Sync classref with current source

Changes order of brief/long descriptions and removes category
as per godotengine/godot#35132.
This commit is contained in:
Rémi Verschelde
2020-01-15 00:51:47 +01:00
parent 251518c54d
commit 2b4319bc29
654 changed files with 5953 additions and 8315 deletions
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@@ -9,10 +9,5 @@
@C# @C#
=== ===
**Category:** Core
Brief Description
-----------------
+5 -10
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@@ -9,13 +9,13 @@
@GDScript @GDScript
========= =========
**Category:** Core
Brief Description
-----------------
Built-in GDScript functions. Built-in GDScript functions.
Description
-----------
List of core built-in GDScript functions. Math functions and other utilities. Everything else is provided by objects. (Keywords: builtin, built in, global functions.)
Methods Methods
------- -------
@@ -228,11 +228,6 @@ Constants
The NaN values are used to identify undefined or non-representable values for floating-point elements, such as the square root of negative numbers or the result of 0/0. The NaN values are used to identify undefined or non-representable values for floating-point elements, such as the square root of negative numbers or the result of 0/0.
Description
-----------
List of core built-in GDScript functions. Math functions and other utilities. Everything else is provided by objects. (Keywords: builtin, built in, global functions.)
Method Descriptions Method Descriptions
------------------- -------------------
+7 -12
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@GlobalScope @GlobalScope
============ ============
**Category:** Core
Brief Description
-----------------
Global scope constants and variables. Global scope constants and variables.
Description
-----------
Global scope constants and variables. This is all that resides in the globals, constants regarding error codes, scancodes, property hints, etc.
Singletons are also documented here, since they can be accessed from anywhere.
Properties Properties
---------- ----------
@@ -2202,13 +2204,6 @@ Constants
- **SPKEY** = **16777216** --- Scancodes with this bit applied are non-printable. - **SPKEY** = **16777216** --- Scancodes with this bit applied are non-printable.
Description
-----------
Global scope constants and variables. This is all that resides in the globals, constants regarding error codes, scancodes, property hints, etc.
Singletons are also documented here, since they can be accessed from anywhere.
Property Descriptions Property Descriptions
--------------------- ---------------------
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@NativeScript @NativeScript
============= =============
**Category:** Core
Brief Description
-----------------
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@@ -9,11 +9,6 @@
@VisualScript @VisualScript
============= =============
**Category:** Core
Brief Description
-----------------
Built-in visual script functions. Built-in visual script functions.
Description Description
+10 -15
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@@ -9,13 +9,18 @@
AABB AABB
==== ====
**Category:** Built-In Types
Brief Description
-----------------
Axis-Aligned Bounding Box. Axis-Aligned Bounding Box.
Description
-----------
AABB consists of a position, a size, and several utility functions. It is typically used for fast overlap tests.
Tutorials
---------
- :doc:`../tutorials/math/index`
Properties Properties
---------- ----------
@@ -76,16 +81,6 @@ Methods
| :ref:`AABB<class_AABB>` | :ref:`merge<class_AABB_method_merge>` **(** :ref:`AABB<class_AABB>` with **)** | | :ref:`AABB<class_AABB>` | :ref:`merge<class_AABB_method_merge>` **(** :ref:`AABB<class_AABB>` with **)** |
+-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+ +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+
Description
-----------
AABB consists of a position, a size, and several utility functions. It is typically used for fast overlap tests.
Tutorials
---------
- :doc:`../tutorials/math/index`
Property Descriptions Property Descriptions
--------------------- ---------------------
+5 -10
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@@ -13,13 +13,13 @@ AcceptDialog
**Inherited By:** :ref:`ConfirmationDialog<class_ConfirmationDialog>` **Inherited By:** :ref:`ConfirmationDialog<class_ConfirmationDialog>`
**Category:** Core
Brief Description
-----------------
Base dialog for user notification. Base dialog for user notification.
Description
-----------
This dialog is useful for small notifications to the user about an event. It can only be accepted or closed, with the same result.
Properties Properties
---------- ----------
@@ -65,11 +65,6 @@ Emitted when the dialog is accepted, i.e. the OK button is pressed.
Emitted when a custom button is pressed. See :ref:`add_button<class_AcceptDialog_method_add_button>`. Emitted when a custom button is pressed. See :ref:`add_button<class_AcceptDialog_method_add_button>`.
Description
-----------
This dialog is useful for small notifications to the user about an event. It can only be accepted or closed, with the same result.
Property Descriptions Property Descriptions
--------------------- ---------------------
+5 -10
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@@ -11,13 +11,13 @@ AnimatedSprite
**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Sprite node that can use multiple textures for animation. Sprite node that can use multiple textures for animation.
Description
-----------
Animations are created using a :ref:`SpriteFrames<class_SpriteFrames>` resource, which can be configured in the editor via the SpriteFrames panel.
Properties Properties
---------- ----------
@@ -69,11 +69,6 @@ Emitted when the animation is finished (when it plays the last frame). If the an
Emitted when :ref:`frame<class_AnimatedSprite_property_frame>` changed. Emitted when :ref:`frame<class_AnimatedSprite_property_frame>` changed.
Description
-----------
Animations are created using a :ref:`SpriteFrames<class_SpriteFrames>` resource, which can be configured in the editor via the SpriteFrames panel.
Property Descriptions Property Descriptions
--------------------- ---------------------
+5 -10
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@@ -11,13 +11,13 @@ AnimatedSprite3D
**Inherits:** :ref:`SpriteBase3D<class_SpriteBase3D>` **<** :ref:`GeometryInstance<class_GeometryInstance>` **<** :ref:`VisualInstance<class_VisualInstance>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`SpriteBase3D<class_SpriteBase3D>` **<** :ref:`GeometryInstance<class_GeometryInstance>` **<** :ref:`VisualInstance<class_VisualInstance>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
2D sprite node in 3D world, that can use multiple 2D textures for animation. 2D sprite node in 3D world, that can use multiple 2D textures for animation.
Description
-----------
Animations are created using a :ref:`SpriteFrames<class_SpriteFrames>` resource, which can be configured in the editor via the SpriteFrames panel.
Properties Properties
---------- ----------
@@ -51,11 +51,6 @@ Signals
Emitted when :ref:`frame<class_AnimatedSprite3D_property_frame>` changed. Emitted when :ref:`frame<class_AnimatedSprite3D_property_frame>` changed.
Description
-----------
Animations are created using a :ref:`SpriteFrames<class_SpriteFrames>` resource, which can be configured in the editor via the SpriteFrames panel.
Property Descriptions Property Descriptions
--------------------- ---------------------
+9 -14
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@@ -11,13 +11,17 @@ AnimatedTexture
**Inherits:** :ref:`Texture<class_Texture>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Texture<class_Texture>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Proxy texture for simple frame-based animations. Proxy texture for simple frame-based animations.
Description
-----------
``AnimatedTexture`` is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike :ref:`AnimationPlayer<class_AnimationPlayer>` or :ref:`AnimatedSprite<class_AnimatedSprite>`, it isn't a :ref:`Node<class_Node>`, but has the advantage of being usable anywhere a :ref:`Texture<class_Texture>` resource can be used, e.g. in a :ref:`TileSet<class_TileSet>`.
The playback of the animation is controlled by the :ref:`fps<class_AnimatedTexture_property_fps>` property as well as each frame's optional delay (see :ref:`set_frame_delay<class_AnimatedTexture_method_set_frame_delay>`). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
``AnimatedTexture`` currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one. Also, it doesn't support :ref:`AtlasTexture<class_AtlasTexture>`. Each frame needs to be separate image.
Properties Properties
---------- ----------
@@ -49,15 +53,6 @@ Constants
- **MAX_FRAMES** = **256** --- The maximum number of frames supported by ``AnimatedTexture``. If you need more frames in your animation, use :ref:`AnimationPlayer<class_AnimationPlayer>` or :ref:`AnimatedSprite<class_AnimatedSprite>`. - **MAX_FRAMES** = **256** --- The maximum number of frames supported by ``AnimatedTexture``. If you need more frames in your animation, use :ref:`AnimationPlayer<class_AnimationPlayer>` or :ref:`AnimatedSprite<class_AnimatedSprite>`.
Description
-----------
``AnimatedTexture`` is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike :ref:`AnimationPlayer<class_AnimationPlayer>` or :ref:`AnimatedSprite<class_AnimatedSprite>`, it isn't a :ref:`Node<class_Node>`, but has the advantage of being usable anywhere a :ref:`Texture<class_Texture>` resource can be used, e.g. in a :ref:`TileSet<class_TileSet>`.
The playback of the animation is controlled by the :ref:`fps<class_AnimatedTexture_property_fps>` property as well as each frame's optional delay (see :ref:`set_frame_delay<class_AnimatedTexture_method_set_frame_delay>`). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
``AnimatedTexture`` currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one. Also, it doesn't support :ref:`AtlasTexture<class_AtlasTexture>`. Each frame needs to be separate image.
Property Descriptions Property Descriptions
--------------------- ---------------------
+22 -27
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@@ -11,13 +11,30 @@ Animation
**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Contains data used to animate everything in the engine. Contains data used to animate everything in the engine.
Description
-----------
An Animation resource contains data used to animate everything in the engine. Animations are divided into tracks, and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track.
::
# This creates an animation that makes the node "Enemy" move to the right by
# 100 pixels in 1 second.
var animation = Animation.new()
var track_index = animation.add_track(Animation.TYPE_VALUE)
animation.track_set_path(track_index, "Enemy:position.x")
animation.track_insert_key(track_index, 0.0, 0)
animation.track_insert_key(track_index, 0.5, 100)
Animations are just data containers, and must be added to nodes such as an :ref:`AnimationPlayer<class_AnimationPlayer>` or :ref:`AnimationTreePlayer<class_AnimationTreePlayer>` to be played back.
Tutorials
---------
- :doc:`../tutorials/animation/index`
Properties Properties
---------- ----------
@@ -228,28 +245,6 @@ enum **UpdateMode**:
- **UPDATE_CAPTURE** = **3** - **UPDATE_CAPTURE** = **3**
Description
-----------
An Animation resource contains data used to animate everything in the engine. Animations are divided into tracks, and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track.
::
# This creates an animation that makes the node "Enemy" move to the right by
# 100 pixels in 1 second.
var animation = Animation.new()
var track_index = animation.add_track(Animation.TYPE_VALUE)
animation.track_set_path(track_index, "Enemy:position.x")
animation.track_insert_key(track_index, 0.0, 0)
animation.track_insert_key(track_index, 0.5, 100)
Animations are just data containers, and must be added to nodes such as an :ref:`AnimationPlayer<class_AnimationPlayer>` or :ref:`AnimationTreePlayer<class_AnimationTreePlayer>` to be played back.
Tutorials
---------
- :doc:`../tutorials/animation/index`
Property Descriptions Property Descriptions
--------------------- ---------------------
+8 -13
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@@ -13,13 +13,15 @@ AnimationNode
**Inherited By:** :ref:`AnimationNodeAdd2<class_AnimationNodeAdd2>`, :ref:`AnimationNodeAdd3<class_AnimationNodeAdd3>`, :ref:`AnimationNodeBlend2<class_AnimationNodeBlend2>`, :ref:`AnimationNodeBlend3<class_AnimationNodeBlend3>`, :ref:`AnimationNodeOneShot<class_AnimationNodeOneShot>`, :ref:`AnimationNodeOutput<class_AnimationNodeOutput>`, :ref:`AnimationNodeTimeScale<class_AnimationNodeTimeScale>`, :ref:`AnimationNodeTimeSeek<class_AnimationNodeTimeSeek>`, :ref:`AnimationNodeTransition<class_AnimationNodeTransition>`, :ref:`AnimationRootNode<class_AnimationRootNode>` **Inherited By:** :ref:`AnimationNodeAdd2<class_AnimationNodeAdd2>`, :ref:`AnimationNodeAdd3<class_AnimationNodeAdd3>`, :ref:`AnimationNodeBlend2<class_AnimationNodeBlend2>`, :ref:`AnimationNodeBlend3<class_AnimationNodeBlend3>`, :ref:`AnimationNodeOneShot<class_AnimationNodeOneShot>`, :ref:`AnimationNodeOutput<class_AnimationNodeOutput>`, :ref:`AnimationNodeTimeScale<class_AnimationNodeTimeScale>`, :ref:`AnimationNodeTimeSeek<class_AnimationNodeTimeSeek>`, :ref:`AnimationNodeTransition<class_AnimationNodeTransition>`, :ref:`AnimationRootNode<class_AnimationRootNode>`
**Category:** Core
Brief Description
-----------------
Base resource for :ref:`AnimationTree<class_AnimationTree>` nodes. Base resource for :ref:`AnimationTree<class_AnimationTree>` nodes.
Description
-----------
Base resource for :ref:`AnimationTree<class_AnimationTree>` nodes. In general, it's not used directly, but you can create custom ones with custom blending formulas.
