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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "LightOccluder2D" inherits= "Node2D" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<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 >
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<link title= "2D lights and shadows" > $DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
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</tutorials>
<members >
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<member name= "occluder" type= "OccluderPolygon2D" setter= "set_occluder_polygon" getter= "get_occluder_polygon" >
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The [OccluderPolygon2D] used to compute the shadow.
</member>
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<member name= "occluder_light_mask" type= "int" setter= "set_occluder_light_mask" getter= "get_occluder_light_mask" default= "1" >
The LightOccluder2D's occluder light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).
</member>
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<member name= "sdf_collision" type= "bool" setter= "set_as_sdf_collision" getter= "is_set_as_sdf_collision" default= "true" >
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If enabled, the occluder will be part of a real-time generated signed distance field that can be used in custom shaders.
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</member>
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</members>
</class>