b68dd2e189
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
32 lines
1.6 KiB
XML
32 lines
1.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="MeshInstance2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Node used for displaying a [Mesh] in 2D.
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</brief_description>
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<description>
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Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
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</description>
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<tutorials>
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<link title="2D meshes">$DOCS_URL/tutorials/2d/2d_meshes.html</link>
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</tutorials>
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<members>
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<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
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The [Mesh] that will be drawn by the [MeshInstance2D].
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</member>
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<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
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The normal map that will be used if using the default [CanvasItemMaterial].
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[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
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</member>
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<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
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The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
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</member>
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</members>
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<signals>
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<signal name="texture_changed">
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<description>
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Emitted when the [member texture] is changed.
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</description>
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</signal>
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</signals>
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</class>
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