Inherit this when creating nodes mainly for use in :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`, otherwise :ref:`AnimationRootNode<class_AnimationRootNode>` should be used instead.
Properties Properties
---------- ----------
@@ -108,13 +110,6 @@ enum **FilterAction**:
- **FILTER_BLEND** = **3** --- Paths matching the filter will be blended (by the blend value). - **FILTER_BLEND** = **3** --- Paths matching the filter will be blended (by the blend value).
Description
-----------
Base resource for :ref:`AnimationTree<class_AnimationTree>` nodes. In general, it's not used directly, but you can create custom ones with custom blending formulas.
Inherit this when creating nodes mainly for use in :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`, otherwise :ref:`AnimationRootNode<class_AnimationRootNode>` should be used instead.
Property Descriptions Property Descriptions
--------------------- ---------------------
@@ -128,7 +123,7 @@ Property Descriptions
| *Getter* | is_filter_enabled() | | *Getter* | is_filter_enabled() |
+----------+---------------------------+ +----------+---------------------------+
Returns whether filtering is enabled. If ``true``, filtering is enabled.
Method Descriptions Method Descriptions
------------------- -------------------
+5 -10
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@@ -11,13 +11,13 @@ AnimationNodeAdd2
**Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Blends two animations additively inside of an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Blends two animations additively inside of an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
Description
-----------
A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Blends two animations additively based on an amount value in the ``[0.0, 1.0]`` range.
Properties Properties
---------- ----------
@@ -25,11 +25,6 @@ Properties
| :ref:`bool<class_bool>` | :ref:`sync<class_AnimationNodeAdd2_property_sync>` | false | | :ref:`bool<class_bool>` | :ref:`sync<class_AnimationNodeAdd2_property_sync>` | false |
+-------------------------+----------------------------------------------------+-------+ +-------------------------+----------------------------------------------------+-------+
Description
-----------
A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Blends two animations additively based on an amount value in the ``[0.0, 1.0]`` range.
Property Descriptions Property Descriptions
--------------------- ---------------------
+7 -12
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@@ -11,20 +11,8 @@ AnimationNodeAdd3
**Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Blends two of three animations additively inside of an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Blends two of three animations additively inside of an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
Properties
----------
+-------------------------+----------------------------------------------------+-------+
| :ref:`bool<class_bool>` | :ref:`sync<class_AnimationNodeAdd3_property_sync>` | false |
+-------------------------+----------------------------------------------------+-------+
Description Description
----------- -----------
@@ -38,6 +26,13 @@ This node has three inputs:
- A +add animation to blend with when the blend amount is in the ``[0.0, 1.0]`` range - A +add animation to blend with when the blend amount is in the ``[0.0, 1.0]`` range
Properties
----------
+-------------------------+----------------------------------------------------+-------+
| :ref:`bool<class_bool>` | :ref:`sync<class_AnimationNodeAdd3_property_sync>` | false |
+-------------------------+----------------------------------------------------+-------+
Property Descriptions Property Descriptions
--------------------- ---------------------
+5 -10
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@@ -11,13 +11,13 @@ AnimationNodeAnimation
**Inherits:** :ref:`AnimationRootNode<class_AnimationRootNode>` **<** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AnimationRootNode<class_AnimationRootNode>` **<** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Input animation to use in an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Input animation to use in an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
Description
-----------
A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Only features one output set using the :ref:`animation<class_AnimationNodeAnimation_property_animation>` property. Use it as an input for :ref:`AnimationNode<class_AnimationNode>` that blend animations together.
Properties Properties
---------- ----------
@@ -25,11 +25,6 @@ Properties
| :ref:`String<class_String>` | :ref:`animation<class_AnimationNodeAnimation_property_animation>` | "" | | :ref:`String<class_String>` | :ref:`animation<class_AnimationNodeAnimation_property_animation>` | "" |
+-----------------------------+-------------------------------------------------------------------+----+ +-----------------------------+-------------------------------------------------------------------+----+
Description
-----------
A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Only features one output set using the :ref:`animation<class_AnimationNodeAnimation_property_animation>` property. Use it as an input for :ref:`AnimationNode<class_AnimationNode>` that blend animations together.
Property Descriptions Property Descriptions
--------------------- ---------------------
+5 -10
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@@ -11,13 +11,13 @@ AnimationNodeBlend2
**Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Blends two animations linearly inside of an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Blends two animations linearly inside of an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
Description
-----------
A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Blends two animations linearly based on an amount value in the ``[0.0, 1.0]`` range.
Properties Properties
---------- ----------
@@ -25,11 +25,6 @@ Properties
| :ref:`bool<class_bool>` | :ref:`sync<class_AnimationNodeBlend2_property_sync>` | false | | :ref:`bool<class_bool>` | :ref:`sync<class_AnimationNodeBlend2_property_sync>` | false |
+-------------------------+------------------------------------------------------+-------+ +-------------------------+------------------------------------------------------+-------+
Description
-----------
A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Blends two animations linearly based on an amount value in the ``[0.0, 1.0]`` range.
Property Descriptions Property Descriptions
--------------------- ---------------------
+7 -12
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@@ -11,20 +11,8 @@ AnimationNodeBlend3
**Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Blends two of three animations linearly inside of an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`. Blends two of three animations linearly inside of an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
Properties
----------
+-------------------------+------------------------------------------------------+-------+
| :ref:`bool<class_bool>` | :ref:`sync<class_AnimationNodeBlend3_property_sync>` | false |
+-------------------------+------------------------------------------------------+-------+
Description Description
----------- -----------
@@ -38,6 +26,13 @@ This node has three inputs:
- A +blend animation to blend with when the blend amount is in the ``[0.0, 1.0]`` range - A +blend animation to blend with when the blend amount is in the ``[0.0, 1.0]`` range
Properties
----------
+-------------------------+------------------------------------------------------+-------+
| :ref:`bool<class_bool>` | :ref:`sync<class_AnimationNodeBlend3_property_sync>` | false |
+-------------------------+------------------------------------------------------+-------+
Property Descriptions Property Descriptions
--------------------- ---------------------
+11 -16
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@@ -11,13 +11,19 @@ AnimationNodeBlendSpace1D
**Inherits:** :ref:`AnimationRootNode<class_AnimationRootNode>` **<** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AnimationRootNode<class_AnimationRootNode>` **<** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Blends linearly between two of any number of :ref:`AnimationNode<class_AnimationNode>` of any type placed on a virtual axis. Blends linearly between two of any number of :ref:`AnimationNode<class_AnimationNode>` of any type placed on a virtual axis.
Description
-----------
A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
This is a virtual axis on which you can add any type of :ref:`AnimationNode<class_AnimationNode>` using :ref:`add_blend_point<class_AnimationNodeBlendSpace1D_method_add_blend_point>`.
Outputs the linear blend of the two ``AnimationNode`` closest to the node's current ``value``.
You can set the extents of the axis using the :ref:`min_space<class_AnimationNodeBlendSpace1D_property_min_space>` and :ref:`max_space<class_AnimationNodeBlendSpace1D_property_max_space>`.
Properties Properties
---------- ----------
@@ -50,17 +56,6 @@ Methods
| void | :ref:`set_blend_point_position<class_AnimationNodeBlendSpace1D_method_set_blend_point_position>` **(** :ref:`int<class_int>` point, :ref:`float<class_float>` pos **)** | | void | :ref:`set_blend_point_position<class_AnimationNodeBlendSpace1D_method_set_blend_point_position>` **(** :ref:`int<class_int>` point, :ref:`float<class_float>` pos **)** |
+---------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ +---------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Description
-----------
A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
This is a virtual axis on which you can add any type of :ref:`AnimationNode<class_AnimationNode>` using :ref:`add_blend_point<class_AnimationNodeBlendSpace1D_method_add_blend_point>`.
Outputs the linear blend of the two ``AnimationNode`` closest to the node's current ``value``.
You can set the extents of the axis using the :ref:`min_space<class_AnimationNodeBlendSpace1D_property_min_space>` and :ref:`max_space<class_AnimationNodeBlendSpace1D_property_max_space>`.
Property Descriptions Property Descriptions
--------------------- ---------------------
+9 -14
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@@ -11,13 +11,17 @@ AnimationNodeBlendSpace2D
**Inherits:** :ref:`AnimationRootNode<class_AnimationRootNode>` **<** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AnimationRootNode<class_AnimationRootNode>` **<** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Blends linearly between three :ref:`AnimationNode<class_AnimationNode>` of any type placed in a 2d space. Blends linearly between three :ref:`AnimationNode<class_AnimationNode>` of any type placed in a 2d space.
Description
-----------
A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
This node allows you to blend linearly between three animations using a :ref:`Vector2<class_Vector2>` weight.
You can add vertices to the blend space with :ref:`add_blend_point<class_AnimationNodeBlendSpace2D_method_add_blend_point>` and automatically triangulate it by setting :ref:`auto_triangles<class_AnimationNodeBlendSpace2D_property_auto_triangles>` to ``true``. Otherwise, use :ref:`add_triangle<class_AnimationNodeBlendSpace2D_method_add_triangle>` and :ref:`remove_triangle<class_AnimationNodeBlendSpace2D_method_remove_triangle>` to create up the blend space by hand.
Properties Properties
---------- ----------
@@ -92,15 +96,6 @@ enum **BlendMode**:
- **BLEND_MODE_DISCRETE_CARRY** = **2** --- Similar to :ref:`BLEND_MODE_DISCRETE<class_AnimationNodeBlendSpace2D_constant_BLEND_MODE_DISCRETE>`, but starts the new animation at the last animation's playback position. - **BLEND_MODE_DISCRETE_CARRY** = **2** --- Similar to :ref:`BLEND_MODE_DISCRETE<class_AnimationNodeBlendSpace2D_constant_BLEND_MODE_DISCRETE>`, but starts the new animation at the last animation's playback position.
Description
-----------
A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`.
This node allows you to blend linearly between three animations using a :ref:`Vector2<class_Vector2>` weight.
You can add vertices to the blend space with :ref:`add_blend_point<class_AnimationNodeBlendSpace2D_method_add_blend_point>` and automatically triangulate it by setting :ref:`auto_triangles<class_AnimationNodeBlendSpace2D_property_auto_triangles>` to ``true``. Otherwise, use :ref:`add_triangle<class_AnimationNodeBlendSpace2D_method_add_triangle>` and :ref:`remove_triangle<class_AnimationNodeBlendSpace2D_method_remove_triangle>` to create up the blend space by hand.
Property Descriptions Property Descriptions
--------------------- ---------------------
-5
View File
@@ -11,11 +11,6 @@ AnimationNodeBlendTree
**Inherits:** :ref:`AnimationRootNode<class_AnimationRootNode>` **<** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AnimationRootNode<class_AnimationRootNode>` **<** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Properties Properties
-5
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@@ -11,11 +11,6 @@ AnimationNodeOneShot
**Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Properties Properties
-5
View File
@@ -11,10 +11,5 @@ AnimationNodeOutput
**Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
+12 -17
View File
@@ -11,13 +11,20 @@ AnimationNodeStateMachine
**Inherits:** :ref:`AnimationRootNode<class_AnimationRootNode>` **<** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AnimationRootNode<class_AnimationRootNode>` **<** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
State machine for control of animations. State machine for control of animations.
Description
-----------
Contains multiple nodes representing animation states, connected in a graph. Node transitions can be configured to happen automatically or via code, using a shortest-path algorithm. Retrieve the AnimationNodeStateMachinePlayback object from the :ref:`AnimationTree<class_AnimationTree>` node to control it programmatically.
**Example:**
::
var state_machine = $AnimationTree.get("parameters/playback")
state_machine.travel("some_state")
Methods Methods
------- -------
@@ -67,18 +74,6 @@ Methods
| void | :ref:`set_start_node<class_AnimationNodeStateMachine_method_set_start_node>` **(** :ref:`String<class_String>` name **)** | | void | :ref:`set_start_node<class_AnimationNodeStateMachine_method_set_start_node>` **(** :ref:`String<class_String>` name **)** |
+---------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ +---------------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Description
-----------
Contains multiple nodes representing animation states, connected in a graph. Node transitions can be configured to happen automatically or via code, using a shortest-path algorithm. Retrieve the AnimationNodeStateMachinePlayback object from the :ref:`AnimationTree<class_AnimationTree>` node to control it programmatically.
**Example:**
::
var state_machine = $AnimationTree.get("parameters/playback")
state_machine.travel("some_state")
Method Descriptions Method Descriptions
------------------- -------------------
@@ -11,13 +11,20 @@ AnimationNodeStateMachinePlayback
**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Playback control for AnimationNodeStateMachine. Playback control for AnimationNodeStateMachine.
Description
-----------
Allows control of :ref:`AnimationTree<class_AnimationTree>` state machines created with :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>`. Retrieve with ``$AnimationTree.get("parameters/playback")``.
