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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
37 lines
1.8 KiB
XML
37 lines
1.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeBillboard" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A node that controls how the object faces the camera to be used within the visual shader graph.
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</brief_description>
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<description>
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The output port of this node needs to be connected to [code]Model View Matrix[/code] port of [VisualShaderNodeOutput].
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="billboard_type" type="int" setter="set_billboard_type" getter="get_billboard_type" enum="VisualShaderNodeBillboard.BillboardType" default="1">
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Controls how the object faces the camera. See [enum BillboardType].
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</member>
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<member name="keep_scale" type="bool" setter="set_keep_scale_enabled" getter="is_keep_scale_enabled" default="false">
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If [code]true[/code], the shader will keep the scale set for the mesh. Otherwise, the scale is lost when billboarding.
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</member>
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</members>
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<constants>
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<constant name="BILLBOARD_TYPE_DISABLED" value="0" enum="BillboardType">
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Billboarding is disabled and the node does nothing.
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</constant>
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<constant name="BILLBOARD_TYPE_ENABLED" value="1" enum="BillboardType">
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A standard billboarding algorithm is enabled.
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</constant>
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<constant name="BILLBOARD_TYPE_FIXED_Y" value="2" enum="BillboardType">
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A billboarding algorithm to rotate around Y-axis is enabled.
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</constant>
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<constant name="BILLBOARD_TYPE_PARTICLES" value="3" enum="BillboardType">
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A billboarding algorithm designed to use on particles is enabled.
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</constant>
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<constant name="BILLBOARD_TYPE_MAX" value="4" enum="BillboardType">
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Represents the size of the [enum BillboardType] enum.
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</constant>
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</constants>
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</class>
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