[DOCS] ARVR, AStar, AtlasTexture, Basis
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@ -31,7 +31,7 @@
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<return type="bool">
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</return>
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<description>
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Returns true if the controller bound to this node is currently active and being tracked.
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Returns [code]true[/code] if the bound controller is active. ARVR systems attempt to track active controllers.
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</description>
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</method>
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<method name="get_joystick_axis" qualifiers="const">
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@ -56,7 +56,7 @@
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<argument index="0" name="button" type="int">
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</argument>
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<description>
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Is the given button currently pressed?
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Returns [code]true[/code] if the button at index [code]button[/code] is pressed.
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</description>
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</method>
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</methods>
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@ -65,21 +65,22 @@
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The controller's id. The first controller that the [ARVRServer] detects will have id 1, the second id 2, the third id 3, etc. When a controller is turned off, it's slot is freed. This ensures controllers will keep the same id even when controllers with lower ids are turned off.
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</member>
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<member name="rumble" type="float" setter="set_rumble" getter="get_rumble">
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</member>
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The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to [code]1.0[/code] with precision [code].01[/code]. If changed, updates [member ARVRPositionalTracker.rumble] accordingly.
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</member>
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</members>
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<signals>
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<signal name="button_pressed">
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<argument index="0" name="button" type="int">
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</argument>
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<description>
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When a button on this controller is pressed, this signal is given.
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Emitted when a button on this controller is pressed.
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</description>
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</signal>
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<signal name="button_release">
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<argument index="0" name="button" type="int">
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</argument>
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<description>
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When a button on this controller is released, this signal is given.
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Emitted when a button on this controller is released.
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</description>
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</signal>
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</signals>
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@ -31,35 +31,35 @@
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<return type="String">
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</return>
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<description>
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If available this returns the name of the controller or anchor point.
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Returns the controller or anchor point's name if available.
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</description>
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</method>
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<method name="get_orientation" qualifiers="const">
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<return type="Basis">
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</return>
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<description>
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Returns the orientation matrix of the controller.
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Returns the controller's orientation matrix.
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</description>
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</method>
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<method name="get_position" qualifiers="const">
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<return type="Vector3">
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</return>
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<description>
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Returns the position of the controller adjusted by world scale.
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Returns the world-space controller position.
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</description>
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</method>
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<method name="get_tracks_orientation" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns true if the orientation of this device is being tracked.
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Returns [code]true[/code] if this device tracks orientation.
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</description>
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</method>
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<method name="get_tracks_position" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns true if the position of this device is being tracked.
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Returns [code]true[/code] if this device tracks position.
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</description>
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</method>
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<method name="get_transform" qualifiers="const">
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<argument index="0" name="adjust_by_reference_frame" type="bool">
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</argument>
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<description>
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Returns the transform combining the orientation and position of this device.
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Returns the transform combining this device's orientation and position.
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</description>
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</method>
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<method name="get_type" qualifiers="const">
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<return type="int" enum="ARVRServer.TrackerType">
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</return>
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<description>
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Type of tracker.
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Returns the tracker's type.
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</description>
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</method>
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</methods>
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<members>
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<member name="rumble" type="float" setter="set_rumble" getter="get_rumble">
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The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to [code]1.0[/code] with precision [code].01[/code].
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</member>
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</members>
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<constants>
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Adds a new point at the given position with the given identifier. The algorithm prefers points with lower [code]weight_scale[/code] to form a path. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger.
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[codeblock]
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var as = AStar.new()
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as.add_point(1, Vector3(1,0,0), 4) # Adds the point (1,0,0) with weight_scale=4 and id=1
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[/codeblock]
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If there already exists a point for the given id, its position and weight scale are updated to the given values.
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Creates a segment between the given points.
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[codeblock]
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var as = AStar.new()
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as.add_point(1, Vector3(1,1,0))
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as.add_point(2, Vector3(0,5,0))
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as.connect_points(1, 2, false) # If bidirectional=false it's only possible to go from point 1 to point 2
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# and not from point 2 to point 1.
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[/codeblock]
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Returns the closest position to [code]to_position[/code] that resides inside a segment between two connected points.
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[codeblock]
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var as = AStar.new()
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as.add_point(1, Vector3(0,0,0))
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as.add_point(2, Vector3(0,5,0))
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as.connect_points(1, 2)
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var res = as.get_closest_position_in_segment(Vector3(3,3,0)) # returns (0, 3, 0)
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[/codeblock]
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The result is in the segment that goes from [code]y=0[/code] to [code]y=5[/code]. It's the closest position in the segment to the given point.
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Returns an array with the ids of the points that form the path found by AStar between the given points. The array is ordered from the starting point to the ending point of the path.
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[codeblock]
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var as = AStar.new()
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as.add_point(1, Vector3(0,0,0))
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as.add_point(2, Vector3(0,1,0), 1) # default weight is 1
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as.add_point(3, Vector3(1,1,0))
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as.add_point(4, Vector3(2,0,0))
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as.connect_points(1, 2, false)
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as.connect_points(2, 3, false)
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as.connect_points(4, 3, false)
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as.connect_points(1, 4, false)
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as.connect_points(5, 4, false)
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var res = as.get_id_path(1, 3) # returns [1, 2, 3]
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[/codeblock]
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If you change the 2nd point's weight to 3, then the result will be [code][1, 4, 3][/code] instead, because now even though the distance is longer, it's "easier" to get through point 4 than through point 2.
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<return type="Array">
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</return>
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<description>
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Returns an array of all points.
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</description>
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</method>
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<method name="has_point" qualifiers="const">
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The texture that contains the atlas. Can be any [Texture] subtype.
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</member>
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<member name="filter_clip" type="bool" setter="set_filter_clip" getter="has_filter_clip">
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If [code]true[/code] clips the area outside of the region to avoid bleeding of the surrounding texture pixels.
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</member>
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<member name="margin" type="Rect2" setter="set_margin" getter="get_margin">
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The margin around the region. The [Rect2]'s 'size' parameter ('w' and 'h' in the editor) resizes the texture so it fits within the margin.
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</methods>
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<members>
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<member name="x" type="Vector3" setter="" getter="">
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The basis matrix's x vector.
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</member>
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<member name="y" type="Vector3" setter="" getter="">
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The basis matrix's y vector.
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</member>
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<member name="z" type="Vector3" setter="" getter="">
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The basis matrix's z vector.
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</member>
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</members>
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<constants>
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