**Example:**
::
var state_machine = $AnimationTree.get("parameters/playback")
state_machine.travel("some_state")
Properties Properties
---------- ----------
@@ -42,18 +49,6 @@ Methods
| void | :ref:`travel<class_AnimationNodeStateMachinePlayback_method_travel>` **(** :ref:`String<class_String>` to_node **)** | | void | :ref:`travel<class_AnimationNodeStateMachinePlayback_method_travel>` **(** :ref:`String<class_String>` to_node **)** |
+-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------+ +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------+
Description
-----------
Allows control of :ref:`AnimationTree<class_AnimationTree>` state machines created with :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>`. Retrieve with ``$AnimationTree.get("parameters/playback")``.
**Example:**
::
var state_machine = $AnimationTree.get("parameters/playback")
state_machine.travel("some_state")
Method Descriptions Method Descriptions
------------------- -------------------
@@ -11,11 +11,6 @@ AnimationNodeStateMachineTransition
**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Properties Properties
-5
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@@ -11,10 +11,5 @@ AnimationNodeTimeScale
**Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
-5
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@@ -11,10 +11,5 @@ AnimationNodeTimeSeek
**Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
@@ -11,11 +11,6 @@ AnimationNodeTransition
**Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AnimationNode<class_AnimationNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Properties Properties
+14 -19
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@@ -11,13 +11,22 @@ AnimationPlayer
**Inherits:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Container and player of :ref:`Animation<class_Animation>` resources. Container and player of :ref:`Animation<class_Animation>` resources.
Description
-----------
An animation player is used for general-purpose playback of :ref:`Animation<class_Animation>` resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels.
Updating the target properties of animations occurs at process time.
Tutorials
---------
- :doc:`../getting_started/step_by_step/animations`
- :doc:`../tutorials/animation/index`
Properties Properties
---------- ----------
@@ -160,20 +169,6 @@ enum **AnimationMethodCallMode**:
- **ANIMATION_METHOD_CALL_IMMEDIATE** = **1** --- Make method calls immediately when reached in the animation. - **ANIMATION_METHOD_CALL_IMMEDIATE** = **1** --- Make method calls immediately when reached in the animation.
Description
-----------
An animation player is used for general-purpose playback of :ref:`Animation<class_Animation>` resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels.
Updating the target properties of animations occurs at process time.
Tutorials
---------
- :doc:`../getting_started/step_by_step/animations`
- :doc:`../tutorials/animation/index`
Property Descriptions Property Descriptions
--------------------- ---------------------
-5
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@@ -13,10 +13,5 @@ AnimationRootNode
**Inherited By:** :ref:`AnimationNodeAnimation<class_AnimationNodeAnimation>`, :ref:`AnimationNodeBlendSpace1D<class_AnimationNodeBlendSpace1D>`, :ref:`AnimationNodeBlendSpace2D<class_AnimationNodeBlendSpace2D>`, :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`, :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>` **Inherited By:** :ref:`AnimationNodeAnimation<class_AnimationNodeAnimation>`, :ref:`AnimationNodeBlendSpace1D<class_AnimationNodeBlendSpace1D>`, :ref:`AnimationNodeBlendSpace2D<class_AnimationNodeBlendSpace2D>`, :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTree>`, :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>`
**Category:** Core
Brief Description
-----------------
@@ -11,10 +11,5 @@ AnimationTrackEditPlugin
**Inherits:** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
+6 -11
View File
@@ -11,12 +11,14 @@ AnimationTree
**Inherits:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- `https://github.com/godotengine/tps-demo <https://github.com/godotengine/tps-demo>`_
Properties Properties
---------- ----------
@@ -63,13 +65,6 @@ enum **AnimationProcessMode**:
- **ANIMATION_PROCESS_MANUAL** = **2** - **ANIMATION_PROCESS_MANUAL** = **2**
Tutorials
---------
- :doc:`../tutorials/animation/animation_tree`
- `https://github.com/godotengine/tps-demo <https://github.com/godotengine/tps-demo>`_
Property Descriptions Property Descriptions
--------------------- ---------------------
+7 -12
View File
@@ -11,13 +11,15 @@ AnimationTreePlayer
**Inherits:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Animation Player that uses a node graph for blending Animations. Animation Player that uses a node graph for blending Animations.
Description
-----------
A node graph tool for blending multiple animations bound to an :ref:`AnimationPlayer<class_AnimationPlayer>`. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose.
It takes :ref:`Animation<class_Animation>`\ s from an :ref:`AnimationPlayer<class_AnimationPlayer>` node and mixes them depending on the graph.
Properties Properties
---------- ----------
@@ -211,13 +213,6 @@ enum **AnimationProcessMode**:
- **ANIMATION_PROCESS_IDLE** = **1** --- Process animation during the idle process. - **ANIMATION_PROCESS_IDLE** = **1** --- Process animation during the idle process.
Description
-----------
A node graph tool for blending multiple animations bound to an :ref:`AnimationPlayer<class_AnimationPlayer>`. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose.
It takes :ref:`Animation<class_Animation>`\ s from an :ref:`AnimationPlayer<class_AnimationPlayer>` node and mixes them depending on the graph.
Property Descriptions Property Descriptions
--------------------- ---------------------
+5 -10
View File
@@ -11,13 +11,13 @@ Area
**Inherits:** :ref:`CollisionObject<class_CollisionObject>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`CollisionObject<class_CollisionObject>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
General-purpose area node for detection and 3D physics influence. General-purpose area node for detection and 3D physics influence.
Description
-----------
3D area that detects :ref:`CollisionObject<class_CollisionObject>` nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
Properties Properties
---------- ----------
@@ -180,11 +180,6 @@ enum **SpaceOverride**:
- **SPACE_OVERRIDE_REPLACE_COMBINE** = **4** --- This area replaces any gravity/damping calculated so far (in :ref:`priority<class_Area_property_priority>` order), but keeps calculating the rest of the areas. - **SPACE_OVERRIDE_REPLACE_COMBINE** = **4** --- This area replaces any gravity/damping calculated so far (in :ref:`priority<class_Area_property_priority>` order), but keeps calculating the rest of the areas.
Description
-----------
3D area that detects :ref:`CollisionObject<class_CollisionObject>` nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
Property Descriptions Property Descriptions
--------------------- ---------------------
+10 -15
View File
@@ -11,13 +11,18 @@ Area2D
**Inherits:** :ref:`CollisionObject2D<class_CollisionObject2D>` **<** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`CollisionObject2D<class_CollisionObject2D>` **<** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
2D area for detection and 2D physics influence. 2D area for detection and 2D physics influence.
Description
-----------
2D area that detects :ref:`CollisionObject2D<class_CollisionObject2D>` nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
Tutorials
---------
- :doc:`../tutorials/physics/using_area_2d`
Properties Properties
---------- ----------
@@ -172,16 +177,6 @@ enum **SpaceOverride**:
- **SPACE_OVERRIDE_REPLACE_COMBINE** = **4** --- This area replaces any gravity/damping calculated so far (in :ref:`priority<class_Area2D_property_priority>` order), but keeps calculating the rest of the areas. - **SPACE_OVERRIDE_REPLACE_COMBINE** = **4** --- This area replaces any gravity/damping calculated so far (in :ref:`priority<class_Area2D_property_priority>` order), but keeps calculating the rest of the areas.
Description
-----------
2D area that detects :ref:`CollisionObject2D<class_CollisionObject2D>` nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
Tutorials
---------
- :doc:`../tutorials/physics/using_area_2d`
Property Descriptions Property Descriptions
--------------------- ---------------------
+22 -26
View File
@@ -9,13 +9,26 @@
Array Array
===== =====
**Category:** Built-In Types
Brief Description
-----------------
Generic array datatype. Generic array datatype.
Description
-----------
Generic array which can contain several elements of any type, accessible by a numerical index starting at 0. Negative indices can be used to count from the back, like in Python (-1 is the last element, -2 the second to last, etc.).
**Example:**
::
var array = ["One", 2, 3, "Four"]
print(array[0]) # One
print(array[2]) # 3
print(array[-1]) # Four
array[2] = "Three"
print(array[-2]) # Three
Arrays are always passed by reference.
Methods Methods
------- -------
@@ -95,24 +108,6 @@ Methods
| void | :ref:`sort_custom<class_Array_method_sort_custom>` **(** :ref:`Object<class_Object>` obj, :ref:`String<class_String>` func **)** | | void | :ref:`sort_custom<class_Array_method_sort_custom>` **(** :ref:`Object<class_Object>` obj, :ref:`String<class_String>` func **)** |
+-------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ +-------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Description
-----------
Generic array which can contain several elements of any type, accessible by a numerical index starting at 0. Negative indices can be used to count from the back, like in Python (-1 is the last element, -2 the second to last, etc.).
**Example:**
::
var array = ["One", 2, 3, "Four"]
print(array[0]) # One
print(array[2]) # 3
print(array[-1]) # Four
array[2] = "Three"
print(array[-2]) # Three
Arrays are always passed by reference.
Method Descriptions Method Descriptions
------------------- -------------------
@@ -411,18 +406,19 @@ Sorts the array.
- void **sort_custom** **(** :ref:`Object<class_Object>` obj, :ref:`String<class_String>` func **)** - void **sort_custom** **(** :ref:`Object<class_Object>` obj, :ref:`String<class_String>` func **)**
Sorts the array using a custom method. The arguments are an object that holds the method and the name of such method. The custom method receives two arguments (a pair of elements from the array) and must return ``true`` if the first argument is less than the second, and return ``false`` otherwise. Sorts the array using a custom method. The arguments are an object that holds the method and the name of such method. The custom method receives two arguments (a pair of elements from the array) and must return either ``true`` or ``false``.
**Note:** you cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior. **Note:** you cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior.
:: ::
class MyCustomSorter: class MyCustomSorter:
static func sort(a, b): static func sort_ascending(a, b):
if a[0] < b[0]: if a[0] < b[0]:
return true return true
return false return false
var my_items = [[5, "Potato"], [9, "Rice"], [4, "Tomato"]] var my_items = [[5, "Potato"], [9, "Rice"], [4, "Tomato"]]
my_items.sort_custom(MyCustomSorter, "sort") my_items.sort_custom(MyCustomSorter, "sort_ascending")
print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]]
+23 -28
View File
@@ -11,13 +11,31 @@ ArrayMesh
**Inherits:** :ref:`Mesh<class_Mesh>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Mesh<class_Mesh>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
:ref:`Mesh<class_Mesh>` type that provides utility for constructing a surface from arrays. :ref:`Mesh<class_Mesh>` type that provides utility for constructing a surface from arrays.
Description
-----------
The ``ArrayMesh`` is used to construct a :ref:`Mesh<class_Mesh>` by specifying the attributes as arrays. The most basic example is the creation of a single triangle
::
var vertices = PoolVector3Array()
vertices.push_back(Vector3(0, 1, 0))
vertices.push_back(Vector3(1, 0, 0))
vertices.push_back(Vector3(0, 0, 1))
# Initialize the ArrayMesh.
var arr_mesh = ArrayMesh.new()
var arrays = []
arrays.resize(ArrayMesh.ARRAY_MAX)
arrays[ArrayMesh.ARRAY_VERTEX] = vertices
# Create the Mesh.
arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
var m = MeshInstance.new()
m.mesh = arr_mesh
The ``MeshInstance`` is ready to be added to the SceneTree to be shown.
Properties Properties
---------- ----------
@@ -166,29 +184,6 @@ Constants
- **ARRAY_WEIGHTS_SIZE** = **4** --- Amount of weights/bone indices per vertex (always 4). - **ARRAY_WEIGHTS_SIZE** = **4** --- Amount of weights/bone indices per vertex (always 4).
Description
-----------
The ``ArrayMesh`` is used to construct a :ref:`Mesh<class_Mesh>` by specifying the attributes as arrays. The most basic example is the creation of a single triangle
::
var vertices = PoolVector3Array()
vertices.push_back(Vector3(0, 1, 0))
vertices.push_back(Vector3(1, 0, 0))
vertices.push_back(Vector3(0, 0, 1))
# Initialize the ArrayMesh.
var arr_mesh = ArrayMesh.new()
var arrays = []
arrays.resize(ArrayMesh.ARRAY_MAX)
arrays[ArrayMesh.ARRAY_VERTEX] = vertices
# Create the Mesh.
arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
var m = MeshInstance.new()
m.mesh = arr_mesh
The ``MeshInstance`` is ready to be added to the SceneTree to be shown.
Property Descriptions Property Descriptions
--------------------- ---------------------
+9 -14
View File
@@ -11,13 +11,17 @@ ARVRAnchor
**Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
An anchor point in AR space. An anchor point in AR space.
Description
-----------
The ARVR Anchor point is a spatial node that maps a real world location identified by the AR platform to a position within the game world. For example, as long as plane detection in ARKit is on, ARKit will identify and update the position of planes (tables, floors, etc) and create anchors for them.
This node is mapped to one of the anchors through its unique ID. When you receive a signal that a new anchor is available, you should add this node to your scene for that anchor. You can predefine nodes and set the ID; the nodes will simply remain on 0,0,0 until a plane is recognized.
