diff --git a/Background-loading.md b/Background-loading.md index 9fecdb1..505e8fd 100644 --- a/Background-loading.md +++ b/Background-loading.md @@ -1,227 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Background loading +Godot documentation has moved, and can now be found at: -When switching the main scene of your game (for example going to a new level), you might want to show a loading screen with some indication that progress is being made. The main load method (```ResourceLoader::load``` or just ```load``` from gdscript) blocks your thread while the resource is being loaded, so It's not good. This document discusses the ```ResourceInteractiveLoader``` class for smoother load screens. - -## ResourceInteractiveLoader - -The ```ResourceInteractiveLoader``` class allows you to load a resource in stages. Every time the method ```poll``` is called, a new stage is loaded, and control is returned to the caller. Each stage is generally a sub-resource that is loaded by the main resource. For example, if you're loading a scene that loads 10 images, each image will be one stage. - -## Usage - -Usage is generally as follows - -### Obtaining a ResourceInteractiveLoader - -```C++ -Ref ResourceLoader::load_interactive(String p_path); -``` - -This method will give you a ResourceInteractiveLoader that you will use to manage the load operation. - -### Polling - -```C++ -Error ResourceInteractiveLoader::poll(); -``` - -Use this method to advance the progress of the load. Each call to ```poll``` will load the next stage of your resource. Keep in mind that each stage is one entire "atomic" resource, such as an image, or a mesh, so it will take several frames to load. - -Returns ```OK``` on no errors, ```ERR_FILE_EOF``` when loading is finished. Any other return value means there was an error and loading has stopped. - -### Load Progress (optional) - -To query the progress of the load, use the following methods: - -```C++ -int ResourceInteractiveLoader::get_stage_count() const; -int ResourceInteractiveLoader::get_stage() const; -``` - -```get_stage_count``` returns the total number of stages to load -```get_stage``` returns the current stage being loaded - -### Forcing completion (optional) -```C++ -Error ResourceInteractiveLoader::wait(); -``` -Use this method if you need to load the entire resource in the current frame, without any more steps. - -### Obtaining the resource - -```C++ -Ref ResourceInteractiveLoader::get_resource(); -``` - -If everything goes well, use this method to retrieve your loaded resource. - -## Example - -This example demostrates how to load a new scene. Consider it in the context of the [Scene Switcher](https://github.com/okamstudio/godot/wiki/tutorial_singletons#scene-switcher) example. - -First we setup some variables and initialize the ```current_scene``` with the main scene of the game: - -```python -var loader -var wait_frames -var time_max = 100 # msec -var current_scene - -func _ready(): - var root = get_tree().get_root() - current_scene = root.get_child( root.get_child_count() -1 ) -``` - -The function ```goto_scene``` is called from the game when the scene needs to be switched. It requests an interactive loader, and calls ```set_progress(true)``` to start polling the loader in the ```_progress``` callback. It also starts a "loading" animation, which can show a progress bar or loading screen, etc. - -```python -func goto_scene(path): # game requests to switch to this scene - loader = ResourceLoader.load_interactive(path) - if loader == null: # check for errors - show_error() - return - set_process(true) - - current_secne.queue_free() # get rid of the old scene - - # start your "loading..." animation - get_node("animation").play("loading") - - wait_frames = 1 -``` - -```_process``` is where the loader is polled. ```poll``` is called, and then we deal with the return value from that call. ```OK``` means keep polling, ```ERR_FILE_EOF``` means load is done, anything else means there was an error. Also note we skip one frame (via ```wait_frames```, set on the ```goto_scene``` function) to allow the loading screen to show up. - -Note how use use ```OS.get_ticks_msec``` to control how long we block the thread. Some stages might load really fast, which means we might be able to cram more than one call to ```poll``` in one frame, some might take way more than your value for ```time_max```, so keep in mind we won't have precise control over the timings. - -```python -func _process(time): - if loader == null: - # no need to process anymore - set_process(false) - return - - if wait_frames > 0: # wait for frames to let the "loading" animation to show up - wait_frames -= 1 - return - - var t = OS.get_ticks_msec() - while OS.get_ticks_msec() < t + time_max: # use "time_max" to control how much time we block this thread - - # poll your loader - var err = loader.poll() - - if err == ERR_FILE_EOF: # load finished - var resource = loader.get_resource() - loader = null - set_new_scene(resource) - break - elif err == OK: - update_progress() - else: # error during loading - show_error() - loader = null - break -``` - -Some extra helper functions. ```update_progress``` updates a progress bar, or can also update a paused animation (the animation represents the entire load process from beginning to end). ```set_new_scene``` puts the newly loaded scene on the tree. Because it's a scene being loaded, ```instance()``` needs to be called on the resource obtained from the loader. - -```python -func update_progress(): - var progress = float(loader.get_stage()) / loader.get_stage_count() - # update your progress bar? - get_node("progress").set_progress(progress) - - # or update a progress animation? - var len = get_node("animation").get_current_animation_length() - - # call this on a paused animation. use "true" as the second parameter to force the animation to update - get_node("animation").seek(progress * len, true) - -func set_new_scene(scene_resource): - current_scene = scene_resource.instance() - get_node("/root").add_child(current_scene) -``` - -# Using multiple threads - -ResourceInteractiveLoader can be used from multiple threads. A couple of things to keep in mind if you attempt it: - -### Use a Semaphore - -While your thread waits for the main thread to request a new resource, use a Semaphore to sleep (instead of a busy loop or anything similar). - -### Don't block the main thread during the call to ```poll``` - -If you have a mutex to allow calls from the main thread to your loader class, don't lock it while you call ```poll``` on the loader. When a resource is finished loading, it might require some resources from the low level APIs (VisualServer, etc), which might need to lock the main thread to acquire them. This might cause a deadlock if the main thread is waiting for your mutex while your thread is waiting to load a resource. - -## Example class - -You can find an example class for loading resources in threads [here](media/resource_queue.gd). Usage is as follows: - -```python -func start() -``` -Call after you instance the class to start the thread. - -```python -func queue_resource(path, p_in_front = false) -``` -Queue a resource. Use optional parameter "p_in_front" to put it in front of the queue. - -```python -func cancel_resource(path) -``` -Remove a resource from the queue, discarding any loading done. - -```python -func is_ready(path) -``` -Returns true if a resource is done loading and ready to be retrieved. - -```python -func get_progress(path) -``` -Get the progress of a resource. Returns -1 on error (for example if the resource is not on the queue), or a number between 0.0 and 1.0 with the progress of the load. Use mostly for cosmetic purposes (updating progress bars, etc), use ```is_ready``` to find out if a resource is actually ready. - -```python -func get_resource(path) -``` -Returns the fully loaded resource, or null on error. If the resource is not done loading (```is_ready``` returns false), it will block your thread and finish the load. If the resource is not on the queue, it will call ```ResourceLoader::load``` to load it normally and return it. - -### Example: - -```python -# initialize -queue = preload("res://resource_queue.gd").new() -queue.start() - -# suppose your game starts with a 10 second custscene, during which the user can't interact with the game. -# For that time we know they won't use the pause menu, so we can queue it to load during the cutscene: -queue.queue_resource("res://pause_menu.xml") -start_curscene() - -# later when the user presses the pause button for the first time: -pause_menu = queue.get_resource("res://pause_menu.xml").instance() -pause_menu.show() - -# when you need a new scene: -queue.queue_resource("res://level_1.xml", true) # use "true" as the second parameter to put it at the front - # of the queue, pausing the load of any other resource - -# to check progress -if queue.is_ready("res://level_1.xml"): - show_new_level(queue.get_resource("res://level_1.xml")) -else: - update_progress(queue.get_process("res://level_1.xml")) - -# when the user walks away from the trigger zone in your Metroidvania game: -queue.cancel_resource("res://zone_2.xml") - -``` - -**Note**: this code in its current form is not tested in real world scenarios. Find me on IRC (punto on irc.freenode.net) or e-mail me (punto@okamstudio.com) for help. - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/Cutout-Animation.md b/Cutout-Animation.md index f6727ba..505e8fd 100644 --- a/Cutout-Animation.md +++ b/Cutout-Animation.md @@ -1,231 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Cutout Animation +Godot documentation has moved, and can now be found at: -### What is it? - -Cut-out is a technique of animating in 2D where pieces of paper (or similar material) are cut in special shapes and laid one over the other. The papers are animated and photographed, frame by frame using a stop motion technique (more info [here](http://en.wikipedia.org/wiki/Cutout_animation). - -With the advent of the digital age, this technique became possible using computers, which resulted in an increased amount of animation TV shows using digital Cut-out. Notable examples are [South Park](http://en.wikipedia.org/wiki/South_Park) or [Jake and the Never Land Pirates](http://en.wikipedia.org/wiki/Jake_and_the_Never_Land_Pirates). - -In video games, this technique also become very popular. Examples of this are [Paper Mario](http://en.wikipedia.org/wiki/Super_Paper_Mario) or [Rayman Origins](http://en.wikipedia.org/wiki/Rayman_Origins). - -### Cutout in Godot - -Godot provides a few tools for working with these kind of assets, but it's overall design makes it ideal for the workflow. The reason is that, unlike other tools meant for this, Godot has the following advantages: - -* **The animation system is fully integrated with the engine**: This means, animations can control much more than just motion of objects, such as textures, sprite sizes, pivots, opacity, color modulation, etc. Everything can be animated and blended. -* **Mix with Traditional**: AnimatedSprite allows traditional animation to be mixed, very useful for complex objects, such as shape of hands and foot, changing face expression, etc. -* **Custom Shaped Elements**: Can be created with [Polygon2D](class_polygon2d) allowing the mixing of UV animation, deformations, etc. -* **Particle Systems**: Can also be mixed with the traditional animation hierarchy, useful for magic effecs, jetpacks, etc. -* **Custom Colliders**: Set colliders and influence areas in different parts of the skeletons, great for bosses, fighting games, etc. -* **Animation Tree**: Allows complex combinations and blendings of several animations, the same way it works in 3D. - -And much more! - -### Making of GBot! - -For this tutorial, we will use as demo content the pieces of the [GBot](https://www.youtube.com/watch?v=S13FrWuBMx4&list=UUckpus81gNin1aV8WSffRKw) character, created by Andreas Esau. - -

- -Get your assets [here](media/gbot_resources.zip). - -### Setting up the Rig - -Create an empty Node2D as root of the scene, weĺl work under it: - -

- -OK, the first node of the model that we will create will be the hip. Generally, both in 2D and 3D, the hip is the root of the skeleton. This makes it easier to animate: - -

- -Next will be the torso. The torso needs to be a child of the hip, so create a child sprite and load the torso, later accommodate it properly: - -

- -This looks good. Let's try if our hierarchy works as a skeleton by rotating the torso: - -

- -Ouch, that doesn't look good! The rotation pivot is wrong, this means it needs to be adjusted. -This small little cross in the middle of the [Sprite](class_sprite) is the rotation pivot: - -

- -#### Adjusting the Pivot - -The Pivot can be adjusted by changing the _offset_ property in the Sprite: - -

- -However, there is a way to do it more _visually_. Pick the object and move it normally. After the motion has begun and while the left mouse button is being held, press the "v" key **without releasing** the mouse button. Further motion will move the object around the pivot. This small tool allows adjusting the pivot easily. Finally, move the pivot to the right place: - -

- -Now it looks good! Let's continue adding body pieces, starting by the right arm. Make sure to put the sprites in hierarchy, so their rotations and translations are relative to the parent: - -

- -This seems easy, so continue with the right arm. The rest should be simple! Or maybe not: - -

- -Right. Remember your tutorials, Luke. In 2D, parent nodes appear below children nodes. Well, this sucks. It seems Godot does not support cutout rigs after all. Come back next year, maybe for 1.2.. no wait. Just Kidding! It works just fine. - -But how can this problem be solved? We want the whole to appear behind the hip and the torso. For this, we can move the nodes behind the hip: - -

- -But then, we lose the hierarchy layout, which allows to control the skeleton like.. a skeleton. Is there any hope?.. Of Course! - -#### RemoteTransform2D Node - -Godot provides a special node, [RemoteTransform2D](class_remotetransform2d). This node will transform nodes that are sitting somewhere else in the hierarchy, by copying it's transform to the remote node. -This enables to have a visibility order independent from the hierarchy. - -Simply create two more nodes as children from torso, remote_arm_l and remote_hand_l and link them to the actual sprites: - -

- -Moving the remote transform nodes will move the sprites, allowing to easily animate and pose the character: - -

- -#### Completing the Skeleton - -Complete the skeleton by following the same steps for the rest of the parts. The resulting scene should look similar to this: - -

- -The resulting rig should be easy to animate, by selecting the nodes and rotating them you can animate forward kinematic (FK) efficiently. - -For simple objects and rigs this is fine, however the following problems are common: - -* Selecting sprites can become difficult for complex rigs, and the scene tree ends being used due to the difficulty of clicking over the proper sprite. -* Inverse Kinematics is often desired for extremities. - -To solve these problems, Godot supports a simple method of skeletons. - -### Skeletons - -Godot _does not really_ support actual skeletons. What exists is a helper to create "bones" between nodes. This is enough for most cases, but the way it works is not completely obvious. - -As an example, let's turn the right arm into a skeleton. To create skeletons, a chain of nodes must be selected from top to bottom: - -

- -Then, the option to create a skeleton is located at Edit -> Skeleton -> Make Bones: - -

- -This will add bones covering the arm, but the result is not quite what is expected. - -

- -It looks like the bones are shifted up in the hierarchy. The hand connects to the arm, and the arm to the body. So the question is: - -* Why does the hand lack a bone? -* Why does the arm connect to the body? - -This might seem strange at first, but will make sense later on. In traditional skeleton systems, bones have a position, an orientation and a length. In Godot, bones are mostly helpers so they connect the current node with the parent. Because of this, **toggling a node as a bone will just connect it to the parent**. - -So, with this knowledge. Let's do the same again so we have an actual, useful skeleton. - -The first step is creating an endpoint node. Any kind of node will do, but [Position2D](class_position2d) is preferred because it's visible in the editor. The endpoint node will ensure that the last bone has orientation - -

- -Now select the whole chain, from the endpoint to the arm and create bones: - -

- -The result resembles a skeleton a lot more, and now the arm and forearm can be selected and animated. - -Finally, create endpoints in all meaningful extremities and connect the whole skeleton with bones up to the hip: - -

- -Finally! the whole skeleton is rigged! On close look, it is noticeable that there is a second set of endpoints in the hands. This will make sense soon. - -Now that a whole skeleton is rigged, the next step is setting up the IK chains. IK chains allow for more natural control of extremities. - -### IK Chains - -To add in animation, IK chains are a powerful tool. Imagine you want to pose a foot in a specific position in the ground. Moving the foot involves also moving the rest of the leg bones. Each motion of the foot involves rotating several other bones. This is quite complex and leads to imprecise results. - -So, what if we could just move the foot and let the rest of the leg accommodate to the new foot position? -This type of posing is called IK (Inverse Kinematic). - -To create an IK chain, simply select a chain of bones from endpoint to the base for the chain. For example, to create an IK chain for the right leg select the following: - -

- -Then enable this chain for IK. Go to Edit -> Skeleton -> Make IK Chain - -

- -As a result, the base of the chain will turn _Yellow_. - -

- -Once the IK chain is set-up, simply grab any of the bones in the extremity, any child or grand-child of the base of the chain and try to grab it and move it. Result will be pleasant, satisfaction warranted! - -

- -### Animation - -The following section will be a collection of tips for creating animation for your rigs. If unsure about how the animation system in Godot works, refresh it by checking again the [relevant tutorial](tutorial_animation). - -## 2D Animation - -When doing animation in 2D, a helper will be present in the top menu. This helper only appears when the animation editor window is opened: - -

- -The key button will insert location/rotation/scale keyframes to the selected objects or bones. This depends on the mask enabled. Green items will insert keys while red ones will not, so modify the key insertion mask to your preference. - - -#### Rest Pose - -These kind of rigs do not have a "rest" pose, so it's recommended to create a reference rest pose in one of the animations. - -Simply do the following steps: - -1. Make sure the rig is in "rest" (not doing any specific pose). -2. Create a new animation, rename it to "rest". -3. Select all nodes (box selection should work fine). -4. Select "loc" and "rot" on the top menu. -5. Push the key button. Keys will be inserted for everything, creating a default pose. - -

- -#### Rotation - -Animating these models means only modifying the rotation of the nodes. Location and scale are rarely used, with the only exception of moving the entire rig from the hip (which is the root node). - -As a result, when inserting keys, only the "rot" button needs to be pressed most of the time: - -

- -This will avoid the creation of extra animation tracks for the position that will remain unused. - -#### Keyframing IK - -When editing IK chains, is is not neccesary to select the whole chain to add keyframes. Selecting the endpoint of the chain and inserting a keyframe will automatically insert keyframes until the chain base too. This makes the task of animating extremities much simpler. - -#### Moving Sprites Above and Behind Others. - -RemoteTransform2D works in most cases, but sometimes it is really necessary to have a node above and below others during an animation. To aid on this the "Behind Parent" property exists on any Node2D: - -

- -#### Batch Setting Transition Curves - -When creating really complex animations and inserting lots of keyframes, editing the individual keyframe curves for each can become an endless task. For this, the Animation Editor has a small menu where changing all the curves is easy. Just select every single keyframe and (generally) apply the "Out-In" transition curve to smooth the animation: - -

- - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/Home.md b/Home.md index 53ea78e..505e8fd 100644 --- a/Home.md +++ b/Home.md @@ -1,178 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -

-# Introduction - -Welcome to the Godot Engine documentation center. The aim of these pages is to provide centralized access to all documentation-related materials. - -Items in ~~strikethrough~~ mean **the feature exists**, but documentation for it has not been written yet. - -# Notice! - -Some types and method names changed recently, please read this: -* [SceneMainLoop -> SceneTree Notes](devel_scene_tree) - -# Roadmap - -* [Development Roadmap](devel_roadmap) -* [Community Roadmap](community_roadmap) -* [Frequently Asked Questions](devel_faq) - - -# Contributing - -Contributing to godot is always very appreciated by the developers and the community. -Be it by fixing issues or taking one of the "fun" and "not so fun" tasks. Before getting to work on anything please talk with the developers in the recently created [Developer's Mailing List].(https://groups.google.com/forum/#!forum/godot-engine). - -* [Fun!](devel_fun) Fun tasks to do! -* [Not so Fun](devel_notsofun) Not so fun tasks. -* [gsoc2015 Ideas](gsoc2015) Compiled ideas for GSOC 2015. - -# Tutorials - -#### Basic (Step by Step) - - 1. [Scenes and Nodes](tutorial_scene) - 2. [Instancing](tutorial_instancing) - 3. [Instancing (Continued)](tutorial_instancing_2) - 4. [Scripting](tutorial_scripting) - 5. [Scripting (Continued)](tutorial_scripting_2) - 6. [Creating a 2D Game](tutorial_2d) - 7. [GUI Introduction](tutorial_gui) - 8. [Creating a Splash Screen](tutorial_splash) - 9. [Animation](tutorial_animation) - 10. [Resources](tutorial_resources) - 11. [File System](tutorial_fs) - 12. [SceneTree](tutorial_scene_main_loop) - 13. [Singletons (Autoload)](tutorial_singletons) - -#### Engine - -* [Viewports](tutorial_viewports) -* [Multiple Screen Resolutions](tutorial_multires) -* [Input Events & Actions](tutorial_input_events) -* [Mouse & Input Coordinates](tutorial_mouse_coords) -* [Version Control & Project Organization](tutorial_vercontrol) -* [GUI Control Repositioning](tutorial_gui_repositioning) -* [Background Loading](Background loading) -* [Encrypting Save Games](tutorial_encrypting_savegames) -* [Internationalizing a Game (Multiple Languages)](tutorial_localization) -* [Handling Quit Request](tutorial_quit) -* [Pausing The Game](tutorial_pause) -* [SSL Certificates](tutorial_ssl) -* [Changing Scenes (Advanced)](tutorial_changing_scenes) -* ~~[Basic Networking (TCP&UDP)](tutorial_basic_networking)~~ -* ~~[GamePad/Keyboard-Controlled GUIs](tutorial_gp_gui)~~ - -#### 2D Tutorials -* [Physics & Collision (2D)](tutorial_physics_2d) -* [Tile Map](tutorial_tilemap) -* [Kinematic Character (2D)](tutorial_kinematic_char) -* [GUI Skinning](tutorial_gui_skinning) -* [Particle Systems (2D)](tutorial_particles_2d) -* [Canvas Layers](tutorial_canvas_layers) -* [Viewport & Canvas Transforms](tutorial_canvas_transforms) -* [Custom Drawing in Node2D/Control](tutorial_custom_draw_2d) -* [Custom GUI Controls](tutorial_custom_controls) -* [Screen-Reading Shaders (texscreen() & BackBufferCopy)](tutorial_texscreen) -* [Ray-Casting](tutorial_raycasting) Raycasting From Code (2D and 3D). -* ~~[GUI Containers](tutorial_containers)~~ -* ~~[GUI Custom Button](tutorial_gui_button)~~ -* [Cut-Out Animation](Cutout-Animation) -* ~~[Physics Object Guide](tutorial_physics_objects_guide)~~ -* ~~[Creating a Simple Space Shooter](tutorial_spaceshooter)~~ - -#### 3D Tutorials -* [Creating a 3D game](tutorial_3d) -* [Materials](tutorial_materials) -* [Fixed Materials](tutorial_fixed_materials) -* [Shader Materials](tutorial_shader_materials) -* [Lighting](tutorial_lighting) -* [Shadow Mapping](tutorial_shadow_mapping) -* [High Dynamic Range](tutorial_hdr) -* [3D Performance & Limitations](tutorial_3d_performance) -* [Ray-Casting](tutorial_raycasting) Raycasting From Code (2D and 3D). -* ~~[Procedural Geometry](tutorial_procgeom)~~ -* ~~[Light Baking](tutorial_light_baking)~~ -* ~~[3D Sprites](tutorial_3d_sprites)~~ -* ~~[Using the AnimationTreePlayer](tutorial_animation_tree)~~ -* ~~[Portals & Rooms](tutorial_portals_rooms)~~ -* ~~[Vehicle](tutorial_vehicle)~~ -* ~~[GridMap (3D TileMap)](tutorial_grid_map)~~ -* ~~[Spatial Audio](tutorial_spatial_audio)~~ -* ~~[Toon Shading](tutorial_toon_shading)~~ - -#### Math - -* [Vector Math](tutorial_vector_math) -* [Matrices & Transforms](tutorial_transforms) - -#### Advanced - -* [Paths](paths) -* [HTTP](http_client) Example of using the HTTP Client class. -* ~~[Thread Safety](thread_safety) Using Multiple Threads.~~ - -#### Editor Plug-Ins - -* ~~[Editor Plugin](editor_plugin) Writing an editor extension.~~ -* ~~[Editor Plugin](editor_res_node) Writing a Resource or Node editor extension.~~ -* ~~[Editor Import-Export](editor_import) Writing an editor import-export extension.~~ -* ~~[Editor Scene Loader](editor_scene_loader) Writing a scene format loader.~~ -* ~~[Editor 3D Import](editor_import_3d) Writing a script for customizing imported 3D scenes.~~ - -# Reference - -#### Class List - -* [Alphabetical Class List](class_list) List of classes in alphabetical order. -* ~~[Categorized Class List](class_category) List of classes organized by category.~~ -* ~~[Inheritance Class Tree](class_inheritance) List of classes organized by inheritance.~~ -* ~~[Relevant Classes](relevant_classes) List of the most relevant classes to learn first.~~ - -#### Languages - -* [GDScript](gdscript) Built-in, simple, flexible and efficient scripting language. -* [GDScript (More Efficiently)](tutorial_gdscript_efficiently) Tips and help migrating from other languages. -* [Shader](shader) Built-in, portable, shader language. -* [Locales](locales) List of supported locale strings. -* [RichTextLabel BBCode](richtext_bbcode) Reference for BBCode-like markup used for RichTextLabel. - -#### Cheat Sheets - -* [2D & 3D Keybindings](tutorial_keycheat) List of main 2D and 3D editor keyboard and mouse shortcuts. - - -# Asset Pipeline -#### General - -* [Image Files](image_files) Managing image files (read first!). - -#### Import - -* [Import Process](import_process) The import process described. -* [Importing Textures](import_textures) Importing textures. -* [Importing 3D Meshes](import_meshes) Importing 3D meshes. -* [Importing 3D Scenes](import_3d) Importing 3D scenes. -* [Importing Fonts](import_fonts) Importing fonts. -* [Importing Audio Samples](import_samples) Importing audio samples. -* [Importing Translations](import_translation) Importing translations. - -#### Export - -* [Export](export) Exporting Projects. -* [One Click Deploy](one_click_deploy) One Click Deploy. -* [Exporting Images](export_images) Tools for converting image files and creating atlases on export. -* [PC](export_pc) Exporting for PC (Mac, Windows, Linux). -* [Android](export_android) Exporting for Android. -* ~~[BlackBerry 10](export_bb10) Exporting for BlackBerry 10.~~ -* [iOS](export_ios) Exporting for iOS. -* ~~[NaCL](export_nacl) Exporting for Google Native Client.~~ -* ~~[HTML5](export_html5) Exporting for HTML5 (using asm.js).~~ -* ~~[Consoles](export_consoles) Exporting for consoles (PS3, PSVita, etc).~~ - -# Advanced - -[Advanced](advanced) Advanced Topics (C++ Programming, File Formats, Porting, etc). - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. \ No newline at end of file +Godot documentation has moved, and can now be found at: + +http://docs.godotengine.org diff --git a/advanced.md b/advanced.md index b8e7706..505e8fd 100644 --- a/advanced.md +++ b/advanced.md @@ -1,57 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Advanced Topics +Godot documentation has moved, and can now be found at: -## Compiling & Running - -* [Introduction](compiling_intro) Introduction to Godot Build System. -* [Windows](compiling_windows) Compiling under Windows. -* [Linux](compiling_linux) Compiling under Linux (or other Unix variants). -* [OSX](compiling_osx) Compiling under Apple OSX. -* [Android](compiling_android) Compiling for Android. -* [iOS](compiling_ios) Compiling for iOS. -* ~~[QNX](compiling_qnx) Compiling for BlackBerry QNX.~~ -* ~~[NaCl](compiling_nacl) Compiling for Google Native Client.~~ -* [Batch Building Templates](compiling_batch_templates) Script for Batch Building All Templates. -* [Universal Windows App](compiling_winrt) Compiling for Universal Windows Apps aka "Windows Store Apps" aka "Windows Metro Apps" aka "Windows Phone" - -## Developing in C++ - -### Source Code - -* [Diagram](core_diagram) Architecture diagram for all components. -* [Core Types](core_types) Core Types. -* [Variant](core_variant) Variant. -* [Object](core_object) Object. -* ~~[Servers](core_servers) Servers.~~ -* ~~[Scene](core_scene) Scene System.~~ -* ~~[Drivers](core_drivers) Drivers~~. - -### Extending - -* [Custom Modules](custom_modules) Creating custom modules in C++. -* [Android Modules](tutorial_android_module) Creating an android module in Java, for custom SDKs. -* ~~[Resource Loader](add_resource) Adding a new resource loader.~~ -* ~~[Script Language](add_script_lang) Adding a new scripting language.~~ -* ~~[Server](add_server) Adding a new server (physics engine, rendering backend, etc).~~ -* ~~[Platform](add_platform) Porting the engine to a new platform.~~ - -## Misc - -* [Command Line](command_line) Using the command line, for fans of doing everything in Unix/Windows shell. -* ~~[External Editor](external_editor) Configuring an external editor for opening scripts.~~ -* [Changing Editor Fonts](editor_font) Changing the editor font (including support for CJK) -* [iOS Services](ios_services) Using iOS services (GameCenter, StoreKit) - - -## Data & File Formats - -* [Binary Serialization](binary_Serialization) Binary Serialization API, used for File, Network, etc. -* ~~[XML File](xml_file) XML file format for resources.~~ -* ~~[Shader File](shader_file) External shader file (.shader).~~ -* ~~[Theme File](theme_file) External theme (skin) file format.~~ -* ~~[Config File](engine_cfg) Global engine and project settings file (engine.cfg).~~ - - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. \ No newline at end of file +http://docs.godotengine.org diff --git a/binary_Serialization.md b/binary_Serialization.md index e5bc2e2..505e8fd 100644 --- a/binary_Serialization.md +++ b/binary_Serialization.md @@ -1,311 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Binary Serialization Format +Godot documentation has moved, and can now be found at: -### Introduction - -Godot has a simple serialization API based on Variant. It's used for converting data types to an array of bytes efficiently. This API is used in the functions [File.get_var](class_file#get_var), [File.store_var](class_file#store_var) as well as the packet APIs for [PacketPeer](class_packetpeer). This format is not used for binary scenes and resources. - -### Packet Specification - -The packet is designed to be always padded to 4 bytes. All values are little endian encoded. -All packets have a 4 byte header representing an integer, specifying the type of data: - -Type | Value ----|--- -0 | null -1 | bool -2 | integer -3 | float -4 | string -5 | vector2 -6 | rect2 -7 | vector3 -8 | matrix32 -9 | plane -10| quaternion -11| aabb (rect3) -12| matrix3x3 -13| transform (matrix 4x3) -14| color -15| image -16| node path -17| rid (unsupported) -18| object (unsupported) -19| input event -20| dictionary -21| array -22| byte array -23| int array -24| float array -25| string array -26| vector2 array -27| vector3 array -28| color array - -Following this is the actual packet contents, which varies for each type of packet: - -### 0: null -### 1: bool - -Offset | Len | Type | Description ----|---|---|--- -4|4|Integer| 0 for False, 1 for True - -### 2: integer - -Offset | Len | Type | Description ----|---|---|--- -4|4|Integer| Signed, 32-Bit Integer - -### 3: float - -Offset | Len | Type | Description ----|---|---|--- -4|4|Float| IEE 754 32-Bits Float - -### 4: string - -Offset | Len | Type | Description ----|---|---|--- -4|4|Integer| String Length (in Bytes) -8|X|Bytes| UTF-8 Encoded String - -This field is padded to 4 bytes. - -### 5: vector2 - -Offset | Len | Type | Description ----|---|---|--- -4|4|Float| X Coordinate -8|4|Float| Y Coordinate - -### 6: rect2 - -Offset | Len | Type | Description ----|---|---|--- -4|4|Float| X Coordinate -8|4|Float| Y Coordinate -12|4|Float| X Size -16|4|Float| Y Size - - -### 7: vector3 - -Offset | Len | Type | Description ----|---|---|--- -4|4|Float| X Coordinate -8|4|Float| Y Coordinate -12|4|Float| Z Coordinate - -### 8: matrix32 - -Offset | Len | Type | Description ----|---|---|--- -4|4|Float| [0][0] -8|4|Float| [0][1] -12|4|Float| [1][0] -16|4|Float| [1][1] -20|4|Float| [2][0] -24|4|Float| [2][1] - -### 9: plane - -Offset | Len | Type | Description ----|---|---|--- -4|4|Float| Normal X -8|4|Float| Normal Y -12|4|Float| Normal Z -16|4|Float| Distance - -### 10: quaternion - -Offset | Len | Type | Description ----|---|---|--- -4|4|Float| Imaginary X -8|4|Float| Imaginary Y -12|4|Float| Imaginary Z -16|4|Float| Real W - -### 11: aabb (rect3) - -Offset | Len | Type | Description ----|---|---|--- -4|4|Float| X Coordinate -8|4|Float| Y Coordinate -12|4|Float| Z Coordinate -16|4|Float| X Size -20|4|Float| Y Size -24|4|Float| Z Size - -### 12: matrix3x3 - -Offset | Len | Type | Description ----|---|---|--- -4|4|Float| [0][0] -8|4|Float| [0][1] -12|4|Float| [0][2] -16|4|Float| [1][0] -20|4|Float| [1][1] -24|4|Float| [1][2] -28|4|Float| [2][0] -32|4|Float| [2][1] -36|4|Float| [2][2] - -### 13: transform (matrix 4x3) - -Offset | Len | Type | Description ----|---|---|--- -4|4|Float| [0][0] -8|4|Float| [0][1] -12|4|Float| [0][2] -16|4|Float| [1][0] -20|4|Float| [1][1] -24|4|Float| [1][2] -28|4|Float| [2][0] -32|4|Float| [2][1] -36|4|Float| [2][2] -40|4|Float| [3][0] -44|4|Float| [3][1] -48|4|Float| [3][2] - -### 14: color - -Offset | Len | Type | Description ----|---|---|--- -4|4|Float| Red (0..1) -8|4|Float| Green (0..1) -12|4|Float| Blue (0..1) -16|4|Float| Alpha (0..1) - -### 15: image - -Offset | Len | Type | Description ----|---|---|--- -4|4|Integer| Format (see FORMAT_* in [Image](class_image) -8|4|Integer| Mip-Maps (0 means no mip-maps). -12|4|Integer| Width (Pixels) -16|4|Integer| Height (Pixels) -20|4|Integer| Data Length -24..24+DataLength|1|Byte| Image Data - -This field is padded to 4 bytes. - -### 16: node path - -Offset | Len | Type | Description ----|---|---|--- -4|4|Integer| String Length, or New Format (val&0x80000000!=0 and NameCount=val&0x7FFFFFFF) - -####For Old Format: - -Offset | Len | Type | Description ----|---|---|--- -8|X|Bytes| UTF-8 Encoded String - -Padded to 4 bytes. - -####For New Format: - -Offset | Len | Type | Description ----|---|---|--- -4|4|Integer| Sub-Name Count -8|4|Integer| Flags (absolute: val&1 != 0 ) - -For each Name and Sub-Name - -Offset | Len | Type | Description ----|---|---|--- -X+0|4|Integer| String Length -X+4|X|Bytes| UTF-8 Encoded String - -Every name string is is padded to 4 bytes. - -### 17: rid (unsupported) -### 18: object (unsupported) -### 19: input event -### 20: dictionary - -Offset | Len | Type | Description ----|---|---|--- -4|4|Integer| val&0x7FFFFFFF = elements, val&0x80000000 = shared (bool) - -Then what follows is, for amount of "elements", pairs of key and value, one after the other, using -this same format. - -### 21: array - -Offset | Len | Type | Description ----|---|---|--- -4|4|Integer| val&0x7FFFFFFF = elements, val&0x80000000 = shared (bool) - -Then what follows is, for amount of "elements", values one after the other, using -this same format. - -### 22: byte array - -Offset | Len | Type | Description ----|---|---|--- -4|4|Integer| Array Length (Bytes) -8..8+length|1|Byte| Byte (0..255) - -The array data is padded to 4 bytes. - -### 23: int array - -Offset | Len | Type | Description ----|---|---|--- -4|4|Integer| Array Length (Integers) -8..8+length*4|4|Integer| 32 Bits Signed Integer - -### 24: float array - -Offset | Len | Type | Description ----|---|---|--- -4|4|Integer| Array Length (Floats) -8..8+length*4|4|Integer| 32 Bits IEE 754 Float - -### 25: string array - -Offset | Len | Type | Description ----|---|---|--- -4|4|Integer| Array Length (Strings) - -For each String: - -Offset | Len | Type | Description ----|---|---|--- -X+0|4|Integer| String Length -X+4|X|Bytes| UTF-8 Encoded String - -Every string is is padded to 4 bytes. - -### 26: vector2 array - -Offset | Len | Type | Description ----|---|---|--- -4|4|Integer| Array Length -8..8+length*8|4|Float| X Coordinate -8..12+length*8|4|Float| Y Coordinate - -### 27: vector3 array - -Offset | Len | Type | Description ----|---|---|--- -4|4|Integer| Array Length -8..8+length*12|4|Float| X Coordinate -8..12+length*12|4|Float| Y Coordinate -8..16+length*12|4|Float| Z Coordinate - -### 28: color array - -Offset | Len | Type | Description ----|---|---|--- -4|4|Integer| Array Length -8..8+length*16|4|Float| Red (0..1) -8..12+length*16|4|Float| Green (0..1) -8..16+length*16|4|Float| Blue (0..1) -8..20+length*16|4|Float| Alpha (0..1) - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_@gdscript.md b/class_@gdscript.md index 3f5a9fa..505e8fd 100644 --- a/class_@gdscript.md +++ b/class_@gdscript.md @@ -1,378 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# @GDScript -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Built-in GDScript functions. - -### Member Functions - * [float](class_float) **[sin](#sin)** **(** [float](class_float) s **)** - * [float](class_float) **[cos](#cos)** **(** [float](class_float) s **)** - * [float](class_float) **[tan](#tan)** **(** [float](class_float) s **)** - * [float](class_float) **[sinh](#sinh)** **(** [float](class_float) s **)** - * [float](class_float) **[cosh](#cosh)** **(** [float](class_float) s **)** - * [float](class_float) **[tanh](#tanh)** **(** [float](class_float) s **)** - * [float](class_float) **[asin](#asin)** **(** [float](class_float) s **)** - * [float](class_float) **[acos](#acos)** **(** [float](class_float) s **)** - * [float](class_float) **[atan](#atan)** **(** [float](class_float) s **)** - * [float](class_float) **[atan2](#atan2)** **(** [float](class_float) x, [float](class_float) y **)** - * [float](class_float) **[sqrt](#sqrt)** **(** [float](class_float) s **)** - * [float](class_float) **[fmod](#fmod)** **(** [float](class_float) x, [float](class_float) y **)** - * [float](class_float) **[fposmod](#fposmod)** **(** [float](class_float) x, [float](class_float) y **)** - * [float](class_float) **[floor](#floor)** **(** [float](class_float) s **)** - * [float](class_float) **[ceil](#ceil)** **(** [float](class_float) s **)** - * [float](class_float) **[round](#round)** **(** [float](class_float) s **)** - * [float](class_float) **[abs](#abs)** **(** [float](class_float) s **)** - * [float](class_float) **[sign](#sign)** **(** [float](class_float) s **)** - * [float](class_float) **[pow](#pow)** **(** [float](class_float) x, [float](class_float) y **)** - * [float](class_float) **[log](#log)** **(** [float](class_float) s **)** - * [float](class_float) **[exp](#exp)** **(** [float](class_float) s **)** - * [float](class_float) **[isnan](#isnan)** **(** [float](class_float) s **)** - * [float](class_float) **[isinf](#isinf)** **(** [float](class_float) s **)** - * [float](class_float) **[ease](#ease)** **(** [float](class_float) s, [float](class_float) curve **)** - * [float](class_float) **[decimals](#decimals)** **(** [float](class_float) step **)** - * [float](class_float) **[stepify](#stepify)** **(** [float](class_float) s, [float](class_float) step **)** - * [float](class_float) **[lerp](#lerp)** **(** [float](class_float) from, [float](class_float) to, [float](class_float) weight **)** - * [float](class_float) **[dectime](#dectime)** **(** [float](class_float) value, [float](class_float) amount, [float](class_float) step **)** - * [Nil](class_nil) **[randomize](#randomize)** **(** **)** - * [int](class_int) **[randi](#randi)** **(** **)** - * [float](class_float) **[randf](#randf)** **(** **)** - * [float](class_float) **[rand_range](#rand_range)** **(** [float](class_float) from, [float](class_float) to **)** - * [Nil](class_nil) **[seed](#seed)** **(** [float](class_float) seed **)** - * [Array](class_array) **[rand_seed](#rand_seed)** **(** [float](class_float) seed **)** - * [float](class_float) **[deg2rad](#deg2rad)** **(** [float](class_float) deg **)** - * [float](class_float) **[rad2deg](#rad2deg)** **(** [float](class_float) rad **)** - * [float](class_float) **[linear2db](#linear2db)** **(** [float](class_float) nrg **)** - * [float](class_float) **[db2linear](#db2linear)** **(** [float](class_float) db **)** - * [float](class_float) **[max](#max)** **(** [float](class_float) a, [float](class_float) b **)** - * [float](class_float) **[min](#min)** **(** [float](class_float) a, [float](class_float) b **)** - * [float](class_float) **[clamp](#clamp)** **(** [float](class_float) val, [float](class_float) min, [float](class_float) max **)** - * [int](class_int) **[nearest_po2](#nearest_po2)** **(** [int](class_int) val **)** - * [WeakRef](class_weakref) **[weakref](#weakref)** **(** [Object](class_object) obj **)** - * [FuncRef](class_funcref) **[funcref](#funcref)** **(** [Object](class_object) instance, [String](class_string) funcname **)** - * [Object](class_object) **[convert](#convert)** **(** var what, [int](class_int) type **)** - * [String](class_string) **[str](#str)** **(** var what, var ... **)** - * [String](class_string) **[str](#str)** **(** var what, var ... **)** - * [Nil](class_nil) **[print](#print)** **(** var what, var ... **)** - * [Nil](class_nil) **[printt](#printt)** **(** var what, var ... **)** - * [Nil](class_nil) **[prints](#prints)** **(** var what, var ... **)** - * [Nil](class_nil) **[printerr](#printerr)** **(** var what, var ... **)** - * [Nil](class_nil) **[printraw](#printraw)** **(** var what, var ... **)** - * [String](class_string) **[var2str](#var2str)** **(** var var **)** - * [Nil](class_nil) **[str2var:var](#str2var:var)** **(** [String](class_string) string **)** - * [Array](class_array) **[range](#range)** **(** var ... **)** - * [Resource](class_resource) **[load](#load)** **(** [String](class_string) path **)** - * [Dictionary](class_dictionary) **[inst2dict](#inst2dict)** **(** [Object](class_object) inst **)** - * [Object](class_object) **[dict2inst](#dict2inst)** **(** [Dictionary](class_dictionary) dict **)** - * [int](class_int) **[hash](#hash)** **(** var var:var **)** - * [Nil](class_nil) **[print_stack](#print_stack)** **(** **)** - * [Object](class_object) **[instance_from_id](#instance_from_id)** **(** [int](class_int) instance_id **)** - -### Numeric Constants - * **PI** = **3.141593** - Constant that represents how many times the diameter of a - circumference fits around it's perimeter. - -### Description -This contains the list of built-in gdscript functions. Mostly math functions and other utilities. Everything else is expanded by objects. - -### Member Function Description - -#### sin - * [float](class_float) **sin** **(** [float](class_float) s **)** - -Standard sine function. - -#### cos - * [float](class_float) **cos** **(** [float](class_float) s **)** - -Standard cosine function. - -#### tan - * [float](class_float) **tan** **(** [float](class_float) s **)** - -Standard tangent function. - -#### sinh - * [float](class_float) **sinh** **(** [float](class_float) s **)** - -Hyperbolic sine. - -#### cosh - * [float](class_float) **cosh** **(** [float](class_float) s **)** - -Hyperbolic cosine. - -#### tanh - * [float](class_float) **tanh** **(** [float](class_float) s **)** - -Hyperbolic tangent. - -#### asin - * [float](class_float) **asin** **(** [float](class_float) s **)** - -Arc-sine. - -#### acos - * [float](class_float) **acos** **(** [float](class_float) s **)** - -Arc-cosine. - -#### atan - * [float](class_float) **atan** **(** [float](class_float) s **)** - -Arc-tangent. - -#### atan2 - * [float](class_float) **atan2** **(** [float](class_float) x, [float](class_float) y **)** - -Arc-tangent that takes a 2D vector as argument, retuns the full -pi to +pi range. - -#### sqrt - * [float](class_float) **sqrt** **(** [float](class_float) s **)** - -Square root. - -#### fmod - * [float](class_float) **fmod** **(** [float](class_float) x, [float](class_float) y **)** - -Module (remainder of x/y). - -#### fposmod - * [float](class_float) **fposmod** **(** [float](class_float) x, [float](class_float) y **)** - -Module (remainder of x/y) that wraps equally in positive and negative. - -#### floor - * [float](class_float) **floor** **(** [float](class_float) s **)** - -Floor (rounds down to nearest integer). - -#### ceil - * [float](class_float) **ceil** **(** [float](class_float) s **)** - -Ceiling (rounds up to nearest integer). - -#### round - * [float](class_float) **round** **(** [float](class_float) s **)** - -Round to nearest integer. - -#### abs - * [float](class_float) **abs** **(** [float](class_float) s **)** - -Remove sign (works for integer and float). - -#### sign - * [float](class_float) **sign** **(** [float](class_float) s **)** - -Return sign (-1 or +1). - -#### pow - * [float](class_float) **pow** **(** [float](class_float) x, [float](class_float) y **)** - -Power function, x elevate to y. - -#### log - * [float](class_float) **log** **(** [float](class_float) s **)** - -Natural logarithm. - -#### exp - * [float](class_float) **exp** **(** [float](class_float) s **)** - -Exponential logarithm. - -#### isnan - * [float](class_float) **isnan** **(** [float](class_float) s **)** - -Return true if the float is not a number. - -#### isinf - * [float](class_float) **isinf** **(** [float](class_float) s **)** - -Return true if the float is infinite. - -#### ease - * [float](class_float) **ease** **(** [float](class_float) s, [float](class_float) curve **)** - -Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-out/out in. - -#### decimals - * [float](class_float) **decimals** **(** [float](class_float) step **)** - -Return the amount of decimals in the floating point value. - -#### stepify - * [float](class_float) **stepify** **(** [float](class_float) s, [float](class_float) step **)** - -Snap float value to a given step. - -#### lerp - * [float](class_float) **lerp** **(** [float](class_float) from, [float](class_float) to, [float](class_float) weight **)** - -Linear interpolates between two values by a normalized value. - -#### dectime - * [float](class_float) **dectime** **(** [float](class_float) value, [float](class_float) amount, [float](class_float) step **)** - -Decreases time by a specified amount. - -#### randomize - * [Nil](class_nil) **randomize** **(** **)** - -Reset the seed of the random number generator with a - new, different one. - -#### randi - * [int](class_int) **randi** **(** **)** - -Random 32 bits value (integer). To obtain a value - from 0 to N, you can use remainder, like (for random - from 0 to 19): randi() % - 20. - -#### randf - * [float](class_float) **randf** **(** **)** - -Random value (0 to 1 float). - -#### rand_range - * [float](class_float) **rand_range** **(** [float](class_float) from, [float](class_float) to **)** - -Random range, any floating point value between - 'from' and 'to' - -#### rand_seed - * [Array](class_array) **rand_seed** **(** [float](class_float) seed **)** - -Random from seed, pass a seed and an array with both number and new seed is returned. - -#### deg2rad - * [float](class_float) **deg2rad** **(** [float](class_float) deg **)** - -Convert from degrees to radians. - -#### rad2deg - * [float](class_float) **rad2deg** **(** [float](class_float) rad **)** - -Convert from radias to degrees. - -#### linear2db - * [float](class_float) **linear2db** **(** [float](class_float) nrg **)** - -Convert from linear energy to decibels (audio). - -#### db2linear - * [float](class_float) **db2linear** **(** [float](class_float) db **)** - -Convert from decibels to linear energy (audio). - -#### max - * [float](class_float) **max** **(** [float](class_float) a, [float](class_float) b **)** - -Return the maximum of two values. - -#### min - * [float](class_float) **min** **(** [float](class_float) a, [float](class_float) b **)** - -Return the minimum of two values. - -#### clamp - * [float](class_float) **clamp** **(** [float](class_float) val, [float](class_float) min, [float](class_float) max **)** - -Clamp both values to a range. - -#### nearest_po2 - * [int](class_int) **nearest_po2** **(** [int](class_int) val **)** - -Return the nearest larger power of 2 for an integer. - -#### weakref - * [WeakRef](class_weakref) **weakref** **(** [Object](class_object) obj **)** - -Return a weak reference to an object. - -#### funcref - * [FuncRef](class_funcref) **funcref** **(** [Object](class_object) instance, [String](class_string) funcname **)** - -Returns a reference to the specified function - -#### convert - * [Object](class_object) **convert** **(** var what, [int](class_int) type **)** - -Convert from a type to another in the best way possible. The "type" parameter uses the enum TYPE_* in Global Scope. - -#### str - * [String](class_string) **str** **(** var what, var ... **)** - -Convert one or more arguments to strings in the best way possible. - -#### str - * [String](class_string) **str** **(** var what, var ... **)** - -Convert one or more arguments to strings in the best way possible. - -#### print - * [Nil](class_nil) **print** **(** var what, var ... **)** - -Print one or more arguments to strings in the best way possible to a console line. - -#### printt - * [Nil](class_nil) **printt** **(** var what, var ... **)** - -Print one or more arguments to the console with a tab between each argument. - -#### printerr - * [Nil](class_nil) **printerr** **(** var what, var ... **)** - -Print one or more arguments to strings in the best way possible to standard error line. - -#### printraw - * [Nil](class_nil) **printraw** **(** var what, var ... **)** - -Print one or more arguments to strings in the best way possible to console. No newline is added at the end. - -#### var2str - * [String](class_string) **var2str** **(** var var **)** - -Converts the value of a variable to a String. - -#### str2var:var - * [Nil](class_nil) **str2var:var** **(** [String](class_string) string **)** - -Converts the value of a String to a variable. - -#### range - * [Array](class_array) **range** **(** var ... **)** - -Return an array with the given range. Range can be 1 argument N (0 to N-1), two arguments (initial, final-1) or three arguments (initial,final-1,increment). - -#### load - * [Resource](class_resource) **load** **(** [String](class_string) path **)** - -Load a resource from the filesystem, pass a valid - path as argument. - -#### inst2dict - * [Dictionary](class_dictionary) **inst2dict** **(** [Object](class_object) inst **)** - -Convert a script class instance to a dictionary - (useful for serializing). - -#### dict2inst - * [Object](class_object) **dict2inst** **(** [Dictionary](class_dictionary) dict **)** - -Convert a previously converted instances to dictionary - back into an instance. Useful for deserializing. - -#### hash - * [int](class_int) **hash** **(** var var:var **)** - -Hashes the variable passed and returns an integer. - -#### print_stack - * [Nil](class_nil) **print_stack** **(** **)** - -Print a stack track at code location, only works when - running with debugger turned on. +http://docs.godotengine.org diff --git a/class_@global scope.md b/class_@global scope.md index 18d6a4f..505e8fd 100644 --- a/class_@global scope.md +++ b/class_@global scope.md @@ -1,470 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# @Global Scope -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Global scope constants and variables. - -### Member Variables - * [Performance](class_performance) **Performance** - * [Globals](class_globals) **Globals** - * [IP](class_ip) **IP** - * [Geometry](class_geometry) **Geometry** - * [ResourceLoader](class_resourceloader) **ResourceLoader** - * [ResourceSaver](class_resourcesaver) **ResourceSaver** - * [PathRemap](class_pathremap) **PathRemap** - * [OS](class_os) **OS** - * [Reference](class_reference) **Marshalls** - * [TranslationServer](class_translationserver) **TranslationServer** - * [TranslationServer](class_translationserver) **TS** - * [Input](class_input) **Input** - * [InputMap](class_inputmap) **InputMap** - * [VisualServer](class_visualserver) **VisualServer** - * [VisualServer](class_visualserver) **VS** - * [AudioServer](class_audioserver) **AudioServer** - * [AudioServer](class_audioserver) **AS** - * [PhysicsServer](class_physicsserver) **PhysicsServer** - * [PhysicsServer](class_physicsserver) **PS** - * [Physics2DServer](class_physics2dserver) **Physics2DServer** - * [Physics2DServer](class_physics2dserver) **PS2D** - * [SpatialSound2DServer](class_spatialsound2dserver) **SpatialSoundServer** - * [SpatialSound2DServer](class_spatialsound2dserver) **SS** - * [SpatialSound2DServer](class_spatialsound2dserver) **SpatialSound2DServer** - * [SpatialSound2DServer](class_spatialsound2dserver) **SS2D** - -### Numeric Constants - * **MARGIN_LEFT** = **0** - Left margin, used usually for [Control] or [StyleBox] derived classes. - * **MARGIN_TOP** = **1** - Top margin, used usually for [Control] or [StyleBox] derived classes. - * **MARGIN_RIGHT** = **2** - Right margin, used usually for [Control] or [StyleBox] derived classes. - * **MARGIN_BOTTOM** = **3** - Bottom margin, used usually for [Control] or [StyleBox] derived classes. - * **VERTICAL** = **1** - General vertical alignment, used usually for [Separator], [ScrollBar], [Slider], etc. - * **HORIZONTAL** = **0** - General horizontal alignment, used usually for [Separator], [ScrollBar], [Slider], etc. - * **HALIGN_LEFT** = **0** - Horizontal left alignment, usually for text-derived classes. - * **HALIGN_CENTER** = **1** - Horizontal center alignment, usually for text-derived classes. - * **HALIGN_RIGHT** = **2** - Horizontal right alignment, usually for text-derived classes. - * **VALIGN_TOP** = **0** - Vertical top alignment, usually for text-derived classes. - * **VALIGN_CENTER** = **1** - Vertical center alignment, usually for text-derived classes. - * **VALIGN_BOTTOM** = **2** - Vertical bottom alignment, usually for text-derived classes. - * **SPKEY** = **16777216** - Scancodes with this bit applied are non printable. - * **KEY_ESCAPE** = **16777217** - Escape Key - * **KEY_TAB** = **16777218** - Tab Key - * **KEY_BACKTAB** = **16777219** - Shift-Tab key - * **KEY_BACKSPACE** = **16777220** - * **KEY_RETURN** = **16777221** - * **KEY_ENTER** = **16777222** - * **KEY_INSERT** = **16777223** - * **KEY_DELETE** = **16777224** - * **KEY_PAUSE** = **16777225** - * **KEY_PRINT** = **16777226** - * **KEY_SYSREQ** = **16777227** - * **KEY_CLEAR** = **16777228** - * **KEY_HOME** = **16777229** - * **KEY_END** = **16777230** - * **KEY_LEFT** = **16777231** - * **KEY_UP** = **16777232** - * **KEY_RIGHT** = **16777233** - * **KEY_DOWN** = **16777234** - * **KEY_PAGEUP** = **16777235** - * **KEY_PAGEDOWN** = **16777236** - * **KEY_SHIFT** = **16777237** - * **KEY_CONTROL** = **16777238** - * **KEY_META** = **16777239** - * **KEY_ALT** = **16777240** - * **KEY_CAPSLOCK** = **16777241** - * **KEY_NUMLOCK** = **16777242** - * **KEY_SCROLLLOCK** = **16777243** - * **KEY_F1** = **16777244** - * **KEY_F2** = **16777245** - * **KEY_F3** = **16777246** - * **KEY_F4** = **16777247** - * **KEY_F5** = **16777248** - * **KEY_F6** = **16777249** - * **KEY_F7** = **16777250** - * **KEY_F8** = **16777251** - * **KEY_F9** = **16777252** - * **KEY_F10** = **16777253** - * **KEY_F11** = **16777254** - * **KEY_F12** = **16777255** - * **KEY_F13** = **16777256** - * **KEY_F14** = **16777257** - * **KEY_F15** = **16777258** - * **KEY_F16** = **16777259** - * **KEY_KP_ENTER** = **16777344** - * **KEY_KP_MULTIPLY** = **16777345** - * **KEY_KP_DIVIDE** = **16777346** - * **KEY_KP_SUBSTRACT** = **16777347** - * **KEY_KP_PERIOD** = **16777348** - * **KEY_KP_ADD** = **16777349** - * **KEY_KP_0** = **16777350** - * **KEY_KP_1** = **16777351** - * **KEY_KP_2** = **16777352** - * **KEY_KP_3** = **16777353** - * **KEY_KP_4** = **16777354** - * **KEY_KP_5** = **16777355** - * **KEY_KP_6** = **16777356** - * **KEY_KP_7** = **16777357** - * **KEY_KP_8** = **16777358** - * **KEY_KP_9** = **16777359** - * **KEY_SUPER_L** = **16777260** - * **KEY_SUPER_R** = **16777261** - * **KEY_MENU** = **16777262** - * **KEY_HYPER_L** = **16777263** - * **KEY_HYPER_R** = **16777264** - * **KEY_HELP** = **16777265** - * **KEY_DIRECTION_L** = **16777266** - * **KEY_DIRECTION_R** = **16777267** - * **KEY_BACK** = **16777280** - * **KEY_FORWARD** = **16777281** - * **KEY_STOP** = **16777282** - * **KEY_REFRESH** = **16777283** - * **KEY_VOLUMEDOWN** = **16777284** - * **KEY_VOLUMEMUTE** = **16777285** - * **KEY_VOLUMEUP** = **16777286** - * **KEY_BASSBOOST** = **16777287** - * **KEY_BASSUP** = **16777288** - * **KEY_BASSDOWN** = **16777289** - * **KEY_TREBLEUP** = **16777290** - * **KEY_TREBLEDOWN** = **16777291** - * **KEY_MEDIAPLAY** = **16777292** - * **KEY_MEDIASTOP** = **16777293** - * **KEY_MEDIAPREVIOUS** = **16777294** - * **KEY_MEDIANEXT** = **16777295** - * **KEY_MEDIARECORD** = **16777296** - * **KEY_HOMEPAGE** = **16777297** - * **KEY_FAVORITES** = **16777298** - * **KEY_SEARCH** = **16777299** - * **KEY_STANDBY** = **16777300** - * **KEY_OPENURL** = **16777301** - * **KEY_LAUNCHMAIL** = **16777302** - * **KEY_LAUNCHMEDIA** = **16777303** - * **KEY_LAUNCH0** = **16777304** - * **KEY_LAUNCH1** = **16777305** - * **KEY_LAUNCH2** = **16777306** - * **KEY_LAUNCH3** = **16777307** - * **KEY_LAUNCH4** = **16777308** - * **KEY_LAUNCH5** = **16777309** - * **KEY_LAUNCH6** = **16777310** - * **KEY_LAUNCH7** = **16777311** - * **KEY_LAUNCH8** = **16777312** - * **KEY_LAUNCH9** = **16777313** - * **KEY_LAUNCHA** = **16777314** - * **KEY_LAUNCHB** = **16777315** - * **KEY_LAUNCHC** = **16777316** - * **KEY_LAUNCHD** = **16777317** - * **KEY_LAUNCHE** = **16777318** - * **KEY_LAUNCHF** = **16777319** - * **KEY_UNKNOWN** = **33554431** - * **KEY_SPACE** = **32** - * **KEY_EXCLAM** = **33** - * **KEY_QUOTEDBL** = **34** - * **KEY_NUMBERSIGN** = **35** - * **KEY_DOLLAR** = **36** - * **KEY_PERCENT** = **37** - * **KEY_AMPERSAND** = **38** - * **KEY_APOSTROPHE** = **39** - * **KEY_PARENLEFT** = **40** - * **KEY_PARENRIGHT** = **41** - * **KEY_ASTERISK** = **42** - * **KEY_PLUS** = **43** - * **KEY_COMMA** = **44** - * **KEY_MINUS** = **45** - * **KEY_PERIOD** = **46** - * **KEY_SLASH** = **47** - * **KEY_0** = **48** - * **KEY_1** = **49** - * **KEY_2** = **50** - * **KEY_3** = **51** - * **KEY_4** = **52** - * **KEY_5** = **53** - * **KEY_6** = **54** - * **KEY_7** = **55** - * **KEY_8** = **56** - * **KEY_9** = **57** - * **KEY_COLON** = **58** - * **KEY_SEMICOLON** = **59** - * **KEY_LESS** = **60** - * **KEY_EQUAL** = **61** - * **KEY_GREATER** = **62** - * **KEY_QUESTION** = **63** - * **KEY_AT** = **64** - * **KEY_A** = **65** - * **KEY_B** = **66** - * **KEY_C** = **67** - * **KEY_D** = **68** - * **KEY_E** = **69** - * **KEY_F** = **70** - * **KEY_G** = **71** - * **KEY_H** = **72** - * **KEY_I** = **73** - * **KEY_J** = **74** - * **KEY_K** = **75** - * **KEY_L** = **76** - * **KEY_M** = **77** - * **KEY_N** = **78** - * **KEY_O** = **79** - * **KEY_P** = **80** - * **KEY_Q** = **81** - * **KEY_R** = **82** - * **KEY_S** = **83** - * **KEY_T** = **84** - * **KEY_U** = **85** - * **KEY_V** = **86** - * **KEY_W** = **87** - * **KEY_X** = **88** - * **KEY_Y** = **89** - * **KEY_Z** = **90** - * **KEY_BRACKETLEFT** = **91** - * **KEY_BACKSLASH** = **92** - * **KEY_BRACKETRIGHT** = **93** - * **KEY_ASCIICIRCUM** = **94** - * **KEY_UNDERSCORE** = **95** - * **KEY_QUOTELEFT** = **96** - * **KEY_BRACELEFT** = **123** - * **KEY_BAR** = **124** - * **KEY_BRACERIGHT** = **125** - * **KEY_ASCIITILDE** = **126** - * **KEY_NOBREAKSPACE** = **160** - * **KEY_EXCLAMDOWN** = **161** - * **KEY_CENT** = **162** - * **KEY_STERLING** = **163** - * **KEY_CURRENCY** = **164** - * **KEY_YEN** = **165** - * **KEY_BROKENBAR** = **166** - * **KEY_SECTION** = **167** - * **KEY_DIAERESIS** = **168** - * **KEY_COPYRIGHT** = **169** - * **KEY_ORDFEMININE** = **170** - * **KEY_GUILLEMOTLEFT** = **171** - * **KEY_NOTSIGN** = **172** - * **KEY_HYPHEN** = **173** - * **KEY_REGISTERED** = **174** - * **KEY_MACRON** = **175** - * **KEY_DEGREE** = **176** - * **KEY_PLUSMINUS** = **177** - * **KEY_TWOSUPERIOR** = **178** - * **KEY_THREESUPERIOR** = **179** - * **KEY_ACUTE** = **180** - * **KEY_MU** = **181** - * **KEY_PARAGRAPH** = **182** - * **KEY_PERIODCENTERED** = **183** - * **KEY_CEDILLA** = **184** - * **KEY_ONESUPERIOR** = **185** - * **KEY_MASCULINE** = **186** - * **KEY_GUILLEMOTRIGHT** = **187** - * **KEY_ONEQUARTER** = **188** - * **KEY_ONEHALF** = **189** - * **KEY_THREEQUARTERS** = **190** - * **KEY_QUESTIONDOWN** = **191** - * **KEY_AGRAVE** = **192** - * **KEY_AACUTE** = **193** - * **KEY_ACIRCUMFLEX** = **194** - * **KEY_ATILDE** = **195** - * **KEY_ADIAERESIS** = **196** - * **KEY_ARING** = **197** - * **KEY_AE** = **198** - * **KEY_CCEDILLA** = **199** - * **KEY_EGRAVE** = **200** - * **KEY_EACUTE** = **201** - * **KEY_ECIRCUMFLEX** = **202** - * **KEY_EDIAERESIS** = **203** - * **KEY_IGRAVE** = **204** - * **KEY_IACUTE** = **205** - * **KEY_ICIRCUMFLEX** = **206** - * **KEY_IDIAERESIS** = **207** - * **KEY_ETH** = **208** - * **KEY_NTILDE** = **209** - * **KEY_OGRAVE** = **210** - * **KEY_OACUTE** = **211** - * **KEY_OCIRCUMFLEX** = **212** - * **KEY_OTILDE** = **213** - * **KEY_ODIAERESIS** = **214** - * **KEY_MULTIPLY** = **215** - * **KEY_OOBLIQUE** = **216** - * **KEY_UGRAVE** = **217** - * **KEY_UACUTE** = **218** - * **KEY_UCIRCUMFLEX** = **219** - * **KEY_UDIAERESIS** = **220** - * **KEY_YACUTE** = **221** - * **KEY_THORN** = **222** - * **KEY_SSHARP** = **223** - * **KEY_DIVISION** = **247** - * **KEY_YDIAERESIS** = **255** - * **KEY_CODE_MASK** = **33554431** - * **KEY_MODIFIER_MASK** = **-16777216** - * **KEY_MASK_SHIFT** = **33554432** - * **KEY_MASK_ALT** = **67108864** - * **KEY_MASK_META** = **134217728** - * **KEY_MASK_CTRL** = **268435456** - * **KEY_MASK_CMD** = **268435456** - * **KEY_MASK_KPAD** = **536870912** - * **KEY_MASK_GROUP_SWITCH** = **1073741824** - * **BUTTON_LEFT** = **1** - * **BUTTON_RIGHT** = **2** - * **BUTTON_MIDDLE** = **3** - * **BUTTON_WHEEL_UP** = **4** - * **BUTTON_WHEEL_DOWN** = **5** - * **BUTTON_MASK_LEFT** = **1** - * **BUTTON_MASK_RIGHT** = **2** - * **BUTTON_MASK_MIDDLE** = **4** - * **JOY_BUTTON_0** = **0** - Joystick Button 0 - * **JOY_BUTTON_1** = **1** - Joystick Button 1 - * **JOY_BUTTON_2** = **2** - Joystick Button 2 - * **JOY_BUTTON_3** = **3** - Joystick Button 3 - * **JOY_BUTTON_4** = **4** - Joystick Button 4 - * **JOY_BUTTON_5** = **5** - Joystick Button 5 - * **JOY_BUTTON_6** = **6** - Joystick Button 6 - * **JOY_BUTTON_7** = **7** - Joystick Button 7 - * **JOY_BUTTON_8** = **8** - Joystick Button 8 - * **JOY_BUTTON_9** = **9** - Joystick Button 9 - * **JOY_BUTTON_10** = **10** - Joystick Button 10 - * **JOY_BUTTON_11** = **11** - Joystick Button 11 - * **JOY_BUTTON_12** = **12** - Joystick Button 12 - * **JOY_BUTTON_13** = **13** - Joystick Button 13 - * **JOY_BUTTON_14** = **14** - Joystick Button 14 - * **JOY_BUTTON_15** = **15** - Joystick Button 15 - * **JOY_BUTTON_MAX** = **16** - Joystick Button 16 - * **JOY_SNES_A** = **1** - * **JOY_SNES_B** = **0** - * **JOY_SNES_X** = **3** - * **JOY_SNES_Y** = **2** - * **JOY_SONY_CIRCLE** = **1** - * **JOY_SONY_X** = **0** - * **JOY_SONY_SQUARE** = **2** - * **JOY_SONY_TRIANGLE** = **3** - * **JOY_SEGA_B** = **1** - * **JOY_SEGA_A** = **0** - * **JOY_SEGA_X** = **2** - * **JOY_SEGA_Y** = **3** - * **JOY_XBOX_B** = **1** - * **JOY_XBOX_A** = **0** - * **JOY_XBOX_X** = **2** - * **JOY_XBOX_Y** = **3** - * **JOY_DS_A** = **1** - * **JOY_DS_B** = **0** - * **JOY_DS_X** = **3** - * **JOY_DS_Y** = **2** - * **JOY_SELECT** = **10** - * **JOY_START** = **11** - * **JOY_DPAD_UP** = **12** - * **JOY_DPAD_DOWN** = **13** - * **JOY_DPAD_LEFT** = **14** - * **JOY_DPAD_RIGHT** = **15** - * **JOY_L** = **4** - * **JOY_L2** = **6** - * **JOY_L3** = **8** - * **JOY_R** = **5** - * **JOY_R2** = **7** - * **JOY_R3** = **9** - * **JOY_AXIS_0** = **0** - * **JOY_AXIS_1** = **1** - * **JOY_AXIS_2** = **2** - * **JOY_AXIS_3** = **3** - * **JOY_AXIS_4** = **4** - * **JOY_AXIS_5** = **5** - * **JOY_AXIS_6** = **6** - * **JOY_AXIS_7** = **7** - * **JOY_AXIS_MAX** = **8** - * **JOY_ANALOG_0_X** = **0** - * **JOY_ANALOG_0_Y** = **1** - * **JOY_ANALOG_1_X** = **2** - * **JOY_ANALOG_1_Y** = **3** - * **JOY_ANALOG_2_X** = **4** - * **JOY_ANALOG_2_Y** = **5** - * **OK** = **0** - Functions that return [Error] return OK when everything went ok. Most functions don't return error anyway and/or just print errors to stdout. - * **FAILED** = **1** - Generic fail return error; - * **ERR_UNAVAILABLE** = **2** - * **ERR_UNCONFIGURED** = **3** - * **ERR_UNAUTHORIZED** = **4** - * **ERR_PARAMETER_RANGE_ERROR** = **5** - * **ERR_OUT_OF_MEMORY** = **6** - * **ERR_FILE_NOT_FOUND** = **7** - * **ERR_FILE_BAD_DRIVE** = **8** - * **ERR_FILE_BAD_PATH** = **9** - * **ERR_FILE_NO_PERMISSION** = **10** - * **ERR_FILE_ALREADY_IN_USE** = **11** - * **ERR_FILE_CANT_OPEN** = **12** - * **ERR_FILE_CANT_WRITE** = **13** - * **ERR_FILE_CANT_READ** = **14** - * **ERR_FILE_UNRECOGNIZED** = **15** - * **ERR_FILE_CORRUPT** = **16** - * **ERR_FILE_EOF** = **17** - * **ERR_CANT_OPEN** = **18** - * **ERR_CANT_CREATE** = **19** - * **ERROR_QUERY_FAILED** = **20** - * **ERR_ALREADY_IN_USE** = **21** - * **ERR_LOCKED** = **22** - * **ERR_TIMEOUT** = **23** - * **ERR_CANT_AQUIRE_RESOURCE** = **27** - * **ERR_INVALID_DATA** = **29** - * **ERR_INVALID_PARAMETER** = **30** - * **ERR_ALREADY_EXISTS** = **31** - * **ERR_DOES_NOT_EXIST** = **32** - * **ERR_DATABASE_CANT_READ** = **33** - * **ERR_DATABASE_CANT_WRITE** = **34** - * **ERR_COMPILATION_FAILED** = **35** - * **ERR_METHOD_NOT_FOUND** = **36** - * **ERR_LINK_FAILED** = **37** - * **ERR_SCRIPT_FAILED** = **38** - * **ERR_CYCLIC_LINK** = **39** - * **ERR_BUSY** = **43** - * **ERR_HELP** = **45** - * **ERR_BUG** = **46** - * **ERR_WTF** = **48** - * **PROPERTY_HINT_NONE** = **0** - No hint for edited property. - * **PROPERTY_HINT_RANGE** = **1** - Hint string is a range, defined as "min,max" or "min,max,step". This is valid for integers and floats. - * **PROPERTY_HINT_EXP_RANGE** = **2** - Hint string is an exponential range, defined as "min,max" or "min,max,step". This is valid for integers and floats. - * **PROPERTY_HINT_ENUM** = **3** - Property hint is an enumerated value, like "Hello,Something,Else". This is valid for integers, floats and strings properties. - * **PROPERTY_HINT_EXP_EASING** = **4** - * **PROPERTY_HINT_LENGTH** = **5** - * **PROPERTY_HINT_KEY_ACCEL** = **6** - * **PROPERTY_HINT_FLAGS** = **7** - Property hint is a bitmask description, for bits 0,1,2,3 abd 5 the hint would be like "Bit0,Bit1,Bit2,Bit3,,Bit5". Valid only for integers. - * **PROPERTY_HINT_ALL_FLAGS** = **8** - * **PROPERTY_HINT_FILE** = **9** - String property is a file (so pop up a file dialog when edited). Hint string can be a set of wildcards like "*.doc". - * **PROPERTY_HINT_DIR** = **10** - String property is a directory (so pop up a file dialog when edited). - * **PROPERTY_HINT_GLOBAL_FILE** = **11** - * **PROPERTY_HINT_GLOBAL_DIR** = **12** - * **PROPERTY_HINT_RESOURCE_TYPE** = **13** - String property is a resource, so open the resource popup menu when edited. - * **PROPERTY_HINT_MULTILINE_TEXT** = **14** - * **PROPERTY_HINT_COLOR_NO_ALPHA** = **15** - * **PROPERTY_HINT_IMAGE_COMPRESS_LOSSY** = **16** - * **PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS** = **17** - * **PROPERTY_USAGE_STORAGE** = **1** - Property will be used as storage (default). - * **PROPERTY_USAGE_STORAGE** = **1** - Property will be used as storage (default). - * **PROPERTY_USAGE_EDITOR** = **2** - Property will be visible in editor (default). - * **PROPERTY_USAGE_NETWORK** = **4** - * **PROPERTY_USAGE_DEFAULT** = **7** - Default usage (storage and editor). - * **TYPE_NIL** = **0** - Variable is of type nil (only applied for null). - * **TYPE_BOOL** = **1** - Variable is of type bool. - * **TYPE_INT** = **2** - Variable is of type integer. - * **TYPE_REAL** = **3** - Variable is of type float/real. - * **TYPE_STRING** = **4** - Variable is of type [String]. - * **TYPE_VECTOR2** = **5** - Variable is of type [Vector2]. - * **TYPE_RECT2** = **6** - Variable is of type [Rect2]. - * **TYPE_VECTOR3** = **7** - Variable is of type [Vector3]. - * **TYPE_MATRIX32** = **8** - Variable is of type [Matrix32]. - * **TYPE_PLANE** = **9** - Variable is of type [Plane]. - * **TYPE_QUAT** = **10** - Variable is of type [Quat]. - * **TYPE_AABB** = **11** - Variable is of type [AABB]. - * **TYPE_MATRIX3** = **12** - Variable is fo type [Matrix3]. - * **TYPE_TRANSFORM** = **13** - Variable is fo type [Transform]. - * **TYPE_COLOR** = **14** - Variable is fo type [Color]. - * **TYPE_IMAGE** = **15** - Variable is fo type [Image]. - * **TYPE_NODE_PATH** = **16** - Variable is fo type [NodePath]. - * **TYPE_RID** = **17** - Variable is fo type [RID]. - * **TYPE_OBJECT** = **18** - Variable is fo type [Object]. - * **TYPE_INPUT_EVENT** = **19** - Variable is fo type [InputEvent]. - * **TYPE_DICTIONARY** = **20** - Variable is fo type [Dictionary]. - * **TYPE_ARRAY** = **21** - Variable is fo type [Array]. - * **TYPE_RAW_ARRAY** = **22** - * **TYPE_INT_ARRAY** = **23** - * **TYPE_REAL_ARRAY** = **24** - * **TYPE_STRING_ARRAY** = **25** - * **TYPE_VECTOR2_ARRAY** = **26** - * **TYPE_VECTOR3_ARRAY** = **27** - * **TYPE_COLOR_ARRAY** = **28** - * **TYPE_MAX** = **29** - -### Description -Global scope constants and variables. This is all that resides in the globals, constants regarding error codes, scancodes, property hints, etc. It's not much. - Singletons are also documented here, since they can be accessed from anywhere. +http://docs.godotengine.org diff --git a/class_@multiscript.md b/class_@multiscript.md index 44aeb52..505e8fd 100644 --- a/class_@multiscript.md +++ b/class_@multiscript.md @@ -1,10 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# @MultiScript -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_aabb.md b/class_aabb.md index 6e09037..505e8fd 100644 --- a/class_aabb.md +++ b/class_aabb.md @@ -1,152 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# AABB -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Axis-Aligned Bounding Box. - -### Member Functions - * [bool](class_bool) **[encloses](#encloses)** **(** [AABB](class_aabb) with **)** - * [AABB](class_aabb) **[expand](#expand)** **(** [Vector3](class_vector3) to_point **)** - * [float](class_float) **[get_area](#get_area)** **(** **)** - * [Vector3](class_vector3) **[get_endpoint](#get_endpoint)** **(** [int](class_int) idx **)** - * [Vector3](class_vector3) **[get_longest_axis](#get_longest_axis)** **(** **)** - * [int](class_int) **[get_longest_axis_index](#get_longest_axis_index)** **(** **)** - * [float](class_float) **[get_longest_axis_size](#get_longest_axis_size)** **(** **)** - * [Vector3](class_vector3) **[get_shortest_axis](#get_shortest_axis)** **(** **)** - * [int](class_int) **[get_shortest_axis_index](#get_shortest_axis_index)** **(** **)** - * [float](class_float) **[get_shortest_axis_size](#get_shortest_axis_size)** **(** **)** - * [Vector3](class_vector3) **[get_support](#get_support)** **(** [Vector3](class_vector3) dir **)** - * [AABB](class_aabb) **[grow](#grow)** **(** [float](class_float) by **)** - * [bool](class_bool) **[has_no_area](#has_no_area)** **(** **)** - * [bool](class_bool) **[has_no_surface](#has_no_surface)** **(** **)** - * [bool](class_bool) **[has_point](#has_point)** **(** [Vector3](class_vector3) point **)** - * [AABB](class_aabb) **[intersection](#intersection)** **(** [AABB](class_aabb) with **)** - * [bool](class_bool) **[intersects](#intersects)** **(** [AABB](class_aabb) with **)** - * [bool](class_bool) **[intersects_plane](#intersects_plane)** **(** [Plane](class_plane) plane **)** - * [bool](class_bool) **[intersects_segment](#intersects_segment)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) to **)** - * [AABB](class_aabb) **[merge](#merge)** **(** [AABB](class_aabb) with **)** - * [AABB](class_aabb) **[AABB](#AABB)** **(** [Vector3](class_vector3) pos, [Vector3](class_vector3) size **)** - -### Member Variables - * [Vector3](class_vector3) **pos** - * [Vector3](class_vector3) **size** - * [Vector3](class_vector3) **end** - -### Description -AABB provides an 3D Axis-Aligned Bounding Box. It consists of a - position and a size, and several utility functions. It is typically - used for simple (fast) overlap tests. - -### Member Function Description - -#### encloses - * [bool](class_bool) **encloses** **(** [AABB](class_aabb) with **)** - -Return true if this [AABB](class_aabb) completely encloses another - one. - -#### expand - * [AABB](class_aabb) **expand** **(** [Vector3](class_vector3) to_point **)** - -Return this [AABB](class_aabb) expanded to include a given - point. - -#### get_area - * [float](class_float) **get_area** **(** **)** - -Get the area inside the [AABB](class_aabb) - -#### get_endpoint - * [Vector3](class_vector3) **get_endpoint** **(** [int](class_int) idx **)** - -Get the position of the 8 endpoints of the [AABB](class_aabb) in space. - -#### get_longest_axis - * [Vector3](class_vector3) **get_longest_axis** **(** **)** - -Return the normalized longest axis of the [AABB](class_aabb) - -#### get_longest_axis_index - * [int](class_int) **get_longest_axis_index** **(** **)** - -Return the index of the longest axis of the [AABB](class_aabb) - (according to [Vector3](class_vector3)::AXIS* enum). - -#### get_longest_axis_size - * [float](class_float) **get_longest_axis_size** **(** **)** - -Return the scalar length of the longest axis of the - [AABB](class_aabb). - -#### get_shortest_axis - * [Vector3](class_vector3) **get_shortest_axis** **(** **)** - -Return the normalized shortest axis of the [AABB](class_aabb) - -#### get_shortest_axis_index - * [int](class_int) **get_shortest_axis_index** **(** **)** - -Return the index of the shortest axis of the [AABB](class_aabb) - (according to [Vector3](class_vector3)::AXIS* enum). - -#### get_shortest_axis_size - * [float](class_float) **get_shortest_axis_size** **(** **)** - -Return the scalar length of the shortest axis of the - [AABB](class_aabb). - -#### get_support - * [Vector3](class_vector3) **get_support** **(** [Vector3](class_vector3) dir **)** - -Return the support point in a given direction. This - is useful for collision detection algorithms. - -#### grow - * [AABB](class_aabb) **grow** **(** [float](class_float) by **)** - -Return a copy of the AABB grown a given a mount of - units towards all the sides. - -#### has_no_area - * [bool](class_bool) **has_no_area** **(** **)** - -Return true if the [AABB](class_aabb) is flat or empty. - -#### has_no_surface - * [bool](class_bool) **has_no_surface** **(** **)** - -Return true if the [AABB](class_aabb) is empty. - -#### has_point - * [bool](class_bool) **has_point** **(** [Vector3](class_vector3) point **)** - -Return true if the [AABB](class_aabb) contains a point. - -#### intersection - * [AABB](class_aabb) **intersection** **(** [AABB](class_aabb) with **)** - -Return the intersection between two [AABB](class_aabb)s. An - empty AABB (size 0,0,0) is returned on failure. - -#### intersects - * [bool](class_bool) **intersects** **(** [AABB](class_aabb) with **)** - -Return true if the [AABB](class_aabb) overlaps with another. - -#### intersects_plane - * [bool](class_bool) **intersects_plane** **(** [Plane](class_plane) plane **)** - -Return true if the AABB is at both sides of a plane. - -#### merge - * [AABB](class_aabb) **merge** **(** [AABB](class_aabb) with **)** - -Combine this [AABB](class_aabb) with another one, a larger one - is returned that contains both. - -#### AABB - * [AABB](class_aabb) **AABB** **(** [Vector3](class_vector3) pos, [Vector3](class_vector3) size **)** - -Optional constructor, accepts position and size. +http://docs.godotengine.org diff --git a/class_acceptdialog.md b/class_acceptdialog.md index b304177..505e8fd 100644 --- a/class_acceptdialog.md +++ b/class_acceptdialog.md @@ -1,67 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# AcceptDialog -####**Inherits:** [WindowDialog](class_windowdialog) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base dialog for user notification. - -### Member Functions - * [Object](class_object) **[get_ok](#get_ok)** **(** **)** - * [Object](class_object) **[get_label](#get_label)** **(** **)** - * void **[set_hide_on_ok](#set_hide_on_ok)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[get_hide_on_ok](#get_hide_on_ok)** **(** **)** const - * [Button](class_button) **[add_button](#add_button)** **(** [String](class_string) text, [bool](class_bool) right=false, [String](class_string) action="" **)** - * [Button](class_button) **[add_cancel](#add_cancel)** **(** [String](class_string) name **)** - * void **[register_text_enter](#register_text_enter)** **(** [Object](class_object) line_edit **)** - * void **[set_text](#set_text)** **(** [String](class_string) text **)** - * [String](class_string) **[get_text](#get_text)** **(** **)** const - -### Signals - * **confirmed** **(** **)** - * **custom_action** **(** [String](class_string) action **)** - -### 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. - -### Member Function Description - -#### get_ok - * [Object](class_object) **get_ok** **(** **)** - -Return the OK Button. - -#### get_label - * [Object](class_object) **get_label** **(** **)** - -Return the label used for built-in text. - -#### set_hide_on_ok - * void **set_hide_on_ok** **(** [bool](class_bool) enabled **)** - -Set whether the dialog is hidden when accepted - (default true). - -#### get_hide_on_ok - * [bool](class_bool) **get_hide_on_ok** **(** **)** const - -Return true if the dialog will be hidden when - accepted (default true). - -#### register_text_enter - * void **register_text_enter** **(** [Object](class_object) line_edit **)** - -Register a [LineEdit](class_lineedit) in the dialog. When the enter - key is pressed, the dialog will be accepted. - -#### set_text - * void **set_text** **(** [String](class_string) text **)** - -Set the built-in label text. - -#### get_text - * [String](class_string) **get_text** **(** **)** const - -Return the built-in label text. +http://docs.godotengine.org diff --git a/class_animatedsprite.md b/class_animatedsprite.md index 4dd170a..505e8fd 100644 --- a/class_animatedsprite.md +++ b/class_animatedsprite.md @@ -1,108 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# AnimatedSprite -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Sprite node that can use multiple textures for animation. - -### Member Functions - * void **[set_sprite_frames](#set_sprite_frames)** **(** [SpriteFrames](class_spriteframes) sprite_frames **)** - * [SpriteFrames](class_spriteframes) **[get_sprite_frames](#get_sprite_frames)** **(** **)** const - * void **[set_centered](#set_centered)** **(** [bool](class_bool) centered **)** - * [bool](class_bool) **[is_centered](#is_centered)** **(** **)** const - * void **[set_offset](#set_offset)** **(** [Vector2](class_vector2) offset **)** - * [Vector2](class_vector2) **[get_offset](#get_offset)** **(** **)** const - * void **[set_flip_h](#set_flip_h)** **(** [bool](class_bool) flip_h **)** - * [bool](class_bool) **[is_flipped_h](#is_flipped_h)** **(** **)** const - * void **[set_flip_v](#set_flip_v)** **(** [bool](class_bool) flip_v **)** - * [bool](class_bool) **[is_flipped_v](#is_flipped_v)** **(** **)** const - * void **[set_frame](#set_frame)** **(** [int](class_int) frame **)** - * [int](class_int) **[get_frame](#get_frame)** **(** **)** const - * void **[set_modulate](#set_modulate)** **(** [Color](class_color) modulate **)** - * [Color](class_color) **[get_modulate](#get_modulate)** **(** **)** const - -### Signals - * **frame_changed** **(** **)** - -### Description -Sprite node that can use multiple textures for animation. - -### Member Function Description - -#### set_sprite_frames - * void **set_sprite_frames** **(** [SpriteFrames](class_spriteframes) sprite_frames **)** - -Set the [SpriteFrames](class_spriteframes) resource, which contains all - frames. - -#### get_sprite_frames - * [SpriteFrames](class_spriteframes) **get_sprite_frames** **(** **)** const - -Get the [SpriteFrames](class_spriteframes) resource, which contains all - frames. - -#### set_centered - * void **set_centered** **(** [bool](class_bool) centered **)** - -When turned on, offset at (0,0) is the center of the - sprite, when off, the top-left corner is. - -#### is_centered - * [bool](class_bool) **is_centered** **(** **)** const - -Return true when centered. See [set_centered]. - -#### set_offset - * void **set_offset** **(** [Vector2](class_vector2) offset **)** - -Set the offset of the sprite in the node origin. - Position varies depending on whether it is centered - or not. - -#### get_offset - * [Vector2](class_vector2) **get_offset** **(** **)** const - -Return the offset of the sprite in the node origin. - -#### set_flip_h - * void **set_flip_h** **(** [bool](class_bool) flip_h **)** - -If true, sprite is flipped horizontally. - -#### is_flipped_h - * [bool](class_bool) **is_flipped_h** **(** **)** const - -Return true if sprite is flipped horizontally. - -#### set_flip_v - * void **set_flip_v** **(** [bool](class_bool) flip_v **)** - -If true, sprite is flipped vertically. - -#### is_flipped_v - * [bool](class_bool) **is_flipped_v** **(** **)** const - -Return true if sprite is flipped vertically. - -#### set_frame - * void **set_frame** **(** [int](class_int) frame **)** - -Set the visible sprite frame index (from the list of - frames inside the [SpriteFrames](class_spriteframes) resource). - -#### get_frame - * [int](class_int) **get_frame** **(** **)** const - -Return the visible frame index. - -#### set_modulate - * void **set_modulate** **(** [Color](class_color) modulate **)** - -Change the color modulation (multiplication) for this sprite. - -#### get_modulate - * [Color](class_color) **get_modulate** **(** **)** const - -Return the color modulation for this sprite. +http://docs.godotengine.org diff --git a/class_animatedsprite3d.md b/class_animatedsprite3d.md index dd6f281..505e8fd 100644 --- a/class_animatedsprite3d.md +++ b/class_animatedsprite3d.md @@ -1,19 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# AnimatedSprite3D -####**Inherits:** [SpriteBase3D](class_spritebase3d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_sprite_frames](#set_sprite_frames)** **(** [SpriteFrames](class_spriteframes) sprite_frames **)** - * [Texture](class_texture) **[get_sprite_frames](#get_sprite_frames)** **(** **)** const - * void **[set_frame](#set_frame)** **(** [int](class_int) frame **)** - * [int](class_int) **[get_frame](#get_frame)** **(** **)** const - -### Signals - * **frame_changed** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_animation.md b/class_animation.md index 8fe3410..505e8fd 100644 --- a/class_animation.md +++ b/class_animation.md @@ -1,227 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Animation -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Contains data used to animate everything in the engine. - -### Member Functions - * [int](class_int) **[add_track](#add_track)** **(** [int](class_int) type, [int](class_int) at_pos=-1 **)** - * void **[remove_track](#remove_track)** **(** [int](class_int) idx **)** - * [int](class_int) **[get_track_count](#get_track_count)** **(** **)** const - * [int](class_int) **[track_get_type](#track_get_type)** **(** [int](class_int) idx **)** const - * [NodePath](class_nodepath) **[track_get_path](#track_get_path)** **(** [int](class_int) idx **)** const - * void **[track_set_path](#track_set_path)** **(** [int](class_int) idx, [NodePath](class_nodepath) path **)** - * [int](class_int) **[find_track](#find_track)** **(** [NodePath](class_nodepath) path **)** const - * void **[track_move_up](#track_move_up)** **(** [int](class_int) idx **)** - * void **[track_move_down](#track_move_down)** **(** [int](class_int) idx **)** - * [int](class_int) **[transform_track_insert_key](#transform_track_insert_key)** **(** [int](class_int) idx, [float](class_float) time, [Vector3](class_vector3) loc, [Quat](class_quat) rot, [Vector3](class_vector3) scale **)** - * void **[track_insert_key](#track_insert_key)** **(** [int](class_int) idx, [float](class_float) time, var key, [float](class_float) transition=1 **)** - * void **[track_remove_key](#track_remove_key)** **(** [int](class_int) idx, [int](class_int) key_idx **)** - * void **[track_remove_key_at_pos](#track_remove_key_at_pos)** **(** [int](class_int) idx, [float](class_float) pos **)** - * void **[track_set_key_value](#track_set_key_value)** **(** [int](class_int) idx, [int](class_int) key, var value **)** - * void **[track_set_key_transition](#track_set_key_transition)** **(** [int](class_int) idx, [int](class_int) key_idx, [float](class_float) transition **)** - * [float](class_float) **[track_get_key_transition](#track_get_key_transition)** **(** [int](class_int) idx, [int](class_int) key_idx **)** const - * [int](class_int) **[track_get_key_count](#track_get_key_count)** **(** [int](class_int) idx **)** const - * void **[track_get_key_value](#track_get_key_value)** **(** [int](class_int) idx, [int](class_int) key_idx **)** const - * [float](class_float) **[track_get_key_time](#track_get_key_time)** **(** [int](class_int) idx, [int](class_int) key_idx **)** const - * [int](class_int) **[track_find_key](#track_find_key)** **(** [int](class_int) idx, [float](class_float) time, [bool](class_bool) exact=false **)** const - * void **[track_set_interpolation_type](#track_set_interpolation_type)** **(** [int](class_int) idx, [int](class_int) interpolation **)** - * [int](class_int) **[track_get_interpolation_type](#track_get_interpolation_type)** **(** [int](class_int) idx **)** const - * [Array](class_array) **[transform_track_interpolate](#transform_track_interpolate)** **(** [int](class_int) idx, [float](class_float) time_sec **)** const - * void **[value_track_set_continuous](#value_track_set_continuous)** **(** [int](class_int) idx, [bool](class_bool) continuous **)** - * [bool](class_bool) **[value_track_is_continuous](#value_track_is_continuous)** **(** [int](class_int) idx **)** const - * [IntArray](class_intarray) **[value_track_get_key_indices](#value_track_get_key_indices)** **(** [int](class_int) idx, [float](class_float) time_sec, [float](class_float) delta **)** const - * [IntArray](class_intarray) **[method_track_get_key_indices](#method_track_get_key_indices)** **(** [int](class_int) idx, [float](class_float) time_sec, [float](class_float) delta **)** const - * [String](class_string) **[method_track_get_name](#method_track_get_name)** **(** [int](class_int) idx, [int](class_int) key_idx **)** const - * [Array](class_array) **[method_track_get_params](#method_track_get_params)** **(** [int](class_int) idx, [int](class_int) key_idx **)** const - * void **[set_length](#set_length)** **(** [float](class_float) time_sec **)** - * [float](class_float) **[get_length](#get_length)** **(** **)** const - * void **[set_loop](#set_loop)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[has_loop](#has_loop)** **(** **)** const - * void **[set_step](#set_step)** **(** [float](class_float) size_sec **)** - * [float](class_float) **[get_step](#get_step)** **(** **)** const - * void **[clear](#clear)** **(** **)** - -### Numeric Constants - * **TYPE_VALUE** = **0** - Value tracks set values in node properties, but only those which can be Interpolated. - * **TYPE_TRANSFORM** = **1** - Transform tracks are used to change node local transforms or skeleton pose bones. Transitions are Interpolated. - * **TYPE_METHOD** = **2** - Method tracks call functions with given arguments per key. - * **INTERPOLATION_NEAREST** = **0** - No interpolation (nearest value). - * **INTERPOLATION_LINEAR** = **1** - Linear interpolation. - * **INTERPOLATION_CUBIC** = **2** - Cubic interpolation. - -### 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. - Animations are just data containers, and must be added to odes such as an [AnimationPlayer](class_animationplayer) or [AnimationTreePlayer](class_animationtreeplayer) to be played back. - -### Member Function Description - -#### add_track - * [int](class_int) **add_track** **(** [int](class_int) type, [int](class_int) at_pos=-1 **)** - -Add a track to the Animation. The track type must be specified as any of the values in te TYPE_* enumeration. - -#### remove_track - * void **remove_track** **(** [int](class_int) idx **)** - -Remove a track by specifying the track index. - -#### get_track_count - * [int](class_int) **get_track_count** **(** **)** const - -Return the amount of tracks in the animation. - -#### track_get_type - * [int](class_int) **track_get_type** **(** [int](class_int) idx **)** const - -Get the type of a track. - -#### track_get_path - * [NodePath](class_nodepath) **track_get_path** **(** [int](class_int) idx **)** const - -Get the path of a track. for more information on the path format, see [track_set_path](#track_set_path) - -#### track_set_path - * void **track_set_path** **(** [int](class_int) idx, [NodePath](class_nodepath) path **)** - -Set the path of a track. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ":". Example: "character/skeleton:ankle" or "character/mesh:transform/local" - -#### track_move_up - * void **track_move_up** **(** [int](class_int) idx **)** - -Move a track up. - -#### track_move_down - * void **track_move_down** **(** [int](class_int) idx **)** - -Nove a track down. - -#### transform_track_insert_key - * [int](class_int) **transform_track_insert_key** **(** [int](class_int) idx, [float](class_float) time, [Vector3](class_vector3) loc, [Quat](class_quat) rot, [Vector3](class_vector3) scale **)** - -Insert a transform key for a transform track. - -#### track_insert_key - * void **track_insert_key** **(** [int](class_int) idx, [float](class_float) time, var key, [float](class_float) transition=1 **)** - -Insert a generic key in a given track. - -#### track_remove_key - * void **track_remove_key** **(** [int](class_int) idx, [int](class_int) key_idx **)** - -Remove a key by index in a given track. - -#### track_remove_key_at_pos - * void **track_remove_key_at_pos** **(** [int](class_int) idx, [float](class_float) pos **)** - -Remove a key by position (seconds) in a given track. - -#### track_set_key_value - * void **track_set_key_value** **(** [int](class_int) idx, [int](class_int) key, var value **)** - -Set the value of an existing key. - -#### track_set_key_transition - * void **track_set_key_transition** **(** [int](class_int) idx, [int](class_int) key_idx, [float](class_float) transition **)** - -Set the transition curve (easing) for a specific key (see built-in - math function "ease"). - -#### track_get_key_transition - * [float](class_float) **track_get_key_transition** **(** [int](class_int) idx, [int](class_int) key_idx **)** const - -Return the transition curve (easing) for a specific key (see built-in - math function "ease"). - -#### track_get_key_count - * [int](class_int) **track_get_key_count** **(** [int](class_int) idx **)** const - -Return the amount of keys in a given track. - -#### track_get_key_value - * void **track_get_key_value** **(** [int](class_int) idx, [int](class_int) key_idx **)** const - -Return the value of a given key in a given track. - -#### track_get_key_time - * [float](class_float) **track_get_key_time** **(** [int](class_int) idx, [int](class_int) key_idx **)** const - -Return the time at which the key is located. - -#### track_find_key - * [int](class_int) **track_find_key** **(** [int](class_int) idx, [float](class_float) time, [bool](class_bool) exact=false **)** const - -Find the key index by time in a given track. Optionally, only find it if the exact time is given. - -#### track_set_interpolation_type - * void **track_set_interpolation_type** **(** [int](class_int) idx, [int](class_int) interpolation **)** - -Set the interpolation type of a given track, from the INTERPOLATION_* enum. - -#### track_get_interpolation_type - * [int](class_int) **track_get_interpolation_type** **(** [int](class_int) idx **)** const - -Return the interpolation type of a given track, from the INTERPOLATION_* enum. - -#### transform_track_interpolate - * [Array](class_array) **transform_track_interpolate** **(** [int](class_int) idx, [float](class_float) time_sec **)** const - -Return the interpolated value of a transform track at a given time (in seconds). An array consisting of 3 elements: position ([Vector3](class_vector3)), rotation ([Quat](class_quat)) and scale ([Vector3](class_vector3)). - -#### value_track_set_continuous - * void **value_track_set_continuous** **(** [int](class_int) idx, [bool](class_bool) continuous **)** - -Enable or disable interpolation for a whole track. By default tracks are interpolated. - -#### value_track_is_continuous - * [bool](class_bool) **value_track_is_continuous** **(** [int](class_int) idx **)** const - -Return wether interpolation is enabled or disabled for a whole track. By default tracks are interpolated. - -#### value_track_get_key_indices - * [IntArray](class_intarray) **value_track_get_key_indices** **(** [int](class_int) idx, [float](class_float) time_sec, [float](class_float) delta **)** const - -Return all the key indices of a value track, given a position and delta time. - -#### method_track_get_key_indices - * [IntArray](class_intarray) **method_track_get_key_indices** **(** [int](class_int) idx, [float](class_float) time_sec, [float](class_float) delta **)** const - -Return all the key indices of a method track, given a position and delta time. - -#### method_track_get_name - * [String](class_string) **method_track_get_name** **(** [int](class_int) idx, [int](class_int) key_idx **)** const - -Return the method name of a method track. - -#### method_track_get_params - * [Array](class_array) **method_track_get_params** **(** [int](class_int) idx, [int](class_int) key_idx **)** const - -Return the arguments values to be called on a method track for a given key in a given track. - -#### set_length - * void **set_length** **(** [float](class_float) time_sec **)** - -Set the total length of the animation (in seconds). Note that length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping. - -#### get_length - * [float](class_float) **get_length** **(** **)** const - -Return the total length of the animation (in seconds). - -#### set_loop - * void **set_loop** **(** [bool](class_bool) enabled **)** - -Set a flag indicating that the animation must loop. This is uses for correct interpolation of animation cycles, and for hinting the player that it must restart the animation. - -#### has_loop - * [bool](class_bool) **has_loop** **(** **)** const - -Return wether the animation has the loop flag set. - -#### clear - * void **clear** **(** **)** - -Clear the animation (clear all tracks and reset all). +http://docs.godotengine.org diff --git a/class_animationplayer.md b/class_animationplayer.md index 6d81195..505e8fd 100644 --- a/class_animationplayer.md +++ b/class_animationplayer.md @@ -1,240 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# AnimationPlayer -####**Inherits:** [Node](class_node) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Container and player of [Animaton] resources. - -### Member Functions - * [int](class_int) **[add_animation](#add_animation)** **(** [String](class_string) name, [Animation](class_animation) animation **)** - * void **[remove_animation](#remove_animation)** **(** [String](class_string) name **)** - * void **[rename_animation](#rename_animation)** **(** [String](class_string) name, [String](class_string) newname **)** - * [bool](class_bool) **[has_animation](#has_animation)** **(** [String](class_string) name **)** const - * [Animation](class_animation) **[get_animation](#get_animation)** **(** [String](class_string) name **)** const - * [StringArray](class_stringarray) **[get_animation_list](#get_animation_list)** **(** **)** const - * void **[set_blend_time](#set_blend_time)** **(** [String](class_string) anim_from, [String](class_string) anim_to, [float](class_float) sec **)** - * [float](class_float) **[get_blend_time](#get_blend_time)** **(** [String](class_string) anim_from, [String](class_string) anim_to **)** const - * void **[set_default_blend_time](#set_default_blend_time)** **(** [float](class_float) sec **)** - * [float](class_float) **[get_default_blend_time](#get_default_blend_time)** **(** **)** const - * void **[play](#play)** **(** [String](class_string) name="", [float](class_float) custom_blend=-1, [float](class_float) custom_speed=1, [bool](class_bool) from_end=false **)** - * void **[stop](#stop)** **(** **)** - * void **[stop_all](#stop_all)** **(** **)** - * [bool](class_bool) **[is_playing](#is_playing)** **(** **)** const - * void **[set_current_animation](#set_current_animation)** **(** [String](class_string) anim **)** - * [String](class_string) **[get_current_animation](#get_current_animation)** **(** **)** const - * void **[queue](#queue)** **(** [String](class_string) name **)** - * void **[clear_queue](#clear_queue)** **(** **)** - * void **[set_active](#set_active)** **(** [bool](class_bool) active **)** - * [bool](class_bool) **[is_active](#is_active)** **(** **)** const - * void **[set_speed](#set_speed)** **(** [float](class_float) speed **)** - * [float](class_float) **[get_speed](#get_speed)** **(** **)** const - * void **[set_autoplay](#set_autoplay)** **(** [String](class_string) name **)** - * [String](class_string) **[get_autoplay](#get_autoplay)** **(** **)** const - * void **[set_root](#set_root)** **(** [NodePath](class_nodepath) path **)** - * [NodePath](class_nodepath) **[get_root](#get_root)** **(** **)** const - * void **[seek](#seek)** **(** [float](class_float) pos_sec, [bool](class_bool) update=false **)** - * [float](class_float) **[get_pos](#get_pos)** **(** **)** const - * [String](class_string) **[find_animation](#find_animation)** **(** [Animation](class_animation) animation **)** const - * void **[clear_caches](#clear_caches)** **(** **)** - * void **[set_animation_process_mode](#set_animation_process_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_animation_process_mode](#get_animation_process_mode)** **(** **)** const - * [float](class_float) **[get_current_animation_pos](#get_current_animation_pos)** **(** **)** const - * [float](class_float) **[get_current_animation_length](#get_current_animation_length)** **(** **)** const - * void **[advance](#advance)** **(** [float](class_float) delta **)** - -### Signals - * **animation_changed** **(** [String](class_string) old_name, [String](class_string) new_name **)** - * **finished** **(** **)** - -### Numeric Constants - * **ANIMATION_PROCESS_FIXED** = **0** - Process animation on fixed process. This is specially useful - when animating kinematic bodies. - * **ANIMATION_PROCESS_IDLE** = **1** - Process animation on idle process. - -### Description -An animation player is used for general purpose playback of [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 diferent channels. - -### Member Function Description - -#### add_animation - * [int](class_int) **add_animation** **(** [String](class_string) name, [Animation](class_animation) animation **)** - -Add an animation resource to the player, which will be later referenced by the "name" argument. - -#### remove_animation - * void **remove_animation** **(** [String](class_string) name **)** - -Remove an animation from the player (by supplying the same name used to add it). - -#### rename_animation - * void **rename_animation** **(** [String](class_string) name, [String](class_string) newname **)** - -Rename an existing animation. - -#### has_animation - * [bool](class_bool) **has_animation** **(** [String](class_string) name **)** const - -Request wether an [Animation](class_animation) name exist within the player. - -#### get_animation - * [Animation](class_animation) **get_animation** **(** [String](class_string) name **)** const - -Get an [Animation](class_animation) resource by requesting a name. - -#### get_animation_list - * [StringArray](class_stringarray) **get_animation_list** **(** **)** const - -Get the list of names of the animations stored in the player. - -#### set_blend_time - * void **set_blend_time** **(** [String](class_string) anim_from, [String](class_string) anim_to, [float](class_float) sec **)** - -Specify a blend time (in seconds) between two animations, referemced by their names. - -#### get_blend_time - * [float](class_float) **get_blend_time** **(** [String](class_string) anim_from, [String](class_string) anim_to **)** const - -Get the blend time between two animations, referemced by their names. - -#### set_default_blend_time - * void **set_default_blend_time** **(** [float](class_float) sec **)** - -Set the default blend time between animations. - -#### get_default_blend_time - * [float](class_float) **get_default_blend_time** **(** **)** const - -Return the default blend time between animations. - -#### play - * void **play** **(** [String](class_string) name="", [float](class_float) custom_blend=-1, [float](class_float) custom_speed=1, [bool](class_bool) from_end=false **)** - -Play a given animation by the animation name. Custom - speed and blend times can be set. If custom speed is - negative (-1), 'from_end' being true can play the - animation backwards. - -#### stop - * void **stop** **(** **)** - -Stop the currently played animation. - -#### stop_all - * void **stop_all** **(** **)** - -Stop playback of animations (deprecated). - -#### is_playing - * [bool](class_bool) **is_playing** **(** **)** const - -Return wether an animation is playing. - -#### set_current_animation - * void **set_current_animation** **(** [String](class_string) anim **)** - -Set the current animation (even if no playback occurs). Using set_current_animation() and set_active() are similar to claling play(). - -#### get_current_animation - * [String](class_string) **get_current_animation** **(** **)** const - -Return the name of the animation being played. - -#### queue - * void **queue** **(** [String](class_string) name **)** - -Queue an animation for playback once the current one is done. - -#### clear_queue - * void **clear_queue** **(** **)** - -If animations are queued to play, clear them. - -#### set_active - * void **set_active** **(** [bool](class_bool) active **)** - -Set the player as active (playing). If false, it - will do nothing. - -#### is_active - * [bool](class_bool) **is_active** **(** **)** const - -Return true if the player is active. - -#### set_speed - * void **set_speed** **(** [float](class_float) speed **)** - -Set a speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is _1_ (no scaling). - -#### get_speed - * [float](class_float) **get_speed** **(** **)** const - -Get the speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is _1_ (no scaling). - -#### set_autoplay - * void **set_autoplay** **(** [String](class_string) name **)** - -Set the name of the animation that will be automatically played when the scene is loaded. - -#### get_autoplay - * [String](class_string) **get_autoplay** **(** **)** const - -Return the name of the animation that will be automatically played when the scene is loaded. - -#### set_root - * void **set_root** **(** [NodePath](class_nodepath) path **)** - -AnimationPlayer resolves animation track paths from - this node (which is relative to itself), by - default root is "..", but it can be changed.. - -#### get_root - * [NodePath](class_nodepath) **get_root** **(** **)** const - -Return path to root node (see [set_root]). - -#### seek - * void **seek** **(** [float](class_float) pos_sec, [bool](class_bool) update=false **)** - -Seek the animation to a given position in time (in - seconds). If 'update' - is true, the animation will be updated too, - otherwise it will be updated at process time. - -#### get_pos - * [float](class_float) **get_pos** **(** **)** const - -Return the playback position (in seconds) in an animation channel (or channel 0 if none is provided) - -#### find_animation - * [String](class_string) **find_animation** **(** [Animation](class_animation) animation **)** const - -Find an animation name by resource. - -#### clear_caches - * void **clear_caches** **(** **)** - -The animation player creates caches for faster access to the nodes it will animate. However, if a specific node is removed, it may not notice it, so clear_caches will force the player to search for the nodes again. - -#### set_animation_process_mode - * void **set_animation_process_mode** **(** [int](class_int) mode **)** - -Set the mode in which the animation player processes. By default, it processes on idle time (framerate dependent), but using fixed time works well for animating static collision bodies in 2D and 3D. See enum ANIMATION_PROCESS_*. - -#### get_animation_process_mode - * [int](class_int) **get_animation_process_mode** **(** **)** const - -Return the mode in which the animation player processes. See [set_animation_process_mode](#set_animation_process_mode). - -#### get_current_animation_pos - * [float](class_float) **get_current_animation_pos** **(** **)** const - -Get the position (in seconds) of the currently being - played animation. - -#### get_current_animation_length - * [float](class_float) **get_current_animation_length** **(** **)** const - -Get the length (in seconds) of the currently being - played animation. +http://docs.godotengine.org diff --git a/class_animationtreeplayer.md b/class_animationtreeplayer.md index 6ef5761..505e8fd 100644 --- a/class_animationtreeplayer.md +++ b/class_animationtreeplayer.md @@ -1,127 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# AnimationTreePlayer -####**Inherits:** [Node](class_node) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Animation Player that uses a node graph for the blending. - -### Member Functions - * void **[add_node](#add_node)** **(** [int](class_int) type, [String](class_string) id **)** - * [bool](class_bool) **[node_exists](#node_exists)** **(** [String](class_string) node **)** const - * [int](class_int) **[node_rename](#node_rename)** **(** [String](class_string) node, [String](class_string) new_name **)** - * [int](class_int) **[node_get_type](#node_get_type)** **(** [String](class_string) id **)** const - * [int](class_int) **[node_get_input_count](#node_get_input_count)** **(** [String](class_string) id **)** const - * [String](class_string) **[node_get_input_source](#node_get_input_source)** **(** [String](class_string) id, [int](class_int) idx **)** const - * void **[animation_node_set_animation](#animation_node_set_animation)** **(** [String](class_string) id, [Animation](class_animation) animation **)** - * [Animation](class_animation) **[animation_node_get_animation](#animation_node_get_animation)** **(** [String](class_string) id **)** const - * void **[animation_node_set_master_animation](#animation_node_set_master_animation)** **(** [String](class_string) id, [String](class_string) source **)** - * [String](class_string) **[animation_node_get_master_animation](#animation_node_get_master_animation)** **(** [String](class_string) id **)** const - * void **[oneshot_node_set_fadein_time](#oneshot_node_set_fadein_time)** **(** [String](class_string) id, [float](class_float) time_sec **)** - * [float](class_float) **[oneshot_node_get_fadein_time](#oneshot_node_get_fadein_time)** **(** [String](class_string) id **)** const - * void **[oneshot_node_set_fadeout_time](#oneshot_node_set_fadeout_time)** **(** [String](class_string) id, [float](class_float) time_sec **)** - * [float](class_float) **[oneshot_node_get_fadeout_time](#oneshot_node_get_fadeout_time)** **(** [String](class_string) id **)** const - * void **[oneshot_node_set_autorestart](#oneshot_node_set_autorestart)** **(** [String](class_string) id, [bool](class_bool) enable **)** - * void **[oneshot_node_set_autorestart_delay](#oneshot_node_set_autorestart_delay)** **(** [String](class_string) id, [float](class_float) delay_sec **)** - * void **[oneshot_node_set_autorestart_random_delay](#oneshot_node_set_autorestart_random_delay)** **(** [String](class_string) id, [float](class_float) rand_sec **)** - * [bool](class_bool) **[oneshot_node_has_autorestart](#oneshot_node_has_autorestart)** **(** [String](class_string) id **)** const - * [float](class_float) **[oneshot_node_get_autorestart_delay](#oneshot_node_get_autorestart_delay)** **(** [String](class_string) id **)** const - * [float](class_float) **[oneshot_node_get_autorestart_random_delay](#oneshot_node_get_autorestart_random_delay)** **(** [String](class_string) id **)** const - * void **[oneshot_node_start](#oneshot_node_start)** **(** [String](class_string) id **)** - * void **[oneshot_node_stop](#oneshot_node_stop)** **(** [String](class_string) id **)** - * [bool](class_bool) **[oneshot_node_is_active](#oneshot_node_is_active)** **(** [String](class_string) id **)** const - * void **[oneshot_node_set_filter_path](#oneshot_node_set_filter_path)** **(** [String](class_string) id, [NodePath](class_nodepath) path, [bool](class_bool) enable **)** - * void **[mix_node_set_amount](#mix_node_set_amount)** **(** [String](class_string) id, [float](class_float) ratio **)** - * [float](class_float) **[mix_node_get_amount](#mix_node_get_amount)** **(** [String](class_string) id **)** const - * void **[blend2_node_set_amount](#blend2_node_set_amount)** **(** [String](class_string) id, [float](class_float) blend **)** - * [float](class_float) **[blend2_node_get_amount](#blend2_node_get_amount)** **(** [String](class_string) id **)** const - * void **[blend2_node_set_filter_path](#blend2_node_set_filter_path)** **(** [String](class_string) id, [NodePath](class_nodepath) path, [bool](class_bool) enable **)** - * void **[blend3_node_set_amount](#blend3_node_set_amount)** **(** [String](class_string) id, [float](class_float) blend **)** - * [float](class_float) **[blend3_node_get_amount](#blend3_node_get_amount)** **(** [String](class_string) id **)** const - * void **[blend4_node_set_amount](#blend4_node_set_amount)** **(** [String](class_string) id, [Vector2](class_vector2) blend **)** - * [Vector2](class_vector2) **[blend4_node_get_amount](#blend4_node_get_amount)** **(** [String](class_string) id **)** const - * void **[timescale_node_set_scale](#timescale_node_set_scale)** **(** [String](class_string) id, [float](class_float) scale **)** - * [float](class_float) **[timescale_node_get_scale](#timescale_node_get_scale)** **(** [String](class_string) id **)** const - * void **[timeseek_node_seek](#timeseek_node_seek)** **(** [String](class_string) id, [float](class_float) pos_sec **)** - * void **[transition_node_set_input_count](#transition_node_set_input_count)** **(** [String](class_string) id, [int](class_int) count **)** - * [int](class_int) **[transition_node_get_input_count](#transition_node_get_input_count)** **(** [String](class_string) id **)** const - * void **[transition_node_delete_input](#transition_node_delete_input)** **(** [String](class_string) id, [int](class_int) input_idx **)** - * void **[transition_node_set_input_auto_advance](#transition_node_set_input_auto_advance)** **(** [String](class_string) id, [int](class_int) input_idx, [bool](class_bool) enable **)** - * [bool](class_bool) **[transition_node_has_input_auto_advance](#transition_node_has_input_auto_advance)** **(** [String](class_string) id, [int](class_int) input_idx **)** const - * void **[transition_node_set_xfade_time](#transition_node_set_xfade_time)** **(** [String](class_string) id, [float](class_float) time_sec **)** - * [float](class_float) **[transition_node_get_xfade_time](#transition_node_get_xfade_time)** **(** [String](class_string) id **)** const - * void **[transition_node_set_current](#transition_node_set_current)** **(** [String](class_string) id, [int](class_int) input_idx **)** - * [int](class_int) **[transition_node_get_current](#transition_node_get_current)** **(** [String](class_string) id **)** const - * void **[node_set_pos](#node_set_pos)** **(** [String](class_string) id, [Vector2](class_vector2) screen_pos **)** - * [Vector2](class_vector2) **[node_get_pos](#node_get_pos)** **(** [String](class_string) id **)** const - * void **[remove_node](#remove_node)** **(** [String](class_string) id **)** - * [int](class_int) **[connect](#connect)** **(** [String](class_string) id, [String](class_string) dst_id, [int](class_int) dst_input_idx **)** - * [bool](class_bool) **[is_connected](#is_connected)** **(** [String](class_string) id, [String](class_string) dst_id, [int](class_int) dst_input_idx **)** const - * void **[disconnect](#disconnect)** **(** [String](class_string) id, [int](class_int) dst_input_idx **)** - * void **[set_active](#set_active)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_active](#is_active)** **(** **)** const - * void **[set_base_path](#set_base_path)** **(** [NodePath](class_nodepath) path **)** - * [NodePath](class_nodepath) **[get_base_path](#get_base_path)** **(** **)** const - * void **[set_master_player](#set_master_player)** **(** [NodePath](class_nodepath) nodepath **)** - * [NodePath](class_nodepath) **[get_master_player](#get_master_player)** **(** **)** const - * [StringArray](class_stringarray) **[get_node_list](#get_node_list)** **(** **)** - * void **[reset](#reset)** **(** **)** - * void **[recompute_caches](#recompute_caches)** **(** **)** - -### Numeric Constants - * **NODE_OUTPUT** = **0** - * **NODE_ANIMATION** = **1** - * **NODE_ONESHOT** = **2** - * **NODE_MIX** = **3** - * **NODE_BLEND2** = **4** - * **NODE_BLEND3** = **5** - * **NODE_BLEND4** = **6** - * **NODE_TIMESCALE** = **7** - * **NODE_TIMESEEK** = **8** - * **NODE_TRANSITION** = **9** - -### Description -Animation Player that uses a node graph for the blending. This kind - of player is very useful when animating character or other skeleton - based rigs, because it can combine several animations to form a - desired pose. - -### Member Function Description - -#### add_node - * void **add_node** **(** [int](class_int) type, [String](class_string) id **)** - -Add a node of a given type in the graph with given - id. - -#### node_exists - * [bool](class_bool) **node_exists** **(** [String](class_string) node **)** const - -Check if a node exists (by name). - -#### node_rename - * [int](class_int) **node_rename** **(** [String](class_string) node, [String](class_string) new_name **)** - -Rename a node in the graph. - -#### node_get_type - * [int](class_int) **node_get_type** **(** [String](class_string) id **)** const - -Get the node type, will return from NODE_* enum. - -#### node_get_input_count - * [int](class_int) **node_get_input_count** **(** [String](class_string) id **)** const - -Return the input count for a given node. Different - types of nodes have different amount of inputs. - -#### node_get_input_source - * [String](class_string) **node_get_input_source** **(** [String](class_string) id, [int](class_int) idx **)** const - -Return the input source for a given node input. - -#### animation_node_set_animation - * void **animation_node_set_animation** **(** [String](class_string) id, [Animation](class_animation) animation **)** - -Set the animation for an animation node. +http://docs.godotengine.org diff --git a/class_area.md b/class_area.md index f7ce303..505e8fd 100644 --- a/class_area.md +++ b/class_area.md @@ -1,33 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Area -####**Inherits:** [CollisionObject](class_collisionobject) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_space_override_mode](#set_space_override_mode)** **(** [int](class_int) enable **)** - * [int](class_int) **[get_space_override_mode](#get_space_override_mode)** **(** **)** const - * void **[set_gravity_is_point](#set_gravity_is_point)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_gravity_a_point](#is_gravity_a_point)** **(** **)** const - * void **[set_gravity_vector](#set_gravity_vector)** **(** [Vector3](class_vector3) vector **)** - * [Vector3](class_vector3) **[get_gravity_vector](#get_gravity_vector)** **(** **)** const - * void **[set_gravity](#set_gravity)** **(** [float](class_float) gravity **)** - * [float](class_float) **[get_gravity](#get_gravity)** **(** **)** const - * void **[set_density](#set_density)** **(** [float](class_float) density **)** - * [float](class_float) **[get_density](#get_density)** **(** **)** const - * void **[set_priority](#set_priority)** **(** [float](class_float) priority **)** - * [float](class_float) **[get_priority](#get_priority)** **(** **)** const - * void **[set_enable_monitoring](#set_enable_monitoring)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_monitoring_enabled](#is_monitoring_enabled)** **(** **)** const - * [Array](class_array) **[get_overlapping_bodies](#get_overlapping_bodies)** **(** **)** const - -### Signals - * **body_enter** **(** [Object](class_object) body **)** - * **body_enter_shape** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) area_shape **)** - * **body_exit** **(** [Object](class_object) body **)** - * **body_exit_shape** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) area_shape **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_area2d.md b/class_area2d.md index bd7be9c..505e8fd 100644 --- a/class_area2d.md +++ b/class_area2d.md @@ -1,66 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Area2D -####**Inherits:** [CollisionObject2D](class_collisionobject2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -General purpose area detection and influence for 2D Phisics. - -### Member Functions - * void **[set_space_override_mode](#set_space_override_mode)** **(** [int](class_int) enable **)** - * [int](class_int) **[get_space_override_mode](#get_space_override_mode)** **(** **)** const - * void **[set_gravity_is_point](#set_gravity_is_point)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_gravity_a_point](#is_gravity_a_point)** **(** **)** const - * void **[set_gravity_vector](#set_gravity_vector)** **(** [Vector2](class_vector2) vector **)** - * [Vector2](class_vector2) **[get_gravity_vector](#get_gravity_vector)** **(** **)** const - * void **[set_gravity](#set_gravity)** **(** [float](class_float) gravity **)** - * [float](class_float) **[get_gravity](#get_gravity)** **(** **)** const - * void **[set_linear_damp](#set_linear_damp)** **(** [float](class_float) linear_damp **)** - * [float](class_float) **[get_linear_damp](#get_linear_damp)** **(** **)** const - * void **[set_angular_damp](#set_angular_damp)** **(** [float](class_float) angular_damp **)** - * [float](class_float) **[get_angular_damp](#get_angular_damp)** **(** **)** const - * void **[set_priority](#set_priority)** **(** [float](class_float) priority **)** - * [float](class_float) **[get_priority](#get_priority)** **(** **)** const - * void **[set_collision_mask](#set_collision_mask)** **(** [int](class_int) collision_mask **)** - * [int](class_int) **[get_collision_mask](#get_collision_mask)** **(** **)** const - * void **[set_layer_mask](#set_layer_mask)** **(** [int](class_int) layer_mask **)** - * [int](class_int) **[get_layer_mask](#get_layer_mask)** **(** **)** const - * void **[set_enable_monitoring](#set_enable_monitoring)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_monitoring_enabled](#is_monitoring_enabled)** **(** **)** const - * void **[set_monitorable](#set_monitorable)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_monitorable](#is_monitorable)** **(** **)** const - * [Array](class_array) **[get_overlapping_bodies](#get_overlapping_bodies)** **(** **)** const - * [Array](class_array) **[get_overlapping_areas](#get_overlapping_areas)** **(** **)** const - * [PhysicsBody2D](class_physicsbody2d) **[overlaps_body](#overlaps_body)** **(** [Object](class_object) body **)** const - * [Area2D](class_area2d) **[overlaps_area](#overlaps_area)** **(** [Object](class_object) area **)** const - -### Signals - * **body_enter** **(** [Object](class_object) body **)** - * **body_enter_shape** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) area_shape **)** - * **area_enter** **(** [Object](class_object) area **)** - * **area_enter_shape** **(** [int](class_int) area_id, [Object](class_object) area, [int](class_int) area_shape, [int](class_int) area_shape **)** - * **body_exit** **(** [Object](class_object) body **)** - * **body_exit_shape** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) area_shape **)** - * **area_exit** **(** [Object](class_object) area **)** - * **area_exit_shape** **(** [int](class_int) area_id, [Object](class_object) area, [int](class_int) area_shape, [int](class_int) area_shape **)** - -### Description -General purpose area detection for 2D Phisics. Areas can be used for detection of objects that enter/exit them, as well as overriding space parameters (changing gravity, damping, etc). An Area2D can be set as a children to a RigidBody2D to generate a custom gravity field. For this, use SPACE_OVERRIDE_COMBINE and point gravity at the center of mass. - -### Member Function Description - -#### set_gravity_is_point - * void **set_gravity_is_point** **(** [bool](class_bool) enable **)** - -When overriding space parameters, areas can have a center of gravity as a point. - -#### is_gravity_a_point - * [bool](class_bool) **is_gravity_a_point** **(** **)** const - -Return if gravity is a point. When overriding space parameters, areas can have a center of gravity as a point. - -#### set_gravity_vector - * void **set_gravity_vector** **(** [Vector2](class_vector2) vector **)** - -Set gravity vector. If gravity is a point, this will be the attraction center +http://docs.godotengine.org diff --git a/class_array.md b/class_array.md index 9d4bd2d..505e8fd 100644 --- a/class_array.md +++ b/class_array.md @@ -1,111 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Array -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Generic array datatype. - -### Member Functions - * void **[append](#append)** **(** var value **)** - * void **[clear](#clear)** **(** **)** - * [bool](class_bool) **[empty](#empty)** **(** **)** - * void **[erase](#erase)** **(** var value **)** - * [int](class_int) **[find](#find)** **(** var value **)** - * [int](class_int) **[hash](#hash)** **(** **)** - * void **[insert](#insert)** **(** [int](class_int) pos, var value **)** - * void **[invert](#invert)** **(** **)** - * [bool](class_bool) **[is_shared](#is_shared)** **(** **)** - * void **[push_back](#push_back)** **(** var value **)** - * void **[remove](#remove)** **(** [int](class_int) pos **)** - * void **[resize](#resize)** **(** [int](class_int) pos **)** - * [int](class_int) **[size](#size)** **(** **)** - * void **[sort](#sort)** **(** **)** - * void **[sort_custom](#sort_custom)** **(** [Object](class_object) obj, [String](class_string) func **)** - * [Array](class_array) **[Array](#Array)** **(** [RawArray](class_rawarray) from **)** - * [Array](class_array) **[Array](#Array)** **(** [IntArray](class_intarray) from **)** - * [Array](class_array) **[Array](#Array)** **(** [RealArray](class_realarray) from **)** - * [Array](class_array) **[Array](#Array)** **(** [StringArray](class_stringarray) from **)** - * [Array](class_array) **[Array](#Array)** **(** [Vector2Array](class_vector2array) from **)** - * [Array](class_array) **[Array](#Array)** **(** [Vector3Array](class_vector3array) from **)** - * [Array](class_array) **[Array](#Array)** **(** [ColorArray](class_colorarray) from **)** - -### Description -Generic array, contains several elements of any type, accessible by numerical index starting at 0. Arrays are always passed by reference. - -### Member Function Description - -#### clear - * void **clear** **(** **)** - -Clear the array (resize to 0). - -#### empty - * [bool](class_bool) **empty** **(** **)** - -Return true if the array is empty (size==0). - -#### hash - * [int](class_int) **hash** **(** **)** - -Return a hashed integer value representing the array contents. - -#### insert - * void **insert** **(** [int](class_int) pos, var value **)** - -Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()). - -#### push_back - * void **push_back** **(** var value **)** - -Append an element at the end of the array. - -#### remove - * void **remove** **(** [int](class_int) pos **)** - -Remove an element from the array by index. - -#### resize - * void **resize** **(** [int](class_int) pos **)** - -Resize the array to contain a different number of elements. If the array size is smaller, elements are cleared, if bigger, new elements are Null. - -#### size - * [int](class_int) **size** **(** **)** - -Return the amount of elements in the array. - -#### Array - * [Array](class_array) **Array** **(** [RawArray](class_rawarray) from **)** - -Construct an array from a [RawArray](class_rawarray). - -#### Array - * [Array](class_array) **Array** **(** [IntArray](class_intarray) from **)** - -Construct an array from a [RawArray](class_rawarray). - -#### Array - * [Array](class_array) **Array** **(** [RealArray](class_realarray) from **)** - -Construct an array from a [RawArray](class_rawarray). - -#### Array - * [Array](class_array) **Array** **(** [StringArray](class_stringarray) from **)** - -Construct an array from a [RawArray](class_rawarray). - -#### Array - * [Array](class_array) **Array** **(** [Vector2Array](class_vector2array) from **)** - -Construct an array from a [RawArray](class_rawarray). - -#### Array - * [Array](class_array) **Array** **(** [Vector3Array](class_vector3array) from **)** - -Construct an array from a [RawArray](class_rawarray). - -#### Array - * [Array](class_array) **Array** **(** [ColorArray](class_colorarray) from **)** - -Construct an array from a [RawArray](class_rawarray). +http://docs.godotengine.org diff --git a/class_atlastexture.md b/class_atlastexture.md index e102952..505e8fd 100644 --- a/class_atlastexture.md +++ b/class_atlastexture.md @@ -1,18 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# AtlasTexture -####**Inherits:** [Texture](class_texture) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_atlas](#set_atlas)** **(** [Texture](class_texture) atlas **)** - * [Texture](class_texture) **[get_atlas](#get_atlas)** **(** **)** const - * void **[set_region](#set_region)** **(** [Rect2](class_rect2) region **)** - * [Rect2](class_rect2) **[get_region](#get_region)** **(** **)** const - * void **[set_margin](#set_margin)** **(** [Rect2](class_rect2) margin **)** - * [Rect2](class_rect2) **[get_margin](#get_margin)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_audioserver.md b/class_audioserver.md index b00e692..505e8fd 100644 --- a/class_audioserver.md +++ b/class_audioserver.md @@ -1,289 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# AudioServer -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Server interface for low level audio access. - -### Member Functions - * [RID](class_rid) **[sample_create](#sample_create)** **(** [int](class_int) format, [bool](class_bool) stereo, [int](class_int) length **)** - * void **[sample_set_description](#sample_set_description)** **(** [RID](class_rid) sample, [String](class_string) description **)** - * [String](class_string) **[sample_get_description](#sample_get_description)** **(** [RID](class_rid) sample, [String](class_string) arg1 **)** const - * [int](class_int) **[sample_get_format](#sample_get_format)** **(** [RID](class_rid) sample **)** const - * [bool](class_bool) **[sample_is_stereo](#sample_is_stereo)** **(** [RID](class_rid) sample **)** const - * [int](class_int) **[sample_get_length](#sample_get_length)** **(** [RID](class_rid) sample **)** const - * void **[sample_set_signed_data](#sample_set_signed_data)** **(** [RID](class_rid) sample, [RealArray](class_realarray) data **)** - * void **[sample_set_data](#sample_set_data)** **(** [RID](class_rid) sample, [RawArray](class_rawarray) arg1 **)** - * [RawArray](class_rawarray) **[sample_get_data](#sample_get_data)** **(** [RID](class_rid) sample **)** const - * void **[sample_set_mix_rate](#sample_set_mix_rate)** **(** [RID](class_rid) sample, [int](class_int) mix_rate **)** - * [int](class_int) **[sample_get_mix_rate](#sample_get_mix_rate)** **(** [RID](class_rid) sample **)** const - * void **[sample_set_loop_format](#sample_set_loop_format)** **(** [RID](class_rid) sample, [int](class_int) loop_format **)** - * [int](class_int) **[sample_get_loop_format](#sample_get_loop_format)** **(** [RID](class_rid) sample **)** const - * void **[sample_set_loop_begin](#sample_set_loop_begin)** **(** [RID](class_rid) sample, [int](class_int) pos **)** - * [int](class_int) **[sample_get_loop_begin](#sample_get_loop_begin)** **(** [RID](class_rid) sample **)** const - * void **[sample_set_loop_end](#sample_set_loop_end)** **(** [RID](class_rid) sample, [int](class_int) pos **)** - * [int](class_int) **[sample_get_loop_end](#sample_get_loop_end)** **(** [RID](class_rid) sample **)** const - * [RID](class_rid) **[voice_create](#voice_create)** **(** **)** - * void **[voice_play](#voice_play)** **(** [RID](class_rid) voice, [RID](class_rid) sample **)** - * void **[voice_set_volume](#voice_set_volume)** **(** [RID](class_rid) voice, [float](class_float) volume **)** - * void **[voice_set_pan](#voice_set_pan)** **(** [RID](class_rid) voice, [float](class_float) pan, [float](class_float) depth=0, [float](class_float) height=0 **)** - * void **[voice_set_filter](#voice_set_filter)** **(** [RID](class_rid) voice, [int](class_int) type, [float](class_float) cutoff, [float](class_float) resonance, [float](class_float) gain=0 **)** - * void **[voice_set_chorus](#voice_set_chorus)** **(** [RID](class_rid) voice, [float](class_float) chorus **)** - * void **[voice_set_reverb](#voice_set_reverb)** **(** [RID](class_rid) voice, [int](class_int) room, [float](class_float) reverb **)** - * void **[voice_set_mix_rate](#voice_set_mix_rate)** **(** [RID](class_rid) voice, [int](class_int) rate **)** - * void **[voice_set_positional](#voice_set_positional)** **(** [RID](class_rid) voice, [bool](class_bool) enabled **)** - * [float](class_float) **[voice_get_volume](#voice_get_volume)** **(** [RID](class_rid) voice **)** const - * [float](class_float) **[voice_get_pan](#voice_get_pan)** **(** [RID](class_rid) voice **)** const - * [float](class_float) **[voice_get_pan_height](#voice_get_pan_height)** **(** [RID](class_rid) voice **)** const - * [float](class_float) **[voice_get_pan_depth](#voice_get_pan_depth)** **(** [RID](class_rid) voice **)** const - * [int](class_int) **[voice_get_filter_type](#voice_get_filter_type)** **(** [RID](class_rid) voice **)** const - * [float](class_float) **[voice_get_filter_cutoff](#voice_get_filter_cutoff)** **(** [RID](class_rid) voice **)** const - * [float](class_float) **[voice_get_filter_resonance](#voice_get_filter_resonance)** **(** [RID](class_rid) voice **)** const - * [float](class_float) **[voice_get_chorus](#voice_get_chorus)** **(** [RID](class_rid) voice **)** const - * [int](class_int) **[voice_get_reverb_type](#voice_get_reverb_type)** **(** [RID](class_rid) voice **)** const - * [float](class_float) **[voice_get_reverb](#voice_get_reverb)** **(** [RID](class_rid) voice **)** const - * [int](class_int) **[voice_get_mix_rate](#voice_get_mix_rate)** **(** [RID](class_rid) voice **)** const - * [bool](class_bool) **[voice_is_positional](#voice_is_positional)** **(** [RID](class_rid) voice **)** const - * void **[voice_stop](#voice_stop)** **(** [RID](class_rid) voice **)** - * void **[free](#free)** **(** [RID](class_rid) rid **)** - * void **[set_stream_global_volume_scale](#set_stream_global_volume_scale)** **(** [float](class_float) scale **)** - * [float](class_float) **[get_stream_global_volume_scale](#get_stream_global_volume_scale)** **(** **)** const - * void **[set_fx_global_volume_scale](#set_fx_global_volume_scale)** **(** [float](class_float) scale **)** - * [float](class_float) **[get_fx_global_volume_scale](#get_fx_global_volume_scale)** **(** **)** const - * void **[set_event_voice_global_volume_scale](#set_event_voice_global_volume_scale)** **(** [float](class_float) scale **)** - * [float](class_float) **[get_event_voice_global_volume_scale](#get_event_voice_global_volume_scale)** **(** **)** const - -### Numeric Constants - * **SAMPLE_FORMAT_PCM8** = **0** - Sample format is 8 bits, signed. - * **SAMPLE_FORMAT_PCM16** = **1** - Sample format is 16 bits, signed. - * **SAMPLE_FORMAT_IMA_ADPCM** = **2** - Sample format is IMA-ADPCM compressed. - * **SAMPLE_LOOP_NONE** = **0** - Sample does not loop. - * **SAMPLE_LOOP_FORWARD** = **1** - Sample loops in forward mode. - * **SAMPLE_LOOP_PING_PONG** = **2** - Sample loops in a bidirectional way. - * **FILTER_NONE** = **0** - Filter is disable. - * **FILTER_LOWPASS** = **1** - Filter is a resonant lowpass. - * **FILTER_BANDPASS** = **2** - Filter is a resonant bandpass. - * **FILTER_HIPASS** = **3** - Filter is a resonant highpass. - * **FILTER_NOTCH** = **4** - Filter is a notch. - * **FILTER_BANDLIMIT** = **6** - Filter is a bandlimit (resonance used as highpass). - * **REVERB_SMALL** = **0** - Small reverb room (closet, bathroom, etc). - * **REVERB_MEDIUM** = **1** - Medium reverb room (living room) - * **REVERB_LARGE** = **2** - Large reverb room (warehouse). - * **REVERB_HALL** = **3** - Large reverb room with long decay. - -### Description -AudioServer is a low level server interface for audio access. It is"#10;"#9;in charge of creating sample data (playable audio) as well as it's"#10;"#9;playback via a voice interface. - -### Member Function Description - -#### sample_create - * [RID](class_rid) **sample_create** **(** [int](class_int) format, [bool](class_bool) stereo, [int](class_int) length **)** - -Create an audio sample, return a [RID](class_rid) referencing"#10;"#9;"#9;"#9;it. The sample will be created with a given format"#10;"#9;"#9;"#9;(from the SAMPLE_FORMAT_* enum), a total length (in"#10;"#9;"#9;"#9;frames, not samples or bytes), in either stereo or"#10;"#9;"#9;"#9;mono. - -#### sample_set_description - * void **sample_set_description** **(** [RID](class_rid) sample, [String](class_string) description **)** - -Set the description of an audio sample. Mainly used"#10;"#9;"#9;"#9;for organization. - -#### sample_get_description - * [String](class_string) **sample_get_description** **(** [RID](class_rid) sample, [String](class_string) arg1 **)** const - -Return the description of an audio sample. Mainly"#10;"#9;"#9;"#9;used for organization. - -#### sample_get_format - * [int](class_int) **sample_get_format** **(** [RID](class_rid) sample **)** const - -Return the format of the audio sample, in the form"#10;"#9;"#9;"#9;of the SAMPLE_FORMAT_* enum. - -#### sample_is_stereo - * [bool](class_bool) **sample_is_stereo** **(** [RID](class_rid) sample **)** const - -Return wether the sample is stereo (2 channels) - -#### sample_get_length - * [int](class_int) **sample_get_length** **(** [RID](class_rid) sample **)** const - -Return the length in frames of the audio sample (not"#10;"#9;"#9;"#9;samples or bytes). - -#### sample_set_signed_data - * void **sample_set_signed_data** **(** [RID](class_rid) sample, [RealArray](class_realarray) data **)** - -Set the sample data for a given sample as an array"#10;"#9;"#9;"#9;of floats. The length must be equal to the sample"#10;"#9;"#9;"#9;lenght or an error will be produced. - -#### sample_set_data - * void **sample_set_data** **(** [RID](class_rid) sample, [RawArray](class_rawarray) arg1 **)** - -Set the sample data for a given sample as an array"#10;"#9;"#9;"#9;of bytes. The length must be equal to the sample"#10;"#9;"#9;"#9;lenght expected in bytes or an error will be produced. - -#### sample_get_data - * [RawArray](class_rawarray) **sample_get_data** **(** [RID](class_rid) sample **)** const - -Return the sample data as an array of bytes. The"#10;"#9;"#9;"#9;length will be the expected length in bytes. - -#### sample_set_mix_rate - * void **sample_set_mix_rate** **(** [RID](class_rid) sample, [int](class_int) mix_rate **)** - -Change the default mix rate of a given sample. - -#### sample_get_mix_rate - * [int](class_int) **sample_get_mix_rate** **(** [RID](class_rid) sample **)** const - -Return the mix rate of the given sample. - -#### sample_set_loop_format - * void **sample_set_loop_format** **(** [RID](class_rid) sample, [int](class_int) loop_format **)** - -Set the loop format for a sample from the"#10;"#9;"#9;"#9;SAMPLE_LOOP_* enum. As a warning, Ping Pong loops"#10;"#9;"#9;"#9;may not be available on some hardware-mixing"#10;"#9;"#9;"#9;platforms. - -#### sample_get_loop_format - * [int](class_int) **sample_get_loop_format** **(** [RID](class_rid) sample **)** const - -Return the loop format for a sample, as a value from"#10;"#9;"#9;"#9;the SAMPLE_LOOP_* enum. - -#### sample_set_loop_begin - * void **sample_set_loop_begin** **(** [RID](class_rid) sample, [int](class_int) pos **)** - -Set the initial loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [sample_set_loop_format](#sample_set_loop_format). - -#### sample_get_loop_begin - * [int](class_int) **sample_get_loop_begin** **(** [RID](class_rid) sample **)** const - -Return the initial loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [sample_set_loop_format](#sample_set_loop_format). - -#### sample_set_loop_end - * void **sample_set_loop_end** **(** [RID](class_rid) sample, [int](class_int) pos **)** - -Set the final loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [sample_set_loop_format](#sample_set_loop_format). - -#### sample_get_loop_end - * [int](class_int) **sample_get_loop_end** **(** [RID](class_rid) sample **)** const - -Return the final loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [sample_set_loop_format](#sample_set_loop_format). - -#### voice_create - * [RID](class_rid) **voice_create** **(** **)** - -Allocate a voice for playback. Voices are"#10;"#9;"#9;"#9;persistent. A voice can play a single sample at the"#10;"#9;"#9;"#9;same time. See [sample_create](#sample_create). - -#### voice_play - * void **voice_play** **(** [RID](class_rid) voice, [RID](class_rid) sample **)** - -Start playback of a given voice using a given"#10;"#9;"#9;"#9;sample. If the voice was already playing it will be"#10;"#9;"#9;"#9;restarted. - -#### voice_set_volume - * void **voice_set_volume** **(** [RID](class_rid) voice, [float](class_float) volume **)** - -Change the volume of a currently playing voice."#10;"#9;"#9;"#9;Volume is expressed as linear gain where 0.0 is mute"#10;"#9;"#9;"#9;and 1.0 is default. - -#### voice_set_pan - * void **voice_set_pan** **(** [RID](class_rid) voice, [float](class_float) pan, [float](class_float) depth=0, [float](class_float) height=0 **)** - -Change the pan of a currently playing voice and,"#10;"#9;"#9;"#9;optionally, the depth and height for a positional/3D"#10;"#9;"#9;"#9;sound. Panning values are expressed within the -1 to"#10;"#9;"#9;"#9;+1 range. - -#### voice_set_filter - * void **voice_set_filter** **(** [RID](class_rid) voice, [int](class_int) type, [float](class_float) cutoff, [float](class_float) resonance, [float](class_float) gain=0 **)** - -Set a resonant filter post processing for the voice."#10;"#9;"#9;"#9;Filter type is a value from the FILTER_* enum. - -#### voice_set_chorus - * void **voice_set_chorus** **(** [RID](class_rid) voice, [float](class_float) chorus **)** - -Set chorus send post processing for the voice (from"#10;"#9;"#9;"#9;0 to 1). - -#### voice_set_reverb - * void **voice_set_reverb** **(** [RID](class_rid) voice, [int](class_int) room, [float](class_float) reverb **)** - -Set the reverb send post processing for the voice (from"#10;"#9;"#9;"#9;0 to 1) and the reverb type, from the REVERB_* enum. - -#### voice_set_mix_rate - * void **voice_set_mix_rate** **(** [RID](class_rid) voice, [int](class_int) rate **)** - -Set a different playback mix rate for the given"#10;"#9;"#9;"#9;voice. - -#### voice_set_positional - * void **voice_set_positional** **(** [RID](class_rid) voice, [bool](class_bool) enabled **)** - -Set wether a given voice is positional. This is only"#10;"#9;"#9;"#9;interpreted as a hint and used for backends that may"#10;"#9;"#9;"#9;support binaural encoding. - -#### voice_get_volume - * [float](class_float) **voice_get_volume** **(** [RID](class_rid) voice **)** const - -Return the current volume for a given voice. - -#### voice_get_pan - * [float](class_float) **voice_get_pan** **(** [RID](class_rid) voice **)** const - -Return the current pan for a given voice (-1 to +1"#10;"#9;"#9;"#9;range). - -#### voice_get_pan_height - * [float](class_float) **voice_get_pan_height** **(** [RID](class_rid) voice **)** const - -Return the current pan height for a given voice (-1 to +1"#10;"#9;"#9;"#9;range). - -#### voice_get_pan_depth - * [float](class_float) **voice_get_pan_depth** **(** [RID](class_rid) voice **)** const - -Return the current pan depth for a given voice (-1 to +1"#10;"#9;"#9;"#9;range). - -#### voice_get_filter_type - * [int](class_int) **voice_get_filter_type** **(** [RID](class_rid) voice **)** const - -Return the current selected filter type for a given"#10;"#9;"#9;"#9;voice, from the FILTER_* enum. - -#### voice_get_filter_cutoff - * [float](class_float) **voice_get_filter_cutoff** **(** [RID](class_rid) voice **)** const - -Return the current filter cutoff (in hz) for a given"#10;"#9;"#9;"#9;voice. - -#### voice_get_filter_resonance - * [float](class_float) **voice_get_filter_resonance** **(** [RID](class_rid) voice **)** const - -Return the current filter resonance for a given"#10;"#9;"#9;"#9;voice. - -#### voice_get_chorus - * [float](class_float) **voice_get_chorus** **(** [RID](class_rid) voice **)** const - -Return the current chorus send for a given"#10;"#9;"#9;"#9;voice (0 to 1). - -#### voice_get_reverb_type - * [int](class_int) **voice_get_reverb_type** **(** [RID](class_rid) voice **)** const - -Return the current reverb type for a given voice"#10;"#9;"#9;"#9;from the REVERB_* enum. - -#### voice_get_reverb - * [float](class_float) **voice_get_reverb** **(** [RID](class_rid) voice **)** const - -Return the current reverb send for a given voice"#10;"#9;"#9;"#9;(0 to 1). - -#### voice_get_mix_rate - * [int](class_int) **voice_get_mix_rate** **(** [RID](class_rid) voice **)** const - -Return the current mix rate for a given voice. - -#### voice_is_positional - * [bool](class_bool) **voice_is_positional** **(** [RID](class_rid) voice **)** const - -Return wether the current voice is positional. See"#10;"#9;"#9;"#9;[voice_set_positional](#voice_set_positional). - -#### voice_stop - * void **voice_stop** **(** [RID](class_rid) voice **)** - -Stop a given voice. - -#### free - * void **free** **(** [RID](class_rid) rid **)** - -Free a [RID](class_rid) resource. - -#### set_stream_global_volume_scale - * void **set_stream_global_volume_scale** **(** [float](class_float) scale **)** - -Set global scale for stream playback. Default is 1.0. - -#### get_stream_global_volume_scale - * [float](class_float) **get_stream_global_volume_scale** **(** **)** const - -Return the global scale for stream playback. +http://docs.godotengine.org diff --git a/class_audioserversw.md b/class_audioserversw.md index e4a852f..505e8fd 100644 --- a/class_audioserversw.md +++ b/class_audioserversw.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# AudioServerSW -####**Inherits:** [AudioServer](class_audioserver) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_audiostream.md b/class_audiostream.md index fa8a177..505e8fd 100644 --- a/class_audiostream.md +++ b/class_audiostream.md @@ -1,87 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# AudioStream -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for audio streams. - -### Member Functions - * void **[play](#play)** **(** **)** - * void **[stop](#stop)** **(** **)** - * [bool](class_bool) **[is_playing](#is_playing)** **(** **)** const - * void **[set_loop](#set_loop)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[has_loop](#has_loop)** **(** **)** const - * [String](class_string) **[get_stream_name](#get_stream_name)** **(** **)** const - * [int](class_int) **[get_loop_count](#get_loop_count)** **(** **)** const - * void **[seek_pos](#seek_pos)** **(** [float](class_float) pos **)** - * [float](class_float) **[get_pos](#get_pos)** **(** **)** const - * [float](class_float) **[get_length](#get_length)** **(** **)** const - * [int](class_int) **[get_update_mode](#get_update_mode)** **(** **)** const - * void **[update](#update)** **(** **)** - -### Numeric Constants - * **UPDATE_NONE** = **0** - Does not need update, or manual polling. - * **UPDATE_IDLE** = **1** - Stream is updated on the main thread, when idle. - * **UPDATE_THREAD** = **2** - Stream is updated on its own thread. - -### Description -Base class for audio streams. Audio streams are used for music"#10;"#9;playback, or other types of streamed sounds that don't fit or"#10;"#9;requiere more flexibility than a [Sample](class_sample). - -### Member Function Description - -#### play - * void **play** **(** **)** - -Start playback of an audio stream. - -#### stop - * void **stop** **(** **)** - -Stop playback of an audio stream. - -#### is_playing - * [bool](class_bool) **is_playing** **(** **)** const - -Return wether the audio stream is currently playing. - -#### set_loop - * void **set_loop** **(** [bool](class_bool) enabled **)** - -Set the loop hint for the audio stream playback. if"#10;"#9;"#9;"#9;true, audio stream will attempt to loop (restart)"#10;"#9;"#9;"#9;when finished. - -#### has_loop - * [bool](class_bool) **has_loop** **(** **)** const - -Return wether the audio stream loops. See [set_loop](#set_loop) - -#### get_stream_name - * [String](class_string) **get_stream_name** **(** **)** const - -Return the name of the audio stream. Often the song"#10;"#9;"#9;"#9;title when the stream is music. - -#### get_loop_count - * [int](class_int) **get_loop_count** **(** **)** const - -Return the amount of times that the stream has"#10;"#9;"#9;"#9;looped (if loop is supported). - -#### seek_pos - * void **seek_pos** **(** [float](class_float) pos **)** - -Seek to a certain position (in seconds) in an audio"#10;"#9;"#9;"#9;stream. - -#### get_pos - * [float](class_float) **get_pos** **(** **)** const - -Return the current playing position (in seconds) of the audio"#10;"#9;"#9;"#9;stream (if supported). Since this value is updated"#10;"#9;"#9;"#9;internally, it may not be exact or updated"#10;"#9;"#9;"#9;continuosly. Accuracy depends on the sample buffer"#10;"#9;"#9;"#9;size of the audio driver. - -#### get_update_mode - * [int](class_int) **get_update_mode** **(** **)** const - -Return the type of update that the stream uses. Some"#10;"#9;"#9;"#9;types of stream may need manual polling. - -#### update - * void **update** **(** **)** - -Manually poll the audio stream (if it is requested"#10;"#9;"#9;"#9;to). +http://docs.godotengine.org diff --git a/class_audiostreamgibberish.md b/class_audiostreamgibberish.md index 9be1eae..505e8fd 100644 --- a/class_audiostreamgibberish.md +++ b/class_audiostreamgibberish.md @@ -1,63 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# AudioStreamGibberish -####**Inherits:** [AudioStream](class_audiostream) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Simple gibberish speech stream playback. - -### Member Functions - * void **[set_phonemes](#set_phonemes)** **(** [Object](class_object) phonemes **)** - * [Object](class_object) **[get_phonemes](#get_phonemes)** **(** **)** const - * void **[set_pitch_scale](#set_pitch_scale)** **(** [float](class_float) pitch_scale **)** - * [float](class_float) **[get_pitch_scale](#get_pitch_scale)** **(** **)** const - * void **[set_pitch_random_scale](#set_pitch_random_scale)** **(** [float](class_float) pitch_random_scale **)** - * [float](class_float) **[get_pitch_random_scale](#get_pitch_random_scale)** **(** **)** const - * void **[set_xfade_time](#set_xfade_time)** **(** [float](class_float) sec **)** - * [float](class_float) **[get_xfade_time](#get_xfade_time)** **(** **)** const - -### Description -AudioStream used for gibberish playback. It plays randomized phonemes, which can be used to accompany text dialogs. - -### Member Function Description - -#### set_phonemes - * void **set_phonemes** **(** [Object](class_object) phonemes **)** - -Set the phoneme library. - -#### get_phonemes - * [Object](class_object) **get_phonemes** **(** **)** const - -Return the phoneme library. - -#### set_pitch_scale - * void **set_pitch_scale** **(** [float](class_float) pitch_scale **)** - -Set pitch scale for the speech. Animating this value holds amusing results. - -#### get_pitch_scale - * [float](class_float) **get_pitch_scale** **(** **)** const - -Return the pitch scale. - -#### set_pitch_random_scale - * void **set_pitch_random_scale** **(** [float](class_float) pitch_random_scale **)** - -Set the random scaling for the pitch. - -#### get_pitch_random_scale - * [float](class_float) **get_pitch_random_scale** **(** **)** const - -Return the pitch random scaling. - -#### set_xfade_time - * void **set_xfade_time** **(** [float](class_float) sec **)** - -Set the cross-fade time between random phonemes. - -#### get_xfade_time - * [float](class_float) **get_xfade_time** **(** **)** const - -Return the cross-fade time between random phonemes. +http://docs.godotengine.org diff --git a/class_audiostreammpc.md b/class_audiostreammpc.md index 263319a..505e8fd 100644 --- a/class_audiostreammpc.md +++ b/class_audiostreammpc.md @@ -1,27 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# AudioStreamMPC -####**Inherits:** [AudioStreamResampled](class_audiostreamresampled) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -MusePack audio stream driver. - -### Member Functions - * void **[set_file](#set_file)** **(** [String](class_string) name **)** - * [String](class_string) **[get_file](#get_file)** **(** **)** const - -### Description -MusePack audio stream driver. - -### Member Function Description - -#### set_file - * void **set_file** **(** [String](class_string) name **)** - -Set the file to be played. - -#### get_file - * [String](class_string) **get_file** **(** **)** const - -Return the file being played. +http://docs.godotengine.org diff --git a/class_audiostreamoggvorbis.md b/class_audiostreamoggvorbis.md index ce6209f..505e8fd 100644 --- a/class_audiostreamoggvorbis.md +++ b/class_audiostreamoggvorbis.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# AudioStreamOGGVorbis -####**Inherits:** [AudioStreamResampled](class_audiostreamresampled) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -OGG Vorbis audio stream driver. - -### Description -OGG Vorbis audio stream driver. +http://docs.godotengine.org diff --git a/class_audiostreamresampled.md b/class_audiostreamresampled.md index d850cb4..505e8fd 100644 --- a/class_audiostreamresampled.md +++ b/class_audiostreamresampled.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# AudioStreamResampled -####**Inherits:** [AudioStream](class_audiostream) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for resampled audio streams. - -### Description -Base class for resampled audio streams. +http://docs.godotengine.org diff --git a/class_audiostreamspeex.md b/class_audiostreamspeex.md index c3579f4..505e8fd 100644 --- a/class_audiostreamspeex.md +++ b/class_audiostreamspeex.md @@ -1,27 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# AudioStreamSpeex -####**Inherits:** [AudioStreamResampled](class_audiostreamresampled) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Speex audio stream driver. - -### Member Functions - * void **[set_file](#set_file)** **(** [String](class_string) file **)** - * [String](class_string) **[get_file](#get_file)** **(** **)** const - -### Description -Speex audio stream driver. Speex is very useful for compressed speech. It allows loading a very large amount of speech in memory at little IO/latency cost. - -### Member Function Description - -#### set_file - * void **set_file** **(** [String](class_string) file **)** - -Set the speech file (which is loaded to memory). - -#### get_file - * [String](class_string) **get_file** **(** **)** const - -Return the speech file. +http://docs.godotengine.org diff --git a/class_backbuffercopy.md b/class_backbuffercopy.md index 81a5474..505e8fd 100644 --- a/class_backbuffercopy.md +++ b/class_backbuffercopy.md @@ -1,21 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# BackBufferCopy -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_rect](#set_rect)** **(** [Rect2](class_rect2) rect **)** - * [Rect2](class_rect2) **[get_rect](#get_rect)** **(** **)** const - * void **[set_copy_mode](#set_copy_mode)** **(** [int](class_int) copy_mode **)** - * [int](class_int) **[get_copy_mode](#get_copy_mode)** **(** **)** const - -### Numeric Constants - * **COPY_MODE_DISALED** = **0** - * **COPY_MODE_RECT** = **1** - * **COPY_MODE_VIEWPORT** = **2** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_bakedlight.md b/class_bakedlight.md index 01aa047..505e8fd 100644 --- a/class_bakedlight.md +++ b/class_bakedlight.md @@ -1,64 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# BakedLight -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_mode](#set_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_mode](#get_mode)** **(** **)** const - * void **[set_octree](#set_octree)** **(** [RawArray](class_rawarray) octree **)** - * [RawArray](class_rawarray) **[get_octree](#get_octree)** **(** **)** const - * void **[set_light](#set_light)** **(** [RawArray](class_rawarray) light **)** - * [RawArray](class_rawarray) **[get_light](#get_light)** **(** **)** const - * void **[set_sampler_octree](#set_sampler_octree)** **(** [IntArray](class_intarray) sampler_octree **)** - * [IntArray](class_intarray) **[get_sampler_octree](#get_sampler_octree)** **(** **)** const - * void **[add_lightmap](#add_lightmap)** **(** [Texture](class_texture) texture, [Vector2](class_vector2) gen_size **)** - * void **[erase_lightmap](#erase_lightmap)** **(** [int](class_int) id **)** - * void **[clear_lightmaps](#clear_lightmaps)** **(** **)** - * void **[set_cell_subdivision](#set_cell_subdivision)** **(** [int](class_int) cell_subdivision **)** - * [int](class_int) **[get_cell_subdivision](#get_cell_subdivision)** **(** **)** const - * void **[set_initial_lattice_subdiv](#set_initial_lattice_subdiv)** **(** [int](class_int) cell_subdivision **)** - * [int](class_int) **[get_initial_lattice_subdiv](#get_initial_lattice_subdiv)** **(** **)** const - * void **[set_plot_size](#set_plot_size)** **(** [float](class_float) plot_size **)** - * [float](class_float) **[get_plot_size](#get_plot_size)** **(** **)** const - * void **[set_bounces](#set_bounces)** **(** [int](class_int) bounces **)** - * [int](class_int) **[get_bounces](#get_bounces)** **(** **)** const - * void **[set_cell_extra_margin](#set_cell_extra_margin)** **(** [float](class_float) cell_extra_margin **)** - * [float](class_float) **[get_cell_extra_margin](#get_cell_extra_margin)** **(** **)** const - * void **[set_edge_damp](#set_edge_damp)** **(** [float](class_float) edge_damp **)** - * [float](class_float) **[get_edge_damp](#get_edge_damp)** **(** **)** const - * void **[set_normal_damp](#set_normal_damp)** **(** [float](class_float) normal_damp **)** - * [float](class_float) **[get_normal_damp](#get_normal_damp)** **(** **)** const - * void **[set_tint](#set_tint)** **(** [float](class_float) tint **)** - * [float](class_float) **[get_tint](#get_tint)** **(** **)** const - * void **[set_saturation](#set_saturation)** **(** [float](class_float) saturation **)** - * [float](class_float) **[get_saturation](#get_saturation)** **(** **)** const - * void **[set_ao_radius](#set_ao_radius)** **(** [float](class_float) ao_radius **)** - * [float](class_float) **[get_ao_radius](#get_ao_radius)** **(** **)** const - * void **[set_ao_strength](#set_ao_strength)** **(** [float](class_float) ao_strength **)** - * [float](class_float) **[get_ao_strength](#get_ao_strength)** **(** **)** const - * void **[set_format](#set_format)** **(** [int](class_int) format **)** - * [int](class_int) **[get_format](#get_format)** **(** **)** const - * void **[set_transfer_lightmaps_only_to_uv2](#set_transfer_lightmaps_only_to_uv2)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_transfer_lightmaps_only_to_uv2](#get_transfer_lightmaps_only_to_uv2)** **(** **)** const - * void **[set_energy_multiplier](#set_energy_multiplier)** **(** [float](class_float) energy_multiplier **)** - * [float](class_float) **[get_energy_multiplier](#get_energy_multiplier)** **(** **)** const - * void **[set_gamma_adjust](#set_gamma_adjust)** **(** [float](class_float) gamma_adjust **)** - * [float](class_float) **[get_gamma_adjust](#get_gamma_adjust)** **(** **)** const - * void **[set_bake_flag](#set_bake_flag)** **(** [int](class_int) flag, [bool](class_bool) enabled **)** - * [bool](class_bool) **[get_bake_flag](#get_bake_flag)** **(** [int](class_int) flag **)** const - -### Numeric Constants - * **MODE_OCTREE** = **0** - * **MODE_LIGHTMAPS** = **1** - * **BAKE_DIFFUSE** = **0** - * **BAKE_SPECULAR** = **1** - * **BAKE_TRANSLUCENT** = **2** - * **BAKE_CONSERVE_ENERGY** = **3** - * **BAKE_MAX** = **5** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_bakedlightinstance.md b/class_bakedlightinstance.md index 13fc741..505e8fd 100644 --- a/class_bakedlightinstance.md +++ b/class_bakedlightinstance.md @@ -1,18 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# BakedLightInstance -####**Inherits:** [VisualInstance](class_visualinstance) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_baked_light](#set_baked_light)** **(** [Object](class_object) baked_light **)** - * [Object](class_object) **[get_baked_light](#get_baked_light)** **(** **)** const - * [RID](class_rid) **[get_baked_light_instance](#get_baked_light_instance)** **(** **)** const - -### Signals - * **baked_light_changed** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_bakedlightsampler.md b/class_bakedlightsampler.md index 299f25f..505e8fd 100644 --- a/class_bakedlightsampler.md +++ b/class_bakedlightsampler.md @@ -1,23 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# BakedLightSampler -####**Inherits:** [VisualInstance](class_visualinstance) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_param](#set_param)** **(** [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[get_param](#get_param)** **(** [int](class_int) param **)** const - * void **[set_resolution](#set_resolution)** **(** [int](class_int) resolution **)** - * [int](class_int) **[get_resolution](#get_resolution)** **(** **)** const - -### Numeric Constants - * **PARAM_RADIUS** = **0** - * **PARAM_STRENGTH** = **1** - * **PARAM_ATTENUATION** = **2** - * **PARAM_DETAIL_RATIO** = **3** - * **PARAM_MAX** = **4** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_basebutton.md b/class_basebutton.md index 126317c..505e8fd 100644 --- a/class_basebutton.md +++ b/class_basebutton.md @@ -1,83 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# BaseButton -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Provides a base class for different kinds of buttons. - -### Member Functions - * void **[_pressed](#_pressed)** **(** **)** virtual - * void **[_toggled](#_toggled)** **(** [bool](class_bool) pressed **)** virtual - * void **[set_pressed](#set_pressed)** **(** [bool](class_bool) pressed **)** - * [bool](class_bool) **[is_pressed](#is_pressed)** **(** **)** const - * [bool](class_bool) **[is_hovered](#is_hovered)** **(** **)** const - * void **[set_toggle_mode](#set_toggle_mode)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_toggle_mode](#is_toggle_mode)** **(** **)** const - * void **[set_disabled](#set_disabled)** **(** [bool](class_bool) disabled **)** - * [bool](class_bool) **[is_disabled](#is_disabled)** **(** **)** const - * void **[set_click_on_press](#set_click_on_press)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_click_on_press](#get_click_on_press)** **(** **)** const - * [int](class_int) **[get_draw_mode](#get_draw_mode)** **(** **)** const - -### Signals - * **released** **(** **)** - * **toggled** **(** [bool](class_bool) pressed **)** - * **pressed** **(** **)** - -### Numeric Constants - * **DRAW_NORMAL** = **0** - * **DRAW_PRESSED** = **1** - * **DRAW_HOVER** = **2** - * **DRAW_DISABLED** = **3** - -### Description -BaseButton is the abstract base class for buttons, so it shouldn't be used directly (It doesnt display anything). Other types of buttons inherit from it. - -### Member Function Description - -#### set_pressed - * void **set_pressed** **(** [bool](class_bool) pressed **)** - -Set the button to pressed state (only if toggle_mode is active). - -#### is_pressed - * [bool](class_bool) **is_pressed** **(** **)** const - -Return when the button is pressed (only if toggle_mode is active). - -#### set_toggle_mode - * void **set_toggle_mode** **(** [bool](class_bool) enabled **)** - -Set the button toggle_mode property. Toggle mode makes the button flip state between pressed and unpressed each time its area is clicked. - -#### is_toggle_mode - * [bool](class_bool) **is_toggle_mode** **(** **)** const - -Return the toggle_mode property (see [set_toggle_mode](#set_toggle_mode)). - -#### set_disabled - * void **set_disabled** **(** [bool](class_bool) disabled **)** - -Set the button into disabled state. When a button is disabled, it can"apos;t be clicked or toggled. - -#### is_disabled - * [bool](class_bool) **is_disabled** **(** **)** const - -Return wether the button is in disabled state (see [set_disabled](#set_disabled)). - -#### set_click_on_press - * void **set_click_on_press** **(** [bool](class_bool) enable **)** - -Set the button click_on_press mode. This mode generates click events when a mousebutton or key is just pressed (by default events are generated when the button/keys are released and both press and release occur in the visual area of the Button). - -#### get_click_on_press - * [bool](class_bool) **get_click_on_press** **(** **)** const - -Return the state of the click_on_press property (see [set_click_on_press](#set_click_on_press)). - -#### get_draw_mode - * [int](class_int) **get_draw_mode** **(** **)** const - -Return the visual state used to draw the button. This is useful mainly when implementing your own draw code by either overiding _draw() or connecting to "draw" signal. The visual state of the button is defined by the DRAW_* enum. +http://docs.godotengine.org diff --git a/class_bitmap.md b/class_bitmap.md index 899d08a..505e8fd 100644 --- a/class_bitmap.md +++ b/class_bitmap.md @@ -1,19 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# BitMap -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[create](#create)** **(** [Vector2](class_vector2) size **)** - * void **[create_from_image_alpha](#create_from_image_alpha)** **(** [Image](class_image) image **)** - * void **[set_bit](#set_bit)** **(** [Vector2](class_vector2) pos, [bool](class_bool) bit **)** - * [bool](class_bool) **[get_bit](#get_bit)** **(** [Vector2](class_vector2) pos **)** const - * void **[set_bit_rect](#set_bit_rect)** **(** [Rect2](class_rect2) p_rect, [bool](class_bool) bit **)** - * [int](class_int) **[get_true_bit_count](#get_true_bit_count)** **(** **)** const - * [Vector2](class_vector2) **[get_size](#get_size)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_boneattachment.md b/class_boneattachment.md index c94709e..505e8fd 100644 --- a/class_boneattachment.md +++ b/class_boneattachment.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# BoneAttachment -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_bool.md b/class_bool.md index e0dd81c..505e8fd 100644 --- a/class_bool.md +++ b/class_bool.md @@ -1,17 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# bool -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Boolean built-in type - -### Member Functions - * [bool](class_bool) **[bool](#bool)** **(** [int](class_int) from **)** - * [bool](class_bool) **[bool](#bool)** **(** [float](class_float) from **)** - * [bool](class_bool) **[bool](#bool)** **(** [String](class_string) from **)** - -### Description -Boolean built-in type. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_boxcontainer.md b/class_boxcontainer.md index e470f53..505e8fd 100644 --- a/class_boxcontainer.md +++ b/class_boxcontainer.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# BoxContainer -####**Inherits:** [Container](class_container) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for Box containers. - -### Description -Base class for Box containers. It arranges children controls vertically or horizontally, and rearranges them automatically when their minimum size changes. +http://docs.godotengine.org diff --git a/class_boxshape.md b/class_boxshape.md index 94b0d10..505e8fd 100644 --- a/class_boxshape.md +++ b/class_boxshape.md @@ -1,27 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# BoxShape -####**Inherits:** [Shape](class_shape) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Box shape resource. - -### Member Functions - * void **[set_extents](#set_extents)** **(** [Vector3](class_vector3) extents **)** - * [Vector3](class_vector3) **[get_extents](#get_extents)** **(** **)** const - -### Description -Box shape resource, which can be set into a [PhysicsBody](class_physicsbody) or area. - -### Member Function Description - -#### set_extents - * void **set_extents** **(** [Vector3](class_vector3) extents **)** - -Set the half extents for the shape. - -#### get_extents - * [Vector3](class_vector3) **get_extents** **(** **)** const - -Return the half extents of the shape. +http://docs.godotengine.org diff --git a/class_button.md b/class_button.md index 5b6b38a..505e8fd 100644 --- a/class_button.md +++ b/class_button.md @@ -1,55 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Button -####**Inherits:** [BaseButton](class_basebutton) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Standard themed Button. - -### Member Functions - * void **[set_text](#set_text)** **(** [String](class_string) text **)** - * [String](class_string) **[get_text](#get_text)** **(** **)** const - * void **[set_button_icon](#set_button_icon)** **(** [Texture](class_texture) texture **)** - * [Texture](class_texture) **[get_button_icon](#get_button_icon)** **(** **)** const - * void **[set_flat](#set_flat)** **(** [bool](class_bool) enabled **)** - * void **[set_clip_text](#set_clip_text)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[get_clip_text](#get_clip_text)** **(** **)** const - * void **[set_text_align](#set_text_align)** **(** [int](class_int) align **)** - * [int](class_int) **[get_text_align](#get_text_align)** **(** **)** const - * [bool](class_bool) **[is_flat](#is_flat)** **(** **)** const - -### Description -Button is just the standard themed button: [image src="images/button_example.png"/] It can contain text and an icon, and will display them according to the current [Theme](class_theme). - -### Member Function Description - -#### set_text - * void **set_text** **(** [String](class_string) text **)** - -Set the button text, which will be displayed inside the button area. - -#### get_text - * [String](class_string) **get_text** **(** **)** const - -Return the button text. - -#### set_flat - * void **set_flat** **(** [bool](class_bool) enabled **)** - -Set the _flat_ property of a Button. Flat buttons don"apos;t display decoration unless hoevered or pressed. - -#### set_clip_text - * void **set_clip_text** **(** [bool](class_bool) enabled **)** - -Set the _clip_text_ property of a Button. When this property is enabled, text that is too large to fit the button is clipped, when disabled (default) the Button will always be wide enough to hold the text. - -#### get_clip_text - * [bool](class_bool) **get_clip_text** **(** **)** const - -Return the state of the _clip_text_ property (see [set_clip_text](#set_clip_text)) - -#### is_flat - * [bool](class_bool) **is_flat** **(** **)** const - -Return the state of the _flat_ property (see [set_flat](#set_flat)) +http://docs.godotengine.org diff --git a/class_buttonarray.md b/class_buttonarray.md index 8915bcb..505e8fd 100644 --- a/class_buttonarray.md +++ b/class_buttonarray.md @@ -1,87 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ButtonArray -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Array of Buttons. - -### Member Functions - * void **[add_button](#add_button)** **(** [String](class_string) text **)** - * void **[add_icon_button](#add_icon_button)** **(** [Object](class_object) icon, [String](class_string) text="" **)** - * void **[set_button_text](#set_button_text)** **(** [int](class_int) button, [String](class_string) text **)** - * void **[set_button_icon](#set_button_icon)** **(** [int](class_int) button, [Object](class_object) icon **)** - * [String](class_string) **[get_button_text](#get_button_text)** **(** [int](class_int) button **)** const - * [Object](class_object) **[get_button_icon](#get_button_icon)** **(** [int](class_int) button **)** const - * [int](class_int) **[get_button_count](#get_button_count)** **(** **)** const - * [int](class_int) **[get_selected](#get_selected)** **(** **)** const - * [int](class_int) **[get_hovered](#get_hovered)** **(** **)** const - * void **[set_selected](#set_selected)** **(** [int](class_int) button **)** - * void **[erase_button](#erase_button)** **(** [int](class_int) button **)** - * void **[clear](#clear)** **(** **)** - -### Signals - * **button_selected** **(** [int](class_int) button **)** - -### Numeric Constants - * **ALIGN_BEGIN** = **0** - Align buttons at the begining. - * **ALIGN_CENTER** = **1** - Align buttons in the middle. - * **ALIGN_END** = **2** - Align buttons at the end. - * **ALIGN_FILL** = **3** - Spread the buttons, but keep them small. - * **ALIGN_EXPAND_FILL** = **4** - Spread the buttons, but expand them. - -### Description -Array of Buttons. A Button array is useful to have an array of buttons laid out vertically or horizontally. Only one can be selected. This is useful for joypad based interfaces and option menus. - -### Member Function Description - -#### add_button - * void **add_button** **(** [String](class_string) text **)** - -Add a new button. - -#### set_button_icon - * void **set_button_icon** **(** [int](class_int) button, [Object](class_object) icon **)** - -Set the icon of an existing button. - -#### get_button_text - * [String](class_string) **get_button_text** **(** [int](class_int) button **)** const - -Return the text of an existing button. - -#### get_button_icon - * [Object](class_object) **get_button_icon** **(** [int](class_int) button **)** const - -Return the icon of an existing button. - -#### get_button_count - * [int](class_int) **get_button_count** **(** **)** const - -Return the amount of buttons in the array. - -#### get_selected - * [int](class_int) **get_selected** **(** **)** const - -Return the currently selected button in the array. - -#### get_hovered - * [int](class_int) **get_hovered** **(** **)** const - -Return the currently hovered button in the array. - -#### set_selected - * void **set_selected** **(** [int](class_int) button **)** - -Sekect a button in the array. - -#### erase_button - * void **erase_button** **(** [int](class_int) button **)** - -Remove a button in the array, by index. - -#### clear - * void **clear** **(** **)** - -Clear the button array. +http://docs.godotengine.org diff --git a/class_buttongroup.md b/class_buttongroup.md index 3531c3a..505e8fd 100644 --- a/class_buttongroup.md +++ b/class_buttongroup.md @@ -1,45 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ButtonGroup -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Group of Buttons. - -### Member Functions - * [BaseButton](class_basebutton) **[get_pressed_button](#get_pressed_button)** **(** **)** const - * [int](class_int) **[get_pressed_button_index](#get_pressed_button_index)** **(** **)** const - * [BaseButton](class_basebutton) **[get_focused_button](#get_focused_button)** **(** **)** const - * [Array](class_array) **[get_button_list](#get_button_list)** **(** **)** const - * void **[set_pressed_button](#set_pressed_button)** **(** [BaseButton](class_basebutton) button **)** - -### Description -Group of [Button](class_button)s. All direct and indirect children buttons become radios. Only one allows being pressed. - -### Member Function Description - -#### get_pressed_button - * [BaseButton](class_basebutton) **get_pressed_button** **(** **)** const - -Return the pressed button. - -#### get_pressed_button_index - * [int](class_int) **get_pressed_button_index** **(** **)** const - -Return the index of the pressed button (by tree order). - -#### get_focused_button - * [BaseButton](class_basebutton) **get_focused_button** **(** **)** const - -Return the focused button. - -#### get_button_list - * [Array](class_array) **get_button_list** **(** **)** const - -Return the list of all the buttons in the group. - -#### set_pressed_button - * void **set_pressed_button** **(** [BaseButton](class_basebutton) button **)** - -Set the button to be pressed. +http://docs.godotengine.org diff --git a/class_camera.md b/class_camera.md index f86a8d0..505e8fd 100644 --- a/class_camera.md +++ b/class_camera.md @@ -1,84 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Camera -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Camera node, displays from a point of view. - -### Member Functions - * [Vector3](class_vector3) **[project_ray_normal](#project_ray_normal)** **(** [Vector2](class_vector2) screen_point **)** const - * [Vector3](class_vector3) **[project_local_ray_normal](#project_local_ray_normal)** **(** [Vector2](class_vector2) screen_point **)** const - * [Vector3](class_vector3) **[project_ray_origin](#project_ray_origin)** **(** [Vector2](class_vector2) screen_point **)** const - * [Vector2](class_vector2) **[unproject_position](#unproject_position)** **(** [Vector3](class_vector3) world_point **)** const - * [bool](class_bool) **[is_position_behind](#is_position_behind)** **(** [Vector3](class_vector3) world_point **)** const - * [Vector3](class_vector3) **[project_position](#project_position)** **(** [Vector2](class_vector2) screen_point **)** const - * void **[set_perspective](#set_perspective)** **(** [float](class_float) fov, [float](class_float) z_near, [float](class_float) z_far **)** - * void **[set_orthogonal](#set_orthogonal)** **(** [float](class_float) size, [float](class_float) z_near, [float](class_float) z_far **)** - * void **[make_current](#make_current)** **(** **)** - * void **[clear_current](#clear_current)** **(** **)** - * [bool](class_bool) **[is_current](#is_current)** **(** **)** const - * [Transform](class_transform) **[get_camera_transform](#get_camera_transform)** **(** **)** const - * [float](class_float) **[get_fov](#get_fov)** **(** **)** const - * [float](class_float) **[get_size](#get_size)** **(** **)** const - * [float](class_float) **[get_zfar](#get_zfar)** **(** **)** const - * [float](class_float) **[get_znear](#get_znear)** **(** **)** const - * [int](class_int) **[get_projection](#get_projection)** **(** **)** const - * void **[set_visible_layers](#set_visible_layers)** **(** [int](class_int) mask **)** - * [int](class_int) **[get_visible_layers](#get_visible_layers)** **(** **)** const - * void **[set_environment](#set_environment)** **(** [Environment](class_environment) env **)** - * [Environment](class_environment) **[get_environment](#get_environment)** **(** **)** const - * void **[set_keep_aspect_mode](#set_keep_aspect_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_keep_aspect_mode](#get_keep_aspect_mode)** **(** **)** const - -### Numeric Constants - * **PROJECTION_PERSPECTIVE** = **0** - Perspective Projection (object's size on the screen becomes smaller when far away). - * **PROJECTION_ORTHOGONAL** = **1** - Orthogonal Projection (objects remain the same size on the screen no matter how far away they are). - * **KEEP_WIDTH** = **0** - * **KEEP_HEIGHT** = **1** - -### Description -Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest [Viewport](class_viewport) node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the Camera will register in the global viewport. In other words, a Camera just provides _3D_ display capabilities to a [Viewport](class_viewport), and, without one, a [Scene] registered in that [Viewport](class_viewport) (or higher viewports) can't be displayed. - -### Member Function Description - -#### project_ray_normal - * [Vector3](class_vector3) **project_ray_normal** **(** [Vector2](class_vector2) screen_point **)** const - -Return a normal vector in worldspace, that is the result of projecting a point on the [Viewport](class_viewport) rectangle by the camera projection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking. - -#### project_ray_origin - * [Vector3](class_vector3) **project_ray_origin** **(** [Vector2](class_vector2) screen_point **)** const - -Return a 3D position in worldspace, that is the result of projecting a point on the [Viewport](class_viewport) rectangle by the camera projection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking. - -#### unproject_position - * [Vector2](class_vector2) **unproject_position** **(** [Vector3](class_vector3) world_point **)** const - -Return how a 3D point in worldpsace maps to a 2D coordinate in the [Viewport](class_viewport) rectangle. - -#### set_perspective - * void **set_perspective** **(** [float](class_float) fov, [float](class_float) z_near, [float](class_float) z_far **)** - -Set the camera projection to perspective mode, by specifying a _FOV_ Y angle in degrees (FOV means Field of View), and the _near_ and _far_ clip planes in worldspace units. - -#### set_orthogonal - * void **set_orthogonal** **(** [float](class_float) size, [float](class_float) z_near, [float](class_float) z_far **)** - -Set the camera projection to orthogonal mode, by specifying a"#10;"#9;"#9;"#9;width and the _near_ and _far_ clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels) - -#### make_current - * void **make_current** **(** **)** - -Make this camera the current Camera for the [Viewport](class_viewport) (see class description). If the Camera Node is outside the scene tree, it will attempt to become current once it"apos;s added. - -#### is_current - * [bool](class_bool) **is_current** **(** **)** const - -Return wether the Camera is the current one in the [Viewport](class_viewport), or plans to become current (if outside the scene tree). - -#### get_camera_transform - * [Transform](class_transform) **get_camera_transform** **(** **)** const - -Get the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the [Node](class_node) transform. +http://docs.godotengine.org diff --git a/class_camera2d.md b/class_camera2d.md index d22fc66..505e8fd 100644 --- a/class_camera2d.md +++ b/class_camera2d.md @@ -1,109 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Camera2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Camera node for 2D scenes. - -### Member Functions - * void **[set_offset](#set_offset)** **(** [Vector2](class_vector2) offset **)** - * [Vector2](class_vector2) **[get_offset](#get_offset)** **(** **)** const - * void **[set_centered](#set_centered)** **(** [bool](class_bool) centered **)** - * [bool](class_bool) **[is_centered](#is_centered)** **(** **)** const - * void **[set_rotating](#set_rotating)** **(** [bool](class_bool) rotating **)** - * [bool](class_bool) **[is_rotating](#is_rotating)** **(** **)** const - * void **[make_current](#make_current)** **(** **)** - * void **[clear_current](#clear_current)** **(** **)** - * [bool](class_bool) **[is_current](#is_current)** **(** **)** const - * void **[set_limit](#set_limit)** **(** [int](class_int) margin, [int](class_int) limit **)** - * [int](class_int) **[get_limit](#get_limit)** **(** [int](class_int) margin **)** const - * void **[set_v_drag_enabled](#set_v_drag_enabled)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_v_drag_enabled](#is_v_drag_enabled)** **(** **)** const - * void **[set_h_drag_enabled](#set_h_drag_enabled)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_h_drag_enabled](#is_h_drag_enabled)** **(** **)** const - * void **[set_v_offset](#set_v_offset)** **(** [float](class_float) ofs **)** - * [float](class_float) **[get_v_offset](#get_v_offset)** **(** **)** const - * void **[set_h_offset](#set_h_offset)** **(** [float](class_float) ofs **)** - * [float](class_float) **[get_h_offset](#get_h_offset)** **(** **)** const - * void **[set_drag_margin](#set_drag_margin)** **(** [int](class_int) margin, [float](class_float) drag_margin **)** - * [float](class_float) **[get_drag_margin](#get_drag_margin)** **(** [int](class_int) margin **)** const - * [Vector2](class_vector2) **[get_camera_pos](#get_camera_pos)** **(** **)** const - * [Vector2](class_vector2) **[get_camera_screen_center](#get_camera_screen_center)** **(** **)** const - * void **[set_zoom](#set_zoom)** **(** [Vector2](class_vector2) arg0 **)** - * [Vector2](class_vector2) **[get_zoom](#get_zoom)** **(** **)** const - * void **[set_follow_smoothing](#set_follow_smoothing)** **(** [float](class_float) follow_smoothing **)** - * [float](class_float) **[get_follow_smoothing](#get_follow_smoothing)** **(** **)** const - * void **[force_update_scroll](#force_update_scroll)** **(** **)** - -### Description -Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of [CanvasItem](class_canvasitem) based nodes. - This node is intended to be a simple helper get get things going quickly - and it may happen often that more functionality is desired to change - how the camera works. To make your own custom camera node, simply - inherit from [Node2D](class_node2d) and change the transform of the canvas by - calling get_viewport().set_canvas_transform(m) in [Viewport](class_viewport). - -### Member Function Description - -#### set_offset - * void **set_offset** **(** [Vector2](class_vector2) offset **)** - -Set the scroll offset. Useful for looking around or - camera shake animations. - -#### get_offset - * [Vector2](class_vector2) **get_offset** **(** **)** const - -Return the scroll offset. - -#### set_centered - * void **set_centered** **(** [bool](class_bool) centered **)** - -Set to true if the camera is at the center of the screen (default: true). - -#### is_centered - * [bool](class_bool) **is_centered** **(** **)** const - -Return true if the camera is at the center of the screen (default: true). - -#### make_current - * void **make_current** **(** **)** - -Make this the current 2D camera for the scene (viewport and layer), in case there's many cameras in the scene. - -#### is_current - * [bool](class_bool) **is_current** **(** **)** const - -Return true of this is the current camera (see [Camera2D.make_current](camera2d#make_current)). - -#### set_limit - * void **set_limit** **(** [int](class_int) margin, [int](class_int) limit **)** - -Set the scrolling limit in pixels - -#### get_limit - * [int](class_int) **get_limit** **(** [int](class_int) margin **)** const - -Return the scrolling limit in pixels - -#### set_drag_margin - * void **set_drag_margin** **(** [int](class_int) margin, [float](class_float) drag_margin **)** - -Set the margins needed to drag the camera (relative to the screen size). Margin uses the MARGIN_* enum. Drag margins of 0,0,0,0 will keep the camera at the center of the screen, while drag margins of 1,1,1,1 will only move when the camera is at the edges. - -#### get_drag_margin - * [float](class_float) **get_drag_margin** **(** [int](class_int) margin **)** const - -Return the margins needed to drag the camera (see [set_drag_margin](#set_drag_margin)). - -#### get_camera_pos - * [Vector2](class_vector2) **get_camera_pos** **(** **)** const - -Return the camera position. - -#### force_update_scroll - * void **force_update_scroll** **(** **)** - -Force the camera to update scroll immediately. +http://docs.godotengine.org diff --git a/class_canvasitem.md b/class_canvasitem.md index 87c4aee..505e8fd 100644 --- a/class_canvasitem.md +++ b/class_canvasitem.md @@ -1,229 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CanvasItem -####**Inherits:** [Node](class_node) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class of anything 2D. - -### Member Functions - * void **[_draw](#_draw)** **(** **)** virtual - * void **[edit_set_state](#edit_set_state)** **(** var state **)** - * void **[edit_get](#edit_get)** **(** **)** const - * void **[edit_set_rect](#edit_set_rect)** **(** [Rect2](class_rect2) rect **)** - * void **[edit_rotate](#edit_rotate)** **(** [float](class_float) degrees **)** - * [Rect2](class_rect2) **[get_item_rect](#get_item_rect)** **(** **)** const - * [RID](class_rid) **[get_canvas_item](#get_canvas_item)** **(** **)** const - * [bool](class_bool) **[is_visible](#is_visible)** **(** **)** const - * [bool](class_bool) **[is_hidden](#is_hidden)** **(** **)** const - * void **[show](#show)** **(** **)** - * void **[hide](#hide)** **(** **)** - * void **[update](#update)** **(** **)** - * void **[set_as_toplevel](#set_as_toplevel)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_set_as_toplevel](#is_set_as_toplevel)** **(** **)** const - * void **[set_blend_mode](#set_blend_mode)** **(** [int](class_int) blend_mode **)** - * [int](class_int) **[get_blend_mode](#get_blend_mode)** **(** **)** const - * void **[set_light_mask](#set_light_mask)** **(** [int](class_int) light_mask **)** - * [int](class_int) **[get_light_mask](#get_light_mask)** **(** **)** const - * void **[set_opacity](#set_opacity)** **(** [float](class_float) opacity **)** - * [float](class_float) **[get_opacity](#get_opacity)** **(** **)** const - * void **[set_self_opacity](#set_self_opacity)** **(** [float](class_float) self_opacity **)** - * [float](class_float) **[get_self_opacity](#get_self_opacity)** **(** **)** const - * void **[set_draw_behind_parent](#set_draw_behind_parent)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_draw_behind_parent_enabled](#is_draw_behind_parent_enabled)** **(** **)** const - * void **[draw_line](#draw_line)** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to, [Color](class_color) color, [float](class_float) width=1 **)** - * void **[draw_rect](#draw_rect)** **(** [Rect2](class_rect2) rect, [Color](class_color) color **)** - * void **[draw_circle](#draw_circle)** **(** [Vector2](class_vector2) pos, [float](class_float) radius, [Color](class_color) color **)** - * void **[draw_texture](#draw_texture)** **(** [Texture](class_texture) texture, [Vector2](class_vector2) pos **)** - * void **[draw_texture_rect](#draw_texture_rect)** **(** [Texture](class_texture) texture, [Rect2](class_rect2) rect, [bool](class_bool) tile, [Color](class_color) modulate=false, [bool](class_bool) arg4=Color(1,1,1,1) **)** - * void **[draw_texture_rect_region](#draw_texture_rect_region)** **(** [Texture](class_texture) texture, [Rect2](class_rect2) rect, [Rect2](class_rect2) src_rect, [Color](class_color) modulate, [bool](class_bool) arg4=Color(1,1,1,1) **)** - * void **[draw_style_box](#draw_style_box)** **(** [StyleBox](class_stylebox) style_box, [Rect2](class_rect2) rect **)** - * void **[draw_primitive](#draw_primitive)** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) colors, [Vector2Array](class_vector2array) uvs=Array(), [Texture](class_texture) texture=Object(), [float](class_float) width=1 **)** - * void **[draw_polygon](#draw_polygon)** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) colors, [Vector2Array](class_vector2array) uvs=Array(), [Texture](class_texture) texture=Object() **)** - * void **[draw_colored_polygon](#draw_colored_polygon)** **(** [Vector2Array](class_vector2array) points, [Color](class_color) color, [Vector2Array](class_vector2array) uvs=Array(), [Texture](class_texture) texture=Object() **)** - * void **[draw_string](#draw_string)** **(** [Font](class_font) font, [Vector2](class_vector2) pos, [String](class_string) text, [Color](class_color) modulate=Color(1,1,1,1), [int](class_int) clip_w=-1 **)** - * [float](class_float) **[draw_char](#draw_char)** **(** [Font](class_font) font, [Vector2](class_vector2) pos, [String](class_string) char, [String](class_string) next, [Color](class_color) modulate=Color(1,1,1,1) **)** - * void **[draw_set_transform](#draw_set_transform)** **(** [Vector2](class_vector2) pos, [float](class_float) rot, [Vector2](class_vector2) scale **)** - * [Matrix32](class_matrix32) **[get_transform](#get_transform)** **(** **)** const - * [Matrix32](class_matrix32) **[get_global_transform](#get_global_transform)** **(** **)** const - * [Matrix32](class_matrix32) **[get_global_transform_with_canvas](#get_global_transform_with_canvas)** **(** **)** const - * [Matrix32](class_matrix32) **[get_viewport_transform](#get_viewport_transform)** **(** **)** const - * [Rect2](class_rect2) **[get_viewport_rect](#get_viewport_rect)** **(** **)** const - * [Matrix32](class_matrix32) **[get_canvas_transform](#get_canvas_transform)** **(** **)** const - * [Vector2](class_vector2) **[get_local_mouse_pos](#get_local_mouse_pos)** **(** **)** const - * [Vector2](class_vector2) **[get_global_mouse_pos](#get_global_mouse_pos)** **(** **)** const - * [RID](class_rid) **[get_canvas](#get_canvas)** **(** **)** const - * [Object](class_object) **[get_world_2d](#get_world_2d)** **(** **)** const - * void **[set_material](#set_material)** **(** [CanvasItemMaterial](class_canvasitemmaterial) material **)** - * [CanvasItemMaterial](class_canvasitemmaterial) **[get_material](#get_material)** **(** **)** const - * void **[set_use_parent_material](#set_use_parent_material)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_use_parent_material](#get_use_parent_material)** **(** **)** const - * [InputEvent](class_inputevent) **[make_input_local](#make_input_local)** **(** [InputEvent](class_inputevent) event **)** const - -### Signals - * **item_rect_changed** **(** **)** - * **draw** **(** **)** - * **visibility_changed** **(** **)** - * **hide** **(** **)** - -### Numeric Constants - * **BLEND_MODE_MIX** = **0** - Mix blending mode. - * **BLEND_MODE_ADD** = **1** - Additive blending mode. - * **BLEND_MODE_SUB** = **2** - Substractive blending mode. - * **BLEND_MODE_MUL** = **3** - Multiplicative blending mode. - * **BLEND_MODE_PREMULT_ALPHA** = **4** - * **NOTIFICATION_DRAW** = **30** - CanvasItem is requested to draw. - * **NOTIFICATION_VISIBILITY_CHANGED** = **31** - Canvas item visibility has changed. - * **NOTIFICATION_ENTER_CANVAS** = **32** - Canvas item has entered the canvas. - * **NOTIFICATION_EXIT_CANVAS** = **33** - Canvas item has exited the canvas. - * **NOTIFICATION_TRANSFORM_CHANGED** = **29** - Canvas item transform has changed. Only received if requested. - -### Description -Base class of anything 2D. Canvas items are laid out in a tree and children inherit and extend the transform of their parent. CanvasItem is extended by [Control](class_control), for anything GUI related, and by [Node2D](class_node2d) for anything 2D engine related. - Any CanvasItem can draw. For this, the "update" function must be called, then NOTIFICATION_DRAW will be received on idle time to request redraw. Because of this, canvas items don't need to be redraw on every frame, improving the performance significantly. Several functions for drawing on the CanvasItem are provided (see draw_* functions). They can only be used inside the notification, signal or _draw() overrided function, though. - Canvas items are draw in tree order. By default, children are on top of their parents so a root CanvasItem will be drawn behind everything (this can be changed per item though). - Canvas items can also be hidden (hiding also their subtree). They provide many means for changing standard parameters such as opacity (for it and the subtree) and self opacity, blend mode. - Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed. - -### Member Function Description - -#### _draw - * void **_draw** **(** **)** virtual - -Called (if exists) to draw the canvas item. - -#### edit_set_state - * void **edit_set_state** **(** var state **)** - -Used for editing, returns an opaque value represeting the transform state. - -#### edit_rotate - * void **edit_rotate** **(** [float](class_float) degrees **)** - -Used for editing, handle rotation. - -#### get_item_rect - * [Rect2](class_rect2) **get_item_rect** **(** **)** const - -Return a rect containing the editable contents of the item. - -#### get_canvas_item - * [RID](class_rid) **get_canvas_item** **(** **)** const - -Return the canvas item RID used by [VisualServer](class_visualserver) for this item. - -#### is_visible - * [bool](class_bool) **is_visible** **(** **)** const - -Return true if this CanvasItem is visible. It may be invisible because itself or a parent canvas item is hidden. - -#### is_hidden - * [bool](class_bool) **is_hidden** **(** **)** const - -Return true if this CanvasItem is hidden. Note that the CanvasItem may not be visible, but as long as it's not hidden ([hide](#hide) called) the function will return false. - -#### show - * void **show** **(** **)** - -Show the CanvasItem currently hidden. - -#### hide - * void **hide** **(** **)** - -Hide the CanvasItem currently visible. - -#### update - * void **update** **(** **)** - -Queue the CanvasItem for update. NOTIFICATION_DRAW will be called on idle time to request redraw. - -#### set_as_toplevel - * void **set_as_toplevel** **(** [bool](class_bool) enable **)** - -Set as toplevel. This means that it will not inherit transform from parent canvas items. - -#### is_set_as_toplevel - * [bool](class_bool) **is_set_as_toplevel** **(** **)** const - -Return if set as toplevel. See [set_as_toplevel](#set_as_toplevel)/ - -#### set_blend_mode - * void **set_blend_mode** **(** [int](class_int) blend_mode **)** - -Set the blending mode from enum BLEND_MODE_*. - -#### get_blend_mode - * [int](class_int) **get_blend_mode** **(** **)** const - -Return the current blending mode from enum BLEND_MODE_*. - -#### set_opacity - * void **set_opacity** **(** [float](class_float) opacity **)** - -Set canvas item opacity. This will affect the canvas item and all the children. - -#### get_opacity - * [float](class_float) **get_opacity** **(** **)** const - -Return the canvas item opacity. This affects the canvas item and all the children. - -#### get_self_opacity - * [float](class_float) **get_self_opacity** **(** **)** const - -Set canvas item self-opacity. This does not affect the opacity of children items. - -#### draw_line - * void **draw_line** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to, [Color](class_color) color, [float](class_float) width=1 **)** - -Draw a line from a 2D point to another, with a given color and width. - -#### draw_rect - * void **draw_rect** **(** [Rect2](class_rect2) rect, [Color](class_color) color **)** - -Draw a colored rectangle. - -#### draw_circle - * void **draw_circle** **(** [Vector2](class_vector2) pos, [float](class_float) radius, [Color](class_color) color **)** - -Draw a colored circle. - -#### draw_texture - * void **draw_texture** **(** [Texture](class_texture) texture, [Vector2](class_vector2) pos **)** - -Draw a texture at a given position. - -#### draw_style_box - * void **draw_style_box** **(** [StyleBox](class_stylebox) style_box, [Rect2](class_rect2) rect **)** - -Draw a styled rectangle. - -#### draw_primitive - * void **draw_primitive** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) colors, [Vector2Array](class_vector2array) uvs=Array(), [Texture](class_texture) texture=Object(), [float](class_float) width=1 **)** - -Draw a custom primitive, 1 point for a point, 2 points for a line, 3 points for a triangle and 4 points for a quad. - -#### draw_polygon - * void **draw_polygon** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) colors, [Vector2Array](class_vector2array) uvs=Array(), [Texture](class_texture) texture=Object() **)** - -Draw a polygon of any amount of points, convex or concave. - -#### draw_colored_polygon - * void **draw_colored_polygon** **(** [Vector2Array](class_vector2array) points, [Color](class_color) color, [Vector2Array](class_vector2array) uvs=Array(), [Texture](class_texture) texture=Object() **)** - -Draw a colored polygon of any amount of points, convex or concave. - -#### draw_string - * void **draw_string** **(** [Font](class_font) font, [Vector2](class_vector2) pos, [String](class_string) text, [Color](class_color) modulate=Color(1,1,1,1), [int](class_int) clip_w=-1 **)** - -Draw a string using a custom font. - -#### draw_char - * [float](class_float) **draw_char** **(** [Font](class_font) font, [Vector2](class_vector2) pos, [String](class_string) char, [String](class_string) next, [Color](class_color) modulate=Color(1,1,1,1) **)** - -Draw a string character using a custom font. Returns the advance, depending on the char width and kerning with an optional next char. - -#### draw_set_transform - * void **draw_set_transform** **(** [Vector2](class_vector2) pos, [float](class_float) rot, [Vector2](class_vector2) scale **)** - -Set a custom transform for drawing. Anything drawn afterwards will be transformed by this. +http://docs.godotengine.org diff --git a/class_canvasitemmaterial.md b/class_canvasitemmaterial.md index 5ea42aa..505e8fd 100644 --- a/class_canvasitemmaterial.md +++ b/class_canvasitemmaterial.md @@ -1,23 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CanvasItemMaterial -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_shader](#set_shader)** **(** [Shader](class_shader) shader **)** - * [Shader](class_shader) **[get_shader](#get_shader)** **(** **)** const - * void **[set_shader_param](#set_shader_param)** **(** [String](class_string) param, var value **)** - * void **[get_shader_param](#get_shader_param)** **(** [String](class_string) param **)** const - * void **[set_shading_mode](#set_shading_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_shading_mode](#get_shading_mode)** **(** **)** const - -### Numeric Constants - * **SHADING_NORMAL** = **0** - * **SHADING_UNSHADED** = **1** - * **SHADING_ONLY_LIGHT** = **2** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_canvasitemshader.md b/class_canvasitemshader.md index 37eb7ba..505e8fd 100644 --- a/class_canvasitemshader.md +++ b/class_canvasitemshader.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CanvasItemShader -####**Inherits:** [Shader](class_shader) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_canvasitemshadergraph.md b/class_canvasitemshadergraph.md index 491ec2c..505e8fd 100644 --- a/class_canvasitemshadergraph.md +++ b/class_canvasitemshadergraph.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CanvasItemShaderGraph -####**Inherits:** [ShaderGraph](class_shadergraph) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_canvaslayer.md b/class_canvaslayer.md index 21fe7a7..505e8fd 100644 --- a/class_canvaslayer.md +++ b/class_canvaslayer.md @@ -1,87 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CanvasLayer -####**Inherits:** [Node](class_node) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Canvas Item layer. - -### Member Functions - * void **[set_layer](#set_layer)** **(** [int](class_int) layer **)** - * [int](class_int) **[get_layer](#get_layer)** **(** **)** const - * void **[set_transform](#set_transform)** **(** [Matrix32](class_matrix32) transform **)** - * [Matrix32](class_matrix32) **[get_transform](#get_transform)** **(** **)** const - * void **[set_offset](#set_offset)** **(** [Vector2](class_vector2) offset **)** - * [Vector2](class_vector2) **[get_offset](#get_offset)** **(** **)** const - * void **[set_rotation](#set_rotation)** **(** [float](class_float) rotation **)** - * [float](class_float) **[get_rotation](#get_rotation)** **(** **)** const - * void **[set_scale](#set_scale)** **(** [Vector2](class_vector2) scale **)** - * [Vector2](class_vector2) **[get_scale](#get_scale)** **(** **)** const - * Canvas **[get_world_2d](#get_world_2d)** **(** **)** const - * [RID](class_rid) **[get_viewport](#get_viewport)** **(** **)** const - -### Description -Canvas Item layer. [CanvasItem](class_canvasitem) nodes that are direct or indirect children of a [CanvasLayer](class_canvaslayer) will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer](class_canvaslayer) with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below). - -### Member Function Description - -#### set_layer - * void **set_layer** **(** [int](class_int) layer **)** - -Set the layer index, determines the draw order, a lower value will be below a higher one. - -#### get_layer - * [int](class_int) **get_layer** **(** **)** const - -Return the layer index, determines the draw order, a lower value will be below a higher one. - -#### set_transform - * void **set_transform** **(** [Matrix32](class_matrix32) transform **)** - -Set the base transform for this layer. - -#### get_transform - * [Matrix32](class_matrix32) **get_transform** **(** **)** const - -Return the base transform for this layer. - -#### set_offset - * void **set_offset** **(** [Vector2](class_vector2) offset **)** - -Set the base offset for this layer (helper). - -#### get_offset - * [Vector2](class_vector2) **get_offset** **(** **)** const - -Return the base offset for this layer (helper). - -#### set_rotation - * void **set_rotation** **(** [float](class_float) rotation **)** - -Set the base rotation for this layer (helper). - -#### get_rotation - * [float](class_float) **get_rotation** **(** **)** const - -Return the base rotation for this layer (helper). - -#### set_scale - * void **set_scale** **(** [Vector2](class_vector2) scale **)** - -Set the base scale for this layer (helper). - -#### get_scale - * [Vector2](class_vector2) **get_scale** **(** **)** const - -Return the base scale for this layer (helper). - -#### get_world_2d - * Canvas **get_world_2d** **(** **)** const - -Return the [World2D](class_world2d) used by this layer. - -#### get_viewport - * [RID](class_rid) **get_viewport** **(** **)** const - -Return the viewport RID for this layer. +http://docs.godotengine.org diff --git a/class_canvasmodulate.md b/class_canvasmodulate.md index 99324fc..505e8fd 100644 --- a/class_canvasmodulate.md +++ b/class_canvasmodulate.md @@ -1,14 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CanvasModulate -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_color](#set_color)** **(** [Color](class_color) color **)** - * [Color](class_color) **[get_color](#get_color)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_capsuleshape.md b/class_capsuleshape.md index 485861d..505e8fd 100644 --- a/class_capsuleshape.md +++ b/class_capsuleshape.md @@ -1,39 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CapsuleShape -####**Inherits:** [Shape](class_shape) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Capsule shape resource. - -### Member Functions - * void **[set_radius](#set_radius)** **(** [float](class_float) radius **)** - * [float](class_float) **[get_radius](#get_radius)** **(** **)** const - * void **[set_height](#set_height)** **(** [float](class_float) height **)** - * [float](class_float) **[get_height](#get_height)** **(** **)** const - -### Description -Capsule shape resource, which can be set into a [PhysicsBody](class_physicsbody) or area. - -### Member Function Description - -#### set_radius - * void **set_radius** **(** [float](class_float) radius **)** - -Set the capsule radius. - -#### get_radius - * [float](class_float) **get_radius** **(** **)** const - -Return the capsule radius. - -#### set_height - * void **set_height** **(** [float](class_float) height **)** - -Set the capsule height. - -#### get_height - * [float](class_float) **get_height** **(** **)** const - -Return the capsule height. +http://docs.godotengine.org diff --git a/class_capsuleshape2d.md b/class_capsuleshape2d.md index 051bbdc..505e8fd 100644 --- a/class_capsuleshape2d.md +++ b/class_capsuleshape2d.md @@ -1,39 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CapsuleShape2D -####**Inherits:** [Shape2D](class_shape2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Capsule 2D shape resource for physics. - -### Member Functions - * void **[set_radius](#set_radius)** **(** [float](class_float) radius **)** - * [float](class_float) **[get_radius](#get_radius)** **(** **)** const - * void **[set_height](#set_height)** **(** [float](class_float) height **)** - * [float](class_float) **[get_height](#get_height)** **(** **)** const - -### Description -Capsule 2D shape resource for physics. A capsule (or sometimes called "pill") is like a line grown in all directions. It has a radius and a height, and is often useful for modelling biped characters. - -### Member Function Description - -#### set_radius - * void **set_radius** **(** [float](class_float) radius **)** - -Radius of the [CapsuleShape2D](class_capsuleshape2d). - -#### get_radius - * [float](class_float) **get_radius** **(** **)** const - -Return the radius of the [CapsuleShape2D](class_capsuleshape2d). - -#### set_height - * void **set_height** **(** [float](class_float) height **)** - -Height of the [CapsuleShape2D](class_capsuleshape2d). - -#### get_height - * [float](class_float) **get_height** **(** **)** const - -Return the height of the [CapsuleShape2D](class_capsuleshape2d). +http://docs.godotengine.org diff --git a/class_carbody.md b/class_carbody.md index ee11700..505e8fd 100644 --- a/class_carbody.md +++ b/class_carbody.md @@ -1,31 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CarBody -####**Inherits:** [PhysicsBody](class_physicsbody) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_max_steer_angle](#set_max_steer_angle)** **(** [float](class_float) value **)** - * void **[set_steer_rate](#set_steer_rate)** **(** [float](class_float) rate **)** - * void **[set_drive_torque](#set_drive_torque)** **(** [float](class_float) value **)** - * [float](class_float) **[get_max_steer_angle](#get_max_steer_angle)** **(** **)** const - * [float](class_float) **[get_steer_rate](#get_steer_rate)** **(** **)** const - * [float](class_float) **[get_drive_torque](#get_drive_torque)** **(** **)** const - * void **[set_target_steering](#set_target_steering)** **(** [float](class_float) amount **)** - * void **[set_target_accelerate](#set_target_accelerate)** **(** [float](class_float) amount **)** - * void **[set_hand_brake](#set_hand_brake)** **(** [float](class_float) amount **)** - * [float](class_float) **[get_target_steering](#get_target_steering)** **(** **)** const - * [float](class_float) **[get_target_accelerate](#get_target_accelerate)** **(** **)** const - * [float](class_float) **[get_hand_brake](#get_hand_brake)** **(** **)** const - * void **[set_mass](#set_mass)** **(** [float](class_float) mass **)** - * [float](class_float) **[get_mass](#get_mass)** **(** **)** const - * void **[set_friction](#set_friction)** **(** [float](class_float) friction **)** - * [float](class_float) **[get_friction](#get_friction)** **(** **)** const - -### Member Function Description - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_carwheel.md b/class_carwheel.md index d9f6f38..505e8fd 100644 --- a/class_carwheel.md +++ b/class_carwheel.md @@ -1,33 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CarWheel -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_side_friction](#set_side_friction)** **(** [float](class_float) friction **)** - * void **[set_forward_friction](#set_forward_friction)** **(** [float](class_float) friction **)** - * void **[set_travel](#set_travel)** **(** [float](class_float) distance **)** - * void **[set_radius](#set_radius)** **(** [float](class_float) radius **)** - * void **[set_resting_frac](#set_resting_frac)** **(** [float](class_float) frac **)** - * void **[set_damping_frac](#set_damping_frac)** **(** [float](class_float) frac **)** - * void **[set_num_rays](#set_num_rays)** **(** [float](class_float) amount **)** - * [float](class_float) **[get_side_friction](#get_side_friction)** **(** **)** const - * [float](class_float) **[get_forward_friction](#get_forward_friction)** **(** **)** const - * [float](class_float) **[get_travel](#get_travel)** **(** **)** const - * [float](class_float) **[get_radius](#get_radius)** **(** **)** const - * [float](class_float) **[get_resting_frac](#get_resting_frac)** **(** **)** const - * [float](class_float) **[get_damping_frac](#get_damping_frac)** **(** **)** const - * [int](class_int) **[get_num_rays](#get_num_rays)** **(** **)** const - * void **[set_type_drive](#set_type_drive)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_type_drive](#is_type_drive)** **(** **)** const - * void **[set_type_steer](#set_type_steer)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_type_steer](#is_type_steer)** **(** **)** const - -### Member Function Description - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_centercontainer.md b/class_centercontainer.md index de32607..505e8fd 100644 --- a/class_centercontainer.md +++ b/class_centercontainer.md @@ -1,17 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CenterContainer -####**Inherits:** [Container](class_container) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Keeps children controls centered. - -### Member Functions - * void **[set_use_top_left](#set_use_top_left)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_using_top_left](#is_using_top_left)** **(** **)** const - -### Description -CenterContainer Keeps children controls centered. This container keeps all children to their minimum size, in the center. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_checkbox.md b/class_checkbox.md index a52840d..505e8fd 100644 --- a/class_checkbox.md +++ b/class_checkbox.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CheckBox -####**Inherits:** [Button](class_button) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_checkbutton.md b/class_checkbutton.md index ad63b69..505e8fd 100644 --- a/class_checkbutton.md +++ b/class_checkbutton.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CheckButton -####**Inherits:** [Button](class_button) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Checkable button. - -### Description -CheckButton is a toggle button displayed as a check field. +http://docs.godotengine.org diff --git a/class_circleshape2d.md b/class_circleshape2d.md index 75e597c..505e8fd 100644 --- a/class_circleshape2d.md +++ b/class_circleshape2d.md @@ -1,27 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CircleShape2D -####**Inherits:** [Shape2D](class_shape2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Circular Shape for 2D Physics. - -### Member Functions - * void **[set_radius](#set_radius)** **(** [float](class_float) radius **)** - * [float](class_float) **[get_radius](#get_radius)** **(** **)** const - -### Description -Circular Shape for 2D Physics. This shape is useful for modelling balls or small characters and it's collision detection with everything else is very fast. - -### Member Function Description - -#### set_radius - * void **set_radius** **(** [float](class_float) radius **)** - -Set the radius of the circle shape; - -#### get_radius - * [float](class_float) **get_radius** **(** **)** const - -Return the radius of the circle shape. +http://docs.godotengine.org diff --git a/class_collisionobject.md b/class_collisionobject.md index 72adce5..505e8fd 100644 --- a/class_collisionobject.md +++ b/class_collisionobject.md @@ -1,33 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CollisionObject -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[_input_event](#_input_event)** **(** [Object](class_object) camera, [InputEvent](class_inputevent) event, [Vector3](class_vector3) click_pos, [Vector3](class_vector3) click_normal, [int](class_int) shape_idx **)** virtual - * void **[add_shape](#add_shape)** **(** [Shape](class_shape) shape, [Transform](class_transform) transform=Transform() **)** - * [int](class_int) **[get_shape_count](#get_shape_count)** **(** **)** const - * void **[set_shape](#set_shape)** **(** [int](class_int) shape_idx, [Shape](class_shape) shape **)** - * void **[set_shape_transform](#set_shape_transform)** **(** [int](class_int) shape_idx, [Transform](class_transform) transform **)** - * void **[set_shape_as_trigger](#set_shape_as_trigger)** **(** [int](class_int) shape_idx, [bool](class_bool) enable **)** - * [bool](class_bool) **[is_shape_set_as_trigger](#is_shape_set_as_trigger)** **(** [int](class_int) shape_idx **)** const - * [Shape](class_shape) **[get_shape](#get_shape)** **(** [int](class_int) shape_idx **)** const - * [Transform](class_transform) **[get_shape_transform](#get_shape_transform)** **(** [int](class_int) shape_idx **)** const - * void **[remove_shape](#remove_shape)** **(** [int](class_int) shape_idx **)** - * void **[clear_shapes](#clear_shapes)** **(** **)** - * void **[set_ray_pickable](#set_ray_pickable)** **(** [bool](class_bool) ray_pickable **)** - * [bool](class_bool) **[is_ray_pickable](#is_ray_pickable)** **(** **)** const - * void **[set_capture_input_on_drag](#set_capture_input_on_drag)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_capture_input_on_drag](#get_capture_input_on_drag)** **(** **)** const - * [RID](class_rid) **[get_rid](#get_rid)** **(** **)** const - -### Signals - * **mouse_enter** **(** **)** - * **input_event** **(** [Object](class_object) camera, [InputEvent](class_inputevent) event, [Vector3](class_vector3) click_pos, [Vector3](class_vector3) click_normal, [int](class_int) shape_idx **)** - * **mouse_exit** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_collisionobject2d.md b/class_collisionobject2d.md index 18d26af..505e8fd 100644 --- a/class_collisionobject2d.md +++ b/class_collisionobject2d.md @@ -1,74 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CollisionObject2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base node for 2D collisionables. - -### Member Functions - * void **[_input_event](#_input_event)** **(** [Object](class_object) viewport, [InputEvent](class_inputevent) event, [int](class_int) shape_idx **)** virtual - * void **[add_shape](#add_shape)** **(** [Shape2D](class_shape2d) shape, [Matrix32](class_matrix32) transform=1,0, 0,1, 0,0 **)** - * [int](class_int) **[get_shape_count](#get_shape_count)** **(** **)** const - * void **[set_shape](#set_shape)** **(** [int](class_int) shape_idx, [Shape](class_shape) shape **)** - * void **[set_shape_transform](#set_shape_transform)** **(** [int](class_int) shape_idx, [Matrix32](class_matrix32) transform **)** - * void **[set_shape_as_trigger](#set_shape_as_trigger)** **(** [int](class_int) shape_idx, [bool](class_bool) enable **)** - * [Shape2D](class_shape2d) **[get_shape](#get_shape)** **(** [int](class_int) shape_idx **)** const - * [Matrix32](class_matrix32) **[get_shape_transform](#get_shape_transform)** **(** [int](class_int) shape_idx **)** const - * [bool](class_bool) **[is_shape_set_as_trigger](#is_shape_set_as_trigger)** **(** [int](class_int) shape_idx **)** const - * void **[remove_shape](#remove_shape)** **(** [int](class_int) shape_idx **)** - * void **[clear_shapes](#clear_shapes)** **(** **)** - * [RID](class_rid) **[get_rid](#get_rid)** **(** **)** const - * void **[set_pickable](#set_pickable)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_pickable](#is_pickable)** **(** **)** const - -### Signals - * **mouse_enter** **(** **)** - * **input_event** **(** [Object](class_object) viewport, [InputEvent](class_inputevent) event, [int](class_int) shape_idx **)** - * **mouse_exit** **(** **)** - -### Description -CollisionObject2D is the base class for 2D physics collisionables. They can hold any number of 2D collision shapes. Usually, they are edited by placing CollisionBody2D and CollisionPolygon2D nodes as children. Such nodes are for reference ant not present outside the editor, so code should use the regular shape API. - -### Member Function Description - -#### add_shape - * void **add_shape** **(** [Shape2D](class_shape2d) shape, [Matrix32](class_matrix32) transform=1,0, 0,1, 0,0 **)** - -Add a [Shape2D](class_shape2d) to the collision body, with a given custom transform. - -#### get_shape_count - * [int](class_int) **get_shape_count** **(** **)** const - -Return the amount of shapes in the collision body. - -#### set_shape - * void **set_shape** **(** [int](class_int) shape_idx, [Shape](class_shape) shape **)** - -Change a shape in the collision body. - -#### set_shape_transform - * void **set_shape_transform** **(** [int](class_int) shape_idx, [Matrix32](class_matrix32) transform **)** - -Change the shape transform in the collision body. - -#### get_shape - * [Shape2D](class_shape2d) **get_shape** **(** [int](class_int) shape_idx **)** const - -Return the shape in the given index. - -#### get_shape_transform - * [Matrix32](class_matrix32) **get_shape_transform** **(** [int](class_int) shape_idx **)** const - -Return the shape transform in the given index. - -#### remove_shape - * void **remove_shape** **(** [int](class_int) shape_idx **)** - -Remove the shape in the given index. - -#### clear_shapes - * void **clear_shapes** **(** **)** - -Remove all shapes. +http://docs.godotengine.org diff --git a/class_collisionpolygon.md b/class_collisionpolygon.md index 356e32f..505e8fd 100644 --- a/class_collisionpolygon.md +++ b/class_collisionpolygon.md @@ -1,18 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CollisionPolygon -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_polygon](#set_polygon)** **(** [Vector2Array](class_vector2array) polygon **)** - * [Vector2Array](class_vector2array) **[get_polygon](#get_polygon)** **(** **)** const - * void **[set_depth](#set_depth)** **(** [float](class_float) depth **)** - * [float](class_float) **[get_depth](#get_depth)** **(** **)** const - * void **[set_build_mode](#set_build_mode)** **(** [int](class_int) arg0 **)** - * [int](class_int) **[get_build_mode](#get_build_mode)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_collisionpolygon2d.md b/class_collisionpolygon2d.md index 9239d7f..505e8fd 100644 --- a/class_collisionpolygon2d.md +++ b/class_collisionpolygon2d.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CollisionPolygon2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Editor-Only class. - -### Description -Editor-Only class. This is not present when running the game. It's used in the editor to properly edit and position collision shapes in [CollisionObject2D](class_collisionobject2d). This is not accessible from regular code. This class is for editing custom shape polygons. +http://docs.godotengine.org diff --git a/class_collisionshape.md b/class_collisionshape.md index 7af92f3..505e8fd 100644 --- a/class_collisionshape.md +++ b/class_collisionshape.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CollisionShape -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_collisionshape2d.md b/class_collisionshape2d.md index 2f222dd..505e8fd 100644 --- a/class_collisionshape2d.md +++ b/class_collisionshape2d.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CollisionShape2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Editor-Only class. - -### Description -Editor-Only class. This is not present when running the game. It's used in the editor to properly edit and position collision shapes in [CollisionObject2D](class_collisionobject2d). This is not accessible from regular code. +http://docs.godotengine.org diff --git a/class_color.md b/class_color.md index 5038997..505e8fd 100644 --- a/class_color.md +++ b/class_color.md @@ -1,78 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Color -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Color in RGBA format. - -### Member Functions - * [Color](class_color) **[blend](#blend)** **(** [Color](class_color) over **)** - * [Color](class_color) **[contrasted](#contrasted)** **(** **)** - * [float](class_float) **[gray](#gray)** **(** **)** - * [Color](class_color) **[inverted](#inverted)** **(** **)** - * [Color](class_color) **[linear_interpolate](#linear_interpolate)** **(** [Color](class_color) b, [float](class_float) t **)** - * [int](class_int) **[to_32](#to_32)** **(** **)** - * [int](class_int) **[to_ARGB32](#to_ARGB32)** **(** **)** - * [String](class_string) **[to_html](#to_html)** **(** [bool](class_bool) with_alpha=True **)** - * [Color](class_color) **[Color](#Color)** **(** [float](class_float) r, [float](class_float) g, [float](class_float) b, [float](class_float) a **)** - * [Color](class_color) **[Color](#Color)** **(** [float](class_float) r, [float](class_float) g, [float](class_float) b **)** - -### Member Variables - * [float](class_float) **r** - * [float](class_float) **g** - * [float](class_float) **b** - * [float](class_float) **a** - * [float](class_float) **h** - * [float](class_float) **s** - * [float](class_float) **v** - -### Description -A color is represented as red, green and blue (r,g,b) components. Additionally, "a" represents the alpha component, often used for transparency. Values are in floating point, ranging from 0 to 1. - -### Member Function Description - -#### contrasted - * [Color](class_color) **contrasted** **(** **)** - -Return the most contrasting color with this one. - -#### gray - * [float](class_float) **gray** **(** **)** - -Convert the color to gray. - -#### inverted - * [Color](class_color) **inverted** **(** **)** - -Return the inverted color (1-r, 1-g, 1-b, 1-a). - -#### linear_interpolate - * [Color](class_color) **linear_interpolate** **(** [Color](class_color) b, [float](class_float) t **)** - -Return the linear interpolation with another color. - -#### to_32 - * [int](class_int) **to_32** **(** **)** - -Convert the color to a 32 its integer (each byte represets a RGBA). - -#### to_ARGB32 - * [int](class_int) **to_ARGB32** **(** **)** - -Convert color to ARGB32, more compatible with DirectX. - -#### to_html - * [String](class_string) **to_html** **(** [bool](class_bool) with_alpha=True **)** - -Return the HTML hexadecimal color string. - -#### Color - * [Color](class_color) **Color** **(** [float](class_float) r, [float](class_float) g, [float](class_float) b, [float](class_float) a **)** - -Construct the color from an RGBA profile. - -#### Color - * [Color](class_color) **Color** **(** [float](class_float) r, [float](class_float) g, [float](class_float) b **)** - -Construct the color from an RGBA profile. +http://docs.godotengine.org diff --git a/class_colorarray.md b/class_colorarray.md index ef01b03..505e8fd 100644 --- a/class_colorarray.md +++ b/class_colorarray.md @@ -1,50 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ColorArray -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Array of Colors - -### Member Functions - * [Color](class_color) **[get](#get)** **(** [int](class_int) idx **)** - * void **[push_back](#push_back)** **(** [Color](class_color) color **)** - * void **[resize](#resize)** **(** [int](class_int) idx **)** - * void **[set](#set)** **(** [int](class_int) idx, [Color](class_color) color **)** - * [int](class_int) **[size](#size)** **(** **)** - * [ColorArray](class_colorarray) **[ColorArray](#ColorArray)** **(** [Array](class_array) from **)** - -### Description -Array of Color, can only contains colors. Optimized for memory usage, cant fragment the memory. - -### Member Function Description - -#### get - * [Color](class_color) **get** **(** [int](class_int) idx **)** - -Get an index in the array. - -#### push_back - * void **push_back** **(** [Color](class_color) color **)** - -Append a value to the array. - -#### resize - * void **resize** **(** [int](class_int) idx **)** - -Resize the array. - -#### set - * void **set** **(** [int](class_int) idx, [Color](class_color) color **)** - -Set an index in the array. - -#### size - * [int](class_int) **size** **(** **)** - -Return the array size. - -#### ColorArray - * [ColorArray](class_colorarray) **ColorArray** **(** [Array](class_array) from **)** - -Create from a generic array. +http://docs.godotengine.org diff --git a/class_colorpicker.md b/class_colorpicker.md index b440311..505e8fd 100644 --- a/class_colorpicker.md +++ b/class_colorpicker.md @@ -1,34 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ColorPicker -####**Inherits:** [HBoxContainer](class_hboxcontainer) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Color picker control. - -### Member Functions - * void **[set_color](#set_color)** **(** [Color](class_color) color **)** - * [Color](class_color) **[get_color](#get_color)** **(** **)** const - * void **[set_mode](#set_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_mode](#get_mode)** **(** **)** const - * void **[set_edit_alpha](#set_edit_alpha)** **(** [bool](class_bool) show **)** - * [bool](class_bool) **[is_editing_alpha](#is_editing_alpha)** **(** **)** const - -### Signals - * **color_changed** **(** [Color](class_color) color **)** - -### Description -This is a simple color picker [Control](class_control). It's useful for selecting a color from an RGB/RGBA colorspace. - -### Member Function Description - -#### set_color - * void **set_color** **(** [Color](class_color) color **)** - -Select the current color. - -#### get_color - * [Color](class_color) **get_color** **(** **)** const - -Return the current (edited) color. +http://docs.godotengine.org diff --git a/class_colorpickerbutton.md b/class_colorpickerbutton.md index a75c198..505e8fd 100644 --- a/class_colorpickerbutton.md +++ b/class_colorpickerbutton.md @@ -1,19 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ColorPickerButton -####**Inherits:** [Button](class_button) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_color](#set_color)** **(** [Color](class_color) color **)** - * [Color](class_color) **[get_color](#get_color)** **(** **)** const - * void **[set_edit_alpha](#set_edit_alpha)** **(** [bool](class_bool) show **)** - * [bool](class_bool) **[is_editing_alpha](#is_editing_alpha)** **(** **)** const - -### Signals - * **color_changed** **(** [Color](class_color) color **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_concavepolygonshape.md b/class_concavepolygonshape.md index 93280f5..505e8fd 100644 --- a/class_concavepolygonshape.md +++ b/class_concavepolygonshape.md @@ -1,27 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ConcavePolygonShape -####**Inherits:** [Shape](class_shape) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Concave polygon shape. - -### Member Functions - * void **[set_faces](#set_faces)** **(** [Vector3Array](class_vector3array) faces **)** - * [Vector3Array](class_vector3array) **[get_faces](#get_faces)** **(** **)** const - -### Description -Concave polygon shape resource, which can be set into a [PhysicsBody](class_physicsbody) or area."#10; This shape is created by feeding a list of triangles. - -### Member Function Description - -#### set_faces - * void **set_faces** **(** [Vector3Array](class_vector3array) faces **)** - -Set the faces (an array of triangles). - -#### get_faces - * [Vector3Array](class_vector3array) **get_faces** **(** **)** const - -Return the faces (an array of triangles). +http://docs.godotengine.org diff --git a/class_concavepolygonshape2d.md b/class_concavepolygonshape2d.md index eab1c83..505e8fd 100644 --- a/class_concavepolygonshape2d.md +++ b/class_concavepolygonshape2d.md @@ -1,27 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ConcavePolygonShape2D -####**Inherits:** [Shape2D](class_shape2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Concave polygon 2D shape resource for physics. - -### Member Functions - * void **[set_segments](#set_segments)** **(** [Vector2Array](class_vector2array) segments **)** - * [Vector2Array](class_vector2array) **[get_segments](#get_segments)** **(** **)** const - -### Description -Concave polygon 2D shape resource for physics. It is made out of segments and is very optimal for complex polygonal concave collisions. It is really not advised to use for RigidBody nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions. - -### Member Function Description - -#### set_segments - * void **set_segments** **(** [Vector2Array](class_vector2array) segments **)** - -Set the array of segments. - -#### get_segments - * [Vector2Array](class_vector2array) **get_segments** **(** **)** const - -Return the array of segments. +http://docs.godotengine.org diff --git a/class_conetwistjoint.md b/class_conetwistjoint.md index 4221c24..505e8fd 100644 --- a/class_conetwistjoint.md +++ b/class_conetwistjoint.md @@ -1,22 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ConeTwistJoint -####**Inherits:** [Joint](class_joint) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_param](#set_param)** **(** [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[get_param](#get_param)** **(** [int](class_int) param **)** const - -### Numeric Constants - * **PARAM_SWING_SPAN** = **0** - * **PARAM_TWIST_SPAN** = **1** - * **PARAM_BIAS** = **2** - * **PARAM_SOFTNESS** = **3** - * **PARAM_RELAXATION** = **4** - * **PARAM_MAX** = **5** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_configfile.md b/class_configfile.md index d916203..505e8fd 100644 --- a/class_configfile.md +++ b/class_configfile.md @@ -1,20 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ConfigFile -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_value](#set_value)** **(** [String](class_string) section, [String](class_string) key, var value **)** - * void **[get_value](#get_value)** **(** [String](class_string) section, [String](class_string) key **)** const - * [bool](class_bool) **[has_section](#has_section)** **(** [String](class_string) section **)** const - * [bool](class_bool) **[has_section_key](#has_section_key)** **(** [String](class_string) section, [String](class_string) key **)** const - * [StringArray](class_stringarray) **[get_sections](#get_sections)** **(** **)** const - * [StringArray](class_stringarray) **[get_section_keys](#get_section_keys)** **(** [String](class_string) arg0 **)** const - * Error **[load](#load)** **(** [String](class_string) path **)** - * Error **[save](#save)** **(** [String](class_string) path **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_confirmationdialog.md b/class_confirmationdialog.md index 8dcce9a..505e8fd 100644 --- a/class_confirmationdialog.md +++ b/class_confirmationdialog.md @@ -1,21 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ConfirmationDialog -####**Inherits:** [AcceptDialog](class_acceptdialog) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Dialog for confirmation of actions. - -### Member Functions - * [Button](class_button) **[get_cancel](#get_cancel)** **(** **)** - -### Description -Dialog for confirmation of actions. This dialog inherits from [AcceptDialog](class_acceptdialog), but has by default an OK and Cancel buton (in host OS order). - -### Member Function Description - -#### get_cancel - * [Button](class_button) **get_cancel** **(** **)** - -Return the cancel button. +http://docs.godotengine.org diff --git a/class_container.md b/class_container.md index 009baac..505e8fd 100644 --- a/class_container.md +++ b/class_container.md @@ -1,34 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Container -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base node for containers. - -### Member Functions - * void **[queue_sort](#queue_sort)** **(** **)** - * void **[fit_child_in_rect](#fit_child_in_rect)** **(** [Control](class_control) child, [Rect2](class_rect2) rect **)** - -### Signals - * **sort_children** **(** **)** - -### Numeric Constants - * **NOTIFICATION_SORT_CHILDREN** = **50** - Notification for when sorting the children, it must be obeyed immediately. - -### Description -Base node for conainers. A [Container](class_container) contains other controls and automatically arranges them in a certain way. - A Control can inherit this to reate custom container classes. - -### Member Function Description - -#### queue_sort - * void **queue_sort** **(** **)** - -Queue resort of the contained children. This is called automatically anyway, but can be called upon request. - -#### fit_child_in_rect - * void **fit_child_in_rect** **(** [Control](class_control) child, [Rect2](class_rect2) rect **)** - -Fit a child control in a given rect. This is mainly a helper for creating custom container classes. +http://docs.godotengine.org diff --git a/class_control.md b/class_control.md index 774b7a9..505e8fd 100644 --- a/class_control.md +++ b/class_control.md @@ -1,388 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Control -####**Inherits:** [CanvasItem](class_canvasitem) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Control is the base node for all the GUI components. - -### Member Functions - * void **[_input_event](#_input_event)** **(** [InputEvent](class_inputevent) event **)** virtual - * [bool](class_bool) **[can_drop_data](#can_drop_data)** **(** [Vector2](class_vector2) pos, var data **)** virtual - * void **[drop_data](#drop_data)** **(** [Vector2](class_vector2) pos, var data **)** virtual - * [Object](class_object) **[get_drag_data](#get_drag_data)** **(** [Vector2](class_vector2) pos **)** virtual - * [Vector2](class_vector2) **[get_minimum_size](#get_minimum_size)** **(** **)** virtual - * void **[accept_event](#accept_event)** **(** **)** - * [Vector2](class_vector2) **[get_minimum_size](#get_minimum_size)** **(** **)** const - * [Vector2](class_vector2) **[get_combined_minimum_size](#get_combined_minimum_size)** **(** **)** const - * [bool](class_bool) **[is_window](#is_window)** **(** **)** const - * [Object](class_object) **[get_window](#get_window)** **(** **)** const - * void **[set_anchor](#set_anchor)** **(** [int](class_int) margin, [int](class_int) anchor_mode **)** - * [int](class_int) **[get_anchor](#get_anchor)** **(** [int](class_int) margin **)** const - * void **[set_margin](#set_margin)** **(** [int](class_int) margin, [float](class_float) offset **)** - * void **[set_anchor_and_margin](#set_anchor_and_margin)** **(** [int](class_int) margin, [int](class_int) anchor_mode, [float](class_float) offset **)** - * void **[set_begin](#set_begin)** **(** [Vector2](class_vector2) pos **)** - * void **[set_end](#set_end)** **(** [Vector2](class_vector2) pos **)** - * void **[set_pos](#set_pos)** **(** [Vector2](class_vector2) pos **)** - * void **[set_size](#set_size)** **(** [Vector2](class_vector2) size **)** - * void **[set_custom_minimum_size](#set_custom_minimum_size)** **(** [Vector2](class_vector2) size **)** - * void **[set_global_pos](#set_global_pos)** **(** [Vector2](class_vector2) pos **)** - * [float](class_float) **[get_margin](#get_margin)** **(** [int](class_int) margin **)** const - * [Vector2](class_vector2) **[get_begin](#get_begin)** **(** **)** const - * [Vector2](class_vector2) **[get_end](#get_end)** **(** **)** const - * [Vector2](class_vector2) **[get_pos](#get_pos)** **(** **)** const - * [Vector2](class_vector2) **[get_size](#get_size)** **(** **)** const - * [Vector2](class_vector2) **[get_custom_minimum_size](#get_custom_minimum_size)** **(** **)** const - * [Vector2](class_vector2) **[get_parent_area_size](#get_parent_area_size)** **(** **)** const - * [Vector2](class_vector2) **[get_global_pos](#get_global_pos)** **(** **)** const - * [Rect2](class_rect2) **[get_rect](#get_rect)** **(** **)** const - * [Rect2](class_rect2) **[get_global_rect](#get_global_rect)** **(** **)** const - * void **[set_area_as_parent_rect](#set_area_as_parent_rect)** **(** [int](class_int) margin=0 **)** - * void **[show_modal](#show_modal)** **(** [bool](class_bool) exclusive=false **)** - * void **[set_focus_mode](#set_focus_mode)** **(** [int](class_int) mode **)** - * [bool](class_bool) **[has_focus](#has_focus)** **(** **)** const - * void **[grab_focus](#grab_focus)** **(** **)** - * void **[release_focus](#release_focus)** **(** **)** - * [Control](class_control) **[get_focus_owner](#get_focus_owner)** **(** **)** const - * void **[set_h_size_flags](#set_h_size_flags)** **(** [int](class_int) flags **)** - * [int](class_int) **[get_h_size_flags](#get_h_size_flags)** **(** **)** const - * void **[set_stretch_ratio](#set_stretch_ratio)** **(** [float](class_float) ratio **)** - * [float](class_float) **[get_stretch_ratio](#get_stretch_ratio)** **(** **)** const - * void **[set_v_size_flags](#set_v_size_flags)** **(** [int](class_int) flags **)** - * [int](class_int) **[get_v_size_flags](#get_v_size_flags)** **(** **)** const - * void **[set_theme](#set_theme)** **(** [Theme](class_theme) theme **)** - * [Theme](class_theme) **[get_theme](#get_theme)** **(** **)** const - * void **[add_icon_override](#add_icon_override)** **(** [String](class_string) name, [Texture](class_texture) texture **)** - * void **[add_style_override](#add_style_override)** **(** [String](class_string) name, [StyleBox](class_stylebox) stylebox **)** - * void **[add_font_override](#add_font_override)** **(** [String](class_string) name, [Font](class_font) font **)** - * void **[add_color_override](#add_color_override)** **(** [String](class_string) name, [Color](class_color) color **)** - * void **[add_constant_override](#add_constant_override)** **(** [String](class_string) name, [int](class_int) constant **)** - * [Texture](class_texture) **[get_icon](#get_icon)** **(** [String](class_string) name, [String](class_string) type="" **)** const - * [StyleBox](class_stylebox) **[get_stylebox](#get_stylebox)** **(** [String](class_string) name, [String](class_string) type="" **)** const - * [Font](class_font) **[get_font](#get_font)** **(** [String](class_string) name, [String](class_string) type="" **)** const - * [Color](class_color) **[get_color](#get_color)** **(** [String](class_string) name, [String](class_string) type="" **)** const - * [int](class_int) **[get_constant](#get_constant)** **(** [String](class_string) name, [String](class_string) type="" **)** const - * [Control](class_control) **[get_parent_control](#get_parent_control)** **(** **)** const - * void **[set_tooltip](#set_tooltip)** **(** [String](class_string) tooltip **)** - * [String](class_string) **[get_tooltip](#get_tooltip)** **(** [Vector2](class_vector2) atpos=Vector2(0,0) **)** const - * void **[set_default_cursor_shape](#set_default_cursor_shape)** **(** [int](class_int) shape **)** - * [int](class_int) **[get_default_cursor_shape](#get_default_cursor_shape)** **(** **)** const - * [int](class_int) **[get_cursor_shape](#get_cursor_shape)** **(** [Vector2](class_vector2) pos=Vector2(0,0) **)** const - * void **[set_focus_neighbour](#set_focus_neighbour)** **(** [int](class_int) margin, [NodePath](class_nodepath) neighbour **)** - * [NodePath](class_nodepath) **[get_focus_neighbour](#get_focus_neighbour)** **(** [int](class_int) margin **)** const - * void **[set_ignore_mouse](#set_ignore_mouse)** **(** [bool](class_bool) ignore **)** - * [bool](class_bool) **[is_ignoring_mouse](#is_ignoring_mouse)** **(** **)** const - * void **[force_drag](#force_drag)** **(** var data, [Object](class_object) preview **)** - * void **[set_stop_mouse](#set_stop_mouse)** **(** [bool](class_bool) stop **)** - * [bool](class_bool) **[is_stopping_mouse](#is_stopping_mouse)** **(** **)** const - * void **[grab_click_focus](#grab_click_focus)** **(** **)** - * void **[set_drag_preview](#set_drag_preview)** **(** [Control](class_control) control **)** - * void **[warp_mouse](#warp_mouse)** **(** [Vector2](class_vector2) to_pos **)** - -### Signals - * **focus_enter** **(** **)** - * **mouse_enter** **(** **)** - * **resized** **(** **)** - * **minimum_size_changed** **(** **)** - * **size_flags_changed** **(** **)** - * **focus_exit** **(** **)** - * **input_event** **(** [InputEvent](class_inputevent) ev **)** - * **mouse_exit** **(** **)** - -### Numeric Constants - * **ANCHOR_BEGIN** = **0** - X is relative to MARGIN_LEFT, Y is relative to MARGIN_TOP, - * **ANCHOR_END** = **1** - X is relative to -MARGIN_RIGHT, Y is relative to -MARGIN_BOTTOM, - * **ANCHOR_RATIO** = **2** - X and Y are a ratio (0 to 1) relative to the parent size 0 is left/top, 1 is right/bottom. - * **ANCHOR_CENTER** = **3** - * **FOCUS_NONE** = **0** - Control can't acquire focus. - * **FOCUS_CLICK** = **1** - Control can acquire focus only if clicked. - * **FOCUS_ALL** = **2** - Control can acquire focus if clicked, or by pressing TAB/Directionals in the keyboard from another Control. - * **NOTIFICATION_RESIZED** = **40** - Control changed size (get_size() reports the new size). - * **NOTIFICATION_MOUSE_ENTER** = **41** - Mouse pointer entered the area of the Control. - * **NOTIFICATION_MOUSE_EXIT** = **42** - Mouse pointer exited the area of the Control. - * **NOTIFICATION_FOCUS_ENTER** = **43** - Control gained focus. - * **NOTIFICATION_FOCUS_EXIT** = **44** - Control lost focus. - * **NOTIFICATION_THEME_CHANGED** = **45** - Theme changed. Redrawing is desired. - * **NOTIFICATION_MODAL_CLOSE** = **46** - Modal control was closed. - * **CURSOR_ARROW** = **0** - * **CURSOR_IBEAM** = **1** - * **CURSOR_POINTING_HAND** = **2** - * **CURSOR_CROSS** = **3** - * **CURSOR_WAIT** = **4** - * **CURSOR_BUSY** = **5** - * **CURSOR_DRAG** = **6** - * **CURSOR_CAN_DROP** = **7** - * **CURSOR_FORBIDDEN** = **8** - * **CURSOR_VSIZE** = **9** - * **CURSOR_HSIZE** = **10** - * **CURSOR_BDIAGSIZE** = **11** - * **CURSOR_FDIAGSIZE** = **12** - * **CURSOR_MOVE** = **13** - * **CURSOR_VSPLIT** = **14** - * **CURSOR_HSPLIT** = **15** - * **CURSOR_HELP** = **16** - * **SIZE_EXPAND** = **1** - * **SIZE_FILL** = **2** - * **SIZE_EXPAND_FILL** = **3** - -### Description -Control is the base class Node for all the GUI components. Every GUI component inherits from it, directly or indirectly. In this way, sections of the scene tree made of contiguous control nodes, become user interfaces. - Controls are relative to the parent position and size by using anchors and margins. This ensures that they can adapt easily in most situation to changing dialog and screen sizes. When more flexibility is desired, [Container](class_container) derived nodes can be used. - Anchors work by defining which margin do they follow, and a value relative to it. Allowed anchoring modes are ANCHOR_BEGIN, where the margin is relative to the top or left margins of the parent (in pixels), ANCHOR_END for the right and bottom margins of the parent and ANCHOR_RATIO, which is a ratio from 0 to 1 in the parent range. - Input device events ([InputEvent](class_inputevent)) are first sent to the root controls via the [Node._input](node#_input), which distribute it through the tree, then delivers them to the adequate one (under cursor or keyboard focus based) by calling [Node._input_event]. There is no need to enable input processing on controls to receive such events. To ensure that no one else will receive the event (not even [Node._unhandled_input](node#_unhandled_input)), the control can accept it by calling [accept_event](#accept_event). - Only one control can hold the keyboard focus (receiving keyboard events), for that the control must define the focus mode with [set_focus_mode](#set_focus_mode). Focus is lost when another control gains it, or the current focus owner is hidden. - It is sometimes desired for a control to ignore mouse/pointer events. This is often the case when placing other controls on top of a button, in such cases. Calling [set_ignore_mouse](#set_ignore_mouse) enables this function. - Finally, controls are skinned according to a [Theme](class_theme). Setting a [Theme](class_theme) on a control will propagate all the skinning down the tree. Optionally, skinning can be overrided per each control by calling the add_*_override functions, or from the editor. - -### Member Function Description - -#### _input_event - * void **_input_event** **(** [InputEvent](class_inputevent) event **)** virtual - -Called when an input event reaches the control. - -#### get_minimum_size - * [Vector2](class_vector2) **get_minimum_size** **(** **)** virtual - -Return the minimum size this Control can shrink to. A control will never be displayed or resized smaller than its minimum size. - -#### accept_event - * void **accept_event** **(** **)** - -Handles the event, no other control will receive it and it will not be sent to nodes waiting on [Node._unhandled_input](node#_unhandled_input) or [Node._unhandled_key_input](node#_unhandled_key_input). - -#### get_minimum_size - * [Vector2](class_vector2) **get_minimum_size** **(** **)** const - -Return the minimum size this Control can shrink to. A control will never be displayed or resized smaller than its minimum size. - -#### is_window - * [bool](class_bool) **is_window** **(** **)** const - -Return wether this control is a _window_. Controls are considered windows when their parent [Node](class_node) is not a Control. - -#### get_window - * [Object](class_object) **get_window** **(** **)** const - -Return the _window_ for this control, ascending the scene tree (see [is_window](#is_window)). - -#### set_anchor - * void **set_anchor** **(** [int](class_int) margin, [int](class_int) anchor_mode **)** - -Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Changing the anchor mode converts the current margin offset from the previos anchor mode to the new one, so margin offsets ([set_margin](#set_margin)) must be done after setting anchors, or at the same time ([set_anchor_and_margin](#set_anchor_and_margin)). - -#### get_anchor - * [int](class_int) **get_anchor** **(** [int](class_int) margin **)** const - -Return the anchor type (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) for a given margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). - -#### set_margin - * void **set_margin** **(** [int](class_int) margin, [float](class_float) offset **)** - -Set a margin offset. Margin can be one of (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Offset value being set depends on the anchor mode. - -#### set_anchor_and_margin - * void **set_anchor_and_margin** **(** [int](class_int) margin, [int](class_int) anchor_mode, [float](class_float) offset **)** - -Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM), and also set its offset. This is a helper (see [set_anchor](#set_anchor) and [set_margin](#set_margin)). - -#### set_begin - * void **set_begin** **(** [Vector2](class_vector2) pos **)** - -Sets MARGIN_LEFT and MARGIN_TOP at the same time. This is a helper (see [set_margin](#set_margin)). - -#### set_end - * void **set_end** **(** [Vector2](class_vector2) pos **)** - -Sets MARGIN_RIGHT and MARGIN_BOTTOM at the same time. This is a helper (see [set_margin](#set_margin)). - -#### set_pos - * void **set_pos** **(** [Vector2](class_vector2) pos **)** - -Move the Control to a new position, relative to the top-left corner of the parent Control, changing all margins if needed and without changing current anchor mode. This is a helper (see [set_margin](#set_margin)). - -#### set_size - * void **set_size** **(** [Vector2](class_vector2) size **)** - -Changes MARGIN_RIGHT and MARGIN_BOTTOM to fit a given size. This is a helper (see [set_margin](#set_margin)). - -#### set_global_pos - * void **set_global_pos** **(** [Vector2](class_vector2) pos **)** - -Move the Control to a new position, relative to the top-left corner of the _window_ Control, and without changing current anchor mode. (see [set_margin](#set_margin)). - -#### get_margin - * [float](class_float) **get_margin** **(** [int](class_int) margin **)** const - -Return a margin offset. Margin can be one of (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Offset value being returned depends on the anchor mode. - -#### get_end - * [Vector2](class_vector2) **get_end** **(** **)** const - -Returns MARGIN_LEFT and MARGIN_TOP at the same time. This is a helper (see [set_margin](#set_margin)). - -#### get_pos - * [Vector2](class_vector2) **get_pos** **(** **)** const - -Returns the Control position, relative to the top-left corner of the parent Control and independly of the anchor mode. - -#### get_size - * [Vector2](class_vector2) **get_size** **(** **)** const - -Returns the size of the Control, computed from all margins, however the size returned will **never be smaller than the minimum size reported by [get_minimum_size](#get_minimum_size)**. This means that even if end position of the Control rectangle is smaller than the begin position, the Control will still display and interact correctly. (see description, [get_minimum_size](#get_minimum_size), [set_margin](#set_margin), [set_anchor](#set_anchor)). - -#### get_global_pos - * [Vector2](class_vector2) **get_global_pos** **(** **)** const - -Returns the Control position, relative to the top-left corner of the parent Control and independent of the anchor mode. - -#### get_rect - * [Rect2](class_rect2) **get_rect** **(** **)** const - -Return position and size of the Control, relative to the top-left corner of the parent Control. This is a helper (see [get_pos](#get_pos),[get_size](#get_size)). - -#### get_global_rect - * [Rect2](class_rect2) **get_global_rect** **(** **)** const - -Return position and size of the Control, relative to the top-left corner of the _window_ Control. This is a helper (see [get_global_pos](#get_global_pos),[get_size](#get_size)). - -#### set_area_as_parent_rect - * void **set_area_as_parent_rect** **(** [int](class_int) margin=0 **)** - -Change all margins and anchors, so this Control always takes up the same area as the parent Control. This is a helper (see [set_anchor](#set_anchor),[set_margin](#set_margin)). - -#### show_modal - * void **show_modal** **(** [bool](class_bool) exclusive=false **)** - -Display a Control as modal. Control must be a subwindow (see [set_as_subwindow](#set_as_subwindow)). Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus. - -#### set_focus_mode - * void **set_focus_mode** **(** [int](class_int) mode **)** - -Set the focus access mode for the control (FOCUS_NONE, FOCUS_CLICK, FOCUS_ALL). Only one Control can be focused at the same time, and it will receive keyboard signals. - -#### has_focus - * [bool](class_bool) **has_focus** **(** **)** const - -Return wether the Control is the current focused control (see [set_focus_mode](#set_focus_mode)). - -#### grab_focus - * void **grab_focus** **(** **)** - -Steal the focus from another control and become the focused control (see [set_focus_mode](#set_focus_mode)). - -#### release_focus - * void **release_focus** **(** **)** - -Give up the focus, no other control will be able to receive keyboard input. - -#### get_focus_owner - * [Control](class_control) **get_focus_owner** **(** **)** const - -Return which control is owning the keyboard focus, or null if no one. - -#### set_h_size_flags - * void **set_h_size_flags** **(** [int](class_int) flags **)** - -Hint for containers, set horizontal positioning flags. - -#### get_h_size_flags - * [int](class_int) **get_h_size_flags** **(** **)** const - -Hint for containers, return horizontal positioning flags. - -#### set_stretch_ratio - * void **set_stretch_ratio** **(** [float](class_float) ratio **)** - -Hint for containers, set the stretch ratio. This value is relative to other stretch ratio, so if this control has 2 and another has 1, this one will be twice as big. - -#### get_stretch_ratio - * [float](class_float) **get_stretch_ratio** **(** **)** const - -Hint for containers, return the stretch ratio. This value is relative to other stretch ratio, so if this control has 2 and another has 1, this one will be twice as big. - -#### set_v_size_flags - * void **set_v_size_flags** **(** [int](class_int) flags **)** - -Hint for containers, set vertical positioning flags. - -#### get_v_size_flags - * [int](class_int) **get_v_size_flags** **(** **)** const - -Hint for containers, return vertical positioning flags. - -#### set_theme - * void **set_theme** **(** [Theme](class_theme) theme **)** - -Override whole the [Theme](class_theme) for this Control and all its children controls. - -#### get_theme - * [Theme](class_theme) **get_theme** **(** **)** const - -Return a [Theme](class_theme) override, if one exists (see [set_theme](#set_theme)). - -#### add_icon_override - * void **add_icon_override** **(** [String](class_string) name, [Texture](class_texture) texture **)** - -Override a single icon ([Texture](class_texture)) in the theme of this Control. If texture is empty, override is cleared. - -#### add_style_override - * void **add_style_override** **(** [String](class_string) name, [StyleBox](class_stylebox) stylebox **)** - -Override a single stylebox ([Stylebox]) in the theme of this Control. If stylebox is empty, override is cleared. - -#### add_font_override - * void **add_font_override** **(** [String](class_string) name, [Font](class_font) font **)** - -Override a single font (font) in the theme of this Control. If font is empty, override is cleared. - -#### add_constant_override - * void **add_constant_override** **(** [String](class_string) name, [int](class_int) constant **)** - -Override a single constant (integer) in the theme of this Control. If constant equals Theme.INVALID_CONSTANT, override is cleared. - -#### set_tooltip - * void **set_tooltip** **(** [String](class_string) tooltip **)** - -Set a tooltip, which will appear when the cursor is resting over this control. - -#### get_tooltip - * [String](class_string) **get_tooltip** **(** [Vector2](class_vector2) atpos=Vector2(0,0) **)** const - -Return the tooltip, which will appear when the cursor is resting over this control. - -#### set_default_cursor_shape - * void **set_default_cursor_shape** **(** [int](class_int) shape **)** - -Set the default cursor shape for this control. See enum CURSOR_* for the list of shapes. - -#### get_default_cursor_shape - * [int](class_int) **get_default_cursor_shape** **(** **)** const - -Return the default cursor shape for this control. See enum CURSOR_* for the list of shapes. - -#### get_cursor_shape - * [int](class_int) **get_cursor_shape** **(** [Vector2](class_vector2) pos=Vector2(0,0) **)** const - -Return the cursor shape at a certain position in the control. - -#### set_focus_neighbour - * void **set_focus_neighbour** **(** [int](class_int) margin, [NodePath](class_nodepath) neighbour **)** - -Force a neighbour for moving the input focus to. When pressing TAB or directional/joypad directions focus is moved to the next control in that direction. However, the neighbour to move to can be forced with this function. - -#### get_focus_neighbour - * [NodePath](class_nodepath) **get_focus_neighbour** **(** [int](class_int) margin **)** const - -Return the forced neighbour for moving the input focus to. When pressing TAB or directional/joypad directions focus is moved to the next control in that direction. However, the neighbour to move to can be forced with this function. - -#### set_ignore_mouse - * void **set_ignore_mouse** **(** [bool](class_bool) ignore **)** - -Ignore mouse events on this control (even touchpad events send mouse events). - -#### is_ignoring_mouse - * [bool](class_bool) **is_ignoring_mouse** **(** **)** const - -Return if the control is ignoring mouse events (even touchpad events send mouse events). +http://docs.godotengine.org diff --git a/class_convexpolygonshape.md b/class_convexpolygonshape.md index ed6e3d5..505e8fd 100644 --- a/class_convexpolygonshape.md +++ b/class_convexpolygonshape.md @@ -1,17 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ConvexPolygonShape -####**Inherits:** [Shape](class_shape) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Convex Polygon Shape - -### Member Functions - * void **[set_points](#set_points)** **(** [Vector3Array](class_vector3array) points **)** - * [Vector3Array](class_vector3array) **[get_points](#get_points)** **(** **)** const - -### Description -Convex polygon shape resource, which can be set into a [PhysicsBody](class_physicsbody) or area. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_convexpolygonshape2d.md b/class_convexpolygonshape2d.md index eebc678..505e8fd 100644 --- a/class_convexpolygonshape2d.md +++ b/class_convexpolygonshape2d.md @@ -1,33 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ConvexPolygonShape2D -####**Inherits:** [Shape2D](class_shape2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Convex Polygon Shape for 2D physics - -### Member Functions - * void **[set_point_cloud](#set_point_cloud)** **(** [Vector2Array](class_vector2array) point_cloud **)** - * void **[set_points](#set_points)** **(** [Vector2Array](class_vector2array) points **)** - * [Vector2Array](class_vector2array) **[get_points](#get_points)** **(** **)** const - -### Description -Convex Polygon Shape for 2D physics. - -### Member Function Description - -#### set_point_cloud - * void **set_point_cloud** **(** [Vector2Array](class_vector2array) point_cloud **)** - -Create the point set from a point cloud. The resulting convex hull will be set as the shape. - -#### set_points - * void **set_points** **(** [Vector2Array](class_vector2array) points **)** - -Set a list of points in either clockwise or counter clockwise order, forming a convex polygon. - -#### get_points - * [Vector2Array](class_vector2array) **get_points** **(** **)** const - -Return a list of points in either clockwise or counter clockwise order, forming a convex polygon. +http://docs.godotengine.org diff --git a/class_cubemap.md b/class_cubemap.md index f06850d..505e8fd 100644 --- a/class_cubemap.md +++ b/class_cubemap.md @@ -1,38 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# CubeMap -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[get_width](#get_width)** **(** **)** const - * [int](class_int) **[get_height](#get_height)** **(** **)** const - * [RID](class_rid) **[get_rid](#get_rid)** **(** **)** const - * void **[set_flags](#set_flags)** **(** [int](class_int) flags **)** - * [int](class_int) **[get_flags](#get_flags)** **(** **)** const - * void **[set_side](#set_side)** **(** [int](class_int) side, [Image](class_image) image **)** - * [Image](class_image) **[get_side](#get_side)** **(** [int](class_int) side **)** const - * void **[set_storage](#set_storage)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_storage](#get_storage)** **(** **)** const - * void **[set_lossy_storage_quality](#set_lossy_storage_quality)** **(** [float](class_float) quality **)** - * [float](class_float) **[get_lossy_storage_quality](#get_lossy_storage_quality)** **(** **)** const - -### Numeric Constants - * **STORAGE_RAW** = **0** - * **STORAGE_COMPRESS_LOSSY** = **1** - * **STORAGE_COMPRESS_LOSSLESS** = **2** - * **SIDE_LEFT** = **0** - * **SIDE_RIGHT** = **1** - * **SIDE_BOTTOM** = **2** - * **SIDE_TOP** = **3** - * **SIDE_FRONT** = **4** - * **SIDE_BACK** = **5** - * **FLAG_MIPMAPS** = **1** - * **FLAG_REPEAT** = **2** - * **FLAG_FILTER** = **4** - * **FLAGS_DEFAULT** = **7** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_curve2d.md b/class_curve2d.md index 375bca3..505e8fd 100644 --- a/class_curve2d.md +++ b/class_curve2d.md @@ -1,29 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Curve2D -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[get_point_count](#get_point_count)** **(** **)** const - * void **[add_point](#add_point)** **(** [Vector2](class_vector2) pos, [Vector2](class_vector2) in=Vector2(0,0), [Vector2](class_vector2) out=Vector2(0,0), [int](class_int) atpos=-1 **)** - * void **[set_point_pos](#set_point_pos)** **(** [int](class_int) idx, [Vector2](class_vector2) pos **)** - * [Vector2](class_vector2) **[get_point_pos](#get_point_pos)** **(** [int](class_int) idx **)** const - * void **[set_point_in](#set_point_in)** **(** [int](class_int) idx, [Vector2](class_vector2) pos **)** - * [Vector2](class_vector2) **[get_point_in](#get_point_in)** **(** [int](class_int) idx **)** const - * void **[set_point_out](#set_point_out)** **(** [int](class_int) idx, [Vector2](class_vector2) pos **)** - * [Vector2](class_vector2) **[get_point_out](#get_point_out)** **(** [int](class_int) idx **)** const - * void **[remove_point](#remove_point)** **(** [int](class_int) idx **)** - * [Vector2](class_vector2) **[interpolate](#interpolate)** **(** [int](class_int) idx, [float](class_float) t **)** const - * [Vector2](class_vector2) **[interpolatef](#interpolatef)** **(** [float](class_float) fofs **)** const - * void **[set_bake_interval](#set_bake_interval)** **(** [float](class_float) distance **)** - * [float](class_float) **[get_bake_interval](#get_bake_interval)** **(** **)** const - * [float](class_float) **[get_baked_length](#get_baked_length)** **(** **)** const - * [Vector2](class_vector2) **[interpolate_baked](#interpolate_baked)** **(** [float](class_float) offset, [bool](class_bool) cubic=false **)** const - * [Vector2Array](class_vector2array) **[get_baked_points](#get_baked_points)** **(** **)** const - * [Vector2Array](class_vector2array) **[tesselate](#tesselate)** **(** [int](class_int) max_stages=5, [float](class_float) tolerance_degrees=4 **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_curve3d.md b/class_curve3d.md index 1ac7224..505e8fd 100644 --- a/class_curve3d.md +++ b/class_curve3d.md @@ -1,32 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Curve3D -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[get_point_count](#get_point_count)** **(** **)** const - * void **[add_point](#add_point)** **(** [Vector3](class_vector3) pos, [Vector3](class_vector3) in=Vector3(0, 0, 0), [Vector3](class_vector3) out=Vector3(0, 0, 0), [int](class_int) atpos=-1 **)** - * void **[set_point_pos](#set_point_pos)** **(** [int](class_int) idx, [Vector3](class_vector3) pos **)** - * [Vector3](class_vector3) **[get_point_pos](#get_point_pos)** **(** [int](class_int) idx **)** const - * void **[set_point_tilt](#set_point_tilt)** **(** [int](class_int) idx, [float](class_float) tilt **)** - * [float](class_float) **[get_point_tilt](#get_point_tilt)** **(** [int](class_int) idx **)** const - * void **[set_point_in](#set_point_in)** **(** [int](class_int) idx, [Vector3](class_vector3) pos **)** - * [Vector3](class_vector3) **[get_point_in](#get_point_in)** **(** [int](class_int) idx **)** const - * void **[set_point_out](#set_point_out)** **(** [int](class_int) idx, [Vector3](class_vector3) pos **)** - * [Vector3](class_vector3) **[get_point_out](#get_point_out)** **(** [int](class_int) idx **)** const - * void **[remove_point](#remove_point)** **(** [int](class_int) idx **)** - * [Vector3](class_vector3) **[interpolate](#interpolate)** **(** [int](class_int) idx, [float](class_float) t **)** const - * [Vector3](class_vector3) **[interpolatef](#interpolatef)** **(** [float](class_float) fofs **)** const - * void **[set_bake_interval](#set_bake_interval)** **(** [float](class_float) distance **)** - * [float](class_float) **[get_bake_interval](#get_bake_interval)** **(** **)** const - * [float](class_float) **[get_baked_length](#get_baked_length)** **(** **)** const - * [Vector3](class_vector3) **[interpolate_baked](#interpolate_baked)** **(** [float](class_float) offset, [bool](class_bool) cubic=false **)** const - * [Vector3Array](class_vector3array) **[get_baked_points](#get_baked_points)** **(** **)** const - * [RealArray](class_realarray) **[get_baked_tilts](#get_baked_tilts)** **(** **)** const - * [Vector3Array](class_vector3array) **[tesselate](#tesselate)** **(** [int](class_int) max_stages=5, [float](class_float) tolerance_degrees=4 **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_dampedspringjoint2d.md b/class_dampedspringjoint2d.md index ecfd73d..505e8fd 100644 --- a/class_dampedspringjoint2d.md +++ b/class_dampedspringjoint2d.md @@ -1,63 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# DampedSpringJoint2D -####**Inherits:** [Joint2D](class_joint2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Damped sprint constraint for 2D physics. - -### Member Functions - * void **[set_length](#set_length)** **(** [float](class_float) length **)** - * [float](class_float) **[get_length](#get_length)** **(** **)** const - * void **[set_rest_length](#set_rest_length)** **(** [float](class_float) rest_length **)** - * [float](class_float) **[get_rest_length](#get_rest_length)** **(** **)** const - * void **[set_stiffness](#set_stiffness)** **(** [float](class_float) stiffness **)** - * [float](class_float) **[get_stiffness](#get_stiffness)** **(** **)** const - * void **[set_damping](#set_damping)** **(** [float](class_float) damping **)** - * [float](class_float) **[get_damping](#get_damping)** **(** **)** const - -### Description -Damped sprint constraint for 2D physics. This resembles a sprint joint that always want to go back to a given length. - -### Member Function Description - -#### set_length - * void **set_length** **(** [float](class_float) length **)** - -Set the maximum length of the sprint joint. - -#### get_length - * [float](class_float) **get_length** **(** **)** const - -Return the maximum length of the sprint joint. - -#### set_rest_length - * void **set_rest_length** **(** [float](class_float) rest_length **)** - -Set the resting length of the sprint joint. The joint will always try to go to back this length when pulled apart. - -#### get_rest_length - * [float](class_float) **get_rest_length** **(** **)** const - -Return the resting length of the sprint joint. The joint will always try to go to back this length when pulled apart. - -#### set_stiffness - * void **set_stiffness** **(** [float](class_float) stiffness **)** - -Set the stiffness of the spring joint. - -#### get_stiffness - * [float](class_float) **get_stiffness** **(** **)** const - -Return the stiffness of the spring joint. - -#### set_damping - * void **set_damping** **(** [float](class_float) damping **)** - -Set the damping of the spring joint. - -#### get_damping - * [float](class_float) **get_damping** **(** **)** const - -Return the damping of the spring joint. +http://docs.godotengine.org diff --git a/class_dictionary.md b/class_dictionary.md index 0f7853b..505e8fd 100644 --- a/class_dictionary.md +++ b/class_dictionary.md @@ -1,58 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Dictionary -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Dictionary type. - -### Member Functions - * void **[clear](#clear)** **(** **)** - * [bool](class_bool) **[empty](#empty)** **(** **)** - * void **[erase](#erase)** **(** var value **)** - * [bool](class_bool) **[has](#has)** **(** var value **)** - * [int](class_int) **[hash](#hash)** **(** **)** - * [Array](class_array) **[keys](#keys)** **(** **)** - * [int](class_int) **[parse_json](#parse_json)** **(** [String](class_string) json **)** - * [int](class_int) **[size](#size)** **(** **)** - * [String](class_string) **[to_json](#to_json)** **(** **)** - -### Description -Dictionary type. Associative container which contains values referenced by unique keys. Dictionaries are always passed by reference. - -### Member Function Description - -#### clear - * void **clear** **(** **)** - -Clear the dictionary, removing all key/value pairs. - -#### empty - * [bool](class_bool) **empty** **(** **)** - -Return true if the dictionary is empty. - -#### erase - * void **erase** **(** var value **)** - -Erase a dictionary key/value pair by key. - -#### has - * [bool](class_bool) **has** **(** var value **)** - -Return true if the dictionary has a given key. - -#### hash - * [int](class_int) **hash** **(** **)** - -Return a hashed integer value representing the dictionary contents. - -#### keys - * [Array](class_array) **keys** **(** **)** - -Return the list of keys in the dictionary. - -#### size - * [int](class_int) **size** **(** **)** - -Return the size of the dictionary (in pairs). +http://docs.godotengine.org diff --git a/class_directionallight.md b/class_directionallight.md index 83a0879..505e8fd 100644 --- a/class_directionallight.md +++ b/class_directionallight.md @@ -1,28 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# DirectionalLight -####**Inherits:** [Light](class_light) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Directional Light, such as the Sun or the Moon. - -### Member Functions - * void **[set_shadow_mode](#set_shadow_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_shadow_mode](#get_shadow_mode)** **(** **)** const - * void **[set_shadow_param](#set_shadow_param)** **(** [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[get_shadow_param](#get_shadow_param)** **(** [int](class_int) param **)** const - -### Numeric Constants - * **SHADOW_ORTHOGONAL** = **0** - * **SHADOW_PERSPECTIVE** = **1** - * **SHADOW_PARALLEL_2_SPLITS** = **2** - * **SHADOW_PARALLEL_4_SPLITS** = **3** - * **SHADOW_PARAM_MAX_DISTANCE** = **0** - * **SHADOW_PARAM_PSSM_SPLIT_WEIGHT** = **1** - * **SHADOW_PARAM_PSSM_ZOFFSET_SCALE** = **2** - -### Description -A DirectionalLight is a type of [Light](class_light) node that emits light constantly in one direction (the negative z axis of the node). It is used lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldpace location of the DirectionalLight transform (origin) is ignored, only the basis is used do determine light direction. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_directory.md b/class_directory.md index 161cac8..505e8fd 100644 --- a/class_directory.md +++ b/class_directory.md @@ -1,29 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Directory -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * Error **[open](#open)** **(** [String](class_string) path **)** - * [bool](class_bool) **[list_dir_begin](#list_dir_begin)** **(** **)** - * [String](class_string) **[get_next](#get_next)** **(** **)** - * [bool](class_bool) **[current_is_dir](#current_is_dir)** **(** **)** const - * void **[list_dir_end](#list_dir_end)** **(** **)** - * [int](class_int) **[get_drive_count](#get_drive_count)** **(** **)** - * [String](class_string) **[get_drive](#get_drive)** **(** [int](class_int) idx **)** - * Error **[change_dir](#change_dir)** **(** [String](class_string) todir **)** - * [String](class_string) **[get_current_dir](#get_current_dir)** **(** **)** - * Error **[make_dir](#make_dir)** **(** [String](class_string) name **)** - * Error **[make_dir_recursive](#make_dir_recursive)** **(** [String](class_string) name **)** - * [bool](class_bool) **[file_exists](#file_exists)** **(** [String](class_string) name **)** - * [bool](class_bool) **[dir_exists](#dir_exists)** **(** [String](class_string) name **)** - * [int](class_int) **[get_space_left](#get_space_left)** **(** **)** - * Error **[copy](#copy)** **(** [String](class_string) from, [String](class_string) to **)** - * Error **[rename](#rename)** **(** [String](class_string) from, [String](class_string) to **)** - * Error **[remove](#remove)** **(** [String](class_string) file **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_editableshape.md b/class_editableshape.md index 2d48fc2..505e8fd 100644 --- a/class_editableshape.md +++ b/class_editableshape.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# EditableShape -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_editablesphere.md b/class_editablesphere.md index 0a10a01..505e8fd 100644 --- a/class_editablesphere.md +++ b/class_editablesphere.md @@ -1,17 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# EditableSphere -####**Inherits:** [EditableShape](class_editableshape) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_radius](#set_radius)** **(** [float](class_float) radius **)** - * [float](class_float) **[get_radius](#get_radius)** **(** **)** const - -### Member Function Description - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_editorimportplugin.md b/class_editorimportplugin.md index d940f09..505e8fd 100644 --- a/class_editorimportplugin.md +++ b/class_editorimportplugin.md @@ -1,17 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# EditorImportPlugin -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [RawArray](class_rawarray) **[custom_export](#custom_export)** **(** [String](class_string) path **)** virtual - * [String](class_string) **[get_name](#get_name)** **(** **)** virtual - * [String](class_string) **[get_visible_name](#get_visible_name)** **(** **)** virtual - * [int](class_int) **[import](#import)** **(** [String](class_string) path, ResourceImportMetaData from **)** virtual - * void **[import_dialog](#import_dialog)** **(** [String](class_string) from **)** virtual - -### Member Function Description +http://docs.godotengine.org diff --git a/class_editorplugin.md b/class_editorplugin.md index b70d98a..505e8fd 100644 --- a/class_editorplugin.md +++ b/class_editorplugin.md @@ -1,36 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# EditorPlugin -####**Inherits:** [Node](class_node) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[apply_changes](#apply_changes)** **(** **)** virtual - * void **[clear](#clear)** **(** **)** virtual - * void **[edit](#edit)** **(** [Object](class_object) object **)** virtual - * [bool](class_bool) **[forward_input_event](#forward_input_event)** **(** [InputEvent](class_inputevent) event **)** virtual - * [bool](class_bool) **[forward_spatial_input_event](#forward_spatial_input_event)** **(** [Camera](class_camera) camera, [InputEvent](class_inputevent) event **)** virtual - * [StringArray](class_stringarray) **[get_breakpoints](#get_breakpoints)** **(** **)** virtual - * [String](class_string) **[get_name](#get_name)** **(** **)** virtual - * [Dictionary](class_dictionary) **[get_state](#get_state)** **(** **)** virtual - * [bool](class_bool) **[handles](#handles)** **(** [Object](class_object) object **)** virtual - * [bool](class_bool) **[has_main_screen](#has_main_screen)** **(** **)** virtual - * void **[make_visible](#make_visible)** **(** [bool](class_bool) visible **)** virtual - * void **[set_state](#set_state)** **(** [Dictionary](class_dictionary) state **)** virtual - * [Object](class_object) **[get_undo_redo](#get_undo_redo)** **(** **)** - * void **[add_custom_control](#add_custom_control)** **(** [int](class_int) container, [Object](class_object) control **)** - * void **[add_custom_type](#add_custom_type)** **(** [String](class_string) type, [String](class_string) base, [Script](class_script) script, [Texture](class_texture) icon **)** - * void **[remove_custom_type](#remove_custom_type)** **(** [String](class_string) type **)** - -### Numeric Constants - * **CONTAINER_TOOLBAR** = **0** - * **CONTAINER_SPATIAL_EDITOR_MENU** = **1** - * **CONTAINER_SPATIAL_EDITOR_SIDE** = **2** - * **CONTAINER_SPATIAL_EDITOR_BOTTOM** = **3** - * **CONTAINER_CANVAS_EDITOR_MENU** = **4** - * **CONTAINER_CANVAS_EDITOR_SIDE** = **5** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_editorscenepostimport.md b/class_editorscenepostimport.md index 3f569d6..505e8fd 100644 --- a/class_editorscenepostimport.md +++ b/class_editorscenepostimport.md @@ -1,13 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# EditorScenePostImport -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[post_import](#post_import)** **(** [Object](class_object) scene **)** virtual - -### Member Function Description +http://docs.godotengine.org diff --git a/class_editorscript.md b/class_editorscript.md index 104e2c7..505e8fd 100644 --- a/class_editorscript.md +++ b/class_editorscript.md @@ -1,15 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# EditorScript -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[_run](#_run)** **(** **)** virtual - * void **[add_root_node](#add_root_node)** **(** [Object](class_object) node **)** - * [Object](class_object) **[get_scene](#get_scene)** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_emptycontrol.md b/class_emptycontrol.md index d8423dc..505e8fd 100644 --- a/class_emptycontrol.md +++ b/class_emptycontrol.md @@ -1,17 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# EmptyControl -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_minsize](#set_minsize)** **(** [Vector2](class_vector2) minsize **)** - * [Vector2](class_vector2) **[get_minsize](#get_minsize)** **(** **)** const - -### Member Function Description - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_environment.md b/class_environment.md index 774bf0b..505e8fd 100644 --- a/class_environment.md +++ b/class_environment.md @@ -1,80 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Environment -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_background](#set_background)** **(** [int](class_int) bgmode **)** - * [int](class_int) **[get_background](#get_background)** **(** **)** const - * void **[set_background_param](#set_background_param)** **(** [int](class_int) param, var value **)** - * void **[get_background_param](#get_background_param)** **(** [int](class_int) param **)** const - * void **[set_enable_fx](#set_enable_fx)** **(** [int](class_int) effect, [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_fx_enabled](#is_fx_enabled)** **(** [int](class_int) effect **)** const - * void **[fx_set_param](#fx_set_param)** **(** [int](class_int) param, var value **)** - * void **[fx_get_param](#fx_get_param)** **(** [int](class_int) param **)** const - -### Numeric Constants - * **BG_KEEP** = **0** - * **BG_DEFAULT_COLOR** = **1** - * **BG_COLOR** = **2** - * **BG_TEXTURE** = **3** - * **BG_CUBEMAP** = **4** - * **BG_CANVAS** = **5** - * **BG_MAX** = **6** - * **BG_PARAM_CANVAS_MAX_LAYER** = **0** - * **BG_PARAM_COLOR** = **1** - * **BG_PARAM_TEXTURE** = **2** - * **BG_PARAM_CUBEMAP** = **3** - * **BG_PARAM_ENERGY** = **4** - * **BG_PARAM_GLOW** = **6** - * **BG_PARAM_MAX** = **7** - * **FX_AMBIENT_LIGHT** = **0** - * **FX_FXAA** = **1** - * **FX_GLOW** = **2** - * **FX_DOF_BLUR** = **3** - * **FX_HDR** = **4** - * **FX_FOG** = **5** - * **FX_BCS** = **6** - * **FX_SRGB** = **7** - * **FX_MAX** = **8** - * **FX_BLUR_BLEND_MODE_ADDITIVE** = **0** - * **FX_BLUR_BLEND_MODE_SCREEN** = **1** - * **FX_BLUR_BLEND_MODE_SOFTLIGHT** = **2** - * **FX_HDR_TONE_MAPPER_LINEAR** = **0** - * **FX_HDR_TONE_MAPPER_LOG** = **1** - * **FX_HDR_TONE_MAPPER_REINHARDT** = **2** - * **FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE** = **3** - * **FX_PARAM_AMBIENT_LIGHT_COLOR** = **0** - * **FX_PARAM_AMBIENT_LIGHT_ENERGY** = **1** - * **FX_PARAM_GLOW_BLUR_PASSES** = **2** - * **FX_PARAM_GLOW_BLUR_SCALE** = **3** - * **FX_PARAM_GLOW_BLUR_STRENGTH** = **4** - * **FX_PARAM_GLOW_BLUR_BLEND_MODE** = **5** - * **FX_PARAM_GLOW_BLOOM** = **6** - * **FX_PARAM_GLOW_BLOOM_TRESHOLD** = **7** - * **FX_PARAM_DOF_BLUR_PASSES** = **8** - * **FX_PARAM_DOF_BLUR_BEGIN** = **9** - * **FX_PARAM_DOF_BLUR_RANGE** = **10** - * **FX_PARAM_HDR_TONEMAPPER** = **11** - * **FX_PARAM_HDR_EXPOSURE** = **12** - * **FX_PARAM_HDR_WHITE** = **13** - * **FX_PARAM_HDR_GLOW_TRESHOLD** = **14** - * **FX_PARAM_HDR_GLOW_SCALE** = **15** - * **FX_PARAM_HDR_MIN_LUMINANCE** = **16** - * **FX_PARAM_HDR_MAX_LUMINANCE** = **17** - * **FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED** = **18** - * **FX_PARAM_FOG_BEGIN** = **19** - * **FX_PARAM_FOG_ATTENUATION** = **22** - * **FX_PARAM_FOG_BEGIN_COLOR** = **20** - * **FX_PARAM_FOG_END_COLOR** = **21** - * **FX_PARAM_FOG_BG** = **23** - * **FX_PARAM_BCS_BRIGHTNESS** = **24** - * **FX_PARAM_BCS_CONTRAST** = **25** - * **FX_PARAM_BCS_SATURATION** = **26** - * **FX_PARAM_MAX** = **27** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_eventplayer.md b/class_eventplayer.md index 84fb2d5..505e8fd 100644 --- a/class_eventplayer.md +++ b/class_eventplayer.md @@ -1,39 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# EventPlayer -####**Inherits:** [Node](class_node) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_stream](#set_stream)** **(** [EventStream](class_eventstream) stream **)** - * [EventStream](class_eventstream) **[get_stream](#get_stream)** **(** **)** const - * void **[play](#play)** **(** **)** - * void **[stop](#stop)** **(** **)** - * [bool](class_bool) **[is_playing](#is_playing)** **(** **)** const - * void **[set_paused](#set_paused)** **(** [bool](class_bool) paused **)** - * [bool](class_bool) **[is_paused](#is_paused)** **(** **)** const - * void **[set_loop](#set_loop)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[has_loop](#has_loop)** **(** **)** const - * void **[set_volume](#set_volume)** **(** [float](class_float) volume **)** - * [float](class_float) **[get_volume](#get_volume)** **(** **)** const - * void **[set_pitch_scale](#set_pitch_scale)** **(** [float](class_float) pitch_scale **)** - * [float](class_float) **[get_pitch_scale](#get_pitch_scale)** **(** **)** const - * void **[set_tempo_scale](#set_tempo_scale)** **(** [float](class_float) tempo_scale **)** - * [float](class_float) **[get_tempo_scale](#get_tempo_scale)** **(** **)** const - * void **[set_volume_db](#set_volume_db)** **(** [float](class_float) db **)** - * [float](class_float) **[get_volume_db](#get_volume_db)** **(** **)** const - * [String](class_string) **[get_stream_name](#get_stream_name)** **(** **)** const - * [int](class_int) **[get_loop_count](#get_loop_count)** **(** **)** const - * [float](class_float) **[get_pos](#get_pos)** **(** **)** const - * void **[seek_pos](#seek_pos)** **(** [float](class_float) time **)** - * void **[set_autoplay](#set_autoplay)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[has_autoplay](#has_autoplay)** **(** **)** const - * void **[set_channel_volume](#set_channel_volume)** **(** [int](class_int) idx, [float](class_float) channel_volume **)** - * [float](class_float) **[get_channel_volumeidx](#get_channel_volumeidx)** **(** [int](class_int) arg0 **)** const - * [float](class_float) **[get_length](#get_length)** **(** **)** const - * [float](class_float) **[get_channel_last_note_time](#get_channel_last_note_time)** **(** [int](class_int) arg0 **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_eventstream.md b/class_eventstream.md index 15c3cd2..505e8fd 100644 --- a/class_eventstream.md +++ b/class_eventstream.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# EventStream -####**Inherits:** [Resource](class_resource) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_eventstreamchibi.md b/class_eventstreamchibi.md index 3311649..505e8fd 100644 --- a/class_eventstreamchibi.md +++ b/class_eventstreamchibi.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# EventStreamChibi -####**Inherits:** [EventStream](class_eventstream) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_file.md b/class_file.md index dc5062e..505e8fd 100644 --- a/class_file.md +++ b/class_file.md @@ -1,56 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# File -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[open_encrypted](#open_encrypted)** **(** [String](class_string) path, [int](class_int) mode_flags, [RawArray](class_rawarray) key **)** - * [int](class_int) **[open_encrypted_with_pass](#open_encrypted_with_pass)** **(** [String](class_string) path, [int](class_int) mode_flags, [String](class_string) pass **)** - * [int](class_int) **[open](#open)** **(** [String](class_string) path, [int](class_int) flags **)** - * void **[close](#close)** **(** **)** - * [bool](class_bool) **[is_open](#is_open)** **(** **)** const - * void **[seek](#seek)** **(** [int](class_int) pos **)** - * void **[seek_end](#seek_end)** **(** [int](class_int) pos=0 **)** - * [int](class_int) **[get_pos](#get_pos)** **(** **)** const - * [int](class_int) **[get_len](#get_len)** **(** **)** const - * [bool](class_bool) **[eof_reached](#eof_reached)** **(** **)** const - * [int](class_int) **[get_8](#get_8)** **(** **)** const - * [int](class_int) **[get_16](#get_16)** **(** **)** const - * [int](class_int) **[get_32](#get_32)** **(** **)** const - * [int](class_int) **[get_64](#get_64)** **(** **)** const - * [float](class_float) **[get_float](#get_float)** **(** **)** const - * [float](class_float) **[get_double](#get_double)** **(** **)** const - * [float](class_float) **[get_real](#get_real)** **(** **)** const - * [RawArray](class_rawarray) **[get_buffer](#get_buffer)** **(** [int](class_int) len **)** const - * [String](class_string) **[get_line](#get_line)** **(** **)** const - * [String](class_string) **[get_as_text](#get_as_text)** **(** **)** const - * [bool](class_bool) **[get_endian_swap](#get_endian_swap)** **(** **)** - * void **[set_endian_swap](#set_endian_swap)** **(** [bool](class_bool) enable **)** - * Error **[get_error](#get_error)** **(** **)** const - * void **[get_var](#get_var)** **(** **)** const - * [StringArray](class_stringarray) **[get_csv_line](#get_csv_line)** **(** **)** const - * void **[store_8](#store_8)** **(** [int](class_int) value **)** - * void **[store_16](#store_16)** **(** [int](class_int) value **)** - * void **[store_32](#store_32)** **(** [int](class_int) value **)** - * void **[store_64](#store_64)** **(** [int](class_int) value **)** - * void **[store_float](#store_float)** **(** [float](class_float) value **)** - * void **[store_double](#store_double)** **(** [float](class_float) value **)** - * void **[store_real](#store_real)** **(** [float](class_float) value **)** - * void **[store_buffer](#store_buffer)** **(** [RawArray](class_rawarray) buffer **)** - * void **[store_line](#store_line)** **(** [String](class_string) line **)** - * void **[store_string](#store_string)** **(** [String](class_string) string **)** - * void **[store_var](#store_var)** **(** var value **)** - * void **[store_pascal_string](#store_pascal_string)** **(** [String](class_string) string **)** - * [String](class_string) **[get_pascal_string](#get_pascal_string)** **(** **)** - * [bool](class_bool) **[file_exists](#file_exists)** **(** [String](class_string) path **)** const - -### Numeric Constants - * **READ** = **1** - * **WRITE** = **2** - * **READ_WRITE** = **3** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_filedialog.md b/class_filedialog.md index 3b8625b..505e8fd 100644 --- a/class_filedialog.md +++ b/class_filedialog.md @@ -1,80 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# FileDialog -####**Inherits:** [ConfirmationDialog](class_confirmationdialog) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Dialog for selecting files or directories in the filesystem. - -### Member Functions - * void **[clear_filters](#clear_filters)** **(** **)** - * void **[add_filter](#add_filter)** **(** [String](class_string) filter **)** - * [String](class_string) **[get_current_dir](#get_current_dir)** **(** **)** const - * [String](class_string) **[get_current_file](#get_current_file)** **(** **)** const - * [String](class_string) **[get_current_path](#get_current_path)** **(** **)** const - * void **[set_current_dir](#set_current_dir)** **(** [String](class_string) dir **)** - * void **[set_current_file](#set_current_file)** **(** [String](class_string) file **)** - * void **[set_current_path](#set_current_path)** **(** [String](class_string) path **)** - * void **[set_mode](#set_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_mode](#get_mode)** **(** **)** const - * [VBoxContainer](class_vboxcontainer) **[get_vbox](#get_vbox)** **(** **)** - * void **[set_access](#set_access)** **(** [int](class_int) access **)** - * [int](class_int) **[get_access](#get_access)** **(** **)** const - * void **[set_show_hidden_files](#set_show_hidden_files)** **(** [bool](class_bool) arg0 **)** - * [bool](class_bool) **[is_showing_hidden_files](#is_showing_hidden_files)** **(** **)** const - * void **[invalidate](#invalidate)** **(** **)** - -### Signals - * **files_selected** **(** [StringArray](class_stringarray) paths **)** - * **dir_selected** **(** [String](class_string) dir **)** - * **file_selected** **(** [String](class_string) path **)** - -### Numeric Constants - * **MODE_OPEN_FILE** = **0** - Editor will not allow to select nonexistent files. - * **MODE_OPEN_FILES** = **1** - * **MODE_OPEN_DIR** = **2** - * **MODE_SAVE_FILE** = **3** - Editor will warn when a file exists. - * **ACCESS_RESOURCES** = **0** - * **ACCESS_USERDATA** = **1** - * **ACCESS_FILESYSTEM** = **2** - -### Description -FileDialog is a preset dialog used to choose files and directories in the filesystem. It supports filter masks. - -### Member Function Description - -#### clear_filters - * void **clear_filters** **(** **)** - -Clear all the added filters in the dialog. - -#### add_filter - * void **add_filter** **(** [String](class_string) filter **)** - -Add a custom filter. Filter format is: "mask ; description", example (C++): dialog-"lt;add_filter("*.png ; PNG Images"); - -#### get_current_dir - * [String](class_string) **get_current_dir** **(** **)** const - -Get the current working directory of the file dialog. - -#### get_current_file - * [String](class_string) **get_current_file** **(** **)** const - -Get the current selected file of the file dialog (empty if none). - -#### get_current_path - * [String](class_string) **get_current_path** **(** **)** const - -Get the current selected path (directory and file) of the file dialog (empty if none). - -#### set_mode - * void **set_mode** **(** [int](class_int) mode **)** - -Set the file dialog mode from the MODE_* enum. - -#### get_mode - * [int](class_int) **get_mode** **(** **)** const - -Get the file dialog mode from the MODE_* enum. +http://docs.godotengine.org diff --git a/class_fixedmaterial.md b/class_fixedmaterial.md index 3a14a69..505e8fd 100644 --- a/class_fixedmaterial.md +++ b/class_fixedmaterial.md @@ -1,88 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# FixedMaterial -####**Inherits:** [Material](class_material) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Simple Material with a fixed parameter set. - -### Member Functions - * void **[set_parameter](#set_parameter)** **(** [int](class_int) param, var value **)** - * void **[get_parameter](#get_parameter)** **(** [int](class_int) param **)** const - * void **[set_texture](#set_texture)** **(** [int](class_int) param, [Texture](class_texture) texture **)** - * [Texture](class_texture) **[get_texture](#get_texture)** **(** [int](class_int) param **)** const - * void **[set_texcoord_mode](#set_texcoord_mode)** **(** [int](class_int) param, [int](class_int) mode **)** - * [int](class_int) **[get_texcoord_mode](#get_texcoord_mode)** **(** [int](class_int) param **)** const - * void **[set_fixed_flag](#set_fixed_flag)** **(** [int](class_int) flag, [bool](class_bool) value **)** - * [bool](class_bool) **[get_fixed_flag](#get_fixed_flag)** **(** [int](class_int) flag **)** const - * void **[set_uv_transform](#set_uv_transform)** **(** [Transform](class_transform) transform **)** - * [Transform](class_transform) **[get_uv_transform](#get_uv_transform)** **(** **)** const - * void **[set_light_shader](#set_light_shader)** **(** [int](class_int) shader **)** - * [int](class_int) **[get_light_shader](#get_light_shader)** **(** **)** const - * void **[set_point_size](#set_point_size)** **(** [float](class_float) size **)** - * [float](class_float) **[get_point_size](#get_point_size)** **(** **)** const - -### Numeric Constants - * **PARAM_DIFFUSE** = **0** - Diffuse Lighting (light scattered from surface). - * **PARAM_DETAIL** = **1** - Detail Layer for diffuse lighting. - * **PARAM_SPECULAR** = **2** - Specular Lighting (light reflected from the surface). - * **PARAM_EMISSION** = **3** - Emission Lighting (light emitted from the surface) - * **PARAM_SPECULAR_EXP** = **4** - Specular Exponent (size of the specular dot) - * **PARAM_GLOW** = **5** - Glow (Visible emitted scattered light). - * **PARAM_NORMAL** = **6** - Normal Map (irregularity map). - * **PARAM_SHADE_PARAM** = **7** - * **PARAM_MAX** = **8** - Maximum amount of parameters - * **TEXCOORD_SPHERE** = **3** - * **TEXCOORD_UV** = **0** - Read texture coordinates from the UV array. - * **TEXCOORD_UV_TRANSFORM** = **1** - Read texture coordinates from the UV array and transform them by uv_xform. - * **TEXCOORD_UV2** = **2** - Read texture coordinates from the UV2 array. - * **FLAG_USE_ALPHA** = **0** - * **FLAG_USE_COLOR_ARRAY** = **1** - * **FLAG_USE_POINT_SIZE** = **2** - * **FLAG_DISCARD_ALPHA** = **3** - -### Description -FixedMaterial is a simple type of material [Resource](class_resource), which contains a fixed amount of paramters. It is the only type of material supported in fixed-pipeline devices and APIs. It is also an often a better alternative to [ShaderMaterial](class_shadermaterial) for most simple use cases. - -### Member Function Description - -#### set_parameter - * void **set_parameter** **(** [int](class_int) param, var value **)** - -Set a parameter, parameters are defined in the PARAM_* enum. The type of each parameter may change, so it"apos;s best to check the enum. - -#### get_parameter - * void **get_parameter** **(** [int](class_int) param **)** const - -Return a parameter, parameters are defined in the PARAM_* enum. The type of each parameter may change, so it"apos;s best to check the enum. - -#### set_texture - * void **set_texture** **(** [int](class_int) param, [Texture](class_texture) texture **)** - -Set a texture. Textures change parameters per texel and are mapped to the model depending on the texcoord mode (see [set_texcoord_mode](#set_texcoord_mode)). - -#### get_texture - * [Texture](class_texture) **get_texture** **(** [int](class_int) param **)** const - -Return a texture. Textures change parameters per texel and are mapped to the model depending on the texcoord mode (see [set_texcoord_mode](#set_texcoord_mode)). - -#### set_texcoord_mode - * void **set_texcoord_mode** **(** [int](class_int) param, [int](class_int) mode **)** - -Set the texture coordinate mode. Each texture param (from the PARAM_* enum) has one. It defines how the textures are mapped to the object. - -#### get_texcoord_mode - * [int](class_int) **get_texcoord_mode** **(** [int](class_int) param **)** const - -Return the texture coordinate mode. Each texture param (from the PARAM_* enum) has one. It defines how the textures are mapped to the object. - -#### set_uv_transform - * void **set_uv_transform** **(** [Transform](class_transform) transform **)** - -Sets a special transform used to post-transform UV coordinates of the uv_xfrom tecoord mode: TEXCOORD_UV_TRANSFORM - -#### get_uv_transform - * [Transform](class_transform) **get_uv_transform** **(** **)** const - -Returns the special transform used to post-transform UV coordinates of the uv_xfrom tecoord mode: TEXCOORD_UV_TRANSFORM +http://docs.godotengine.org diff --git a/class_float.md b/class_float.md index 8c81b60..505e8fd 100644 --- a/class_float.md +++ b/class_float.md @@ -1,14 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# float -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [float](class_float) **[float](#float)** **(** [bool](class_bool) from **)** - * [float](class_float) **[float](#float)** **(** [int](class_int) from **)** - * [float](class_float) **[float](#float)** **(** [String](class_string) from **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_flurry.md b/class_flurry.md index 96b60f6..505e8fd 100644 --- a/class_flurry.md +++ b/class_flurry.md @@ -1,18 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Flurry -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[log_event](#log_event)** **(** [String](class_string) name, [Dictionary](class_dictionary) params **)** - * void **[log_timed_event](#log_timed_event)** **(** [String](class_string) name, [Dictionary](class_dictionary) params **)** - * void **[end_timed_event](#end_timed_event)** **(** [String](class_string) name **)** - -### Member Function Description - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_followcamera.md b/class_followcamera.md index 37d00de..505e8fd 100644 --- a/class_followcamera.md +++ b/class_followcamera.md @@ -1,51 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# FollowCamera -####**Inherits:** [Camera](class_camera) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_orbit](#set_orbit)** **(** [Vector2](class_vector2) orbit **)** - * [Vector2](class_vector2) **[get_orbit](#get_orbit)** **(** **)** const - * void **[set_orbit_x](#set_orbit_x)** **(** [float](class_float) x **)** - * void **[set_orbit_y](#set_orbit_y)** **(** [float](class_float) y **)** - * void **[set_min_orbit_x](#set_min_orbit_x)** **(** [float](class_float) x **)** - * [float](class_float) **[get_min_orbit_x](#get_min_orbit_x)** **(** **)** const - * void **[set_max_orbit_x](#set_max_orbit_x)** **(** [float](class_float) x **)** - * [float](class_float) **[get_max_orbit_x](#get_max_orbit_x)** **(** **)** const - * void **[set_height](#set_height)** **(** [float](class_float) height **)** - * [float](class_float) **[get_height](#get_height)** **(** **)** const - * void **[set_inclination](#set_inclination)** **(** [float](class_float) inclination **)** - * [float](class_float) **[get_inclination](#get_inclination)** **(** **)** const - * void **[rotate_orbit](#rotate_orbit)** **(** [Vector2](class_vector2) arg0 **)** - * void **[set_distance](#set_distance)** **(** [float](class_float) distance **)** - * [float](class_float) **[get_distance](#get_distance)** **(** **)** const - * void **[set_max_distance](#set_max_distance)** **(** [float](class_float) max_distance **)** - * [float](class_float) **[get_max_distance](#get_max_distance)** **(** **)** const - * void **[set_min_distance](#set_min_distance)** **(** [float](class_float) min_distance **)** - * [float](class_float) **[get_min_distance](#get_min_distance)** **(** **)** const - * void **[set_clip](#set_clip)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[has_clip](#has_clip)** **(** **)** const - * void **[set_autoturn](#set_autoturn)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[has_autoturn](#has_autoturn)** **(** **)** const - * void **[set_autoturn_tolerance](#set_autoturn_tolerance)** **(** [float](class_float) degrees **)** - * [float](class_float) **[get_autoturn_tolerance](#get_autoturn_tolerance)** **(** **)** const - * void **[set_autoturn_speed](#set_autoturn_speed)** **(** [float](class_float) speed **)** - * [float](class_float) **[get_autoturn_speed](#get_autoturn_speed)** **(** **)** const - * void **[set_smoothing](#set_smoothing)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[has_smoothing](#has_smoothing)** **(** **)** const - * void **[set_rotation_smoothing](#set_rotation_smoothing)** **(** [float](class_float) amount **)** - * [float](class_float) **[get_rotation_smoothing](#get_rotation_smoothing)** **(** **)** const - * void **[set_translation_smoothing](#set_translation_smoothing)** **(** [float](class_float) amount **)** - * [float](class_float) **[get_translation_smoothing](#get_translation_smoothing)** **(** **)** const - * void **[set_use_lookat_target](#set_use_lookat_target)** **(** [bool](class_bool) use, [Vector3](class_vector3) lookat=Vector3(0, 0, 0) **)** - * void **[set_up_vector](#set_up_vector)** **(** [Vector3](class_vector3) vector **)** - * [Vector3](class_vector3) **[get_up_vector](#get_up_vector)** **(** **)** const - -### Member Function Description - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_font.md b/class_font.md index 155cf35..505e8fd 100644 --- a/class_font.md +++ b/class_font.md @@ -1,103 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Font -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Internationalized font and text drawing support. - -### Member Functions - * void **[set_height](#set_height)** **(** [float](class_float) px **)** - * [float](class_float) **[get_height](#get_height)** **(** **)** const - * void **[set_ascent](#set_ascent)** **(** [float](class_float) px **)** - * [float](class_float) **[get_ascent](#get_ascent)** **(** **)** const - * [float](class_float) **[get_descent](#get_descent)** **(** **)** const - * void **[add_kerning_pair](#add_kerning_pair)** **(** [int](class_int) char_a, [int](class_int) char_b, [int](class_int) kerning **)** - * [int](class_int) **[get_kerning_pair](#get_kerning_pair)** **(** [int](class_int) arg0, [int](class_int) arg1 **)** const - * void **[add_texture](#add_texture)** **(** [Texture](class_texture) texture **)** - * void **[add_char](#add_char)** **(** [int](class_int) character, [int](class_int) texture, [Rect2](class_rect2) rect, [Vector2](class_vector2) align=Vector2(0,0), [float](class_float) advance=-1 **)** - * [int](class_int) **[get_texture_count](#get_texture_count)** **(** **)** const - * [Texture](class_texture) **[get_texture](#get_texture)** **(** [int](class_int) idx **)** const - * [Vector2](class_vector2) **[get_char_size](#get_char_size)** **(** [int](class_int) char, [int](class_int) next=0 **)** const - * [Vector2](class_vector2) **[get_string_size](#get_string_size)** **(** [String](class_string) string **)** const - * void **[set_distance_field_hint](#set_distance_field_hint)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_distance_field_hint](#is_distance_field_hint)** **(** **)** const - * void **[clear](#clear)** **(** **)** - * void **[draw](#draw)** **(** [RID](class_rid) canvas_item, [Vector2](class_vector2) pos, [String](class_string) string, [Color](class_color) modulate=Color(1,1,1,1), [int](class_int) clip_w=-1 **)** const - * [float](class_float) **[draw_char](#draw_char)** **(** [RID](class_rid) canvas_item, [Vector2](class_vector2) pos, [int](class_int) char, [int](class_int) next=-1, [Color](class_color) modulate=Color(1,1,1,1) **)** const - -### Description -Font contains an unicode compatible character set, as well as the ability to draw it with variable width, ascent, descent and kerning. For creating fonts from TTF files (or other font formats), see the editor support for fonts. TODO check wikipedia for graph of ascent/baseline/descent/height/etc. - -### Member Function Description - -#### set_height - * void **set_height** **(** [float](class_float) px **)** - -Set the total font height (ascent plus descent) in pixels. - -#### get_height - * [float](class_float) **get_height** **(** **)** const - -Return the total font height (ascent plus descent) in pixels. - -#### set_ascent - * void **set_ascent** **(** [float](class_float) px **)** - -Set the font ascent (number of pixels above the baseline). - -#### get_ascent - * [float](class_float) **get_ascent** **(** **)** const - -Return the font ascent (number of pixels above the baseline). - -#### get_descent - * [float](class_float) **get_descent** **(** **)** const - -Return the font descent (number of pixels below the baseline). - -#### add_kerning_pair - * void **add_kerning_pair** **(** [int](class_int) char_a, [int](class_int) char_b, [int](class_int) kerning **)** - -Add a kerning pair to the [Font](class_font) as a difference. Kerning pairs are special cases where a typeface advance is determined by the next character. - -#### get_kerning_pair - * [int](class_int) **get_kerning_pair** **(** [int](class_int) arg0, [int](class_int) arg1 **)** const - -Return a kerning pair as a difference. Kerning pairs are special cases where a typeface advance is determined by the next character. - -#### add_texture - * void **add_texture** **(** [Texture](class_texture) texture **)** - -Add a texture to the [Font](class_font). - -#### add_char - * void **add_char** **(** [int](class_int) character, [int](class_int) texture, [Rect2](class_rect2) rect, [Vector2](class_vector2) align=Vector2(0,0), [float](class_float) advance=-1 **)** - -Add a character to the font, where "character" is the unicode value, "texture" is the texture index, "rect" is the region in the texture (in pixels!), "align" is the (optional) alignment for the character and "advance" is the (optional) advance. - -#### get_char_size - * [Vector2](class_vector2) **get_char_size** **(** [int](class_int) char, [int](class_int) next=0 **)** const - -Return the size of a character, optionally taking kerning into account if the next character is provided. - -#### get_string_size - * [Vector2](class_vector2) **get_string_size** **(** [String](class_string) string **)** const - -Return the size of a string, taking kerning and advance into account. - -#### clear - * void **clear** **(** **)** - -Clear all the font data. - -#### draw - * void **draw** **(** [RID](class_rid) canvas_item, [Vector2](class_vector2) pos, [String](class_string) string, [Color](class_color) modulate=Color(1,1,1,1), [int](class_int) clip_w=-1 **)** const - -Draw "string" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally clipping the width. "pos" specifies te baseline, not the top. To draw from the top, _ascent_ must be added to the Y axis. - -#### draw_char - * [float](class_float) **draw_char** **(** [RID](class_rid) canvas_item, [Vector2](class_vector2) pos, [int](class_int) char, [int](class_int) next=-1, [Color](class_color) modulate=Color(1,1,1,1) **)** const - -Draw character "char" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally kerning if "next" is apassed. clipping the width. "pos" specifies te baseline, not the top. To draw from the top, _ascent_ must be added to the Y axis. The width used by the character is returned, making this function useful for drawing strings character by character. +http://docs.godotengine.org diff --git a/class_funcref.md b/class_funcref.md index 5b787ac..505e8fd 100644 --- a/class_funcref.md +++ b/class_funcref.md @@ -1,15 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# FuncRef -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[call_func](#call_func)** **(** [String](class_string) method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL, var arg5=NULL, var arg6=NULL, var arg7=NULL, var arg8=NULL, var arg9=NULL **)** - * void **[set_instance](#set_instance)** **(** [Object](class_object) instance **)** - * void **[set_function](#set_function)** **(** [String](class_string) name **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_gdfunctionstate.md b/class_gdfunctionstate.md index 5f2ae16..505e8fd 100644 --- a/class_gdfunctionstate.md +++ b/class_gdfunctionstate.md @@ -1,14 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# GDFunctionState -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[resume](#resume)** **(** var arg=NULL **)** - * [bool](class_bool) **[is_valid](#is_valid)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_gdnativeclass.md b/class_gdnativeclass.md index e5a2f69..505e8fd 100644 --- a/class_gdnativeclass.md +++ b/class_gdnativeclass.md @@ -1,13 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# GDNativeClass -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[new](#new)** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_gdscript.md b/class_gdscript.md index 2b3492a..505e8fd 100644 --- a/class_gdscript.md +++ b/class_gdscript.md @@ -1,13 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# GDScript -####**Inherits:** [Script](class_script) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[new](#new)** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_generic6dofjoint.md b/class_generic6dofjoint.md index c34fa88..505e8fd 100644 --- a/class_generic6dofjoint.md +++ b/class_generic6dofjoint.md @@ -1,45 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Generic6DOFJoint -####**Inherits:** [Joint](class_joint) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_param_x](#set_param_x)** **(** [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[get_param_x](#get_param_x)** **(** [int](class_int) param **)** const - * void **[set_param_y](#set_param_y)** **(** [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[get_param_y](#get_param_y)** **(** [int](class_int) param **)** const - * void **[set_param_z](#set_param_z)** **(** [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[get_param_z](#get_param_z)** **(** [int](class_int) param **)** const - * void **[set_flag_x](#set_flag_x)** **(** [int](class_int) flag, [bool](class_bool) value **)** - * [bool](class_bool) **[get_flag_x](#get_flag_x)** **(** [int](class_int) flag **)** const - * void **[set_flag_y](#set_flag_y)** **(** [int](class_int) flag, [bool](class_bool) value **)** - * [bool](class_bool) **[get_flag_y](#get_flag_y)** **(** [int](class_int) flag **)** const - * void **[set_flag_z](#set_flag_z)** **(** [int](class_int) flag, [bool](class_bool) value **)** - * [bool](class_bool) **[get_flag_z](#get_flag_z)** **(** [int](class_int) flag **)** const - -### Numeric Constants - * **PARAM_LINEAR_LOWER_LIMIT** = **0** - * **PARAM_LINEAR_UPPER_LIMIT** = **1** - * **PARAM_LINEAR_LIMIT_SOFTNESS** = **2** - * **PARAM_LINEAR_RESTITUTION** = **3** - * **PARAM_LINEAR_DAMPING** = **4** - * **PARAM_ANGULAR_LOWER_LIMIT** = **5** - * **PARAM_ANGULAR_UPPER_LIMIT** = **6** - * **PARAM_ANGULAR_LIMIT_SOFTNESS** = **7** - * **PARAM_ANGULAR_DAMPING** = **8** - * **PARAM_ANGULAR_RESTITUTION** = **9** - * **PARAM_ANGULAR_FORCE_LIMIT** = **10** - * **PARAM_ANGULAR_ERP** = **11** - * **PARAM_ANGULAR_MOTOR_TARGET_VELOCITY** = **12** - * **PARAM_ANGULAR_MOTOR_FORCE_LIMIT** = **13** - * **PARAM_MAX** = **14** - * **FLAG_ENABLE_LINEAR_LIMIT** = **0** - * **FLAG_ENABLE_ANGULAR_LIMIT** = **1** - * **FLAG_ENABLE_MOTOR** = **2** - * **FLAG_MAX** = **3** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_geometry.md b/class_geometry.md index 545daf3..505e8fd 100644 --- a/class_geometry.md +++ b/class_geometry.md @@ -1,29 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Geometry -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [Array](class_array) **[build_box_planes](#build_box_planes)** **(** [Vector3](class_vector3) extents **)** - * [Array](class_array) **[build_cylinder_planes](#build_cylinder_planes)** **(** [float](class_float) radius, [float](class_float) height, [int](class_int) sides, [int](class_int) axis=2 **)** - * [Array](class_array) **[build_capsule_planes](#build_capsule_planes)** **(** [float](class_float) radius, [float](class_float) height, [int](class_int) sides, [int](class_int) lats, [int](class_int) axis=2 **)** - * [float](class_float) **[segment_intersects_circle](#segment_intersects_circle)** **(** [Vector2](class_vector2) segment_from, [Vector2](class_vector2) segment_to, [Vector2](class_vector2) circle_pos, [float](class_float) circle_radius **)** - * void **[segment_intersects_segment_2d](#segment_intersects_segment_2d)** **(** [Vector2](class_vector2) from_a, [Vector2](class_vector2) to_a, [Vector2](class_vector2) from_b, [Vector2](class_vector2) to_b **)** - * [Vector2Array](class_vector2array) **[get_closest_points_between_segments_2d](#get_closest_points_between_segments_2d)** **(** [Vector2](class_vector2) p1, [Vector2](class_vector2) q1, [Vector2](class_vector2) p2, [Vector2](class_vector2) q2 **)** - * [Vector3Array](class_vector3array) **[get_closest_points_between_segments](#get_closest_points_between_segments)** **(** [Vector3](class_vector3) p1, [Vector3](class_vector3) p2, [Vector3](class_vector3) q1, [Vector3](class_vector3) q2 **)** - * [Vector3](class_vector3) **[get_closest_point_to_segment](#get_closest_point_to_segment)** **(** [Vector3](class_vector3) point, [Vector3](class_vector3) s1, [Vector3](class_vector3) s2 **)** - * [int](class_int) **[get_uv84_normal_bit](#get_uv84_normal_bit)** **(** [Vector3](class_vector3) normal **)** - * void **[ray_intersects_triangle](#ray_intersects_triangle)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) dir, [Vector3](class_vector3) a, [Vector3](class_vector3) b, [Vector3](class_vector3) c **)** - * void **[segment_intersects_triangle](#segment_intersects_triangle)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) to, [Vector3](class_vector3) a, [Vector3](class_vector3) b, [Vector3](class_vector3) c **)** - * [Vector3Array](class_vector3array) **[segment_intersects_sphere](#segment_intersects_sphere)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) to, [Vector3](class_vector3) spos, [float](class_float) sradius **)** - * [Vector3Array](class_vector3array) **[segment_intersects_cylinder](#segment_intersects_cylinder)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) to, [float](class_float) height, [float](class_float) radius **)** - * [Vector3Array](class_vector3array) **[segment_intersects_convex](#segment_intersects_convex)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) to, [Array](class_array) planes **)** - * [bool](class_bool) **[point_is_inside_triangle](#point_is_inside_triangle)** **(** [Vector2](class_vector2) point, [Vector2](class_vector2) a, [Vector2](class_vector2) b, [Vector2](class_vector2) c **)** const - * [IntArray](class_intarray) **[triangulate_polygon](#triangulate_polygon)** **(** [Vector2Array](class_vector2array) polygon **)** - * [Dictionary](class_dictionary) **[make_atlas](#make_atlas)** **(** [Vector2Array](class_vector2array) sizes **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_geometryinstance.md b/class_geometryinstance.md index 79c2325..505e8fd 100644 --- a/class_geometryinstance.md +++ b/class_geometryinstance.md @@ -1,47 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# GeometryInstance -####**Inherits:** [VisualInstance](class_visualinstance) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base node for geometry based visual instances. - -### Member Functions - * void **[set_material_override](#set_material_override)** **(** [Object](class_object) material **)** - * [Object](class_object) **[get_material_override](#get_material_override)** **(** **)** const - * void **[set_flag](#set_flag)** **(** [int](class_int) flag, [bool](class_bool) value **)** - * [bool](class_bool) **[get_flag](#get_flag)** **(** [int](class_int) flag **)** const - * void **[set_draw_range_begin](#set_draw_range_begin)** **(** [float](class_float) mode **)** - * [float](class_float) **[get_draw_range_begin](#get_draw_range_begin)** **(** **)** const - * void **[set_draw_range_end](#set_draw_range_end)** **(** [float](class_float) mode **)** - * [float](class_float) **[get_draw_range_end](#get_draw_range_end)** **(** **)** const - * void **[set_baked_light_texture_id](#set_baked_light_texture_id)** **(** [int](class_int) id **)** - * [int](class_int) **[get_baked_light_texture_id](#get_baked_light_texture_id)** **(** **)** const - * void **[set_extra_cull_margin](#set_extra_cull_margin)** **(** [float](class_float) margin **)** - * [float](class_float) **[get_extra_cull_margin](#get_extra_cull_margin)** **(** **)** const - -### Numeric Constants - * **FLAG_VISIBLE** = **0** - * **FLAG_CAST_SHADOW** = **3** - * **FLAG_RECEIVE_SHADOWS** = **4** - * **FLAG_BILLBOARD** = **1** - * **FLAG_BILLBOARD_FIX_Y** = **2** - * **FLAG_DEPH_SCALE** = **5** - * **FLAG_VISIBLE_IN_ALL_ROOMS** = **6** - * **FLAG_MAX** = **8** - -### Description -Base node for geometry based visual instances. Shares some common functionality like visibility and custom materials. - -### Member Function Description - -#### set_material_override - * void **set_material_override** **(** [Object](class_object) material **)** - -Set the material override for the whole geometry. - -#### get_material_override - * [Object](class_object) **get_material_override** **(** **)** const - -Return the material override for the whole geometry. +http://docs.godotengine.org diff --git a/class_globals.md b/class_globals.md index 7104a99..505e8fd 100644 --- a/class_globals.md +++ b/class_globals.md @@ -1,67 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Globals -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Contains global variables accessible from everywhere. - -### Member Functions - * [bool](class_bool) **[has](#has)** **(** [String](class_string) name **)** const - * void **[set_order](#set_order)** **(** [String](class_string) name, [int](class_int) pos **)** - * [int](class_int) **[get_order](#get_order)** **(** [String](class_string) name **)** const - * void **[set_persisting](#set_persisting)** **(** [String](class_string) name, [bool](class_bool) enable **)** - * [bool](class_bool) **[is_persisting](#is_persisting)** **(** [String](class_string) name **)** const - * void **[clear](#clear)** **(** [String](class_string) name **)** - * [String](class_string) **[localize_path](#localize_path)** **(** [String](class_string) path **)** const - * [String](class_string) **[globalize_path](#globalize_path)** **(** [String](class_string) path **)** const - * [int](class_int) **[save](#save)** **(** **)** - * [bool](class_bool) **[has_singleton](#has_singleton)** **(** [String](class_string) arg0 **)** const - * [Object](class_object) **[get_singleton](#get_singleton)** **(** [String](class_string) arg0 **)** const - * [bool](class_bool) **[load_resource_pack](#load_resource_pack)** **(** [String](class_string) arg0 **)** - -### Description -Contains global variables accessible from everywhere. Use the normal [Object](class_object) API, such as "Globals.get(variable)", "Globals.set(variable,value)" or "Globals.has(variable)" to access them. Variables stored in engine.cfg are also loaded into globals, making this object very useful for reading custom game configuration options. - -### Member Function Description - -#### has - * [bool](class_bool) **has** **(** [String](class_string) name **)** const - -Return true if a configuration value is present. - -#### set_order - * void **set_order** **(** [String](class_string) name, [int](class_int) pos **)** - -Set the order of a configuration value (influences when saved to the config file). - -#### get_order - * [int](class_int) **get_order** **(** [String](class_string) name **)** const - -Return the order of a configuration value (influences when saved to the config file). - -#### set_persisting - * void **set_persisting** **(** [String](class_string) name, [bool](class_bool) enable **)** - -If set to true, this value can be saved to the configuration file. This is useful for editors. - -#### is_persisting - * [bool](class_bool) **is_persisting** **(** [String](class_string) name **)** const - -If returns true, this value can be saved to the configuration file. This is useful for editors. - -#### clear - * void **clear** **(** [String](class_string) name **)** - -Clear the whole configuration (not recommended, may break things). - -#### localize_path - * [String](class_string) **localize_path** **(** [String](class_string) path **)** const - -Convert a path to a localized path (res:// path). - -#### globalize_path - * [String](class_string) **globalize_path** **(** [String](class_string) path **)** const - -Convert a localized path (res://) to a full native OS path. +http://docs.godotengine.org diff --git a/class_graphedit.md b/class_graphedit.md index 0733a52..505e8fd 100644 --- a/class_graphedit.md +++ b/class_graphedit.md @@ -1,22 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# GraphEdit -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * Error **[connect_node](#connect_node)** **(** [String](class_string) from, [int](class_int) from_port, [String](class_string) to, [int](class_int) to_port **)** - * [bool](class_bool) **[is_node_connected](#is_node_connected)** **(** [String](class_string) from, [int](class_int) from_port, [String](class_string) to, [int](class_int) to_port **)** - * void **[disconnect_node](#disconnect_node)** **(** [String](class_string) from, [int](class_int) from_port, [String](class_string) to, [int](class_int) to_port **)** - * [Array](class_array) **[get_connection_list](#get_connection_list)** **(** **)** const - * void **[set_right_disconnects](#set_right_disconnects)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_right_disconnects_enabled](#is_right_disconnects_enabled)** **(** **)** const - -### Signals - * **disconnection_request** **(** [String](class_string) from, [int](class_int) from_slot, [String](class_string) to, [int](class_int) to_slot **)** - * **connection_request** **(** [String](class_string) from, [int](class_int) from_slot, [String](class_string) to, [int](class_int) to_slot **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_graphnode.md b/class_graphnode.md index 71089b0..505e8fd 100644 --- a/class_graphnode.md +++ b/class_graphnode.md @@ -1,41 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# GraphNode -####**Inherits:** [Container](class_container) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_title](#set_title)** **(** [String](class_string) title **)** - * [String](class_string) **[get_title](#get_title)** **(** **)** const - * void **[set_slot](#set_slot)** **(** [int](class_int) idx, [bool](class_bool) enable_left, [int](class_int) type_left, [Color](class_color) color_left, [bool](class_bool) enable_right, [int](class_int) type_right, [Color](class_color) color_right **)** - * void **[clear_slot](#clear_slot)** **(** [int](class_int) idx **)** - * void **[clear_all_slots](#clear_all_slots)** **(** **)** - * [bool](class_bool) **[is_slot_enabled_left](#is_slot_enabled_left)** **(** [int](class_int) idx **)** const - * [int](class_int) **[get_slot_type_left](#get_slot_type_left)** **(** [int](class_int) idx **)** const - * [Color](class_color) **[get_slot_color_left](#get_slot_color_left)** **(** [int](class_int) idx **)** const - * [bool](class_bool) **[is_slot_enabled_right](#is_slot_enabled_right)** **(** [int](class_int) idx **)** const - * [int](class_int) **[get_slot_type_right](#get_slot_type_right)** **(** [int](class_int) idx **)** const - * [Color](class_color) **[get_slot_color_right](#get_slot_color_right)** **(** [int](class_int) idx **)** const - * void **[set_offset](#set_offset)** **(** [Vector2](class_vector2) offset **)** - * [Vector2](class_vector2) **[get_offset](#get_offset)** **(** **)** const - * [int](class_int) **[get_connection_output_count](#get_connection_output_count)** **(** **)** - * [int](class_int) **[get_connection_input_count](#get_connection_input_count)** **(** **)** - * [Vector2](class_vector2) **[get_connection_output_pos](#get_connection_output_pos)** **(** [int](class_int) idx **)** - * [int](class_int) **[get_connection_output_type](#get_connection_output_type)** **(** [int](class_int) idx **)** - * [Color](class_color) **[get_connection_output_color](#get_connection_output_color)** **(** [int](class_int) idx **)** - * [Vector2](class_vector2) **[get_connection_input_pos](#get_connection_input_pos)** **(** [int](class_int) idx **)** - * [int](class_int) **[get_connection_input_type](#get_connection_input_type)** **(** [int](class_int) idx **)** - * [Color](class_color) **[get_connection_input_color](#get_connection_input_color)** **(** [int](class_int) idx **)** - * void **[set_show_close_button](#set_show_close_button)** **(** [bool](class_bool) show **)** - * [bool](class_bool) **[is_close_button_visible](#is_close_button_visible)** **(** **)** const - -### Signals - * **raise_request** **(** **)** - * **close_request** **(** **)** - * **dragged** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to **)** - * **offset_changed** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_gridcontainer.md b/class_gridcontainer.md index 40dc713..505e8fd 100644 --- a/class_gridcontainer.md +++ b/class_gridcontainer.md @@ -1,14 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# GridContainer -####**Inherits:** [Container](class_container) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_columns](#set_columns)** **(** [int](class_int) columns **)** - * [int](class_int) **[get_columns](#get_columns)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_gridmap.md b/class_gridmap.md index 4ed6f6d..505e8fd 100644 --- a/class_gridmap.md +++ b/class_gridmap.md @@ -1,50 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# GridMap -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_theme](#set_theme)** **(** [MeshLibrary](class_meshlibrary) theme **)** - * [MeshLibrary](class_meshlibrary) **[get_theme](#get_theme)** **(** **)** const - * void **[set_bake](#set_bake)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_baking_enabled](#is_baking_enabled)** **(** **)** const - * void **[set_cell_size](#set_cell_size)** **(** [float](class_float) size **)** - * [float](class_float) **[get_cell_size](#get_cell_size)** **(** **)** const - * void **[set_octant_size](#set_octant_size)** **(** [int](class_int) size **)** - * [int](class_int) **[get_octant_size](#get_octant_size)** **(** **)** const - * void **[set_cell_item](#set_cell_item)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) z, [int](class_int) item, [int](class_int) orientation=0 **)** - * [int](class_int) **[get_cell_item](#get_cell_item)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) z **)** const - * [int](class_int) **[get_cell_item_orientation](#get_cell_item_orientation)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) z **)** const - * void **[resource_changed](#resource_changed)** **(** [Object](class_object) arg0 **)** - * void **[set_center_x](#set_center_x)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_center_x](#get_center_x)** **(** **)** const - * void **[set_center_y](#set_center_y)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_center_y](#get_center_y)** **(** **)** const - * void **[set_center_z](#set_center_z)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_center_z](#get_center_z)** **(** **)** const - * void **[set_clip](#set_clip)** **(** [bool](class_bool) enabled, [bool](class_bool) clipabove=true, [int](class_int) floor=0, [int](class_int) axis=0 **)** - * [int](class_int) **[create_area](#create_area)** **(** [int](class_int) id, [AABB](class_aabb) area **)** - * [AABB](class_aabb) **[area_get_bounds](#area_get_bounds)** **(** [int](class_int) area **)** const - * void **[area_set_exterior_portal](#area_set_exterior_portal)** **(** [int](class_int) area, [bool](class_bool) enable **)** - * void **[area_set_name](#area_set_name)** **(** [int](class_int) area, [String](class_string) name **)** - * [String](class_string) **[area_get_name](#area_get_name)** **(** [int](class_int) area **)** const - * [bool](class_bool) **[area_is_exterior_portal](#area_is_exterior_portal)** **(** [int](class_int) area **)** const - * void **[area_set_portal_disable_distance](#area_set_portal_disable_distance)** **(** [int](class_int) area, [float](class_float) distance **)** - * [float](class_float) **[area_get_portal_disable_distance](#area_get_portal_disable_distance)** **(** [int](class_int) area **)** const - * void **[area_set_portal_disable_color](#area_set_portal_disable_color)** **(** [int](class_int) area, [Color](class_color) color **)** - * [Color](class_color) **[area_get_portal_disable_color](#area_get_portal_disable_color)** **(** [int](class_int) area **)** const - * void **[erase_area](#erase_area)** **(** [int](class_int) area **)** - * [int](class_int) **[get_unused_area_id](#get_unused_area_id)** **(** **)** const - * void **[bake_geometry](#bake_geometry)** **(** **)** - * void **[set_use_baked_light](#set_use_baked_light)** **(** [bool](class_bool) use **)** - * [bool](class_bool) **[is_using_baked_light](#is_using_baked_light)** **(** **)** const - * void **[clear](#clear)** **(** **)** - -### Numeric Constants - * **INVALID_CELL_ITEM** = **-1** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_groovejoint2d.md b/class_groovejoint2d.md index e48bf84..505e8fd 100644 --- a/class_groovejoint2d.md +++ b/class_groovejoint2d.md @@ -1,39 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# GrooveJoint2D -####**Inherits:** [Joint2D](class_joint2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Groove constraint for 2D physics. - -### Member Functions - * void **[set_length](#set_length)** **(** [float](class_float) length **)** - * [float](class_float) **[get_length](#get_length)** **(** **)** const - * void **[set_initial_offset](#set_initial_offset)** **(** [float](class_float) offset **)** - * [float](class_float) **[get_initial_offset](#get_initial_offset)** **(** **)** const - -### Description -Groove constraint for 2D physics. This is useful for making a body "slide" through a segment placed in another. - -### Member Function Description - -#### set_length - * void **set_length** **(** [float](class_float) length **)** - -Set the length of the groove. - -#### get_length - * [float](class_float) **get_length** **(** **)** const - -Return the length of the groove. - -#### set_initial_offset - * void **set_initial_offset** **(** [float](class_float) offset **)** - -Set the initial offset of the groove on body A. - -#### get_initial_offset - * [float](class_float) **get_initial_offset** **(** **)** const - -Set the final offset of the groove on body A. +http://docs.godotengine.org diff --git a/class_hboxcontainer.md b/class_hboxcontainer.md index 1cb196e..505e8fd 100644 --- a/class_hboxcontainer.md +++ b/class_hboxcontainer.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# HBoxContainer -####**Inherits:** [BoxContainer](class_boxcontainer) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Horizontal box container. - -### Description -Horizontal box container. See [BoxContainer](class_boxcontainer). +http://docs.godotengine.org diff --git a/class_hbuttonarray.md b/class_hbuttonarray.md index b185979..505e8fd 100644 --- a/class_hbuttonarray.md +++ b/class_hbuttonarray.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# HButtonArray -####**Inherits:** [ButtonArray](class_buttonarray) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Horizontal button array. - -### Description -Horizontal button array. See [ButtonArray](class_buttonarray). +http://docs.godotengine.org diff --git a/class_hingejoint.md b/class_hingejoint.md index dae3d1f..505e8fd 100644 --- a/class_hingejoint.md +++ b/class_hingejoint.md @@ -1,30 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# HingeJoint -####**Inherits:** [Joint](class_joint) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_param](#set_param)** **(** [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[get_param](#get_param)** **(** [int](class_int) param **)** const - * void **[set_flag](#set_flag)** **(** [int](class_int) flag, [bool](class_bool) enabled **)** - * [bool](class_bool) **[get_flag](#get_flag)** **(** [int](class_int) flag **)** const - -### Numeric Constants - * **PARAM_BIAS** = **0** - * **PARAM_LIMIT_UPPER** = **1** - * **PARAM_LIMIT_LOWER** = **2** - * **PARAM_LIMIT_BIAS** = **3** - * **PARAM_LIMIT_SOFTNESS** = **4** - * **PARAM_LIMIT_RELAXATION** = **5** - * **PARAM_MOTOR_TARGET_VELOCITY** = **6** - * **PARAM_MOTOR_MAX_IMPULSE** = **7** - * **PARAM_MAX** = **8** - * **FLAG_USE_LIMIT** = **0** - * **FLAG_ENABLE_MOTOR** = **1** - * **FLAG_MAX** = **2** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_hscrollbar.md b/class_hscrollbar.md index de2aac2..505e8fd 100644 --- a/class_hscrollbar.md +++ b/class_hscrollbar.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# HScrollBar -####**Inherits:** [ScrollBar](class_scrollbar) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Horizontal scroll bar. - -### Description -Horizontal scroll bar. See [ScrollBar](class_scrollbar). This one goes from left (min) to right (max). +http://docs.godotengine.org diff --git a/class_hseparator.md b/class_hseparator.md index b2db133..505e8fd 100644 --- a/class_hseparator.md +++ b/class_hseparator.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# HSeparator -####**Inherits:** [Separator](class_separator) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Horizontal separator. - -### Description -Horizontal separator. See [Separator](class_separator). It is used to separate objects vertiacally, though (but it looks horizontal!). +http://docs.godotengine.org diff --git a/class_hslider.md b/class_hslider.md index 756af5e..505e8fd 100644 --- a/class_hslider.md +++ b/class_hslider.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# HSlider -####**Inherits:** [Slider](class_slider) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Horizontal slider. - -### Description -Horizontal slider. See [Slider](class_slider). This one goes from left (min) to right (max). +http://docs.godotengine.org diff --git a/class_hsplitcontainer.md b/class_hsplitcontainer.md index c1a5a8a..505e8fd 100644 --- a/class_hsplitcontainer.md +++ b/class_hsplitcontainer.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# HSplitContainer -####**Inherits:** [SplitContainer](class_splitcontainer) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Horizontal split container. - -### Description -Horizontal split container. See [SplitContainer](class_splitcontainer). This goes from left to right. +http://docs.godotengine.org diff --git a/class_httpclient.md b/class_httpclient.md index c981a7a..505e8fd 100644 --- a/class_httpclient.md +++ b/class_httpclient.md @@ -1,100 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# HTTPClient -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * Error **[connect](#connect)** **(** [String](class_string) host, [int](class_int) port, [bool](class_bool) use_ssl=false, [bool](class_bool) arg3=true **)** - * void **[set_connection](#set_connection)** **(** [StreamPeer](class_streampeer) connection **)** - * [int](class_int) **[request](#request)** **(** [int](class_int) method, [String](class_string) url, [StringArray](class_stringarray) headers, [String](class_string) body="" **)** - * [int](class_int) **[send_body_text](#send_body_text)** **(** [String](class_string) body **)** - * [int](class_int) **[send_body_data](#send_body_data)** **(** [RawArray](class_rawarray) body **)** - * void **[close](#close)** **(** **)** - * [bool](class_bool) **[has_response](#has_response)** **(** **)** const - * [bool](class_bool) **[is_response_chunked](#is_response_chunked)** **(** **)** const - * [int](class_int) **[get_response_code](#get_response_code)** **(** **)** const - * [StringArray](class_stringarray) **[get_response_headers](#get_response_headers)** **(** **)** - * [Dictionary](class_dictionary) **[get_response_headers_as_dictionary](#get_response_headers_as_dictionary)** **(** **)** - * [int](class_int) **[get_response_body_length](#get_response_body_length)** **(** **)** const - * [RawArray](class_rawarray) **[read_response_body_chunk](#read_response_body_chunk)** **(** **)** - * void **[set_read_chunk_size](#set_read_chunk_size)** **(** [int](class_int) bytes **)** - * void **[set_blocking_mode](#set_blocking_mode)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_blocking_mode_enabled](#is_blocking_mode_enabled)** **(** **)** const - * [int](class_int) **[get_status](#get_status)** **(** **)** const - * Error **[poll](#poll)** **(** **)** - -### Numeric Constants - * **METHOD_GET** = **0** - * **METHOD_HEAD** = **1** - * **METHOD_POST** = **2** - * **METHOD_PUT** = **3** - * **METHOD_DELETE** = **4** - * **METHOD_OPTIONS** = **5** - * **METHOD_TRACE** = **6** - * **METHOD_CONNECT** = **7** - * **METHOD_MAX** = **8** - * **STATUS_DISCONNECTED** = **0** - * **STATUS_RESOLVING** = **1** - * **STATUS_CANT_RESOLVE** = **2** - * **STATUS_CONNECTING** = **3** - * **STATUS_CANT_CONNECT** = **4** - * **STATUS_CONNECTED** = **5** - * **STATUS_REQUESTING** = **6** - * **STATUS_BODY** = **7** - * **STATUS_CONNECTION_ERROR** = **8** - * **STATUS_SSL_HANDSHAKE_ERROR** = **9** - * **RESPONSE_CONTINUE** = **100** - * **RESPONSE_SWITCHING_PROTOCOLS** = **101** - * **RESPONSE_PROCESSING** = **102** - * **RESPONSE_OK** = **200** - * **RESPONSE_CREATED** = **201** - * **RESPONSE_ACCEPTED** = **202** - * **RESPONSE_NON_AUTHORITATIVE_INFORMATION** = **203** - * **RESPONSE_NO_CONTENT** = **204** - * **RESPONSE_RESET_CONTENT** = **205** - * **RESPONSE_PARTIAL_CONTENT** = **206** - * **RESPONSE_MULTI_STATUS** = **207** - * **RESPONSE_IM_USED** = **226** - * **RESPONSE_MULTIPLE_CHOICES** = **300** - * **RESPONSE_MOVED_PERMANENTLY** = **301** - * **RESPONSE_FOUND** = **302** - * **RESPONSE_SEE_OTHER** = **303** - * **RESPONSE_NOT_MODIFIED** = **304** - * **RESPONSE_USE_PROXY** = **305** - * **RESPONSE_TEMPORARY_REDIRECT** = **307** - * **RESPONSE_BAD_REQUEST** = **400** - * **RESPONSE_UNAUTHORIZED** = **401** - * **RESPONSE_PAYMENT_REQUIRED** = **402** - * **RESPONSE_FORBIDDEN** = **403** - * **RESPONSE_NOT_FOUND** = **404** - * **RESPONSE_METHOD_NOT_ALLOWED** = **405** - * **RESPONSE_NOT_ACCEPTABLE** = **406** - * **RESPONSE_PROXY_AUTHENTICATION_REQUIRED** = **407** - * **RESPONSE_REQUEST_TIMEOUT** = **408** - * **RESPONSE_CONFLICT** = **409** - * **RESPONSE_GONE** = **410** - * **RESPONSE_LENGTH_REQUIRED** = **411** - * **RESPONSE_PRECONDITION_FAILED** = **412** - * **RESPONSE_REQUEST_ENTITY_TOO_LARGE** = **413** - * **RESPONSE_REQUEST_URI_TOO_LONG** = **414** - * **RESPONSE_UNSUPPORTED_MEDIA_TYPE** = **415** - * **RESPONSE_REQUESTED_RANGE_NOT_SATISFIABLE** = **416** - * **RESPONSE_EXPECTATION_FAILED** = **417** - * **RESPONSE_UNPROCESSABLE_ENTITY** = **422** - * **RESPONSE_LOCKED** = **423** - * **RESPONSE_FAILED_DEPENDENCY** = **424** - * **RESPONSE_UPGRADE_REQUIRED** = **426** - * **RESPONSE_INTERNAL_SERVER_ERROR** = **500** - * **RESPONSE_NOT_IMPLEMENTED** = **501** - * **RESPONSE_BAD_GATEWAY** = **502** - * **RESPONSE_SERVICE_UNAVAILABLE** = **503** - * **RESPONSE_GATEWAY_TIMEOUT** = **504** - * **RESPONSE_HTTP_VERSION_NOT_SUPPORTED** = **505** - * **RESPONSE_INSUFFICIENT_STORAGE** = **507** - * **RESPONSE_NOT_EXTENDED** = **510** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_image.md b/class_image.md index 3e23dda..505e8fd 100644 --- a/class_image.md +++ b/class_image.md @@ -1,61 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Image -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Image datatype. - -### Member Functions - * void **[blit_rect](#blit_rect)** **(** [Image](class_image) src, [Rect2](class_rect2) src_rect, [Vector2](class_vector2) dest=0 **)** - * void **[brush_transfer](#brush_transfer)** **(** [Image](class_image) src, [Image](class_image) brush, [Vector2](class_vector2) pos=0 **)** - * [Image](class_image) **[brushed](#brushed)** **(** [Image](class_image) src, [Image](class_image) brush, [Vector2](class_vector2) pos=0 **)** - * [Image](class_image) **[compressed](#compressed)** **(** [int](class_int) format=0 **)** - * [Image](class_image) **[converted](#converted)** **(** [int](class_int) format=0 **)** - * [Image](class_image) **[decompressed](#decompressed)** **(** **)** - * [bool](class_bool) **[empty](#empty)** **(** **)** - * [RawArray](class_rawarray) **[get_data](#get_data)** **(** **)** - * [int](class_int) **[get_format](#get_format)** **(** **)** - * [int](class_int) **[get_height](#get_height)** **(** **)** - * [Color](class_color) **[get_pixel](#get_pixel)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) mipmap_level=0 **)** - * [Image](class_image) **[get_rect](#get_rect)** **(** [Rect2](class_rect2) area=0 **)** - * [Rect2](class_rect2) **[get_used_rect](#get_used_rect)** **(** **)** - * [int](class_int) **[get_width](#get_width)** **(** **)** - * [int](class_int) **[load](#load)** **(** [String](class_string) path=0 **)** - * void **[put_pixel](#put_pixel)** **(** [int](class_int) x, [int](class_int) y, [Color](class_color) color, [int](class_int) mipmap_level=0 **)** - * [Image](class_image) **[resized](#resized)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) interpolation=1 **)** - * [int](class_int) **[save_png](#save_png)** **(** [String](class_string) path=0 **)** - -### Numeric Constants - * **COMPRESS_BC** = **0** - * **COMPRESS_PVRTC2** = **1** - * **COMPRESS_PVRTC4** = **2** - * **COMPRESS_ETC** = **3** - * **FORMAT_GRAYSCALE** = **0** - * **FORMAT_INTENSITY** = **1** - * **FORMAT_GRAYSCALE_ALPHA** = **2** - * **FORMAT_RGB** = **3** - * **FORMAT_RGBA** = **4** - * **FORMAT_INDEXED** = **5** - * **FORMAT_INDEXED_ALPHA** = **6** - * **FORMAT_YUV_422** = **7** - * **FORMAT_YUV_444** = **8** - * **FORMAT_BC1** = **9** - * **FORMAT_BC2** = **10** - * **FORMAT_BC3** = **11** - * **FORMAT_BC4** = **12** - * **FORMAT_BC5** = **13** - * **FORMAT_PVRTC2** = **14** - * **FORMAT_PVRTC2_ALPHA** = **15** - * **FORMAT_PVRTC4** = **16** - * **FORMAT_PVRTC4_ALPHA** = **17** - * **FORMAT_ETC** = **18** - * **FORMAT_ATC** = **19** - * **FORMAT_ATC_ALPHA_EXPLICIT** = **20** - * **FORMAT_ATC_ALPHA_INTERPOLATED** = **21** - * **FORMAT_CUSTOM** = **22** - -### Description -Built in native image datatype. Contains image data, which can be converted to a texture, and several functions to interact with it. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_imagepathfinder.md b/class_imagepathfinder.md index c2f0192..505e8fd 100644 --- a/class_imagepathfinder.md +++ b/class_imagepathfinder.md @@ -1,19 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ImagePathFinder -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [Vector2Array](class_vector2array) **[find_path](#find_path)** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to, [bool](class_bool) optimize=false **)** - * [Vector2](class_vector2) **[get_size](#get_size)** **(** **)** const - * [bool](class_bool) **[is_solid](#is_solid)** **(** [Vector2](class_vector2) pos **)** - * void **[create_from_image_alpha](#create_from_image_alpha)** **(** [Image](class_image) arg0 **)** - -### Member Function Description - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_imagetexture.md b/class_imagetexture.md index b7e3f92..505e8fd 100644 --- a/class_imagetexture.md +++ b/class_imagetexture.md @@ -1,31 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ImageTexture -####**Inherits:** [Texture](class_texture) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[create](#create)** **(** [int](class_int) width, [int](class_int) height, [int](class_int) format, [int](class_int) flags=7 **)** - * void **[create_from_image](#create_from_image)** **(** [Image](class_image) image, [int](class_int) flags=7 **)** - * [int](class_int) **[get_format](#get_format)** **(** **)** const - * void **[load](#load)** **(** [String](class_string) path **)** - * void **[set_data](#set_data)** **(** [Image](class_image) image **)** - * [Image](class_image) **[get_data](#get_data)** **(** **)** const - * void **[set_storage](#set_storage)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_storage](#get_storage)** **(** **)** const - * void **[set_lossy_storage_quality](#set_lossy_storage_quality)** **(** [float](class_float) quality **)** - * [float](class_float) **[get_lossy_storage_quality](#get_lossy_storage_quality)** **(** **)** const - * void **[fix_alpha_edges](#fix_alpha_edges)** **(** **)** - * void **[premultiply_alpha](#premultiply_alpha)** **(** **)** - * void **[normal_to_xy](#normal_to_xy)** **(** **)** - * void **[set_size_override](#set_size_override)** **(** [Vector2](class_vector2) size **)** - -### Numeric Constants - * **STORAGE_RAW** = **0** - * **STORAGE_COMPRESS_LOSSY** = **1** - * **STORAGE_COMPRESS_LOSSLESS** = **2** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_immediategeometry.md b/class_immediategeometry.md index 5a0daff..505e8fd 100644 --- a/class_immediategeometry.md +++ b/class_immediategeometry.md @@ -1,22 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ImmediateGeometry -####**Inherits:** [GeometryInstance](class_geometryinstance) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[begin](#begin)** **(** [int](class_int) primitive, [Texture](class_texture) texture **)** - * void **[set_normal](#set_normal)** **(** [Vector3](class_vector3) normal **)** - * void **[set_tangent](#set_tangent)** **(** [Plane](class_plane) tangent **)** - * void **[set_color](#set_color)** **(** [Color](class_color) color **)** - * void **[set_uv](#set_uv)** **(** [Vector2](class_vector2) uv **)** - * void **[set_uv2](#set_uv2)** **(** [Vector2](class_vector2) uv **)** - * void **[add_vertex](#add_vertex)** **(** [Vector3](class_vector3) pos **)** - * void **[add_sphere](#add_sphere)** **(** [int](class_int) lats, [int](class_int) lons, [float](class_float) radius **)** - * void **[end](#end)** **(** **)** - * void **[clear](#clear)** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_input.md b/class_input.md index 2097ed4..505e8fd 100644 --- a/class_input.md +++ b/class_input.md @@ -1,34 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Input -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [bool](class_bool) **[is_key_pressed](#is_key_pressed)** **(** [int](class_int) scancode **)** - * [bool](class_bool) **[is_mouse_button_pressed](#is_mouse_button_pressed)** **(** [int](class_int) button **)** - * [bool](class_bool) **[is_joy_button_pressed](#is_joy_button_pressed)** **(** [int](class_int) device, [int](class_int) button **)** - * [bool](class_bool) **[is_action_pressed](#is_action_pressed)** **(** [String](class_string) action **)** - * [float](class_float) **[get_joy_axis](#get_joy_axis)** **(** [int](class_int) device, [int](class_int) axis **)** - * [String](class_string) **[get_joy_name](#get_joy_name)** **(** [int](class_int) device **)** - * [Vector3](class_vector3) **[get_accelerometer](#get_accelerometer)** **(** **)** - * [Vector2](class_vector2) **[get_mouse_speed](#get_mouse_speed)** **(** **)** const - * [int](class_int) **[get_mouse_button_mask](#get_mouse_button_mask)** **(** **)** const - * void **[set_mouse_mode](#set_mouse_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_mouse_mode](#get_mouse_mode)** **(** **)** const - * void **[warp_mouse_pos](#warp_mouse_pos)** **(** [Vector2](class_vector2) to **)** - * void **[action_press](#action_press)** **(** [String](class_string) arg0 **)** - * void **[action_release](#action_release)** **(** [String](class_string) arg0 **)** - -### Signals - * **joy_connection_changed** **(** [int](class_int) index, [bool](class_bool) connected **)** - -### Numeric Constants - * **MOUSE_MODE_VISIBLE** = **0** - * **MOUSE_MODE_HIDDEN** = **1** - * **MOUSE_MODE_CAPTURED** = **2** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_inputdefault.md b/class_inputdefault.md index 84540cc..505e8fd 100644 --- a/class_inputdefault.md +++ b/class_inputdefault.