godot/doc/classes/LightOccluder2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="LightOccluder2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Occludes light cast by a Light2D, casting shadows.
</brief_description>
<description>
Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_occluder_light_mask" qualifiers="const">
<return type="int">
</return>
<description>
Return the light mask of the LightOccluder2D.
</description>
</method>
<method name="get_occluder_polygon" qualifiers="const">
<return type="OccluderPolygon2D">
</return>
<description>
Return the OccluderPolygon2D that defines the LightOccluder2D.
</description>
</method>
<method name="set_occluder_light_mask">
<return type="void">
</return>
<argument index="0" name="mask" type="int">
</argument>
<description>
Set the LightOccluder2D light mask. The LightOccluder2D will cast shadows only from Light2Ds that belong to the same light mask(s).
</description>
</method>
<method name="set_occluder_polygon">
<return type="void">
</return>
<argument index="0" name="polygon" type="OccluderPolygon2D">
</argument>
<description>
Set the OccluderPolygon2D that defines the LightOccluder2D.
</description>
</method>
</methods>
<members>
<member name="light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask">
The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).
</member>
<member name="occluder" type="OccluderPolygon2D" setter="set_occluder_polygon" getter="get_occluder_polygon">
The [OccluderPolygon2D] used to compute the shadow.
</member>
</members>
<constants>
</constants>
</class>