Keep in mind that, as long as plane detection is enabled, the size, placing and orientation of an anchor will be updated as the detection logic learns more about the real world out there especially if only part of the surface is in view.
Properties Properties
---------- ----------
@@ -49,15 +53,6 @@ Signals
Emitted when the mesh associated with the anchor changes or when one becomes available. This is especially important for topology that is constantly being ``mesh_updated``. Emitted when the mesh associated with the anchor changes or when one becomes available. This is especially important for topology that is constantly being ``mesh_updated``.
Description
-----------
The ARVR Anchor point is a spatial node that maps a real world location identified by the AR platform to a position within the game world. For example, as long as plane detection in ARKit is on, ARKit will identify and update the position of planes (tables, floors, etc) and create anchors for them.
This node is mapped to one of the anchors through its unique ID. When you receive a signal that a new anchor is available, you should add this node to your scene for that anchor. You can predefine nodes and set the ID; the nodes will simply remain on 0,0,0 until a plane is recognized.
Keep in mind that, as long as plane detection is enabled, the size, placing and orientation of an anchor will be updated as the detection logic learns more about the real world out there especially if only part of the surface is in view.
Property Descriptions Property Descriptions
--------------------- ---------------------
-5
View File
@@ -11,11 +11,6 @@ ARVRCamera
**Inherits:** :ref:`Camera<class_Camera>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Camera<class_Camera>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
A camera node with a few overrules for AR/VR applied, such as location tracking. A camera node with a few overrules for AR/VR applied, such as location tracking.
Description Description
+9 -14
View File
@@ -11,13 +11,17 @@ ARVRController
**Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
A spatial node representing a spatially-tracked controller. A spatial node representing a spatially-tracked controller.
Description
-----------
This is a helper spatial node that is linked to the tracking of controllers. It also offers several handy passthroughs to the state of buttons and such on the controllers.
Controllers are linked by their ID. You can create controller nodes before the controllers are available. If your game always uses two controllers (one for each hand), you can predefine the controllers with ID 1 and 2; they will become active as soon as the controllers are identified. If you expect additional controllers to be used, you should react to the signals and add ARVRController nodes to your scene.
The position of the controller node is automatically updated by the :ref:`ARVRServer<class_ARVRServer>`. This makes this node ideal to add child nodes to visualize the controller.
Properties Properties
---------- ----------
@@ -71,15 +75,6 @@ Emitted when a button on this controller is released.
Emitted when the mesh associated with the controller changes or when one becomes available. Generally speaking this will be a static mesh after becoming available. Emitted when the mesh associated with the controller changes or when one becomes available. Generally speaking this will be a static mesh after becoming available.
Description
-----------
This is a helper spatial node that is linked to the tracking of controllers. It also offers several handy passthroughs to the state of buttons and such on the controllers.
Controllers are linked by their ID. You can create controller nodes before the controllers are available. If your game always uses two controllers (one for each hand), you can predefine the controllers with ID 1 and 2; they will become active as soon as the controllers are identified. If you expect additional controllers to be used, you should react to the signals and add ARVRController nodes to your scene.
The position of the controller node is automatically updated by the :ref:`ARVRServer<class_ARVRServer>`. This makes this node ideal to add child nodes to visualize the controller.
Property Descriptions Property Descriptions
--------------------- ---------------------
+7 -12
View File
@@ -13,13 +13,15 @@ ARVRInterface
**Inherited By:** :ref:`ARVRInterfaceGDNative<class_ARVRInterfaceGDNative>`, :ref:`MobileVRInterface<class_MobileVRInterface>` **Inherited By:** :ref:`ARVRInterfaceGDNative<class_ARVRInterfaceGDNative>`, :ref:`MobileVRInterface<class_MobileVRInterface>`
**Category:** Core
Brief Description
-----------------
Base class for an AR/VR interface implementation. Base class for an AR/VR interface implementation.
Description
-----------
This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDNative modules (note that for GDNative the subclass ARVRScriptInterface should be used). Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform.
Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through :ref:`ARVRServer<class_ARVRServer>`.
Properties Properties
---------- ----------
@@ -123,13 +125,6 @@ enum **Tracking_status**:
- **ARVR_NOT_TRACKING** = **4** --- Tracking is not functional (camera not plugged in or obscured, lighthouses turned off, etc.) - **ARVR_NOT_TRACKING** = **4** --- Tracking is not functional (camera not plugged in or obscured, lighthouses turned off, etc.)
Description
-----------
This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDNative modules (note that for GDNative the subclass ARVRScriptInterface should be used). Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform.
Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through :ref:`ARVRServer<class_ARVRServer>`.
Property Descriptions Property Descriptions
--------------------- ---------------------
-5
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@@ -11,11 +11,6 @@ ARVRInterfaceGDNative
**Inherits:** :ref:`ARVRInterface<class_ARVRInterface>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`ARVRInterface<class_ARVRInterface>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
GDNative wrapper for an ARVR interface. GDNative wrapper for an ARVR interface.
Description Description
+7 -12
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@@ -11,20 +11,8 @@ ARVROrigin
**Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
The origin point in AR/VR. The origin point in AR/VR.
Properties
----------
+---------------------------+-----------------------------------------------------------+-----+
| :ref:`float<class_float>` | :ref:`world_scale<class_ARVROrigin_property_world_scale>` | 1.0 |
+---------------------------+-----------------------------------------------------------+-----+
Description Description
----------- -----------
@@ -36,6 +24,13 @@ It is the position of this node that you update when your character needs to mov
For example, if your character is driving a car, the ARVROrigin node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node. For example, if your character is driving a car, the ARVROrigin node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.
Properties
----------
+---------------------------+-----------------------------------------------------------+-----+
| :ref:`float<class_float>` | :ref:`world_scale<class_ARVROrigin_property_world_scale>` | 1.0 |
+---------------------------+-----------------------------------------------------------+-----+
Property Descriptions Property Descriptions
--------------------- ---------------------
+9 -14
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@@ -11,13 +11,17 @@ ARVRPositionalTracker
**Inherits:** :ref:`Object<class_Object>` **Inherits:** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
A tracked object. A tracked object.
Description
-----------
An instance of this object represents a device that is tracked, such as a controller or anchor point. HMDs aren't represented here as they are handled internally.
As controllers are turned on and the AR/VR interface detects them, instances of this object are automatically added to this list of active tracking objects accessible through the :ref:`ARVRServer<class_ARVRServer>`.
The :ref:`ARVRController<class_ARVRController>` and :ref:`ARVRAnchor<class_ARVRAnchor>` both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them.
Properties Properties
---------- ----------
@@ -69,15 +73,6 @@ enum **TrackerHand**:
- **TRACKER_RIGHT_HAND** = **2** --- This tracker is the right hand controller. - **TRACKER_RIGHT_HAND** = **2** --- This tracker is the right hand controller.
Description
-----------
An instance of this object represents a device that is tracked, such as a controller or anchor point. HMDs aren't represented here as they are handled internally.
As controllers are turned on and the AR/VR interface detects them, instances of this object are automatically added to this list of active tracking objects accessible through the :ref:`ARVRServer<class_ARVRServer>`.
The :ref:`ARVRController<class_ARVRController>` and :ref:`ARVRAnchor<class_ARVRAnchor>` both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them.
Property Descriptions Property Descriptions
--------------------- ---------------------
+5 -10
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@@ -11,13 +11,13 @@ ARVRServer
**Inherits:** :ref:`Object<class_Object>` **Inherits:** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
The AR/VR server. The AR/VR server.
Description
-----------
The AR/VR server is the heart of our AR/VR solution and handles all the processing.
Properties Properties
---------- ----------
@@ -138,11 +138,6 @@ enum **RotationMode**:
- **DONT_RESET_ROTATION** = **2** --- Does not reset the orientation of the HMD, only the position of the player gets centered. - **DONT_RESET_ROTATION** = **2** --- Does not reset the orientation of the HMD, only the position of the player gets centered.
Description
-----------
The AR/VR server is the heart of our AR/VR solution and handles all the processing.
Property Descriptions Property Descriptions
--------------------- ---------------------
+22 -27
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@@ -11,13 +11,30 @@ AStar
**Inherits:** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
An implementation of A\* to find shortest paths among connected points in space. An implementation of A\* to find shortest paths among connected points in space.
Description
-----------
A\* (A star) is a computer algorithm that is widely used in pathfinding and graph traversal, the process of plotting short paths among vertices (points), passing through a given set of edges (segments). It enjoys widespread use due to its performance and accuracy. Godot's A\* implementation uses points in three-dimensional space and Euclidean distances by default.
You must add points manually with :ref:`add_point<class_AStar_method_add_point>` and create segments manually with :ref:`connect_points<class_AStar_method_connect_points>`. Then you can test if there is a path between two points with the :ref:`are_points_connected<class_AStar_method_are_points_connected>` function, get a path containing indices by :ref:`get_id_path<class_AStar_method_get_id_path>`, or one containing actual coordinates with :ref:`get_point_path<class_AStar_method_get_point_path>`.
It is also possible to use non-Euclidean distances. To do so, create a class that extends ``AStar`` and override methods :ref:`_compute_cost<class_AStar_method__compute_cost>` and :ref:`_estimate_cost<class_AStar_method__estimate_cost>`. Both take two indices and return a length, as is shown in the following example.
::
class MyAStar:
extends AStar
func _compute_cost(u, v):
return abs(u - v)
func _estimate_cost(u, v):
return min(0, abs(u - v) - 1)
:ref:`_estimate_cost<class_AStar_method__estimate_cost>` should return a lower bound of the distance, i.e. ``_estimate_cost(u, v) <= _compute_cost(u, v)``. This serves as a hint to the algorithm because the custom ``_compute_cost`` might be computation-heavy. If this is not the case, make :ref:`_estimate_cost<class_AStar_method__estimate_cost>` return the same value as :ref:`_compute_cost<class_AStar_method__compute_cost>` to provide the algorithm with the most accurate information.
Methods Methods
------- -------
@@ -73,28 +90,6 @@ Methods
| void | :ref:`set_point_weight_scale<class_AStar_method_set_point_weight_scale>` **(** :ref:`int<class_int>` id, :ref:`float<class_float>` weight_scale **)** | | void | :ref:`set_point_weight_scale<class_AStar_method_set_point_weight_scale>` **(** :ref:`int<class_int>` id, :ref:`float<class_float>` weight_scale **)** |
+-------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ +-------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Description
-----------
A\* (A star) is a computer algorithm that is widely used in pathfinding and graph traversal, the process of plotting short paths among vertices (points), passing through a given set of edges (segments). It enjoys widespread use due to its performance and accuracy. Godot's A\* implementation uses points in three-dimensional space and Euclidean distances by default.
You must add points manually with :ref:`add_point<class_AStar_method_add_point>` and create segments manually with :ref:`connect_points<class_AStar_method_connect_points>`. Then you can test if there is a path between two points with the :ref:`are_points_connected<class_AStar_method_are_points_connected>` function, get a path containing indices by :ref:`get_id_path<class_AStar_method_get_id_path>`, or one containing actual coordinates with :ref:`get_point_path<class_AStar_method_get_point_path>`.
It is also possible to use non-Euclidean distances. To do so, create a class that extends ``AStar`` and override methods :ref:`_compute_cost<class_AStar_method__compute_cost>` and :ref:`_estimate_cost<class_AStar_method__estimate_cost>`. Both take two indices and return a length, as is shown in the following example.
::
class MyAStar:
extends AStar
func _compute_cost(u, v):
return abs(u - v)
func _estimate_cost(u, v):
return min(0, abs(u - v) - 1)
:ref:`_estimate_cost<class_AStar_method__estimate_cost>` should return a lower bound of the distance, i.e. ``_estimate_cost(u, v) <= _compute_cost(u, v)``. This serves as a hint to the algorithm because the custom ``_compute_cost`` might be computation-heavy. If this is not the case, make :ref:`_estimate_cost<class_AStar_method__estimate_cost>` return the same value as :ref:`_compute_cost<class_AStar_method__compute_cost>` to provide the algorithm with the most accurate information.
Method Descriptions Method Descriptions
------------------- -------------------
+5 -10
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@@ -11,13 +11,13 @@ AStar2D
**Inherits:** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
AStar class representation that uses 2d-vectors as edges. AStar class representation that uses 2d-vectors as edges.
Description
-----------
This is a wrapper for the :ref:`AStar<class_AStar>` class which uses 2D vectors instead of 3D vectors.
Methods Methods
------- -------
@@ -69,11 +69,6 @@ Methods
| void | :ref:`set_point_weight_scale<class_AStar2D_method_set_point_weight_scale>` **(** :ref:`int<class_int>` id, :ref:`float<class_float>` weight_scale **)** | | void | :ref:`set_point_weight_scale<class_AStar2D_method_set_point_weight_scale>` **(** :ref:`int<class_int>` id, :ref:`float<class_float>` weight_scale **)** |
+-------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ +-------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Description
-----------
This is a wrapper for the :ref:`AStar<class_AStar>` class which uses 2D vectors instead of 3D vectors.
