceParameter">
<argument index="1" name="param" type="int" enum="PhysicsServer3D.SpaceParameter">
</argument>
<argument index="2" name="value" type="float">
</argument>
@ -1263,19 +1263,19 @@
</methods>
<constants>
<constant name="JOINT_PIN" value="0" enum="JointType">
The [Joint] is a [PinJoint].
The [Joint3D] is a [PinJoint3D].
</constant>
<constant name="JOINT_HINGE" value="1" enum="JointType">
The [Joint] is a [HingeJoint].
The [Joint3D] is a [HingeJoint3D].
</constant>
<constant name="JOINT_SLIDER" value="2" enum="JointType">
The [Joint] is a [SliderJoint].
The [Joint3D] is a [SliderJoint3D].
</constant>
<constant name="JOINT_CONE_TWIST" value="3" enum="JointType">
The [Joint] is a [ConeTwistJoint].
The [Joint3D] is a [ConeTwistJoint3D].
</constant>
<constant name="JOINT_6DOF" value="4" enum="JointType">
The [Joint] is a [Generic6DOFJoint].
The [Joint3D] is a [Generic6DOFJoint3D].
</constant>
<constant name="PIN_JOINT_BIAS" value="0" enum="PinJointParam">
The strength with which the pinned objects try to stay in positional relation to each other.
@ -1286,7 +1286,7 @@
The higher, the stronger.
</constant>
<constant name="PIN_JOINT_IMPULSE_CLAMP" value="2" enum="PinJointParam">
If above 0, this value is the maximum value for an impulse that this Joint puts on its ends.
If above 0, this value is the maximum value for an impulse that this Joint3D puts on its ends.
</constant>
<constant name="HINGE_JOINT_BIAS" value="0" enum="HingeJointParam">
The speed with which the two bodies get pulled together when they move in different directions.
@ -1389,7 +1389,7 @@
<constant name="CONE_TWIST_JOINT_SWING_SPAN" value="0" enum="ConeTwistJointParam">
Swing is rotation from side to side, around the axis perpendicular to the twist axis.
The swing span defines, how much rotation will not get corrected along the swing axis.
Could be defined as looseness in the [ConeTwistJoint].
Could be defined as looseness in the [ConeTwistJoint3D].
If below 0.05, this behavior is locked.
</constant>
<constant name="CONE_TWIST_JOINT_TWIST_SPAN" value="1" enum="ConeTwistJointParam">
@ -1401,7 +1401,7 @@
The higher, the faster.
</constant>
<constant name="CONE_TWIST_JOINT_SOFTNESS" value="3" enum="ConeTwistJointParam">
The ease with which the Joint twists, if it's too low, it takes more force to twist the joint.
The ease with which the Joint3D twists, if it's too low, it takes more force to twist the joint.
</constant>
<constant name="CONE_TWIST_JOINT_RELAXATION" value="4" enum="ConeTwistJointParam">
Defines, how fast the swing- and twist-speed-difference on both sides gets synced.
@ -1467,31 +1467,31 @@
If [code]set[/code] there is a linear motor on this axis that targets a specific velocity.
</constant>
<constant name="SHAPE_PLANE" value="0" enum="ShapeType">
The [Shape] is a [WorldMarginShape].
The [Shape3D] is a [WorldMarginShape3D].
</constant>
<constant name="SHAPE_RAY" value="1" enum="ShapeType">
The [Shape] is a [RayShape].
The [Shape3D] is a [RayShape3D].
</constant>
<constant name="SHAPE_SPHERE" value="2" enum="ShapeType">
The [Shape] is a [SphereShape].
The [Shape3D] is a [SphereShape3D].
</constant>
<constant name="SHAPE_BOX" value="3" enum="ShapeType">
The [Shape] is a [BoxShape].
The [Shape3D] is a [BoxShape3D].
</constant>
<constant name="SHAPE_CAPSULE" value="4" enum="ShapeType">
The [Shape] is a [CapsuleShape].
The [Shape3D] is a [CapsuleShape3D].
</constant>
<constant name="SHAPE_CYLINDER" value="5" enum="ShapeType">
The [Shape] is a [CylinderShape].
The [Shape3D] is a [CylinderShape3D].
</constant>
<constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType">
The [Shape] is a [ConvexPolygonShape].
The [Shape3D] is a [ConvexPolygonShape3D].
</constant>
<constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType">
The [Shape] is a [ConcavePolygonShape].
The [Shape3D] is a [ConcavePolygonShape3D].
</constant>
<constant name="SHAPE_HEIGHTMAP" value="8" enum="ShapeType">
The [Shape] is a [HeightMapShape].
The [Shape3D] is a [HeightMapShape3D].
</constant>
<constant name="SHAPE_CUSTOM" value="9" enum="ShapeType">
This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Physics2DShapeQueryParameters" inherits="Reference" version="4.0">
<class name="PhysicsShapeQueryParameters2D" inherits="Reference" version="4.0">
<brief_description>
Parameters to be sent to a 2D shape physics query.
</brief_description>
<description>
This class contains the shape and other parameters for 2D intersection/collision queries. See also [Physics2DShapeQueryResult].
This class contains the shape and other parameters for 2D intersection/collision queries. See also [PhysicsShapeQueryResult2D].
</description>
<tutorials>
</tutorials>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsShapeQueryParameters" inherits="Reference" version="4.0">
<class name="PhysicsShapeQueryParameters3D" inherits="Reference" version="4.0">
<brief_description>
Parameters to be sent to a 3D shape physics query.
</brief_description>
<description>
This class contains the shape and other parameters for 3D intersection/collision queries. See also [PhysicsShapeQueryResult].
This class contains the shape and other parameters for 3D intersection/collision queries. See also [PhysicsShapeQueryResult3D].
</description>
<tutorials>
</tutorials>
@ -15,16 +15,16 @@
<argument index="0" name="shape" type="Resource">
</argument>
<description>
Sets the [Shape] that will be used for collision/intersection queries.
Sets the [Shape3D] that will be used for collision/intersection queries.
</description>
</method>
</methods>
<members>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
If [code]true[/code], the query will take [Area]s into account.
If [code]true[/code], the query will take [Area3D]s into account.
</member>
<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
If [code]true[/code], the query will take [PhysicsBody]s into account.
If [code]true[/code], the query will take [PhysicsBody3D]s into account.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="2147483647">
The physics layer(s) the query will take into account (as a bitmask).

