godot/doc/classes/BakedLightmapData.xml
Hugo Locurcio b087538119
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2022-03-16 23:01:02 +01:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="BakedLightmapData" inherits="Resource" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_user">
<return type="void" />
<argument index="0" name="path" type="NodePath" />
<argument index="1" name="lightmap" type="Resource" />
<argument index="2" name="lightmap_slice" type="int" />
<argument index="3" name="lightmap_uv_rect" type="Rect2" />
<argument index="4" name="instance" type="int" />
<description>
</description>
</method>
<method name="clear_data">
<return type="void" />
<description>
</description>
</method>
<method name="clear_users">
<return type="void" />
<description>
</description>
</method>
<method name="get_user_count" qualifiers="const">
<return type="int" />
<description>
</description>
</method>
<method name="get_user_lightmap" qualifiers="const">
<return type="Resource" />
<argument index="0" name="user_idx" type="int" />
<description>
</description>
</method>
<method name="get_user_path" qualifiers="const">
<return type="NodePath" />
<argument index="0" name="user_idx" type="int" />
<description>
</description>
</method>
</methods>
<members>
<member name="bounds" type="AABB" setter="set_bounds" getter="get_bounds" default="AABB( 0, 0, 0, 0, 0, 0 )">
</member>
<member name="cell_space_transform" type="Transform" setter="set_cell_space_transform" getter="get_cell_space_transform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
</member>
<member name="cell_subdiv" type="int" setter="set_cell_subdiv" getter="get_cell_subdiv" default="1">
</member>
<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
Global energy multiplier for baked and dynamic capture objects. This can be changed at run-time without having to bake lightmaps again.
To adjust only the energy of indirect lighting (without affecting direct lighting or emissive materials), adjust [member BakedLightmap.bounce_indirect_energy] and bake lightmaps again.
</member>
<member name="interior" type="bool" setter="set_interior" getter="is_interior" default="false">
Controls whether dynamic capture objects receive environment lighting or not.
</member>
<member name="octree" type="PoolByteArray" setter="set_octree" getter="get_octree" default="PoolByteArray( )">
</member>
</members>
<constants>
</constants>
</class>