Method Descriptions Method Descriptions
------------------- -------------------
+5 -10
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@@ -11,13 +11,13 @@ AtlasTexture
**Inherits:** :ref:`Texture<class_Texture>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Texture<class_Texture>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Packs multiple small textures in a single, bigger one. Helps to optimize video memory costs and render calls. Packs multiple small textures in a single, bigger one. Helps to optimize video memory costs and render calls.
Description
-----------
:ref:`Texture<class_Texture>` resource aimed at managing big textures files that pack multiple smaller textures. Consists of a :ref:`Texture<class_Texture>`, a margin that defines the border width, and a region that defines the actual area of the AtlasTexture.
Properties Properties
---------- ----------
@@ -33,11 +33,6 @@ Properties
| :ref:`Rect2<class_Rect2>` | :ref:`region<class_AtlasTexture_property_region>` | Rect2( 0, 0, 0, 0 ) | | :ref:`Rect2<class_Rect2>` | :ref:`region<class_AtlasTexture_property_region>` | Rect2( 0, 0, 0, 0 ) |
+-------------------------------+-------------------------------------------------------------+---------------------+ +-------------------------------+-------------------------------------------------------------+---------------------+
Description
-----------
:ref:`Texture<class_Texture>` resource aimed at managing big textures files that pack multiple smaller textures. Consists of a :ref:`Texture<class_Texture>`, a margin that defines the border width, and a region that defines the actual area of the AtlasTexture.
Property Descriptions Property Descriptions
--------------------- ---------------------
-5
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@@ -11,11 +11,6 @@ AudioBusLayout
**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Stores information about the audio buses. Stores information about the audio buses.
Description Description
-5
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@@ -13,11 +13,6 @@ AudioEffect
**Inherited By:** :ref:`AudioEffectAmplify<class_AudioEffectAmplify>`, :ref:`AudioEffectChorus<class_AudioEffectChorus>`, :ref:`AudioEffectCompressor<class_AudioEffectCompressor>`, :ref:`AudioEffectDelay<class_AudioEffectDelay>`, :ref:`AudioEffectDistortion<class_AudioEffectDistortion>`, :ref:`AudioEffectEQ<class_AudioEffectEQ>`, :ref:`AudioEffectFilter<class_AudioEffectFilter>`, :ref:`AudioEffectLimiter<class_AudioEffectLimiter>`, :ref:`AudioEffectPanner<class_AudioEffectPanner>`, :ref:`AudioEffectPhaser<class_AudioEffectPhaser>`, :ref:`AudioEffectPitchShift<class_AudioEffectPitchShift>`, :ref:`AudioEffectRecord<class_AudioEffectRecord>`, :ref:`AudioEffectReverb<class_AudioEffectReverb>`, :ref:`AudioEffectSpectrumAnalyzer<class_AudioEffectSpectrumAnalyzer>`, :ref:`AudioEffectStereoEnhance<class_AudioEffectStereoEnhance>` **Inherited By:** :ref:`AudioEffectAmplify<class_AudioEffectAmplify>`, :ref:`AudioEffectChorus<class_AudioEffectChorus>`, :ref:`AudioEffectCompressor<class_AudioEffectCompressor>`, :ref:`AudioEffectDelay<class_AudioEffectDelay>`, :ref:`AudioEffectDistortion<class_AudioEffectDistortion>`, :ref:`AudioEffectEQ<class_AudioEffectEQ>`, :ref:`AudioEffectFilter<class_AudioEffectFilter>`, :ref:`AudioEffectLimiter<class_AudioEffectLimiter>`, :ref:`AudioEffectPanner<class_AudioEffectPanner>`, :ref:`AudioEffectPhaser<class_AudioEffectPhaser>`, :ref:`AudioEffectPitchShift<class_AudioEffectPitchShift>`, :ref:`AudioEffectRecord<class_AudioEffectRecord>`, :ref:`AudioEffectReverb<class_AudioEffectReverb>`, :ref:`AudioEffectSpectrumAnalyzer<class_AudioEffectSpectrumAnalyzer>`, :ref:`AudioEffectStereoEnhance<class_AudioEffectStereoEnhance>`
**Category:** Core
Brief Description
-----------------
Audio effect for audio. Audio effect for audio.
Description Description
+5 -10
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@@ -11,15 +11,15 @@ AudioEffectAmplify
**Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds an amplifying audio effect to an audio bus. Adds an amplifying audio effect to an audio bus.
Increases or decreases the volume of the selected audio bus. Increases or decreases the volume of the selected audio bus.
Description
-----------
Increases or decreases the volume being routed through the audio bus.
Properties Properties
---------- ----------
@@ -27,11 +27,6 @@ Properties
| :ref:`float<class_float>` | :ref:`volume_db<class_AudioEffectAmplify_property_volume_db>` | 0.0 | | :ref:`float<class_float>` | :ref:`volume_db<class_AudioEffectAmplify_property_volume_db>` | 0.0 |
+---------------------------+---------------------------------------------------------------+-----+ +---------------------------+---------------------------------------------------------------+-----+
Description
-----------
Increases or decreases the volume being routed through the audio bus.
Property Descriptions Property Descriptions
--------------------- ---------------------
@@ -11,11 +11,6 @@ AudioEffectBandLimitFilter
**Inherits:** :ref:`AudioEffectFilter<class_AudioEffectFilter>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffectFilter<class_AudioEffectFilter>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a band limit filter to the audio bus. Adds a band limit filter to the audio bus.
Description Description
@@ -11,11 +11,6 @@ AudioEffectBandPassFilter
**Inherits:** :ref:`AudioEffectFilter<class_AudioEffectFilter>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffectFilter<class_AudioEffectFilter>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a band pass filter to the audio bus. Adds a band pass filter to the audio bus.
Description Description
+5 -10
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@@ -11,13 +11,13 @@ AudioEffectChorus
**Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a chorus audio effect. Adds a chorus audio effect.
Description
-----------
Adds a chorus audio effect. The effect applies a filter with voices to duplicate the audio source and manipulate it through the filter.
Properties Properties
---------- ----------
@@ -106,11 +106,6 @@ Methods
| void | :ref:`set_voice_rate_hz<class_AudioEffectChorus_method_set_voice_rate_hz>` **(** :ref:`int<class_int>` voice_idx, :ref:`float<class_float>` rate_hz **)** | | void | :ref:`set_voice_rate_hz<class_AudioEffectChorus_method_set_voice_rate_hz>` **(** :ref:`int<class_int>` voice_idx, :ref:`float<class_float>` rate_hz **)** |
+---------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------+ +---------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------+
Description
-----------
Adds a chorus audio effect. The effect applies a filter with voices to duplicate the audio source and manipulate it through the filter.
Property Descriptions Property Descriptions
--------------------- ---------------------
+15 -20
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@@ -11,15 +11,25 @@ AudioEffectCompressor
**Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a compressor audio effect to an audio bus. Adds a compressor audio effect to an audio bus.
Reduces sounds that exceed a certain threshold level, smooths out the dynamics and increases the overall volume. Reduces sounds that exceed a certain threshold level, smooths out the dynamics and increases the overall volume.
Description
-----------
Dynamic range compressor reduces the level of the sound when the amplitude goes over a certain threshold in Decibels. One of the main uses of a compressor is to increase the dynamic range by clipping as little as possible (when sound goes over 0dB).
Compressor has many uses in the mix:
- In the Master bus to compress the whole output (although an :ref:`AudioEffectLimiter<class_AudioEffectLimiter>` is probably better).
- In voice channels to ensure they sound as balanced as possible.
- Sidechained. This can reduce the sound level sidechained with another audio bus for threshold detection. This technique is common in video game mixing to the level of music and SFX while voices are being heard.
- Accentuates transients by using a wider attack, making effects sound more punchy.
Properties Properties
---------- ----------
@@ -39,21 +49,6 @@ Properties
| :ref:`float<class_float>` | :ref:`threshold<class_AudioEffectCompressor_property_threshold>` | 0.0 | | :ref:`float<class_float>` | :ref:`threshold<class_AudioEffectCompressor_property_threshold>` | 0.0 |
+-----------------------------+--------------------------------------------------------------------+-------+ +-----------------------------+--------------------------------------------------------------------+-------+
Description
-----------
Dynamic range compressor reduces the level of the sound when the amplitude goes over a certain threshold in Decibels. One of the main uses of a compressor is to increase the dynamic range by clipping as little as possible (when sound goes over 0dB).
Compressor has many uses in the mix:
- In the Master bus to compress the whole output (although an :ref:`AudioEffectLimiter<class_AudioEffectLimiter>` is probably better).
- In voice channels to ensure they sound as balanced as possible.
- Sidechained. This can reduce the sound level sidechained with another audio bus for threshold detection. This technique is common in video game mixing to the level of music and SFX while voices are being heard.
- Accentuates transients by using a wider attack, making effects sound more punchy.
Property Descriptions Property Descriptions
--------------------- ---------------------
+5 -10
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@@ -11,15 +11,15 @@ AudioEffectDelay
**Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a delay audio effect to an audio bus. Plays input signal back after a period of time. Adds a delay audio effect to an audio bus. Plays input signal back after a period of time.
Two tap delay and feedback options. Two tap delay and feedback options.
Description
-----------
Plays input signal back after a period of time. The delayed signal may be played back multiple times to create the sound of a repeating, decaying echo. Delay effects range from a subtle echo effect to a pronounced blending of previous sounds with new sounds.
Properties Properties
---------- ----------
@@ -51,11 +51,6 @@ Properties
| :ref:`float<class_float>` | :ref:`tap2/pan<class_AudioEffectDelay_property_tap2/pan>` | -0.4 | | :ref:`float<class_float>` | :ref:`tap2/pan<class_AudioEffectDelay_property_tap2/pan>` | -0.4 |
+---------------------------+-----------------------------------------------------------------------------+---------+ +---------------------------+-----------------------------------------------------------------------------+---------+
Description
-----------
Plays input signal back after a period of time. The delayed signal may be played back multiple times to create the sound of a repeating, decaying echo. Delay effects range from a subtle echo effect to a pronounced blending of previous sounds with new sounds.
Property Descriptions Property Descriptions
--------------------- ---------------------
+7 -12
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@@ -11,15 +11,17 @@ AudioEffectDistortion
**Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a distortion audio effect to an Audio bus. Adds a distortion audio effect to an Audio bus.
Modify the sound to make it dirty. Modify the sound to make it dirty.
Description
-----------
Modify the sound and make it dirty. Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or waveshape.
By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.
Properties Properties
---------- ----------
@@ -62,13 +64,6 @@ enum **Mode**:
- **MODE_WAVESHAPE** = **4** --- Waveshaper distortions are used mainly by electronic musicians to achieve an extra-abrasive sound. - **MODE_WAVESHAPE** = **4** --- Waveshaper distortions are used mainly by electronic musicians to achieve an extra-abrasive sound.
Description
-----------
Modify the sound and make it dirty. Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or waveshape.
By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.
Property Descriptions Property Descriptions
--------------------- ---------------------
+5 -10
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@@ -13,15 +13,15 @@ AudioEffectEQ
**Inherited By:** :ref:`AudioEffectEQ10<class_AudioEffectEQ10>`, :ref:`AudioEffectEQ21<class_AudioEffectEQ21>`, :ref:`AudioEffectEQ6<class_AudioEffectEQ6>` **Inherited By:** :ref:`AudioEffectEQ10<class_AudioEffectEQ10>`, :ref:`AudioEffectEQ21<class_AudioEffectEQ21>`, :ref:`AudioEffectEQ6<class_AudioEffectEQ6>`
**Category:** Core
Brief Description
-----------------
Base class for audio equalizers. Gives you control over frequencies. Base class for audio equalizers. Gives you control over frequencies.
Use it to create a custom equalizer if :ref:`AudioEffectEQ6<class_AudioEffectEQ6>`, :ref:`AudioEffectEQ10<class_AudioEffectEQ10>` or :ref:`AudioEffectEQ21<class_AudioEffectEQ21>` don't fit your needs. Use it to create a custom equalizer if :ref:`AudioEffectEQ6<class_AudioEffectEQ6>`, :ref:`AudioEffectEQ10<class_AudioEffectEQ10>` or :ref:`AudioEffectEQ21<class_AudioEffectEQ21>` don't fit your needs.
Description
-----------
AudioEffectEQ gives you control over frequencies. Use it to compensate for existing deficiencies in audio. AudioEffectEQs are useful on the Master bus to completely master a mix and give it more character. They are also useful when a game is run on a mobile device, to adjust the mix to that kind of speakers (it can be added but disabled when headphones are plugged).
Methods Methods
------- -------
@@ -33,11 +33,6 @@ Methods
| void | :ref:`set_band_gain_db<class_AudioEffectEQ_method_set_band_gain_db>` **(** :ref:`int<class_int>` band_idx, :ref:`float<class_float>` volume_db **)** | | void | :ref:`set_band_gain_db<class_AudioEffectEQ_method_set_band_gain_db>` **(** :ref:`int<class_int>` band_idx, :ref:`float<class_float>` volume_db **)** |
+---------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+ +---------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
Description
-----------
AudioEffectEQ gives you control over frequencies. Use it to compensate for existing deficiencies in audio. AudioEffectEQs are useful on the Master bus to completely master a mix and give it more character. They are also useful when a game is run on a mobile device, to adjust the mix to that kind of speakers (it can be added but disabled when headphones are plugged).
