godot/doc/classes/VisibilityNotifier.xml
2022-08-05 18:51:38 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisibilityNotifier" inherits="CullInstance" version="3.6" 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 VisibilityNotifier detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a [Camera]'s view.
If you want nodes to be disabled automatically when they exit the screen, use [VisibilityEnabler] instead.
[b]Note:[/b] VisibilityNotifier uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account (unless you are using [Portal]s). The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area] node as a child of a [Camera] node and/or [method Vector3.dot].
</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 VisibilityNotifier's bounding box.
</member>
<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="0.0">
In addition to checking whether a node is on screen or within a [Camera]'s view, VisibilityNotifier can also optionally check whether a node is within a specified maximum distance when using a [Camera] with perspective projection. This is useful for throttling the performance requirements of nodes that are far away.
[b]Note:[/b] This feature will be disabled if set to 0.0.
</member>
</members>
<signals>
<signal name="camera_entered">
<argument index="0" name="camera" type="Camera" />
<description>
Emitted when the VisibilityNotifier enters a [Camera]'s view.
</description>
</signal>
<signal name="camera_exited">
<argument index="0" name="camera" type="Camera" />
<description>
Emitted when the VisibilityNotifier exits a [Camera]'s view.
</description>
</signal>
<signal name="screen_entered">
<description>
Emitted when the VisibilityNotifier enters the screen.
</description>
</signal>
<signal name="screen_exited">
<description>
Emitted when the VisibilityNotifier exits the screen.
</description>
</signal>
</signals>
<constants>
</constants>
</class>