godot/doc/classes/ArrayOccluder3D.xml
2023-08-19 20:29:24 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="ArrayOccluder3D" inherits="Occluder3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
3D polygon shape for use with occlusion culling in [OccluderInstance3D].
</brief_description>
<description>
[ArrayOccluder3D] stores an arbitrary 3D polygon shape that can be used by the engine's occlusion culling system. This is analogous to [ArrayMesh], but for occluders.
See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
</description>
<tutorials>
<link title="Occlusion culling">$DOCS_URL/tutorials/3d/occlusion_culling.html</link>
</tutorials>
<methods>
<method name="set_arrays">
<return type="void" />
<param index="0" name="vertices" type="PackedVector3Array" />
<param index="1" name="indices" type="PackedInt32Array" />
<description>
Sets [member indices] and [member vertices], while updating the final occluder only once after both values are set.
</description>
</method>
</methods>
<members>
<member name="indices" type="PackedInt32Array" setter="set_indices" getter="get_indices" default="PackedInt32Array()">
The occluder's index position. Indices determine which points from the [member vertices] array should be drawn, and in which order.
[b]Note:[/b] The occluder is always updated after setting this value. If creating occluders procedurally, consider using [method set_arrays] instead to avoid updating the occluder twice when it's created.
</member>
<member name="vertices" type="PackedVector3Array" setter="set_vertices" getter="get_vertices" default="PackedVector3Array()">
The occluder's vertex positions in local 3D coordinates.
[b]Note:[/b] The occluder is always updated after setting this value. If creating occluders procedurally, consider using [method set_arrays] instead to avoid updating the occluder twice when it's created.
</member>
</members>
</class>