Method Descriptions Method Descriptions
------------------- -------------------
-5
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@@ -11,11 +11,6 @@ AudioEffectEQ10
**Inherits:** :ref:`AudioEffectEQ<class_AudioEffectEQ>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffectEQ<class_AudioEffectEQ>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a 10-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 31 Hz to 16000 Hz. Adds a 10-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 31 Hz to 16000 Hz.
Each frequency can be modulated between -60/+24 dB. Each frequency can be modulated between -60/+24 dB.
-5
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@@ -11,11 +11,6 @@ AudioEffectEQ21
**Inherits:** :ref:`AudioEffectEQ<class_AudioEffectEQ>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffectEQ<class_AudioEffectEQ>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a 21-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 22 Hz to 22000 Hz. Adds a 21-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 22 Hz to 22000 Hz.
Each frequency can be modulated between -60/+24 dB. Each frequency can be modulated between -60/+24 dB.
-5
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@@ -11,11 +11,6 @@ AudioEffectEQ6
**Inherits:** :ref:`AudioEffectEQ<class_AudioEffectEQ>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffectEQ<class_AudioEffectEQ>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a 6-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 32 Hz to 10000 Hz. Adds a 6-band equalizer audio effect to an Audio bus. Gives you control over frequencies from 32 Hz to 10000 Hz.
Each frequency can be modulated between -60/+24 dB. Each frequency can be modulated between -60/+24 dB.
+5 -10
View File
@@ -13,13 +13,13 @@ AudioEffectFilter
**Inherited By:** :ref:`AudioEffectBandLimitFilter<class_AudioEffectBandLimitFilter>`, :ref:`AudioEffectBandPassFilter<class_AudioEffectBandPassFilter>`, :ref:`AudioEffectHighPassFilter<class_AudioEffectHighPassFilter>`, :ref:`AudioEffectHighShelfFilter<class_AudioEffectHighShelfFilter>`, :ref:`AudioEffectLowPassFilter<class_AudioEffectLowPassFilter>`, :ref:`AudioEffectLowShelfFilter<class_AudioEffectLowShelfFilter>`, :ref:`AudioEffectNotchFilter<class_AudioEffectNotchFilter>` **Inherited By:** :ref:`AudioEffectBandLimitFilter<class_AudioEffectBandLimitFilter>`, :ref:`AudioEffectBandPassFilter<class_AudioEffectBandPassFilter>`, :ref:`AudioEffectHighPassFilter<class_AudioEffectHighPassFilter>`, :ref:`AudioEffectHighShelfFilter<class_AudioEffectHighShelfFilter>`, :ref:`AudioEffectLowPassFilter<class_AudioEffectLowPassFilter>`, :ref:`AudioEffectLowShelfFilter<class_AudioEffectLowShelfFilter>`, :ref:`AudioEffectNotchFilter<class_AudioEffectNotchFilter>`
**Category:** Core
Brief Description
-----------------
Adds a filter to the audio bus. Adds a filter to the audio bus.
Description
-----------
Allows frequencies other than the :ref:`cutoff_hz<class_AudioEffectFilter_property_cutoff_hz>` to pass.
Properties Properties
---------- ----------
@@ -56,11 +56,6 @@ enum **FilterDB**:
- **FILTER_24DB** = **3** - **FILTER_24DB** = **3**
Description
-----------
Allows frequencies other than the :ref:`cutoff_hz<class_AudioEffectFilter_property_cutoff_hz>` to pass.
Property Descriptions Property Descriptions
--------------------- ---------------------
@@ -11,11 +11,6 @@ AudioEffectHighPassFilter
**Inherits:** :ref:`AudioEffectFilter<class_AudioEffectFilter>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffectFilter<class_AudioEffectFilter>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a high-pass filter to the Audio Bus. Adds a high-pass filter to the Audio Bus.
Description Description
@@ -11,10 +11,5 @@ AudioEffectHighShelfFilter
**Inherits:** :ref:`AudioEffectFilter<class_AudioEffectFilter>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffectFilter<class_AudioEffectFilter>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
-5
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@@ -13,10 +13,5 @@ AudioEffectInstance
**Inherited By:** :ref:`AudioEffectSpectrumAnalyzerInstance<class_AudioEffectSpectrumAnalyzerInstance>` **Inherited By:** :ref:`AudioEffectSpectrumAnalyzerInstance<class_AudioEffectSpectrumAnalyzerInstance>`
**Category:** Core
Brief Description
-----------------
+7 -12
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@@ -11,13 +11,15 @@ AudioEffectLimiter
**Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a soft-clip limiter audio effect to an Audio bus. Adds a soft-clip limiter audio effect to an Audio bus.
Description
-----------
A limiter is similar to a compressor, but it's less flexible and designed to disallow sound going over a given dB threshold. Adding one in the Master bus is always recommended to reduce the effects of clipping.
Soft clipping starts to reduce the peaks a little below the threshold level and progressively increases its effect as the input level increases such that the threshold is never exceeded.
Properties Properties
---------- ----------
@@ -31,13 +33,6 @@ Properties
| :ref:`float<class_float>` | :ref:`threshold_db<class_AudioEffectLimiter_property_threshold_db>` | 0.0 | | :ref:`float<class_float>` | :ref:`threshold_db<class_AudioEffectLimiter_property_threshold_db>` | 0.0 |
+---------------------------+---------------------------------------------------------------------------+------+ +---------------------------+---------------------------------------------------------------------------+------+
Description
-----------
A limiter is similar to a compressor, but it's less flexible and designed to disallow sound going over a given dB threshold. Adding one in the Master bus is always recommended to reduce the effects of clipping.
Soft clipping starts to reduce the peaks a little below the threshold level and progressively increases its effect as the input level increases such that the threshold is never exceeded.
Property Descriptions Property Descriptions
--------------------- ---------------------
@@ -11,11 +11,6 @@ AudioEffectLowPassFilter
**Inherits:** :ref:`AudioEffectFilter<class_AudioEffectFilter>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffectFilter<class_AudioEffectFilter>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a low-pass filter to the Audio bus. Adds a low-pass filter to the Audio bus.
Description Description
@@ -11,10 +11,5 @@ AudioEffectLowShelfFilter
**Inherits:** :ref:`AudioEffectFilter<class_AudioEffectFilter>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffectFilter<class_AudioEffectFilter>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
-5
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@@ -11,11 +11,6 @@ AudioEffectNotchFilter
**Inherits:** :ref:`AudioEffectFilter<class_AudioEffectFilter>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffectFilter<class_AudioEffectFilter>` **<** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a notch filter to the Audio bus. Adds a notch filter to the Audio bus.
Description Description
+5 -10
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@@ -11,13 +11,13 @@ AudioEffectPanner
**Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a panner audio effect to an Audio bus. Pans sound left or right. Adds a panner audio effect to an Audio bus. Pans sound left or right.
Description
-----------
Determines how much of an audio signal is sent to the left and right buses.
Properties Properties
---------- ----------
@@ -25,11 +25,6 @@ Properties
| :ref:`float<class_float>` | :ref:`pan<class_AudioEffectPanner_property_pan>` | 0.0 | | :ref:`float<class_float>` | :ref:`pan<class_AudioEffectPanner_property_pan>` | 0.0 |
+---------------------------+--------------------------------------------------+-----+ +---------------------------+--------------------------------------------------+-----+
Description
-----------
Determines how much of an audio signal is sent to the left and right buses.
Property Descriptions Property Descriptions
--------------------- ---------------------
+5 -10
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@@ -11,15 +11,15 @@ AudioEffectPhaser
**Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a phaser audio effect to an Audio bus. Adds a phaser audio effect to an Audio bus.
Combines the original signal with a copy that is slightly out of phase with the original. Combines the original signal with a copy that is slightly out of phase with the original.
Description
-----------
Combines phase-shifted signals with the original signal. The movement of the phase-shifted signals is controlled using a low-frequency oscillator.
Properties Properties
---------- ----------
@@ -35,11 +35,6 @@ Properties
| :ref:`float<class_float>` | :ref:`rate_hz<class_AudioEffectPhaser_property_rate_hz>` | 0.5 | | :ref:`float<class_float>` | :ref:`rate_hz<class_AudioEffectPhaser_property_rate_hz>` | 0.5 |
+---------------------------+--------------------------------------------------------------------+--------+ +---------------------------+--------------------------------------------------------------------+--------+
Description
-----------
Combines phase-shifted signals with the original signal. The movement of the phase-shifted signals is controlled using a low-frequency oscillator.
Property Descriptions Property Descriptions
--------------------- ---------------------
+5 -10
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@@ -11,15 +11,15 @@ AudioEffectPitchShift
**Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a pitch-shifting audio effect to an Audio bus. Adds a pitch-shifting audio effect to an Audio bus.
Raises or lowers the pitch of original sound. Raises or lowers the pitch of original sound.
Description
-----------
Allows modulation of pitch independently of tempo. All frequencies can be increased/decreased with minimal effect on transients.
Properties Properties
---------- ----------
@@ -62,11 +62,6 @@ enum **FFT_Size**:
- **FFT_SIZE_MAX** = **5** --- Represents the size of the :ref:`FFT_Size<enum_AudioEffectPitchShift_FFT_Size>` enum. - **FFT_SIZE_MAX** = **5** --- Represents the size of the :ref:`FFT_Size<enum_AudioEffectPitchShift_FFT_Size>` enum.
Description
-----------
Allows modulation of pitch independently of tempo. All frequencies can be increased/decreased with minimal effect on transients.
Property Descriptions Property Descriptions
--------------------- ---------------------
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@@ -11,11 +11,6 @@ AudioEffectRecord
**Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Properties Properties
+5 -10
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@@ -11,15 +11,15 @@ AudioEffectReverb
**Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Adds a reverberation audio effect to an Audio bus. Adds a reverberation audio effect to an Audio bus.
Simulates the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces. Simulates the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces.
Description
-----------
Simulates rooms of different sizes. Its parameters can be adjusted to simulate the sound of a specific room.
Properties Properties
---------- ----------
@@ -41,11 +41,6 @@ Properties
| :ref:`float<class_float>` | :ref:`wet<class_AudioEffectReverb_property_wet>` | 0.5 | | :ref:`float<class_float>` | :ref:`wet<class_AudioEffectReverb_property_wet>` | 0.5 |
+---------------------------+------------------------------------------------------------------------------+-------+ +---------------------------+------------------------------------------------------------------------------+-------+
Description
-----------
Simulates rooms of different sizes. Its parameters can be adjusted to simulate the sound of a specific room.
Property Descriptions Property Descriptions
--------------------- ---------------------
@@ -11,11 +11,6 @@ AudioEffectSpectrumAnalyzer
**Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Properties Properties
@@ -11,11 +11,6 @@ AudioEffectSpectrumAnalyzerInstance
**Inherits:** :ref:`AudioEffectInstance<class_AudioEffectInstance>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffectInstance<class_AudioEffectInstance>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Methods Methods
@@ -11,11 +11,6 @@ AudioEffectStereoEnhance
**Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioEffect<class_AudioEffect>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Properties Properties
+10 -15
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@@ -11,13 +11,18 @@ AudioServer
**Inherits:** :ref:`Object<class_Object>` **Inherits:** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Server interface for low-level audio access. Server interface for low-level audio access.
Description
-----------
AudioServer is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface.
Tutorials
---------
- :doc:`../tutorials/audio/audio_buses`
Properties Properties
---------- ----------
@@ -166,16 +171,6 @@ enum **SpeakerMode**:
- **SPEAKER_SURROUND_71** = **3** --- A 7.1 channel surround setup was detected. - **SPEAKER_SURROUND_71** = **3** --- A 7.1 channel surround setup was detected.
Description
-----------
AudioServer is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface.
Tutorials
---------
- :doc:`../tutorials/audio/audio_buses`
Property Descriptions Property Descriptions
--------------------- ---------------------
+7 -12
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@@ -13,20 +13,8 @@ AudioStream
**Inherited By:** :ref:`AudioStreamGenerator<class_AudioStreamGenerator>`, :ref:`AudioStreamMicrophone<class_AudioStreamMicrophone>`, :ref:`AudioStreamOGGVorbis<class_AudioStreamOGGVorbis>`, :ref:`AudioStreamRandomPitch<class_AudioStreamRandomPitch>`, :ref:`AudioStreamSample<class_AudioStreamSample>` **Inherited By:** :ref:`AudioStreamGenerator<class_AudioStreamGenerator>`, :ref:`AudioStreamMicrophone<class_AudioStreamMicrophone>`, :ref:`AudioStreamOGGVorbis<class_AudioStreamOGGVorbis>`, :ref:`AudioStreamRandomPitch<class_AudioStreamRandomPitch>`, :ref:`AudioStreamSample<class_AudioStreamSample>`
**Category:** Core
Brief Description
-----------------
Base class for audio streams. Base class for audio streams.
