doc: Sync classref with current source

This commit is contained in:
Rémi Verschelde 2020-05-04 16:55:01 +02:00
parent 878adb22b7
commit f7ca1c805b
6 changed files with 22 additions and 15 deletions

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@ -77,6 +77,9 @@
<member name="ProjectSettings" type="ProjectSettings" setter="" getter=""> <member name="ProjectSettings" type="ProjectSettings" setter="" getter="">
The [ProjectSettings] singleton. The [ProjectSettings] singleton.
</member> </member>
<member name="RenderingDevice" type="RenderingDevice" setter="" getter="">
The [RenderingDevice] singleton.
</member>
<member name="RenderingServer" type="RenderingServer" setter="" getter=""> <member name="RenderingServer" type="RenderingServer" setter="" getter="">
The [RenderingServer] singleton. The [RenderingServer] singleton.
</member> </member>

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@ -142,6 +142,10 @@
<member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2( 1, 1 )"> <member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2( 1, 1 )">
The node's scale. Unscaled value: [code](1, 1)[/code]. The node's scale. Unscaled value: [code](1, 1)[/code].
</member> </member>
<member name="skew" type="float" setter="set_skew" getter="get_skew" default="0.0">
</member>
<member name="skew_degrees" type="float" setter="set_skew_degrees" getter="get_skew_degrees" default="0.0">
</member>
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform"> <member name="transform" type="Transform2D" setter="set_transform" getter="get_transform">
Local [Transform2D]. Local [Transform2D].
</member> </member>

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@ -26,7 +26,7 @@
Returns the parent [Node3D], or an empty [Object] if no parent exists or parent is not of type [Node3D]. Returns the parent [Node3D], or an empty [Object] if no parent exists or parent is not of type [Node3D].
</description> </description>
</method> </method>
<method name="get_world" qualifiers="const"> <method name="get_world_3d" qualifiers="const">
<return type="World3D"> <return type="World3D">
</return> </return>
<description> <description>

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@ -9,7 +9,7 @@
The rendering server can be used to bypass the scene system entirely. The rendering server can be used to bypass the scene system entirely.
Resources are created using the [code]*_create[/code] functions. Resources are created using the [code]*_create[/code] functions.
All objects are drawn to a viewport. You can use the [Viewport] attached to the [SceneTree] or you can create one yourself with [method viewport_create]. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using [method viewport_set_scenario] or [method viewport_attach_canvas]. All objects are drawn to a viewport. You can use the [Viewport] attached to the [SceneTree] or you can create one yourself with [method viewport_create]. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using [method viewport_set_scenario] or [method viewport_attach_canvas].
In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the rendering server from a running game, the scenario can be accessed from the scene tree from any [Node3D] node with [method Node3D.get_world]. Otherwise, a scenario can be created with [method scenario_create]. In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the rendering server from a running game, the scenario can be accessed from the scene tree from any [Node3D] node with [method Node3D.get_world_3d]. Otherwise, a scenario can be created with [method scenario_create].
Similarly in 2D, a canvas is needed to draw all canvas items. Similarly in 2D, a canvas is needed to draw all canvas items.
In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using [method instance_set_base]. The instance must also be attached to the scenario using [method instance_set_scenario] in order to be visible. In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using [method instance_set_base]. The instance must also be attached to the scenario using [method instance_set_scenario] in order to be visible.
In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas. In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.

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@ -16,13 +16,6 @@
<link>https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link>
</tutorials> </tutorials>
<methods> <methods>
<method name="find_world" qualifiers="const">
<return type="World3D">
</return>
<description>
Returns the 3D world of the viewport, or if none the world of the parent viewport.
</description>
</method>
<method name="find_world_2d" qualifiers="const"> <method name="find_world_2d" qualifiers="const">
<return type="World2D"> <return type="World2D">
</return> </return>
@ -30,6 +23,13 @@
Returns the 2D world of the viewport. Returns the 2D world of the viewport.
</description> </description>
</method> </method>
<method name="find_world_3d" qualifiers="const">
<return type="World3D">
</return>
<description>
Returns the 3D world of the viewport, or if none the world of the parent viewport.
</description>
</method>
<method name="get_camera" qualifiers="const"> <method name="get_camera" qualifiers="const">
<return type="Camera3D"> <return type="Camera3D">
</return> </return>
@ -219,8 +219,8 @@
<member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA" default="0"> <member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA" default="0">
The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems. The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems.
</member> </member>
<member name="own_world" type="bool" setter="set_use_own_world" getter="is_using_own_world" default="false"> <member name="own_world_3d" type="bool" setter="set_use_own_world_3d" getter="is_using_own_world_3d" default="false">
If [code]true[/code], the viewport will use [World3D] defined in [code]world[/code] property. If [code]true[/code], the viewport will use the [World3D] defined in [member world_3d].
</member> </member>
<member name="physics_object_picking" type="bool" setter="set_physics_object_picking" getter="get_physics_object_picking" default="false"> <member name="physics_object_picking" type="bool" setter="set_physics_object_picking" getter="get_physics_object_picking" default="false">
If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process. If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process.
@ -247,12 +247,12 @@
<member name="transparent_bg" type="bool" setter="set_transparent_background" getter="has_transparent_background" default="false"> <member name="transparent_bg" type="bool" setter="set_transparent_background" getter="has_transparent_background" default="false">
If [code]true[/code], the viewport should render its background as transparent. If [code]true[/code], the viewport should render its background as transparent.
</member> </member>
<member name="world" type="World3D" setter="set_world" getter="get_world">
The custom [World3D] which can be used as 3D environment source.
</member>
<member name="world_2d" type="World2D" setter="set_world_2d" getter="get_world_2d"> <member name="world_2d" type="World2D" setter="set_world_2d" getter="get_world_2d">
The custom [World2D] which can be used as 2D environment source. The custom [World2D] which can be used as 2D environment source.
</member> </member>
<member name="world_3d" type="World3D" setter="set_world_3d" getter="get_world_3d">
The custom [World3D] which can be used as 3D environment source.
</member>
</members> </members>
<signals> <signals>
<signal name="gui_focus_changed"> <signal name="gui_focus_changed">

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@ -3454,7 +3454,7 @@ void Viewport::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_default_canvas_item_texture_repeat"), &Viewport::get_default_canvas_item_texture_repeat); ClassDB::bind_method(D_METHOD("get_default_canvas_item_texture_repeat"), &Viewport::get_default_canvas_item_texture_repeat);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "own_world_3d"), "set_use_own_world_3d", "is_using_own_world_3d"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "own_world_3d"), "set_use_own_world_3d", "is_using_own_world_3d");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_3d", PROPERTY_HINT_RESOURCE_TYPE, "World3D"), "set_world", "get_world"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_3d", PROPERTY_HINT_RESOURCE_TYPE, "World3D"), "set_world_3d", "get_world_3d");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_2d", PROPERTY_HINT_RESOURCE_TYPE, "World2D", 0), "set_world_2d", "get_world_2d"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_2d", PROPERTY_HINT_RESOURCE_TYPE, "World2D", 0), "set_world_2d", "get_world_2d");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "transparent_bg"), "set_transparent_background", "has_transparent_background"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "transparent_bg"), "set_transparent_background", "has_transparent_background");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "handle_input_locally"), "set_handle_input_locally", "is_handling_input_locally"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "handle_input_locally"), "set_handle_input_locally", "is_handling_input_locally");