godot/doc/classes/VisibilityNotifier3D.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisibilityNotifier3D" inherits="Node3D" version="4.0">
<brief_description>
Detects approximately when the node is visible on screen.
</brief_description>
<description>
The VisibilityNotifier3D 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.
[b]Note:[/b] VisibilityNotifier3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. If you need exact visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node.
</description>
<tutorials>
</tutorials>
<methods>
<method name="is_on_screen" qualifiers="const">
<return type="bool">
</return>
<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 VisibilityNotifier3D's bounding box.
</member>
</members>
<signals>
<signal name="camera_entered">
<argument index="0" name="camera" type="Camera3D">
</argument>
<description>
Emitted when the VisibilityNotifier3D enters a [Camera3D]'s view.
</description>
</signal>
<signal name="camera_exited">
<argument index="0" name="camera" type="Camera3D">
</argument>
<description>
Emitted when the VisibilityNotifier3D exits a [Camera3D]'s view.
</description>
</signal>
<signal name="screen_entered">
<description>
Emitted when the VisibilityNotifier3D enters the screen.
</description>
</signal>
<signal name="screen_exited">
<description>
Emitted when the VisibilityNotifier3D exits the screen.
</description>
</signal>
</signals>
<constants>
</constants>
</class>