Methods
-------
+---------------------------+--------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_length<class_AudioStream_method_get_length>` **(** **)** const |
+---------------------------+--------------------------------------------------------------------------+
Description Description
----------- -----------
@@ -37,6 +25,13 @@ Tutorials
- :doc:`../tutorials/audio/audio_streams` - :doc:`../tutorials/audio/audio_streams`
Methods
-------
+---------------------------+--------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_length<class_AudioStream_method_get_length>` **(** **)** const |
+---------------------------+--------------------------------------------------------------------------+
Method Descriptions Method Descriptions
------------------- -------------------
+4 -9
View File
@@ -11,12 +11,12 @@ AudioStreamGenerator
**Inherits:** :ref:`AudioStream<class_AudioStream>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioStream<class_AudioStream>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Tutorials
---------
- `https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator <https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator>`_
Properties Properties
---------- ----------
@@ -27,11 +27,6 @@ Properties
| :ref:`float<class_float>` | :ref:`mix_rate<class_AudioStreamGenerator_property_mix_rate>` | 44100.0 | | :ref:`float<class_float>` | :ref:`mix_rate<class_AudioStreamGenerator_property_mix_rate>` | 44100.0 |
+---------------------------+-------------------------------------------------------------------------+---------+ +---------------------------+-------------------------------------------------------------------------+---------+
Tutorials
---------
- `https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator <https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator>`_
Property Descriptions Property Descriptions
--------------------- ---------------------
@@ -11,12 +11,12 @@ AudioStreamGeneratorPlayback
**Inherits:** :ref:`AudioStreamPlaybackResampled<class_AudioStreamPlaybackResampled>` **<** :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioStreamPlaybackResampled<class_AudioStreamPlaybackResampled>` **<** :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Tutorials
---------
- `https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator <https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator>`_
Methods Methods
------- -------
@@ -35,11 +35,6 @@ Methods
| :ref:`bool<class_bool>` | :ref:`push_frame<class_AudioStreamGeneratorPlayback_method_push_frame>` **(** :ref:`Vector2<class_Vector2>` frame **)** | | :ref:`bool<class_bool>` | :ref:`push_frame<class_AudioStreamGeneratorPlayback_method_push_frame>` **(** :ref:`Vector2<class_Vector2>` frame **)** |
+-------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+ +-------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
Tutorials
---------
- `https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator <https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator>`_
Method Descriptions Method Descriptions
------------------- -------------------
-5
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@@ -11,10 +11,5 @@ AudioStreamMicrophone
**Inherits:** :ref:`AudioStream<class_AudioStream>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioStream<class_AudioStream>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
+7 -8
View File
@@ -11,10 +11,10 @@ AudioStreamOGGVorbis
**Inherits:** :ref:`AudioStream<class_AudioStream>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioStream<class_AudioStream>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core OGG Vorbis audio stream driver.
Brief Description Description
----------------- -----------
OGG Vorbis audio stream driver. OGG Vorbis audio stream driver.
@@ -29,11 +29,6 @@ Properties
| :ref:`float<class_float>` | :ref:`loop_offset<class_AudioStreamOGGVorbis_property_loop_offset>` | 0.0 | | :ref:`float<class_float>` | :ref:`loop_offset<class_AudioStreamOGGVorbis_property_loop_offset>` | 0.0 |
+-------------------------------------------+---------------------------------------------------------------------+-------------------+ +-------------------------------------------+---------------------------------------------------------------------+-------------------+
Description
-----------
OGG Vorbis audio stream driver.
Property Descriptions Property Descriptions
--------------------- ---------------------
@@ -65,6 +60,8 @@ Contains the audio data in bytes.
| *Getter* | has_loop() | | *Getter* | has_loop() |
+-----------+-----------------+ +-----------+-----------------+
If ``true``, the stream will automatically loop when it reaches the end.
---- ----
.. _class_AudioStreamOGGVorbis_property_loop_offset: .. _class_AudioStreamOGGVorbis_property_loop_offset:
@@ -79,3 +76,5 @@ Contains the audio data in bytes.
| *Getter* | get_loop_offset() | | *Getter* | get_loop_offset() |
+-----------+------------------------+ +-----------+------------------------+
Time in seconds at which the stream starts after being looped.
-5
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@@ -13,11 +13,6 @@ AudioStreamPlayback
**Inherited By:** :ref:`AudioStreamPlaybackResampled<class_AudioStreamPlaybackResampled>` **Inherited By:** :ref:`AudioStreamPlaybackResampled<class_AudioStreamPlaybackResampled>`
**Category:** Core
Brief Description
-----------------
Meta class for playing back audio. Meta class for playing back audio.
Description Description
@@ -13,10 +13,5 @@ AudioStreamPlaybackResampled
**Inherited By:** :ref:`AudioStreamGeneratorPlayback<class_AudioStreamGeneratorPlayback>` **Inherited By:** :ref:`AudioStreamGeneratorPlayback<class_AudioStreamGeneratorPlayback>`
**Category:** Core
Brief Description
-----------------
+14 -15
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@@ -11,13 +11,18 @@ AudioStreamPlayer
**Inherits:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Plays back audio non-positionally. Plays back audio non-positionally.
Description
-----------
Plays an audio stream non-positionally.
Tutorials
---------
- :doc:`../tutorials/audio/audio_streams`
Properties Properties
---------- ----------
@@ -82,16 +87,6 @@ enum **MixTarget**:
- **MIX_TARGET_CENTER** = **2** --- The audio will be played on the second channel, which is usually the center. - **MIX_TARGET_CENTER** = **2** --- The audio will be played on the second channel, which is usually the center.
Description
-----------
Plays an audio stream non-positionally.
Tutorials
---------
- :doc:`../tutorials/audio/audio_streams`
Property Descriptions Property Descriptions
--------------------- ---------------------
@@ -199,6 +194,8 @@ The :ref:`AudioStream<class_AudioStream>` object to be played.
| *Getter* | get_stream_paused() | | *Getter* | get_stream_paused() |
+-----------+--------------------------+ +-----------+--------------------------+
If ``true``, the playback is paused. You can resume it by setting ``stream_paused`` to ``false``.
---- ----
.. _class_AudioStreamPlayer_property_volume_db: .. _class_AudioStreamPlayer_property_volume_db:
@@ -230,6 +227,8 @@ Returns the position in the :ref:`AudioStream<class_AudioStream>` in seconds.
- :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` **get_stream_playback** **(** **)** - :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` **get_stream_playback** **(** **)**
Returns the :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` object associated with this ``AudioStreamPlayer``.
---- ----
.. _class_AudioStreamPlayer_method_play: .. _class_AudioStreamPlayer_method_play:
+14 -15
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@@ -11,13 +11,18 @@ AudioStreamPlayer2D
**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Plays audio in 2D. Plays audio in 2D.
Description
-----------
Plays audio that dampens with distance from screen center.
Tutorials
---------
- :doc:`../tutorials/audio/audio_streams`
Properties Properties
---------- ----------
@@ -67,16 +72,6 @@ Signals
Emitted when the audio stops playing. Emitted when the audio stops playing.
Description
-----------
Plays audio that dampens with distance from screen center.
Tutorials
---------
- :doc:`../tutorials/audio/audio_streams`
Property Descriptions Property Descriptions
--------------------- ---------------------
@@ -216,6 +211,8 @@ The :ref:`AudioStream<class_AudioStream>` object to be played.
| *Getter* | get_stream_paused() | | *Getter* | get_stream_paused() |
+-----------+--------------------------+ +-----------+--------------------------+
If ``true``, the playback is paused. You can resume it by setting ``stream_paused`` to ``false``.
---- ----
.. _class_AudioStreamPlayer2D_property_volume_db: .. _class_AudioStreamPlayer2D_property_volume_db:
@@ -247,6 +244,8 @@ Returns the position in the :ref:`AudioStream<class_AudioStream>`.
- :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` **get_stream_playback** **(** **)** - :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` **get_stream_playback** **(** **)**
Returns the :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` object associated with this ``AudioStreamPlayer2D``.
---- ----
.. _class_AudioStreamPlayer2D_method_play: .. _class_AudioStreamPlayer2D_method_play:
+14 -15
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@@ -11,13 +11,18 @@ AudioStreamPlayer3D
**Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Plays 3D sound in 3D space. Plays 3D sound in 3D space.
Description
-----------
Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space.
Tutorials
---------
- :doc:`../tutorials/audio/audio_streams`
Properties Properties
---------- ----------
@@ -140,16 +145,6 @@ enum **DopplerTracking**:
- **DOPPLER_TRACKING_PHYSICS_STEP** = **2** --- Executes doppler tracking in physics step. - **DOPPLER_TRACKING_PHYSICS_STEP** = **2** --- Executes doppler tracking in physics step.
Description
-----------
Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space.
Tutorials
---------
- :doc:`../tutorials/audio/audio_streams`
Property Descriptions Property Descriptions
--------------------- ---------------------
@@ -417,6 +412,8 @@ The :ref:`AudioStream<class_AudioStream>` object to be played.
| *Getter* | get_stream_paused() | | *Getter* | get_stream_paused() |
+-----------+--------------------------+ +-----------+--------------------------+
If ``true``, the playback is paused. You can resume it by setting ``stream_paused`` to ``false``.
---- ----
.. _class_AudioStreamPlayer3D_property_unit_db: .. _class_AudioStreamPlayer3D_property_unit_db:
@@ -464,6 +461,8 @@ Returns the position in the :ref:`AudioStream<class_AudioStream>`.
- :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` **get_stream_playback** **(** **)** - :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` **get_stream_playback** **(** **)**
Returns the :ref:`AudioStreamPlayback<class_AudioStreamPlayback>` object associated with this ``AudioStreamPlayer3D``.
---- ----
.. _class_AudioStreamPlayer3D_method_play: .. _class_AudioStreamPlayer3D_method_play:
+5 -10
View File
@@ -11,13 +11,13 @@ AudioStreamRandomPitch
**Inherits:** :ref:`AudioStream<class_AudioStream>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioStream<class_AudioStream>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Plays audio with random pitch shifting. Plays audio with random pitch shifting.
Description
-----------
Randomly varies pitch on each start.
Properties Properties
---------- ----------
@@ -27,11 +27,6 @@ Properties
| :ref:`float<class_float>` | :ref:`random_pitch<class_AudioStreamRandomPitch_property_random_pitch>` | 1.1 | | :ref:`float<class_float>` | :ref:`random_pitch<class_AudioStreamRandomPitch_property_random_pitch>` | 1.1 |
+---------------------------------------+-------------------------------------------------------------------------+-----+ +---------------------------------------+-------------------------------------------------------------------------+-----+
Description
-----------
Randomly varies pitch on each start.
Property Descriptions Property Descriptions
--------------------- ---------------------
+7 -12
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@@ -11,13 +11,15 @@ AudioStreamSample
**Inherits:** :ref:`AudioStream<class_AudioStream>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`AudioStream<class_AudioStream>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Stores audio data loaded from WAV files. Stores audio data loaded from WAV files.
Description
-----------
AudioStreamSample stores sound samples loaded from WAV files. To play the stored sound, use an :ref:`AudioStreamPlayer<class_AudioStreamPlayer>` (for non-positional audio) or :ref:`AudioStreamPlayer2D<class_AudioStreamPlayer2D>`/:ref:`AudioStreamPlayer3D<class_AudioStreamPlayer3D>` (for positional audio). The sound can be looped.
This class can also be used to store dynamically-generated PCM audio data.
Properties Properties
---------- ----------
@@ -85,13 +87,6 @@ enum **LoopMode**:
- **LOOP_BACKWARD** = **3** --- Audio loops the data between :ref:`loop_begin<class_AudioStreamSample_property_loop_begin>` and :ref:`loop_end<class_AudioStreamSample_property_loop_end>` playing backward only. - **LOOP_BACKWARD** = **3** --- Audio loops the data between :ref:`loop_begin<class_AudioStreamSample_property_loop_begin>` and :ref:`loop_end<class_AudioStreamSample_property_loop_end>` playing backward only.
Description
-----------
AudioStreamSample stores sound samples loaded from WAV files. To play the stored sound, use an :ref:`AudioStreamPlayer<class_AudioStreamPlayer>` (for non-positional audio) or :ref:`AudioStreamPlayer2D<class_AudioStreamPlayer2D>`/:ref:`AudioStreamPlayer3D<class_AudioStreamPlayer3D>` (for positional audio). The sound can be looped.
This class can also be used to store dynamically-generated PCM audio data.
Property Descriptions Property Descriptions
--------------------- ---------------------
+5 -10
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@@ -11,13 +11,13 @@ BackBufferCopy
**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts through the ``texture(SCREEN_TEXTURE, ...)`` function. Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts through the ``texture(SCREEN_TEXTURE, ...)`` function.