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Physics2DShapeQueryResult" inherits="Reference" version="4.0">
<class name="PhysicsShapeQueryResult2D" inherits="Reference" version="4.0">
<brief_description>
Result of a 2D shape query in [Physics2DServer].
Result of a 2D shape query in [PhysicsServer2D].
</brief_description>
<description>
The result of a 2D shape query in [Physics2DServer]. See also [Physics2DShapeQueryParameters].
The result of a 2D shape query in [PhysicsServer2D]. See also [PhysicsShapeQueryParameters2D].
</description>
<tutorials>
</tutorials>
@ -40,7 +40,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
Returns the child index of the object's [Shape] that intersected with the shape at index [code]idx[/code].
Returns the child index of the object's [Shape2D] that intersected with the shape at index [code]idx[/code].
</description>
</method>
<method name="get_result_rid" qualifiers="const">

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsShapeQueryResult" inherits="Reference" version="4.0">
<class name="PhysicsShapeQueryResult3D" inherits="Reference" version="4.0">
<brief_description>
Result of a 3D shape query in [PhysicsServer].
Result of a 3D shape query in [PhysicsServer3D].
</brief_description>
<description>
The result of a 3D shape query in [PhysicsServer]. See also [PhysicsShapeQueryParameters].
The result of a 3D shape query in [PhysicsServer3D]. See also [PhysicsShapeQueryParameters3D].
</description>
<tutorials>
</tutorials>
@ -40,7 +40,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
Returns the child index of the object's [Shape] that intersected with the shape at index [code]idx[/code].
Returns the child index of the object's [Shape3D] that intersected with the shape at index [code]idx[/code].
</description>
</method>
<method name="get_result_rid" qualifiers="const">

View file

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Physics2DTestMotionResult" inherits="Reference" version="4.0">
<class name="PhysicsTestMotionResult2D" inherits="Reference" version="4.0">
<brief_description>
</brief_description>
<description>

View file

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PinJoint2D" inherits="Joint2D" version="4.0">
<brief_description>
Pin Joint for 2D shapes.
Pin joint for 2D shapes.
</brief_description>
<description>
Pin Joint for 2D rigid bodies. It pins two bodies (rigid or static) together.
Pin joint for 2D rigid bodies. It pins two bodies (rigid or static) together.
</description>
<tutorials>
</tutorials>

View file

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PinJoint" inherits="Joint" version="4.0">
<class name="PinJoint3D" inherits="Joint3D" version="4.0">
<brief_description>
Pin joint for 3D shapes.
</brief_description>
@ -12,7 +12,7 @@
<method name="get_param" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="param" type="int" enum="PinJoint.Param">
<argument index="0" name="param" type="int" enum="PinJoint3D.Param">
</argument>
<description>
Returns the value of the specified parameter.
@ -21,7 +21,7 @@
<method name="set_param">
<return type="void">
</return>
<argument index="0" name="param" type="int" enum="PinJoint.Param">
<argument index="0" name="param" type="int" enum="PinJoint3D.Param">
</argument>
<argument index="1" name="value" type="float">
</argument>
@ -38,7 +38,7 @@
The force with which the pinned objects stay in velocity relation to each other. The higher, the stronger.
</member>
<member name="params/impulse_clamp" type="float" setter="set_param" getter="get_param" default="0.0">
If above 0, this value is the maximum value for an impulse that this Joint produces.
If above 0, this value is the maximum value for an impulse that this Joint3D produces.
</member>
</members>
<constants>
@ -49,7 +49,7 @@
The force with which the pinned objects stay in velocity relation to each other. The higher, the stronger.
</constant>
<constant name="PARAM_IMPULSE_CLAMP" value="2" enum="Param">
If above 0, this value is the maximum value for an impulse that this Joint produces.
If above 0, this value is the maximum value for an impulse that this Joint3D produces.
</constant>
</constants>
</class>

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