godot/doc/classes/ImmediateGeometry.xml
letheed 5ad9be4c24 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00

112 lines
3.1 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImmediateGeometry" inherits="GeometryInstance" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Node to draw simple geometry from code, ala OpenGL 1.x
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_sphere">
<return type="void">
</return>
<argument index="0" name="lats" type="int">
</argument>
<argument index="1" name="lons" type="int">
</argument>
<argument index="2" name="radius" type="float">
</argument>
<argument index="3" name="add_uv" type="bool" default="true">
</argument>
<description>
Simple helper to draw a uvsphere, with given latitudes, longitude and radius.
</description>
</method>
<method name="add_vertex">
<return type="void">
</return>
<argument index="0" name="position" type="Vector3">
</argument>
<description>
Add a vertex with the currently set color/uv/etc.
</description>
</method>
<method name="begin">
<return type="void">
</return>
<argument index="0" name="primitive" type="int" enum="Mesh.PrimitiveType">
</argument>
<argument index="1" name="texture" type="Texture" default="null">
</argument>
<description>
Begin drawing (And optionally pass a texture override). When done call end(). For more information on how this works, search for glBegin() glEnd() references.
For the type of primitive, use the [Mesh].PRIMITIVE_* enumerations.
</description>
</method>
<method name="clear">
<return type="void">
</return>
<description>
Clear everything that was drawn using begin/end.
</description>
</method>
<method name="end">
<return type="void">
</return>
<description>
Call this when done adding a batch of geometry, otherwise it can't be displayed.
</description>
</method>
<method name="set_color">
<return type="void">
</return>
<argument index="0" name="color" type="Color">
</argument>
<description>
Set the color that the next vertex will use to be drawn.
</description>
</method>
<method name="set_normal">
<return type="void">
</return>
<argument index="0" name="normal" type="Vector3">
</argument>
<description>
Set the normal that the next vertex will use to be drawn.
</description>
</method>
<method name="set_tangent">
<return type="void">
</return>
<argument index="0" name="tangent" type="Plane">
</argument>
<description>
Set the tangent (and binormal facing) that the next vertex will use to be drawn.
</description>
</method>
<method name="set_uv">
<return type="void">
</return>
<argument index="0" name="uv" type="Vector2">
</argument>
<description>
Set the UV that the next vertex will use to be drawn.
</description>
</method>
<method name="set_uv2">
<return type="void">
</return>
<argument index="0" name="uv" type="Vector2">
</argument>
<description>
Set the second layer of UV that the next vertex will use to be drawn.
</description>
</method>
</methods>
<constants>
</constants>
</class>