godot/doc/classes/VisualInstance3D.xml
clayjohn 49bebf2bfb Sort decals and lights based on camera origin
Also implement sort_offset for decals

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-01-20 09:58:17 -08:00

73 lines
4.1 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualInstance3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Parent of all visual 3D nodes.
</brief_description>
<description>
The [VisualInstance3D] is used to connect a resource to a visual representation. All visual 3D nodes inherit from the [VisualInstance3D]. In general, you should not access the [VisualInstance3D] properties directly as they are accessed and managed by the nodes that inherit from [VisualInstance3D]. [VisualInstance3D] is the node representation of the [RenderingServer] instance.
</description>
<tutorials>
</tutorials>
<methods>
<method name="_get_aabb" qualifiers="virtual const">
<return type="AABB" />
<description>
</description>
</method>
<method name="get_aabb" qualifiers="const">
<return type="AABB" />
<description>
Returns the [AABB] (also known as the bounding box) for this [VisualInstance3D].
</description>
</method>
<method name="get_base" qualifiers="const">
<return type="RID" />
<description>
Returns the RID of the resource associated with this [VisualInstance3D]. For example, if the Node is a [MeshInstance3D], this will return the RID of the associated [Mesh].
</description>
</method>
<method name="get_instance" qualifiers="const">
<return type="RID" />
<description>
Returns the RID of this instance. This RID is the same as the RID returned by [method RenderingServer.instance_create]. This RID is needed if you want to call [RenderingServer] functions directly on this [VisualInstance3D].
</description>
</method>
<method name="get_layer_mask_value" qualifiers="const">
<return type="bool" />
<param index="0" name="layer_number" type="int" />
<description>
Returns whether or not the specified layer of the [member layers] is enabled, given a [code]layer_number[/code] between 1 and 20.
</description>
</method>
<method name="set_base">
<return type="void" />
<param index="0" name="base" type="RID" />
<description>
Sets the resource that is instantiated by this [VisualInstance3D], which changes how the engine handles the [VisualInstance3D] under the hood. Equivalent to [method RenderingServer.instance_set_base].
</description>
</method>
<method name="set_layer_mask_value">
<return type="void" />
<param index="0" name="layer_number" type="int" />
<param index="1" name="value" type="bool" />
<description>
Based on [param value], enables or disables the specified layer in the [member layers], given a [param layer_number] between 1 and 20.
</description>
</method>
</methods>
<members>
<member name="layers" type="int" setter="set_layer_mask" getter="get_layer_mask" default="1">
The render layer(s) this [VisualInstance3D] is drawn on.
This object will only be visible for [Camera3D]s whose cull mask includes the render object this [VisualInstance3D] is set to.
For [Light3D]s, this can be used to control which [VisualInstance3D]s are affected by a specific light. For [GPUParticles3D], this can be used to control which particles are effected by a specific attractor. For [Decal]s, this can be used to control which [VisualInstance3D]s are affected by a specific decal.
</member>
<member name="sorting_offset" type="float" setter="set_sorting_offset" getter="get_sorting_offset" default="0.0">
The sorting offset used by this [VisualInstance3D]. Adjusting it to a higher value will make the [VisualInstance3D] reliably draw on top of other [VisualInstance3D]s that are otherwise positioned at the same spot.
</member>
<member name="sorting_use_aabb_center" type="bool" setter="set_sorting_use_aabb_center" getter="is_sorting_use_aabb_center">
If [code]true[/code], the object is sorted based on the [AABB] center. The object will be sorted based on the global position otherwise.
The [AABB] center based sorting is generally more accurate for 3D models. The position based sorting instead allows to better control the drawing order when working with [GPUParticles3D] and [CPUParticles3D].
</member>
</members>
</class>