godot/doc/classes/VisibleOnScreenNotifier3D.xml

40 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisibleOnScreenNotifier3D" inherits="VisualInstance3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Detects approximately when the node is visible on screen.
</brief_description>
<description>
The VisibleOnScreenNotifier3D detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a [Camera3D]'s view.
If you want nodes to be disabled automatically when they exit the screen, use [VisibleOnScreenEnabler3D] instead.
[b]Note:[/b] VisibleOnScreenNotifier3D uses the render culling code to determine whether it's visible on screen, which also means that its [member Node3D.visible] must be [code]true[/code] to work correctly.
</description>
<tutorials>
</tutorials>
<methods>
<method name="is_on_screen" qualifiers="const">
<return type="bool" />
<description>
If [code]true[/code], the bounding box is on the screen.
[b]Note:[/b] It takes one frame for the node's visibility to be assessed once added to the scene tree, so this method will return [code]false[/code] right after it is instantiated, even if it will be on screen in the draw pass.
</description>
</method>
</methods>
<members>
<member name="aabb" type="AABB" setter="set_aabb" getter="get_aabb" default="AABB(-1, -1, -1, 2, 2, 2)">
The VisibleOnScreenNotifier3D's bounding box.
</member>
</members>
<signals>
<signal name="screen_entered">
<description>
Emitted when the VisibleOnScreenNotifier3D enters the screen.
</description>
</signal>
<signal name="screen_exited">
<description>
Emitted when the VisibleOnScreenNotifier3D exits the screen.
</description>
</signal>
</signals>
</class>