Description
-----------
Node for back-buffering the currently-displayed screen. The region defined in the BackBufferCopy node is bufferized with the content of the screen it covers, or the entire screen according to the copy mode set. Use the ``texture(SCREEN_TEXTURE, ...)`` function in your shader scripts to access the buffer.
Properties Properties
---------- ----------
@@ -46,11 +46,6 @@ enum **CopyMode**:
- **COPY_MODE_VIEWPORT** = **2** --- BackBufferCopy buffers the entire screen. - **COPY_MODE_VIEWPORT** = **2** --- BackBufferCopy buffers the entire screen.
Description
-----------
Node for back-buffering the currently-displayed screen. The region defined in the BackBufferCopy node is bufferized with the content of the screen it covers, or the entire screen according to the copy mode set. Use the ``texture(SCREEN_TEXTURE, ...)`` function in your shader scripts to access the buffer.
Property Descriptions Property Descriptions
--------------------- ---------------------
+10 -15
View File
@@ -11,13 +11,18 @@ BakedLightmap
**Inherits:** :ref:`VisualInstance<class_VisualInstance>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`VisualInstance<class_VisualInstance>` **<** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Prerendered indirect light map for a scene. Prerendered indirect light map for a scene.
Description
-----------
Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the :ref:`GIProbe<class_GIProbe>` approach, baked lightmaps work fine on low-end PCs and mobile devices as they consume almost no resources in run-time.
Tutorials
---------
- :doc:`../tutorials/3d/baked_lightmaps`
Properties Properties
---------- ----------
@@ -113,16 +118,6 @@ enum **BakeError**:
- **BAKE_ERROR_USER_ABORTED** = **4** - **BAKE_ERROR_USER_ABORTED** = **4**
Description
-----------
Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the :ref:`GIProbe<class_GIProbe>` approach, baked lightmaps work fine on low-end PCs and mobile devices as they consume almost no resources in run-time.
Tutorials
---------
- :doc:`../tutorials/3d/baked_lightmaps`
Property Descriptions Property Descriptions
--------------------- ---------------------
-5
View File
@@ -11,11 +11,6 @@ BakedLightmapData
**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Properties Properties
+6 -11
View File
@@ -13,13 +13,13 @@ BaseButton
**Inherited By:** :ref:`Button<class_Button>`, :ref:`LinkButton<class_LinkButton>`, :ref:`TextureButton<class_TextureButton>` **Inherited By:** :ref:`Button<class_Button>`, :ref:`LinkButton<class_LinkButton>`, :ref:`TextureButton<class_TextureButton>`
**Category:** Core
Brief Description
-----------------
Base class for different kinds of buttons. Base class for different kinds of buttons.
Description
-----------
BaseButton is the abstract base class for buttons, so it shouldn't be used directly (it doesn't display anything). Other types of buttons inherit from it.
Properties Properties
---------- ----------
@@ -118,7 +118,7 @@ enum **DrawMode**:
- **DRAW_DISABLED** = **3** --- The state of buttons are disabled. - **DRAW_DISABLED** = **3** --- The state of buttons are disabled.
- **DRAW_HOVER_PRESSED** = **4** - **DRAW_HOVER_PRESSED** = **4** --- The state of buttons are both hovered and pressed.
---- ----
@@ -134,11 +134,6 @@ enum **ActionMode**:
- **ACTION_MODE_BUTTON_RELEASE** = **1** --- Require a press and a subsequent release before considering the button clicked. - **ACTION_MODE_BUTTON_RELEASE** = **1** --- Require a press and a subsequent release before considering the button clicked.
Description
-----------
BaseButton is the abstract base class for buttons, so it shouldn't be used directly (it doesn't display anything). Other types of buttons inherit from it.
Property Descriptions Property Descriptions
--------------------- ---------------------
+12 -17
View File
@@ -9,13 +9,20 @@
Basis Basis
===== =====
**Category:** Built-In Types
Brief Description
-----------------
3×3 matrix datatype. 3×3 matrix datatype.
Description
-----------
3×3 matrix used for 3D rotation and scale. Contains 3 vector fields X, Y and Z as its columns, which can be interpreted as the local basis vectors of a transformation. Can also be accessed as array of 3D vectors. These vectors are orthogonal to each other, but are not necessarily normalized (due to scaling). Almost always used as an orthogonal basis for a :ref:`Transform<class_Transform>`.
For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S).
Tutorials
---------
- :doc:`../tutorials/3d/using_transforms`
Properties Properties
---------- ----------
@@ -93,18 +100,6 @@ Constants
- **FLIP_Z** = **Basis( 1, 0, 0, 0, 1, 0, 0, 0, -1 )** --- The basis that will flip something along the Z axis when used in a transformation. - **FLIP_Z** = **Basis( 1, 0, 0, 0, 1, 0, 0, 0, -1 )** --- The basis that will flip something along the Z axis when used in a transformation.
Description
-----------
3×3 matrix used for 3D rotation and scale. Contains 3 vector fields X, Y and Z as its columns, which can be interpreted as the local basis vectors of a transformation. Can also be accessed as array of 3D vectors. These vectors are orthogonal to each other, but are not necessarily normalized (due to scaling). Almost always used as an orthogonal basis for a :ref:`Transform<class_Transform>`.
For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S).
Tutorials
---------
- :doc:`../tutorials/3d/using_transforms`
Property Descriptions Property Descriptions
--------------------- ---------------------
+5 -10
View File
@@ -11,13 +11,13 @@ BitMap
**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Boolean matrix. Boolean matrix.
Description
-----------
A two-dimensional array of boolean values, can be used to efficiently store a binary matrix (every matrix element takes only one bit) and query the values using natural cartesian coordinates.
Methods Methods
------- -------
@@ -41,11 +41,6 @@ Methods
| void | :ref:`set_bit_rect<class_BitMap_method_set_bit_rect>` **(** :ref:`Rect2<class_Rect2>` rect, :ref:`bool<class_bool>` bit **)** | | void | :ref:`set_bit_rect<class_BitMap_method_set_bit_rect>` **(** :ref:`Rect2<class_Rect2>` rect, :ref:`bool<class_bool>` bit **)** |
+-------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------+ +-------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Description
-----------
A two-dimensional array of boolean values, can be used to efficiently store a binary matrix (every matrix element takes only one bit) and query the values using natural cartesian coordinates.
Method Descriptions Method Descriptions
------------------- -------------------
+5 -10
View File
@@ -11,15 +11,15 @@ BitmapFont
**Inherits:** :ref:`Font<class_Font>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Font<class_Font>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Renders text using fonts under the `BMFont <https://www.angelcode.com/products/bmfont/>`_ format. Renders text using fonts under the `BMFont <https://www.angelcode.com/products/bmfont/>`_ format.
Handles files with the ``.fnt`` extension Handles files with the ``.fnt`` extension
Description
-----------
Renders text using ``*.fnt`` fonts containing texture atlases. Supports distance fields. For using vector font files like TTF directly, see :ref:`DynamicFont<class_DynamicFont>`.
Properties Properties
---------- ----------
@@ -56,11 +56,6 @@ Methods
| :ref:`int<class_int>` | :ref:`get_texture_count<class_BitmapFont_method_get_texture_count>` **(** **)** const | | :ref:`int<class_int>` | :ref:`get_texture_count<class_BitmapFont_method_get_texture_count>` **(** **)** const |
+---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ +---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Description
-----------
Renders text using ``*.fnt`` fonts containing texture atlases. Supports distance fields. For using vector font files like TTF directly, see :ref:`DynamicFont<class_DynamicFont>`.
Property Descriptions Property Descriptions
--------------------- ---------------------
+11 -16
View File
@@ -11,13 +11,19 @@ Bone2D
**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Joint used with :ref:`Skeleton2D<class_Skeleton2D>` to control and animate other nodes. Joint used with :ref:`Skeleton2D<class_Skeleton2D>` to control and animate other nodes.
Description
-----------
Use a hierarchy of ``Bone2D`` bound to a :ref:`Skeleton2D<class_Skeleton2D>` to control, and animate other :ref:`Node2D<class_Node2D>` nodes.
You can use ``Bone2D`` and ``Skeleton2D`` nodes to animate 2D meshes created with the Polygon 2D UV editor.
Each bone has a :ref:`rest<class_Bone2D_property_rest>` transform that you can reset to with :ref:`apply_rest<class_Bone2D_method_apply_rest>`. These rest poses are relative to the bone's parent.
If in the editor, you can set the rest pose of an entire skeleton using a menu option, from the code, you need to iterate over the bones to set their individual rest poses.
Properties Properties
---------- ----------
@@ -38,17 +44,6 @@ Methods
| :ref:`Transform2D<class_Transform2D>` | :ref:`get_skeleton_rest<class_Bone2D_method_get_skeleton_rest>` **(** **)** const | | :ref:`Transform2D<class_Transform2D>` | :ref:`get_skeleton_rest<class_Bone2D_method_get_skeleton_rest>` **(** **)** const |
+---------------------------------------+-------------------------------------------------------------------------------------------+ +---------------------------------------+-------------------------------------------------------------------------------------------+
Description
-----------
Use a hierarchy of ``Bone2D`` bound to a :ref:`Skeleton2D<class_Skeleton2D>` to control, and animate other :ref:`Node2D<class_Node2D>` nodes.
You can use ``Bone2D`` and ``Skeleton2D`` nodes to animate 2D meshes created with the Polygon 2D UV editor.
Each bone has a :ref:`rest<class_Bone2D_property_rest>` transform that you can reset to with :ref:`apply_rest<class_Bone2D_method_apply_rest>`. These rest poses are relative to the bone's parent.
If in the editor, you can set the rest pose of an entire skeleton using a menu option, from the code, you need to iterate over the bones to set their individual rest poses.
Property Descriptions Property Descriptions
--------------------- ---------------------
+5 -10
View File
@@ -11,13 +11,13 @@ BoneAttachment
**Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>` **Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
A node that will attach to a bone. A node that will attach to a bone.
Description
-----------
This node must be the child of a :ref:`Skeleton<class_Skeleton>` node. You can then select a bone for this node to attach to. The BoneAttachment node will copy the transform of the selected bone.
Properties Properties
---------- ----------
@@ -25,11 +25,6 @@ Properties
| :ref:`String<class_String>` | :ref:`bone_name<class_BoneAttachment_property_bone_name>` | "" | | :ref:`String<class_String>` | :ref:`bone_name<class_BoneAttachment_property_bone_name>` | "" |
+-----------------------------+-----------------------------------------------------------+----+ +-----------------------------+-----------------------------------------------------------+----+
Description
-----------
This node must be the child of a :ref:`Skeleton<class_Skeleton>` node. You can then select a bone for this node to attach to. The BoneAttachment node will copy the transform of the selected bone.
Property Descriptions Property Descriptions
--------------------- ---------------------
+43 -10
View File
@@ -9,13 +9,51 @@
bool bool
==== ====
**Category:** Built-In Types
Brief Description
-----------------
Boolean built-in type. Boolean built-in type.
Description
-----------
Boolean is a built-in type. It can represent any data type that is either a true or false value. You can think of it as an switch with on or off (1 or 0) setting . It's often used as part of programming logic in condition statements like ``if`` statements.
**Note:** In a code below ``if can_shoot`` is equivalent of ``if can_shoot == true``. It is good practice to follow the natural spoken language structure when possible. Use ``if can_shoot`` rather than ``if can_shoot == true`` and use ``if not can_shoot`` rather than ``if can_shoot == false``.
::
var can_shoot = true
func shoot():
if can_shoot:
# Perform shooting actions here.
The following code will only create a bullet if both conditions are met: action "shoot" is pressed and if ``can_shoot`` is ``true``.
**Note:** ``Input.is_action_pressed("shoot")`` is also a boolean that is ``true`` when "shoot" is pressed and ``false`` when "shoot" isn't pressed.
::
var can_shoot = true
func shoot():
if can_shoot and Input.is_action_pressed("shoot"):
create_bullet()
The following code will set ``can_shoot`` to ``false`` and start a timer. This will prevent player from shooting until the timer runs out. Next ``can_shoot`` will be set to ``true`` again allowing player to shoot once again.
::
var can_shoot = true
onready var cool_down = $CoolDownTimer
func shoot():
if can_shoot and Input.is_action_pressed("shoot"):
create_bullet()
can_shoot = false
cool_down.start()
func _on_CoolDownTimer_timeout():
can_shoot = true
Methods Methods
------- -------
@@ -27,11 +65,6 @@ Methods
| :ref:`bool<class_bool>` | :ref:`bool<class_bool_method_bool>` **(** :ref:`String<class_String>` from **)** | | :ref:`bool<class_bool>` | :ref:`bool<class_bool_method_bool>` **(** :ref:`String<class_String>` from **)** |
+-------------------------+----------------------------------------------------------------------------------+ +-------------------------+----------------------------------------------------------------------------------+
Description
-----------
Boolean built-in type.
Method Descriptions Method Descriptions
------------------- -------------------

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