godot/doc/classes/VisualInstance.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualInstance" inherits="CullInstance" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Parent of all visual 3D nodes.
</brief_description>
<description>
The [VisualInstance] is used to connect a resource to a visual representation. All visual 3D nodes inherit from the [VisualInstance]. In general, you should not access the [VisualInstance] properties directly as they are accessed and managed by the nodes that inherit from [VisualInstance]. [VisualInstance] is the node representation of the [VisualServer] instance.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_aabb" qualifiers="const">
<return type="AABB" />
<description>
Returns the [AABB] (also known as the bounding box) for this [VisualInstance]. See also [method get_transformed_aabb].
</description>
</method>
<method name="get_base" qualifiers="const">
<return type="RID" />
<description>
Returns the RID of the resource associated with this [VisualInstance]. For example, if the Node is a [MeshInstance], this will return the RID of the associated [Mesh].
</description>
</method>
<method name="get_instance" qualifiers="const">
<return type="RID" />
<description>
Returns the RID of this instance. This RID is the same as the RID returned by [method VisualServer.instance_create]. This RID is needed if you want to call [VisualServer] functions directly on this [VisualInstance].
</description>
</method>
<method name="get_layer_mask_bit" qualifiers="const">
<return type="bool" />
<argument index="0" name="layer" type="int" />
<description>
Returns [code]true[/code] when the specified layer is enabled in [member layers] and [code]false[/code] otherwise.
</description>
</method>
<method name="get_transformed_aabb" qualifiers="const">
<return type="AABB" />
<description>
Returns the transformed [AABB] (also known as the bounding box) for this [VisualInstance].
Transformed in this case means the [AABB] plus the position, rotation, and scale of the [Spatial]'s [Transform]. See also [method get_aabb].
</description>
</method>
<method name="set_base">
<return type="void" />
<argument index="0" name="base" type="RID" />
<description>
Sets the resource that is instantiated by this [VisualInstance], which changes how the engine handles the [VisualInstance] under the hood. Equivalent to [method VisualServer.instance_set_base].
</description>
</method>
<method name="set_layer_mask_bit">
<return type="void" />
<argument index="0" name="layer" type="int" />
<argument index="1" name="enabled" type="bool" />
<description>
Enables a particular layer in [member layers].
</description>
</method>
</methods>
<members>
<member name="layers" type="int" setter="set_layer_mask" getter="get_layer_mask" default="1">
The render layer(s) this [VisualInstance] is drawn on.
This object will only be visible for [Camera]s whose cull mask includes the render object this [VisualInstance] is set to.
</member>
<member name="sorting_offset" type="float" setter="set_sorting_offset" getter="get_sorting_offset" default="0.0">
The sorting offset used by this [VisualInstance]. Adjusting it to a higher value will make the [VisualInstance] reliably draw on top of other [VisualInstance]s that are otherwise positioned at the same spot.
</member>
<member name="sorting_use_aabb_center" type="bool" setter="set_sorting_use_aabb_center" getter="is_sorting_use_aabb_center" default="true">
If [code]true[/code], the object is sorted based on the [AABB] center. Sorted based on the global position otherwise.
The [AABB] center based sorting is generally more accurate for 3D models. The position based sorting instead allows to better control the drawing order when working with [Particles] and [CPUParticles].
</member>
</members>
<constants>
</constants>
</class>