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# InputDefault -####**Inherits:** [Input](class_input) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_inputevent.md b/class_inputevent.md index 786a731..505e8fd 100644 --- a/class_inputevent.md +++ b/class_inputevent.md @@ -1,49 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# InputEvent -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Built-in input event data. - -### Member Functions - * [bool](class_bool) **[is_action](#is_action)** **(** [String](class_string) action **)** - * [bool](class_bool) **[is_echo](#is_echo)** **(** **)** - * [bool](class_bool) **[is_pressed](#is_pressed)** **(** **)** - * void **[set_as_action](#set_as_action)** **(** [String](class_string) action, [bool](class_bool) pressed **)** - -### Member Variables - * [int](class_int) **type** - * [int](class_int) **device** - * [int](class_int) **ID** - -### Numeric Constants - * **NONE** = **0** - Empty input event. - * **KEY** = **1** - Key event. - * **MOUSE_MOTION** = **2** - Mouse motion event. - * **MOUSE_BUTTON** = **3** - Mouse button event. - * **JOYSTICK_MOTION** = **4** - Jostick motion event. - * **JOYSTICK_BUTTON** = **5** - Joystick button event. - * **SCREEN_TOUCH** = **6** - * **SCREEN_DRAG** = **7** - * **ACTION** = **8** - -### Description -Built-in input event data. InputEvent is a built-in engine datatype, given that it's passed around and used so much . Depending on it's type, the members contained can be different, so read the documentation well!. Input events can also represent actions (editable from the project settings). - -### Member Function Description - -#### is_action - * [bool](class_bool) **is_action** **(** [String](class_string) action **)** - -Return if this input event matches a pre-defined action, no matter the type. - -#### is_echo - * [bool](class_bool) **is_echo** **(** **)** - -Return if this input event is an echo event (usually for key events). - -#### is_pressed - * [bool](class_bool) **is_pressed** **(** **)** - -Return if this input event is pressed (for key, mouse, joy button or screen press events). +http://docs.godotengine.org diff --git a/class_inputeventaction.md b/class_inputeventaction.md index 2217010..505e8fd 100644 --- a/class_inputeventaction.md +++ b/class_inputeventaction.md @@ -1,31 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# InputEventAction -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [bool](class_bool) **[is_action](#is_action)** **(** [String](class_string) action **)** - * [bool](class_bool) **[is_echo](#is_echo)** **(** **)** - * [bool](class_bool) **[is_pressed](#is_pressed)** **(** **)** - * void **[set_as_action](#set_as_action)** **(** [String](class_string) action, [bool](class_bool) pressed **)** - -### Member Variables - * [int](class_int) **type** - * [int](class_int) **device** - * [int](class_int) **ID** - -### Numeric Constants - * **NONE** = **0** - * **KEY** = **1** - * **MOUSE_MOTION** = **2** - * **MOUSE_BUTTON** = **3** - * **JOYSTICK_MOTION** = **4** - * **JOYSTICK_BUTTON** = **5** - * **SCREEN_TOUCH** = **6** - * **SCREEN_DRAG** = **7** - * **ACTION** = **8** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_inputeventjoybutton.md b/class_inputeventjoybutton.md index 6c8a230..505e8fd 100644 --- a/class_inputeventjoybutton.md +++ b/class_inputeventjoybutton.md @@ -1,34 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# InputEventJoyButton -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [bool](class_bool) **[is_action](#is_action)** **(** [String](class_string) action **)** - * [bool](class_bool) **[is_echo](#is_echo)** **(** **)** - * [bool](class_bool) **[is_pressed](#is_pressed)** **(** **)** - * void **[set_as_action](#set_as_action)** **(** [String](class_string) action, [bool](class_bool) pressed **)** - -### Member Variables - * [int](class_int) **type** - * [int](class_int) **device** - * [int](class_int) **ID** - * [int](class_int) **button_index** - * [bool](class_bool) **pressed** - * [float](class_float) **pressure** - -### Numeric Constants - * **NONE** = **0** - * **KEY** = **1** - * **MOUSE_MOTION** = **2** - * **MOUSE_BUTTON** = **3** - * **JOYSTICK_MOTION** = **4** - * **JOYSTICK_BUTTON** = **5** - * **SCREEN_TOUCH** = **6** - * **SCREEN_DRAG** = **7** - * **ACTION** = **8** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_inputeventjoymotion.md b/class_inputeventjoymotion.md index 17ded36..505e8fd 100644 --- a/class_inputeventjoymotion.md +++ b/class_inputeventjoymotion.md @@ -1,33 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# InputEventJoyMotion -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [bool](class_bool) **[is_action](#is_action)** **(** [String](class_string) action **)** - * [bool](class_bool) **[is_echo](#is_echo)** **(** **)** - * [bool](class_bool) **[is_pressed](#is_pressed)** **(** **)** - * void **[set_as_action](#set_as_action)** **(** [String](class_string) action, [bool](class_bool) pressed **)** - -### Member Variables - * [int](class_int) **type** - * [int](class_int) **device** - * [int](class_int) **ID** - * [int](class_int) **axis** - * [float](class_float) **value** - -### Numeric Constants - * **NONE** = **0** - * **KEY** = **1** - * **MOUSE_MOTION** = **2** - * **MOUSE_BUTTON** = **3** - * **JOYSTICK_MOTION** = **4** - * **JOYSTICK_BUTTON** = **5** - * **SCREEN_TOUCH** = **6** - * **SCREEN_DRAG** = **7** - * **ACTION** = **8** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_inputeventkey.md b/class_inputeventkey.md index a48d721..505e8fd 100644 --- a/class_inputeventkey.md +++ b/class_inputeventkey.md @@ -1,39 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# InputEventKey -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [bool](class_bool) **[is_action](#is_action)** **(** [String](class_string) action **)** - * [bool](class_bool) **[is_echo](#is_echo)** **(** **)** - * [bool](class_bool) **[is_pressed](#is_pressed)** **(** **)** - * void **[set_as_action](#set_as_action)** **(** [String](class_string) action, [bool](class_bool) pressed **)** - -### Member Variables - * [int](class_int) **type** - * [int](class_int) **device** - * [int](class_int) **ID** - * [bool](class_bool) **shift** - * [bool](class_bool) **alt** - * [bool](class_bool) **control** - * [bool](class_bool) **meta** - * [bool](class_bool) **pressed** - * [bool](class_bool) **echo** - * [int](class_int) **scancode** - * [int](class_int) **unicode** - -### Numeric Constants - * **NONE** = **0** - * **KEY** = **1** - * **MOUSE_MOTION** = **2** - * **MOUSE_BUTTON** = **3** - * **JOYSTICK_MOTION** = **4** - * **JOYSTICK_BUTTON** = **5** - * **SCREEN_TOUCH** = **6** - * **SCREEN_DRAG** = **7** - * **ACTION** = **8** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_inputeventmousebutton.md b/class_inputeventmousebutton.md index 039a332..505e8fd 100644 --- a/class_inputeventmousebutton.md +++ b/class_inputeventmousebutton.md @@ -1,45 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# InputEventMouseButton -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [bool](class_bool) **[is_action](#is_action)** **(** [String](class_string) action **)** - * [bool](class_bool) **[is_echo](#is_echo)** **(** **)** - * [bool](class_bool) **[is_pressed](#is_pressed)** **(** **)** - * void **[set_as_action](#set_as_action)** **(** [String](class_string) action, [bool](class_bool) pressed **)** - -### Member Variables - * [int](class_int) **type** - * [int](class_int) **device** - * [int](class_int) **ID** - * [bool](class_bool) **shift** - * [bool](class_bool) **alt** - * [bool](class_bool) **control** - * [bool](class_bool) **meta** - * [int](class_int) **button_mask** - * [int](class_int) **x** - * [int](class_int) **y** - * [Vector2](class_vector2) **pos** - * [int](class_int) **global_x** - * [int](class_int) **global_y** - * [Vector2](class_vector2) **global_pos** - * [int](class_int) **button_index** - * [bool](class_bool) **pressed** - * [bool](class_bool) **doubleclick** - -### Numeric Constants - * **NONE** = **0** - * **KEY** = **1** - * **MOUSE_MOTION** = **2** - * **MOUSE_BUTTON** = **3** - * **JOYSTICK_MOTION** = **4** - * **JOYSTICK_BUTTON** = **5** - * **SCREEN_TOUCH** = **6** - * **SCREEN_DRAG** = **7** - * **ACTION** = **8** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_inputeventmousemotion.md b/class_inputeventmousemotion.md index 1a16a01..505e8fd 100644 --- a/class_inputeventmousemotion.md +++ b/class_inputeventmousemotion.md @@ -1,48 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# InputEventMouseMotion -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [bool](class_bool) **[is_action](#is_action)** **(** [String](class_string) action **)** - * [bool](class_bool) **[is_echo](#is_echo)** **(** **)** - * [bool](class_bool) **[is_pressed](#is_pressed)** **(** **)** - * void **[set_as_action](#set_as_action)** **(** [String](class_string) action, [bool](class_bool) pressed **)** - -### Member Variables - * [int](class_int) **type** - * [int](class_int) **device** - * [int](class_int) **ID** - * [bool](class_bool) **shift** - * [bool](class_bool) **alt** - * [bool](class_bool) **control** - * [bool](class_bool) **meta** - * [int](class_int) **button_mask** - * [int](class_int) **x** - * [int](class_int) **y** - * [Vector2](class_vector2) **pos** - * [int](class_int) **global_x** - * [int](class_int) **global_y** - * [Vector2](class_vector2) **global_pos** - * [int](class_int) **relative_x** - * [int](class_int) **relative_y** - * [Vector2](class_vector2) **relative_pos** - * [float](class_float) **speed_x** - * [float](class_float) **speed_y** - * [Vector2](class_vector2) **speed** - -### Numeric Constants - * **NONE** = **0** - * **KEY** = **1** - * **MOUSE_MOTION** = **2** - * **MOUSE_BUTTON** = **3** - * **JOYSTICK_MOTION** = **4** - * **JOYSTICK_BUTTON** = **5** - * **SCREEN_TOUCH** = **6** - * **SCREEN_DRAG** = **7** - * **ACTION** = **8** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_inputeventscreendrag.md b/class_inputeventscreendrag.md index 7da262b..505e8fd 100644 --- a/class_inputeventscreendrag.md +++ b/class_inputeventscreendrag.md @@ -1,41 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# InputEventScreenDrag -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [bool](class_bool) **[is_action](#is_action)** **(** [String](class_string) action **)** - * [bool](class_bool) **[is_echo](#is_echo)** **(** **)** - * [bool](class_bool) **[is_pressed](#is_pressed)** **(** **)** - * void **[set_as_action](#set_as_action)** **(** [String](class_string) action, [bool](class_bool) pressed **)** - -### Member Variables - * [int](class_int) **type** - * [int](class_int) **device** - * [int](class_int) **ID** - * [int](class_int) **index** - * [float](class_float) **x** - * [float](class_float) **y** - * [Vector2](class_vector2) **pos** - * [float](class_float) **relative_x** - * [float](class_float) **relative_y** - * [Vector2](class_vector2) **relative_pos** - * [float](class_float) **speed_x** - * [float](class_float) **speed_y** - * [Vector2](class_vector2) **speed** - -### Numeric Constants - * **NONE** = **0** - * **KEY** = **1** - * **MOUSE_MOTION** = **2** - * **MOUSE_BUTTON** = **3** - * **JOYSTICK_MOTION** = **4** - * **JOYSTICK_BUTTON** = **5** - * **SCREEN_TOUCH** = **6** - * **SCREEN_DRAG** = **7** - * **ACTION** = **8** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_inputeventscreentouch.md b/class_inputeventscreentouch.md index b43555a..505e8fd 100644 --- a/class_inputeventscreentouch.md +++ b/class_inputeventscreentouch.md @@ -1,36 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# InputEventScreenTouch -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [bool](class_bool) **[is_action](#is_action)** **(** [String](class_string) action **)** - * [bool](class_bool) **[is_echo](#is_echo)** **(** **)** - * [bool](class_bool) **[is_pressed](#is_pressed)** **(** **)** - * void **[set_as_action](#set_as_action)** **(** [String](class_string) action, [bool](class_bool) pressed **)** - -### Member Variables - * [int](class_int) **type** - * [int](class_int) **device** - * [int](class_int) **ID** - * [int](class_int) **index** - * [float](class_float) **x** - * [float](class_float) **y** - * [Vector2](class_vector2) **pos** - * [bool](class_bool) **pressed** - -### Numeric Constants - * **NONE** = **0** - * **KEY** = **1** - * **MOUSE_MOTION** = **2** - * **MOUSE_BUTTON** = **3** - * **JOYSTICK_MOTION** = **4** - * **JOYSTICK_BUTTON** = **5** - * **SCREEN_TOUCH** = **6** - * **SCREEN_DRAG** = **7** - * **ACTION** = **8** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_inputmap.md b/class_inputmap.md index 7492254..505e8fd 100644 --- a/class_inputmap.md +++ b/class_inputmap.md @@ -1,26 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# InputMap -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Singleton that manages actions. - -### Member Functions - * [bool](class_bool) **[has_action](#has_action)** **(** [String](class_string) action **)** const - * [int](class_int) **[get_action_id](#get_action_id)** **(** [String](class_string) action **)** const - * [String](class_string) **[get_action_from_id](#get_action_from_id)** **(** [int](class_int) id **)** const - * void **[add_action](#add_action)** **(** [String](class_string) action **)** - * void **[erase_action](#erase_action)** **(** [String](class_string) action **)** - * void **[action_add_event](#action_add_event)** **(** [String](class_string) action, [InputEvent](class_inputevent) event **)** - * [bool](class_bool) **[action_has_event](#action_has_event)** **(** [String](class_string) action, [InputEvent](class_inputevent) event **)** - * void **[action_erase_event](#action_erase_event)** **(** [String](class_string) action, [InputEvent](class_inputevent) event **)** - * [Array](class_array) **[get_action_list](#get_action_list)** **(** [String](class_string) action **)** - * [bool](class_bool) **[event_is_action](#event_is_action)** **(** [InputEvent](class_inputevent) event, [String](class_string) action **)** const - * void **[load_from_globals](#load_from_globals)** **(** **)** - -### Description -Singleton that manages actions. InputMap has a list of the actions used in InputEvent, which can be modified. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_int.md b/class_int.md index 44a3bab..505e8fd 100644 --- a/class_int.md +++ b/class_int.md @@ -1,17 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# int -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Integer built-in type. - -### Member Functions - * [int](class_int) **[int](#int)** **(** [bool](class_bool) from **)** - * [int](class_int) **[int](#int)** **(** [float](class_float) from **)** - * [int](class_int) **[int](#int)** **(** [String](class_string) from **)** - -### Description -Integer built-in type. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_intarray.md b/class_intarray.md index 75c9b44..505e8fd 100644 --- a/class_intarray.md +++ b/class_intarray.md @@ -1,50 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# IntArray -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Integer Array . - -### Member Functions - * [int](class_int) **[get](#get)** **(** [int](class_int) idx **)** - * void **[push_back](#push_back)** **(** [int](class_int) integer **)** - * void **[resize](#resize)** **(** [int](class_int) idx **)** - * void **[set](#set)** **(** [int](class_int) idx, [int](class_int) integer **)** - * [int](class_int) **[size](#size)** **(** **)** - * [IntArray](class_intarray) **[IntArray](#IntArray)** **(** [Array](class_array) from **)** - -### Description -Integer Array. Array of integers. Can only contain integers. Optimized for memory usage, cant fragment the memory. - -### Member Function Description - -#### get - * [int](class_int) **get** **(** [int](class_int) idx **)** - -Get an index in the array. - -#### push_back - * void **push_back** **(** [int](class_int) integer **)** - -Append a value to the array. - -#### resize - * void **resize** **(** [int](class_int) idx **)** - -Resize the array. - -#### set - * void **set** **(** [int](class_int) idx, [int](class_int) integer **)** - -Set an index in the array. - -#### size - * [int](class_int) **size** **(** **)** - -Return the array size. - -#### IntArray - * [IntArray](class_intarray) **IntArray** **(** [Array](class_array) from **)** - -Create from a generic array. +http://docs.godotengine.org diff --git a/class_interpolatedcamera.md b/class_interpolatedcamera.md index e8f406b..505e8fd 100644 --- a/class_interpolatedcamera.md +++ b/class_interpolatedcamera.md @@ -1,19 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# InterpolatedCamera -####**Inherits:** [Camera](class_camera) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_target_path](#set_target_path)** **(** [NodePath](class_nodepath) target_path **)** - * [NodePath](class_nodepath) **[get_target_path](#get_target_path)** **(** **)** const - * void **[set_target](#set_target)** **(** [Camera](class_camera) target **)** - * void **[set_speed](#set_speed)** **(** [float](class_float) speed **)** - * [float](class_float) **[get_speed](#get_speed)** **(** **)** const - * void **[set_interpolation_enabled](#set_interpolation_enabled)** **(** [bool](class_bool) target_path **)** - * [bool](class_bool) **[is_interpolation_enabled](#is_interpolation_enabled)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_ip.md b/class_ip.md index c454ff0..505e8fd 100644 --- a/class_ip.md +++ b/class_ip.md @@ -1,54 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# IP -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -IP Protocol support functions. - -### Member Functions - * [String](class_string) **[resolve_hostname](#resolve_hostname)** **(** [String](class_string) host **)** - * [int](class_int) **[resolve_hostname_queue_item](#resolve_hostname_queue_item)** **(** [String](class_string) host **)** - * [int](class_int) **[get_resolve_item_status](#get_resolve_item_status)** **(** [int](class_int) id **)** const - * [String](class_string) **[get_resolve_item_address](#get_resolve_item_address)** **(** [int](class_int) id **)** const - * void **[erase_resolve_item](#erase_resolve_item)** **(** [int](class_int) id **)** - * [Array](class_array) **[get_local_addresses](#get_local_addresses)** **(** **)** const - -### Numeric Constants - * **RESOLVER_STATUS_NONE** = **0** - * **RESOLVER_STATUS_WAITING** = **1** - * **RESOLVER_STATUS_DONE** = **2** - * **RESOLVER_STATUS_ERROR** = **3** - * **RESOLVER_MAX_QUERIES** = **32** - * **RESOLVER_INVALID_ID** = **-1** - -### Description -IP contains some support functions for the IPv4 protocol. TCP/IP support is in different classes (see [TCP_Client], [TCP_Server](class_tcp_server)). IP provides hostname resolution support, both blocking and threaded. - -### Member Function Description - -#### resolve_hostname - * [String](class_string) **resolve_hostname** **(** [String](class_string) host **)** - -Resolve a given hostname, blocking. Resolved hostname is returned as an IP. - -#### resolve_hostname_queue_item - * [int](class_int) **resolve_hostname_queue_item** **(** [String](class_string) host **)** - -Create a queue item for resolving a given hostname. The queue ID is returned, or RESOLVER_INVALID_ID on error. - -#### get_resolve_item_status - * [int](class_int) **get_resolve_item_status** **(** [int](class_int) id **)** const - -Return the status of hostname queued for resolving, given it"apos;s queue ID. Returned status can be any of the RESOLVER_STATUS_* enumeration. - -#### get_resolve_item_address - * [String](class_string) **get_resolve_item_address** **(** [int](class_int) id **)** const - -Return a resolved item address, or an empty string if an error happened or resolution didn"apos;t happen yet (see [get_resolve_item_status](#get_resolve_item_status)). - -#### erase_resolve_item - * void **erase_resolve_item** **(** [int](class_int) id **)** - -Erase a queue ID, removing it from the queue if needed. This should be used after a queue is completed to free it and enable more queries to happen. +http://docs.godotengine.org diff --git a/class_ip_unix.md b/class_ip_unix.md index a407dce..505e8fd 100644 --- a/class_ip_unix.md +++ b/class_ip_unix.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# IP_Unix -####**Inherits:** [IP](class_ip) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_joint.md b/class_joint.md index d9118c0..505e8fd 100644 --- a/class_joint.md +++ b/class_joint.md @@ -1,18 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Joint -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_node_a](#set_node_a)** **(** [NodePath](class_nodepath) node **)** - * [NodePath](class_nodepath) **[get_node_a](#get_node_a)** **(** **)** const - * void **[set_node_b](#set_node_b)** **(** [NodePath](class_nodepath) node **)** - * [NodePath](class_nodepath) **[get_node_b](#get_node_b)** **(** **)** const - * void **[set_solver_priority](#set_solver_priority)** **(** [int](class_int) priority **)** - * [int](class_int) **[get_solver_priority](#get_solver_priority)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_joint2d.md b/class_joint2d.md index 3a2cd7a..505e8fd 100644 --- a/class_joint2d.md +++ b/class_joint2d.md @@ -1,41 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Joint2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base node for all joint constraints in 2D phyisics. - -### Member Functions - * void **[set_node_a](#set_node_a)** **(** [NodePath](class_nodepath) node **)** - * [NodePath](class_nodepath) **[get_node_a](#get_node_a)** **(** **)** const - * void **[set_node_b](#set_node_b)** **(** [NodePath](class_nodepath) node **)** - * [NodePath](class_nodepath) **[get_node_b](#get_node_b)** **(** **)** const - * void **[set_bias](#set_bias)** **(** [float](class_float) bias **)** - * [float](class_float) **[get_bias](#get_bias)** **(** **)** const - -### Description -Base node for all joint constraints in 2D phyisics. Joints take 2 bodies and apply a custom constraint. - -### Member Function Description - -#### set_node_a - * void **set_node_a** **(** [NodePath](class_nodepath) node **)** - -Set the path to the A node for the joint. Must be of type PhysicsBody2D. - -#### get_node_a - * [NodePath](class_nodepath) **get_node_a** **(** **)** const - -Return the path to the A node for the joint. - -#### set_node_b - * void **set_node_b** **(** [NodePath](class_nodepath) node **)** - -Set the path to the B node for the joint. Must be of type PhysicsBody2D. - -#### get_node_b - * [NodePath](class_nodepath) **get_node_b** **(** **)** const - -Return the path to the B node for the joint. +http://docs.godotengine.org diff --git a/class_kinematicbody.md b/class_kinematicbody.md index 57bbbf5..505e8fd 100644 --- a/class_kinematicbody.md +++ b/class_kinematicbody.md @@ -1,31 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# KinematicBody -####**Inherits:** [PhysicsBody](class_physicsbody) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [Vector3](class_vector3) **[move](#move)** **(** [Vector3](class_vector3) rel_vec **)** - * [Vector3](class_vector3) **[move_to](#move_to)** **(** [Vector3](class_vector3) position **)** - * [bool](class_bool) **[can_move_to](#can_move_to)** **(** [Vector3](class_vector3) position, [bool](class_bool) arg1 **)** - * [bool](class_bool) **[is_colliding](#is_colliding)** **(** **)** const - * [Vector3](class_vector3) **[get_collision_pos](#get_collision_pos)** **(** **)** const - * [Vector3](class_vector3) **[get_collision_normal](#get_collision_normal)** **(** **)** const - * [Vector3](class_vector3) **[get_collider_velocity](#get_collider_velocity)** **(** **)** const - * void **[get_collider](#get_collider)** **(** **)** const - * [int](class_int) **[get_collider_shape](#get_collider_shape)** **(** **)** const - * void **[set_collide_with_static_bodies](#set_collide_with_static_bodies)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[can_collide_with_static_bodies](#can_collide_with_static_bodies)** **(** **)** const - * void **[set_collide_with_kinematic_bodies](#set_collide_with_kinematic_bodies)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[can_collide_with_kinematic_bodies](#can_collide_with_kinematic_bodies)** **(** **)** const - * void **[set_collide_with_rigid_bodies](#set_collide_with_rigid_bodies)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[can_collide_with_rigid_bodies](#can_collide_with_rigid_bodies)** **(** **)** const - * void **[set_collide_with_character_bodies](#set_collide_with_character_bodies)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[can_collide_with_character_bodies](#can_collide_with_character_bodies)** **(** **)** const - * void **[set_collision_margin](#set_collision_margin)** **(** [float](class_float) pixels **)** - * [float](class_float) **[get_collision_margin](#get_collision_margin)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_kinematicbody2d.md b/class_kinematicbody2d.md index 8daa2ff..505e8fd 100644 --- a/class_kinematicbody2d.md +++ b/class_kinematicbody2d.md @@ -1,26 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# KinematicBody2D -####**Inherits:** [PhysicsBody2D](class_physicsbody2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [Vector2](class_vector2) **[move](#move)** **(** [Vector2](class_vector2) rel_vec **)** - * [Vector2](class_vector2) **[move_to](#move_to)** **(** [Vector2](class_vector2) position **)** - * [bool](class_bool) **[test_move](#test_move)** **(** [Vector2](class_vector2) rel_vec **)** - * [Vector2](class_vector2) **[get_travel](#get_travel)** **(** **)** const - * void **[revert_motion](#revert_motion)** **(** **)** - * [bool](class_bool) **[is_colliding](#is_colliding)** **(** **)** const - * [Vector2](class_vector2) **[get_collision_pos](#get_collision_pos)** **(** **)** const - * [Vector2](class_vector2) **[get_collision_normal](#get_collision_normal)** **(** **)** const - * [Vector2](class_vector2) **[get_collider_velocity](#get_collider_velocity)** **(** **)** const - * void **[get_collider](#get_collider)** **(** **)** const - * [int](class_int) **[get_collider_shape](#get_collider_shape)** **(** **)** const - * void **[get_collider_metadata](#get_collider_metadata)** **(** **)** const - * void **[set_collision_margin](#set_collision_margin)** **(** [float](class_float) pixels **)** - * [float](class_float) **[get_collision_margin](#get_collision_margin)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_label.md b/class_label.md index ba8758a..505e8fd 100644 --- a/class_label.md +++ b/class_label.md @@ -1,81 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Label -####**Inherits:** [Range](class_range) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Control that displays formatted text. - -### Member Functions - * void **[set_align](#set_align)** **(** [int](class_int) align **)** - * [int](class_int) **[get_align](#get_align)** **(** **)** const - * void **[set_valign](#set_valign)** **(** [int](class_int) valign **)** - * [int](class_int) **[get_valign](#get_valign)** **(** **)** const - * void **[set_text](#set_text)** **(** [String](class_string) text **)** - * [String](class_string) **[get_text](#get_text)** **(** **)** const - * void **[set_autowrap](#set_autowrap)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[has_autowrap](#has_autowrap)** **(** **)** const - * void **[set_uppercase](#set_uppercase)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_uppercase](#is_uppercase)** **(** **)** const - * [int](class_int) **[get_line_height](#get_line_height)** **(** **)** const - * [int](class_int) **[get_line_count](#get_line_count)** **(** **)** const - * [int](class_int) **[get_total_character_count](#get_total_character_count)** **(** **)** const - * void **[set_visible_characters](#set_visible_characters)** **(** [int](class_int) arg0 **)** - * void **[set_percent_visible](#set_percent_visible)** **(** [float](class_float) percent_visible **)** - * [float](class_float) **[get_percent_visible](#get_percent_visible)** **(** **)** const - -### Numeric Constants - * **ALIGN_LEFT** = **0** - Align rows to the left (default). - * **ALIGN_CENTER** = **1** - Align rows centered. - * **ALIGN_RIGHT** = **2** - Align rows to the right (default). - * **ALIGN_FILL** = **3** - Expand row whitespaces to fit the width. - * **VALIGN_TOP** = **0** - Align the whole text to the top. - * **VALIGN_CENTER** = **1** - Align the whole text to the center. - * **VALIGN_BOTTOM** = **2** - Align the whole text to the bottom. - * **VALIGN_FILL** = **3** - Align the whole text by spreading the rows. - -### Description -Label is a control that displays formatted text, optionally autowrapping it to the [Control](class_control) area. It inherits from range to be able to scroll wrapped text vertically. - -### Member Function Description - -#### set_align - * void **set_align** **(** [int](class_int) align **)** - -Set the alignmend mode to any of the ALIGN_* enumeration values. - -#### get_align - * [int](class_int) **get_align** **(** **)** const - -Return the alignmend mode (any of the ALIGN_* enumeration values). - -#### set_text - * void **set_text** **(** [String](class_string) text **)** - -Set the label text. Text can contain newlines. - -#### get_text - * [String](class_string) **get_text** **(** **)** const - -Return the label text. Text can contain newlines. - -#### set_autowrap - * void **set_autowrap** **(** [bool](class_bool) enable **)** - -Set _autowrap_ mode. When enabled, autowrap will fit text to the control width, breaking sentences when they exceed the available horizontal space. When disabled, the label minimum width becomes the width of the longest row, and the minimum height large enough to fit all rows. - -#### has_autowrap - * [bool](class_bool) **has_autowrap** **(** **)** const - -Return the state of the _autowrap_ mode (see [set_autowrap](#set_autowrap)). - -#### get_line_height - * [int](class_int) **get_line_height** **(** **)** const - -Return the height of a line. - -#### get_line_count - * [int](class_int) **get_line_count** **(** **)** const - -Return the amount of lines. +http://docs.godotengine.org diff --git a/class_largetexture.md b/class_largetexture.md index 7f52857..505e8fd 100644 --- a/class_largetexture.md +++ b/class_largetexture.md @@ -1,20 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# LargeTexture -####**Inherits:** [Texture](class_texture) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[add_piece](#add_piece)** **(** [Vector2](class_vector2) ofs, [Texture](class_texture) texture **)** - * void **[set_piece_offset](#set_piece_offset)** **(** [int](class_int) idx, [Vector2](class_vector2) ofs **)** - * void **[set_piece_texture](#set_piece_texture)** **(** [int](class_int) idx, [Texture](class_texture) texture **)** - * void **[set_size](#set_size)** **(** [Vector2](class_vector2) size **)** - * void **[clear](#clear)** **(** **)** - * [int](class_int) **[get_piece_count](#get_piece_count)** **(** **)** const - * [Vector2](class_vector2) **[get_piece_offset](#get_piece_offset)** **(** [int](class_int) idx **)** const - * [Texture](class_texture) **[get_piece_texture](#get_piece_texture)** **(** [int](class_int) idx **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_light.md b/class_light.md index b2bdefd..505e8fd 100644 --- a/class_light.md +++ b/class_light.md @@ -1,46 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Light -####**Inherits:** [VisualInstance](class_visualinstance) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Provides a base class for different kinds of light nodes. - -### Member Functions - * void **[set_parameter](#set_parameter)** **(** [int](class_int) variable, [float](class_float) value **)** - * [float](class_float) **[get_parameter](#get_parameter)** **(** [int](class_int) arg0 **)** const - * void **[set_color](#set_color)** **(** [int](class_int) color, [Color](class_color) value **)** - * [Color](class_color) **[get_color](#get_color)** **(** [int](class_int) arg0 **)** const - * void **[set_project_shadows](#set_project_shadows)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[has_project_shadows](#has_project_shadows)** **(** **)** const - * void **[set_projector](#set_projector)** **(** [Texture](class_texture) projector **)** - * [Texture](class_texture) **[get_projector](#get_projector)** **(** **)** const - * void **[set_operator](#set_operator)** **(** [int](class_int) operator **)** - * [int](class_int) **[get_operator](#get_operator)** **(** **)** const - * void **[set_bake_mode](#set_bake_mode)** **(** [int](class_int) bake_mode **)** - * [int](class_int) **[get_bake_mode](#get_bake_mode)** **(** **)** const - * void **[set_enabled](#set_enabled)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_enabled](#is_enabled)** **(** **)** const - * void **[set_editor_only](#set_editor_only)** **(** [bool](class_bool) editor_only **)** - * [bool](class_bool) **[is_editor_only](#is_editor_only)** **(** **)** const - -### Numeric Constants - * **PARAM_RADIUS** = **2** - * **PARAM_ENERGY** = **3** - * **PARAM_ATTENUATION** = **4** - * **PARAM_SPOT_ANGLE** = **1** - * **PARAM_SPOT_ATTENUATION** = **0** - * **PARAM_SHADOW_DARKENING** = **5** - * **PARAM_SHADOW_Z_OFFSET** = **6** - * **COLOR_DIFFUSE** = **0** - * **COLOR_SPECULAR** = **1** - * **BAKE_MODE_DISABLED** = **0** - * **BAKE_MODE_INDIRECT** = **1** - * **BAKE_MODE_INDIRECT_AND_SHADOWS** = **2** - * **BAKE_MODE_FULL** = **3** - -### Description -Light is the abstract base class for light nodes, so it shouldn't be used directly (It can't be instanced). Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_light2d.md b/class_light2d.md index 54a5ae0..505e8fd 100644 --- a/class_light2d.md +++ b/class_light2d.md @@ -1,51 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Light2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_enabled](#set_enabled)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_enabled](#is_enabled)** **(** **)** const - * void **[set_texture](#set_texture)** **(** [Object](class_object) texture **)** - * [Object](class_object) **[get_texture](#get_texture)** **(** **)** const - * void **[set_texture_offset](#set_texture_offset)** **(** [Vector2](class_vector2) texture_offset **)** - * [Vector2](class_vector2) **[get_texture_offset](#get_texture_offset)** **(** **)** const - * void **[set_color](#set_color)** **(** [Color](class_color) color **)** - * [Color](class_color) **[get_color](#get_color)** **(** **)** const - * void **[set_height](#set_height)** **(** [float](class_float) height **)** - * [float](class_float) **[get_height](#get_height)** **(** **)** const - * void **[set_energy](#set_energy)** **(** [float](class_float) energy **)** - * [float](class_float) **[get_energy](#get_energy)** **(** **)** const - * void **[set_texture_scale](#set_texture_scale)** **(** [float](class_float) texture_scale **)** - * [float](class_float) **[get_texture_scale](#get_texture_scale)** **(** **)** const - * void **[set_z_range_min](#set_z_range_min)** **(** [int](class_int) z **)** - * [int](class_int) **[get_z_range_min](#get_z_range_min)** **(** **)** const - * void **[set_z_range_max](#set_z_range_max)** **(** [int](class_int) z **)** - * [int](class_int) **[get_z_range_max](#get_z_range_max)** **(** **)** const - * void **[set_layer_range_min](#set_layer_range_min)** **(** [int](class_int) layer **)** - * [int](class_int) **[get_layer_range_min](#get_layer_range_min)** **(** **)** const - * void **[set_layer_range_max](#set_layer_range_max)** **(** [int](class_int) layer **)** - * [int](class_int) **[get_layer_range_max](#get_layer_range_max)** **(** **)** const - * void **[set_item_mask](#set_item_mask)** **(** [int](class_int) item_mask **)** - * [int](class_int) **[get_item_mask](#get_item_mask)** **(** **)** const - * void **[set_item_shadow_mask](#set_item_shadow_mask)** **(** [int](class_int) item_shadow_mask **)** - * [int](class_int) **[get_item_shadow_mask](#get_item_shadow_mask)** **(** **)** const - * void **[set_mode](#set_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_mode](#get_mode)** **(** **)** const - * void **[set_shadow_enabled](#set_shadow_enabled)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_shadow_enabled](#is_shadow_enabled)** **(** **)** const - * void **[set_shadow_buffer_size](#set_shadow_buffer_size)** **(** [int](class_int) size **)** - * [int](class_int) **[get_shadow_buffer_size](#get_shadow_buffer_size)** **(** **)** const - * void **[set_shadow_esm_multiplier](#set_shadow_esm_multiplier)** **(** [float](class_float) multiplier **)** - * [float](class_float) **[get_shadow_esm_multiplier](#get_shadow_esm_multiplier)** **(** **)** const - -### Numeric Constants - * **MODE_ADD** = **0** - * **MODE_SUB** = **1** - * **MODE_MIX** = **2** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_lightoccluder2d.md b/class_lightoccluder2d.md index 10f502b..505e8fd 100644 --- a/class_lightoccluder2d.md +++ b/class_lightoccluder2d.md @@ -1,16 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# LightOccluder2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_occluder_polygon](#set_occluder_polygon)** **(** [OccluderPolygon2D](class_occluderpolygon2d) polygon **)** - * [OccluderPolygon2D](class_occluderpolygon2d) **[get_occluder_polygon](#get_occluder_polygon)** **(** **)** const - * void **[set_occluder_light_mask](#set_occluder_light_mask)** **(** [int](class_int) mask **)** - * [int](class_int) **[get_occluder_light_mask](#get_occluder_light_mask)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_lineedit.md b/class_lineedit.md index 564c74e..505e8fd 100644 --- a/class_lineedit.md +++ b/class_lineedit.md @@ -1,98 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# LineEdit -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Control that provides single line string editing. - -### Member Functions - * void **[clear](#clear)** **(** **)** - * void **[select_all](#select_all)** **(** **)** - * void **[set_text](#set_text)** **(** [String](class_string) text **)** - * [String](class_string) **[get_text](#get_text)** **(** **)** const - * void **[set_cursor_pos](#set_cursor_pos)** **(** [int](class_int) pos **)** - * [int](class_int) **[get_cursor_pos](#get_cursor_pos)** **(** **)** const - * void **[set_max_length](#set_max_length)** **(** [int](class_int) chars **)** - * [int](class_int) **[get_max_length](#get_max_length)** **(** **)** const - * void **[append_at_cursor](#append_at_cursor)** **(** [String](class_string) text **)** - * void **[set_editable](#set_editable)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_editable](#is_editable)** **(** **)** const - * void **[set_secret](#set_secret)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_secret](#is_secret)** **(** **)** const - * void **[select](#select)** **(** [int](class_int) from=0, [int](class_int) to=-1 **)** - -### Signals - * **text_entered** **(** [String](class_string) text **)** - * **text_changed** **(** [String](class_string) text **)** - -### Description -LineEdit provides a single line string editor, used for text fields. - -### Member Function Description - -#### clear - * void **clear** **(** **)** - -Clear the [LineEdit](class_lineedit) text. - -#### select_all - * void **select_all** **(** **)** - -Select the whole string. - -#### set_text - * void **set_text** **(** [String](class_string) text **)** - -Set the text in the [LineEdit](class_lineedit), clearing the existing one and the selection. - -#### get_text - * [String](class_string) **get_text** **(** **)** const - -Return the text in the [LineEdit](class_lineedit). - -#### set_cursor_pos - * void **set_cursor_pos** **(** [int](class_int) pos **)** - -Set the cursor position inside the [LineEdit](class_lineedit), causing it to scroll if needed. - -#### get_cursor_pos - * [int](class_int) **get_cursor_pos** **(** **)** const - -Return the cursor position inside the [LineEdit](class_lineedit). - -#### set_max_length - * void **set_max_length** **(** [int](class_int) chars **)** - -Set the maximum amount of characters the [LineEdit](class_lineedit) can edit, and cropping existing text in case it exceeds that limit. Setting 0 removes the limit. - -#### get_max_length - * [int](class_int) **get_max_length** **(** **)** const - -Return the maximum amount of characters the [LineEdit](class_lineedit) can edit. If 0 is returned, no limit exists. - -#### append_at_cursor - * void **append_at_cursor** **(** [String](class_string) text **)** - -Append text at cursor, scrolling the [LineEdit](class_lineedit) when needed. - -#### set_editable - * void **set_editable** **(** [bool](class_bool) enabled **)** - -Set the _editable_ status of the [LineEdit](class_lineedit). When disabled, existing text can"apos;t be modified and new text can"apos;t be added. - -#### is_editable - * [bool](class_bool) **is_editable** **(** **)** const - -Return the _editable_ status of the [LineEdit](class_lineedit) (see [set_editable](#set_editable)). - -#### set_secret - * void **set_secret** **(** [bool](class_bool) enabled **)** - -Set the _secret_ status of the [LineEdit](class_lineedit). When enabled, every character is displayed as "*". - -#### is_secret - * [bool](class_bool) **is_secret** **(** **)** const - -Return the _secret_ status of the [LineEdit](class_lineedit) (see [set_secret](#set_secret)). +http://docs.godotengine.org diff --git a/class_lineshape2d.md b/class_lineshape2d.md index 2c47442..505e8fd 100644 --- a/class_lineshape2d.md +++ b/class_lineshape2d.md @@ -1,39 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# LineShape2D -####**Inherits:** [Shape2D](class_shape2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Line shape for 2D collision objects. - -### Member Functions - * void **[set_normal](#set_normal)** **(** [Vector2](class_vector2) normal **)** - * [Vector2](class_vector2) **[get_normal](#get_normal)** **(** **)** const - * void **[set_d](#set_d)** **(** [float](class_float) d **)** - * [float](class_float) **[get_d](#get_d)** **(** **)** const - -### Description -Line shape for 2D collision objects. It works like a 2D plane and will not allow any body to go to the negative side. Not recommended for rigid bodies, and usually not recommended for static bodies either because it forces checks against it on every frame. - -### Member Function Description - -#### set_normal - * void **set_normal** **(** [Vector2](class_vector2) normal **)** - -Set the line normal. - -#### get_normal - * [Vector2](class_vector2) **get_normal** **(** **)** const - -Return the line normal. - -#### set_d - * void **set_d** **(** [float](class_float) d **)** - -Set the line distance from the origin. - -#### get_d - * [float](class_float) **get_d** **(** **)** const - -Return the line distance from the origin. +http://docs.godotengine.org diff --git a/class_list.md b/class_list.md index 65904b3..505e8fd 100644 --- a/class_list.md +++ b/class_list.md @@ -1,182 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation +Godot documentation has moved, and can now be found at: -| | | | | -| --- | ------- | --- | ------- | -| **@** | [@GDScript](class_@gdscript) | | [ParallaxBackground](class_parallaxbackground) | -| | [@Global Scope](class_@global scope) | | [ParallaxLayer](class_parallaxlayer) | -| **A** | [AABB](class_aabb) | | [ParticleAttractor2D](class_particleattractor2d) | -| | [AcceptDialog](class_acceptdialog) | | [Particles](class_particles) | -| | [AnimatedSprite](class_animatedsprite) | | [Particles2D](class_particles2d) | -| | [AnimatedSprite3D](class_animatedsprite3d) | | [Path](class_path) | -| | [Animation](class_animation) | | [Path2D](class_path2d) | -| | [AnimationPlayer](class_animationplayer) | | [PathFollow](class_pathfollow) | -| | [AnimationTreePlayer](class_animationtreeplayer) | | [PathFollow2D](class_pathfollow2d) | -| | [Area](class_area) | | [PathRemap](class_pathremap) | -| | [Area2D](class_area2d) | | [Performance](class_performance) | -| | [Array](class_array) | | [Physics2DDirectBodyState](class_physics2ddirectbodystate) | -| | [AtlasTexture](class_atlastexture) | | [Physics2DDirectBodyStateSW](class_physics2ddirectbodystatesw) | -| | [AudioServer](class_audioserver) | | [Physics2DDirectSpaceState](class_physics2ddirectspacestate) | -| | [AudioServerSW](class_audioserversw) | | [Physics2DServer](class_physics2dserver) | -| | [AudioStream](class_audiostream) | | [Physics2DServerSW](class_physics2dserversw) | -| | [AudioStreamGibberish](class_audiostreamgibberish) | | [Physics2DShapeQueryParameters](class_physics2dshapequeryparameters) | -| | [AudioStreamMPC](class_audiostreammpc) | | [Physics2DShapeQueryResult](class_physics2dshapequeryresult) | -| | [AudioStreamOGGVorbis](class_audiostreamoggvorbis) | | [Physics2DTestMotionResult](class_physics2dtestmotionresult) | -| | [AudioStreamResampled](class_audiostreamresampled) | | [PhysicsBody](class_physicsbody) | -| | [AudioStreamSpeex](class_audiostreamspeex) | | [PhysicsBody2D](class_physicsbody2d) | -| **B** | [BackBufferCopy](class_backbuffercopy) | | [PhysicsDirectBodyState](class_physicsdirectbodystate) | -| | [BakedLight](class_bakedlight) | | [PhysicsDirectBodyStateSW](class_physicsdirectbodystatesw) | -| | [BakedLightInstance](class_bakedlightinstance) | | [PhysicsDirectSpaceState](class_physicsdirectspacestate) | -| | [BakedLightSampler](class_bakedlightsampler) | | [PhysicsServer](class_physicsserver) | -| | [BaseButton](class_basebutton) | | [PhysicsServerSW](class_physicsserversw) | -| | [BitMap](class_bitmap) | | [PhysicsShapeQueryParameters](class_physicsshapequeryparameters) | -| | [BoneAttachment](class_boneattachment) | | [PhysicsShapeQueryResult](class_physicsshapequeryresult) | -| | [BoxContainer](class_boxcontainer) | | [PinJoint](class_pinjoint) | -| | [BoxShape](class_boxshape) | | [PinJoint2D](class_pinjoint2d) | -| | [Button](class_button) | | [Plane](class_plane) | -| | [ButtonArray](class_buttonarray) | | [PlaneShape](class_planeshape) | -| | [ButtonGroup](class_buttongroup) | | [Polygon2D](class_polygon2d) | -| **C** | [Camera](class_camera) | | [PolygonPathFinder](class_polygonpathfinder) | -| | [Camera2D](class_camera2d) | | [Popup](class_popup) | -| | [CanvasItem](class_canvasitem) | | [PopupDialog](class_popupdialog) | -| | [CanvasItemMaterial](class_canvasitemmaterial) | | [PopupMenu](class_popupmenu) | -| | [CanvasItemShader](class_canvasitemshader) | | [PopupPanel](class_popuppanel) | -| | [CanvasItemShaderGraph](class_canvasitemshadergraph) | | [Portal](class_portal) | -| | [CanvasLayer](class_canvaslayer) | | [Position2D](class_position2d) | -| | [CanvasModulate](class_canvasmodulate) | | [Position3D](class_position3d) | -| | [CapsuleShape](class_capsuleshape) | | [ProgressBar](class_progressbar) | -| | [CapsuleShape2D](class_capsuleshape2d) | | [ProximityGroup](class_proximitygroup) | -| | [CenterContainer](class_centercontainer) | **Q** | [Quad](class_quad) | -| | [CheckBox](class_checkbox) | | [Quat](class_quat) | -| | [CheckButton](class_checkbutton) | **R** | [RID](class_rid) | -| | [CircleShape2D](class_circleshape2d) | | [Range](class_range) | -| | [CollisionObject](class_collisionobject) | | [RawArray](class_rawarray) | -| | [CollisionObject2D](class_collisionobject2d) | | [RayCast](class_raycast) | -| | [CollisionPolygon](class_collisionpolygon) | | [RayCast2D](class_raycast2d) | -| | [CollisionPolygon2D](class_collisionpolygon2d) | | [RayShape](class_rayshape) | -| | [CollisionShape](class_collisionshape) | | [RayShape2D](class_rayshape2d) | -| | [CollisionShape2D](class_collisionshape2d) | | [RealArray](class_realarray) | -| | [Color](class_color) | | [Rect2](class_rect2) | -| | [ColorArray](class_colorarray) | | [RectangleShape2D](class_rectangleshape2d) | -| | [ColorPicker](class_colorpicker) | | [Reference](class_reference) | -| | [ColorPickerButton](class_colorpickerbutton) | | [ReferenceFrame](class_referenceframe) | -| | [ConcavePolygonShape](class_concavepolygonshape) | | [RegEx](class_regex) | -| | [ConcavePolygonShape2D](class_concavepolygonshape2d) | | [RemoteTransform2D](class_remotetransform2d) | -| | [ConeTwistJoint](class_conetwistjoint) | | [RenderTargetTexture](class_rendertargettexture) | -| | [ConfigFile](class_configfile) | | [Resource](class_resource) | -| | [ConfirmationDialog](class_confirmationdialog) | | [ResourceImportMetadata](class_resourceimportmetadata) | -| | [Container](class_container) | | [ResourceInteractiveLoader](class_resourceinteractiveloader) | -| | [Control](class_control) | | [ResourceLoader](class_resourceloader) | -| | [ConvexPolygonShape](class_convexpolygonshape) | | [ResourcePreloader](class_resourcepreloader) | -| | [ConvexPolygonShape2D](class_convexpolygonshape2d) | | [ResourceSaver](class_resourcesaver) | -| | [CubeMap](class_cubemap) | | [RichTextLabel](class_richtextlabel) | -| | [Curve2D](class_curve2d) | | [RigidBody](class_rigidbody) | -| | [Curve3D](class_curve3d) | | [RigidBody2D](class_rigidbody2d) | -| **D** | [DampedSpringJoint2D](class_dampedspringjoint2d) | | [Room](class_room) | -| | [Dictionary](class_dictionary) | | [RoomBounds](class_roombounds) | -| | [DirectionalLight](class_directionallight) | **S** | [Sample](class_sample) | -| | [Directory](class_directory) | | [SampleLibrary](class_samplelibrary) | -| **E** | [EditorImportPlugin](class_editorimportplugin) | | [SamplePlayer](class_sampleplayer) | -| | [EditorPlugin](class_editorplugin) | | [SamplePlayer2D](class_sampleplayer2d) | -| | [EditorScenePostImport](class_editorscenepostimport) | | [SceneTree](class_scenetree) | -| | [EditorScript](class_editorscript) | | [Script](class_script) | -| | [Environment](class_environment) | | [ScrollBar](class_scrollbar) | -| | [EventPlayer](class_eventplayer) | | [ScrollContainer](class_scrollcontainer) | -| | [EventStream](class_eventstream) | | [SegmentShape2D](class_segmentshape2d) | -| | [EventStreamChibi](class_eventstreamchibi) | | [Semaphore](class_semaphore) | -| **F** | [File](class_file) | | [Separator](class_separator) | -| | [FileDialog](class_filedialog) | | [Shader](class_shader) | -| | [FixedMaterial](class_fixedmaterial) | | [ShaderGraph](class_shadergraph) | -| | [Font](class_font) | | [ShaderMaterial](class_shadermaterial) | -| | [FuncRef](class_funcref) | | [Shape](class_shape) | -| **G** | [GDFunctionState](class_gdfunctionstate) | | [Shape2D](class_shape2d) | -| | [GDNativeClass](class_gdnativeclass) | | [Skeleton](class_skeleton) | -| | [GDScript](class_gdscript) | | [Slider](class_slider) | -| | [Generic6DOFJoint](class_generic6dofjoint) | | [SliderJoint](class_sliderjoint) | -| | [Geometry](class_geometry) | | [SoundPlayer2D](class_soundplayer2d) | -| | [GeometryInstance](class_geometryinstance) | | [SoundRoomParams](class_soundroomparams) | -| | [Globals](class_globals) | | [Spatial](class_spatial) | -| | [GraphEdit](class_graphedit) | | [SpatialPlayer](class_spatialplayer) | -| | [GraphNode](class_graphnode) | | [SpatialSamplePlayer](class_spatialsampleplayer) | -| | [GridContainer](class_gridcontainer) | | [SpatialSound2DServer](class_spatialsound2dserver) | -| | [GridMap](class_gridmap) | | [SpatialSound2DServerSW](class_spatialsound2dserversw) | -| | [GrooveJoint2D](class_groovejoint2d) | | [SpatialSoundServer](class_spatialsoundserver) | -| **H** | [HBoxContainer](class_hboxcontainer) | | [SpatialSoundServerSW](class_spatialsoundserversw) | -| | [HButtonArray](class_hbuttonarray) | | [SpatialStreamPlayer](class_spatialstreamplayer) | -| | [HScrollBar](class_hscrollbar) | | [SphereShape](class_sphereshape) | -| | [HSeparator](class_hseparator) | | [SpinBox](class_spinbox) | -| | [HSlider](class_hslider) | | [SplitContainer](class_splitcontainer) | -| | [HSplitContainer](class_hsplitcontainer) | | [SpotLight](class_spotlight) | -| | [HTTPClient](class_httpclient) | | [Sprite](class_sprite) | -| | [HingeJoint](class_hingejoint) | | [Sprite3D](class_sprite3d) | -| **I** | [IP](class_ip) | | [SpriteBase3D](class_spritebase3d) | -| | [IP_Unix](class_ip_unix) | | [SpriteFrames](class_spriteframes) | -| | [Image](class_image) | | [StaticBody](class_staticbody) | -| | [ImageTexture](class_imagetexture) | | [StaticBody2D](class_staticbody2d) | -| | [ImmediateGeometry](class_immediategeometry) | | [StreamPeer](class_streampeer) | -| | [Input](class_input) | | [StreamPeerSSL](class_streampeerssl) | -| | [InputDefault](class_inputdefault) | | [StreamPeerTCP](class_streampeertcp) | -| | [InputEvent](class_inputevent) | | [StreamPlayer](class_streamplayer) | -| | [InputEventAction](class_inputeventaction) | | [String](class_string) | -| | [InputEventJoyButton](class_inputeventjoybutton) | | [StringArray](class_stringarray) | -| | [InputEventJoyMotion](class_inputeventjoymotion) | | [StyleBox](class_stylebox) | -| | [InputEventKey](class_inputeventkey) | | [StyleBoxEmpty](class_styleboxempty) | -| | [InputEventMouseButton](class_inputeventmousebutton) | | [StyleBoxFlat](class_styleboxflat) | -| | [InputEventMouseMotion](class_inputeventmousemotion) | | [StyleBoxImageMask](class_styleboximagemask) | -| | [InputEventScreenDrag](class_inputeventscreendrag) | | [StyleBoxTexture](class_styleboxtexture) | -| | [InputEventScreenTouch](class_inputeventscreentouch) | | [SurfaceTool](class_surfacetool) | -| | [InputMap](class_inputmap) | **T** | [TCP_Server](class_tcp_server) | -| | [IntArray](class_intarray) | | [TabContainer](class_tabcontainer) | -| | [InterpolatedCamera](class_interpolatedcamera) | | [Tabs](class_tabs) | -| **J** | [Joint](class_joint) | | [TestCube](class_testcube) | -| | [Joint2D](class_joint2d) | | [TextEdit](class_textedit) | -| **K** | [KinematicBody](class_kinematicbody) | | [Texture](class_texture) | -| | [KinematicBody2D](class_kinematicbody2d) | | [TextureButton](class_texturebutton) | -| **L** | [Label](class_label) | | [TextureFrame](class_textureframe) | -| | [LargeTexture](class_largetexture) | | [TextureProgress](class_textureprogress) | -| | [Light](class_light) | | [Theme](class_theme) | -| | [Light2D](class_light2d) | | [Thread](class_thread) | -| | [LightOccluder2D](class_lightoccluder2d) | | [TileMap](class_tilemap) | -| | [LineEdit](class_lineedit) | | [TileSet](class_tileset) | -| | [LineShape2D](class_lineshape2d) | | [Timer](class_timer) | -| **M** | [MainLoop](class_mainloop) | | [ToolButton](class_toolbutton) | -| | [MarginContainer](class_margincontainer) | | [TouchScreenButton](class_touchscreenbutton) | -| | [Marshalls](class_marshalls) | | [Transform](class_transform) | -| | [Material](class_material) | | [Translation](class_translation) | -| | [MaterialShader](class_materialshader) | | [TranslationServer](class_translationserver) | -| | [MaterialShaderGraph](class_materialshadergraph) | | [Tree](class_tree) | -| | [Matrix3](class_matrix3) | | [TreeItem](class_treeitem) | -| | [Matrix32](class_matrix32) | | [Tween](class_tween) | -| | [MenuButton](class_menubutton) | **V** | [VBoxContainer](class_vboxcontainer) | -| | [Mesh](class_mesh) | | [VButtonArray](class_vbuttonarray) | -| | [MeshDataTool](class_meshdatatool) | | [VScrollBar](class_vscrollbar) | -| | [MeshInstance](class_meshinstance) | | [VSeparator](class_vseparator) | -| | [MeshLibrary](class_meshlibrary) | | [VSlider](class_vslider) | -| | [MultiMesh](class_multimesh) | | [VSplitContainer](class_vsplitcontainer) | -| | [MultiMeshInstance](class_multimeshinstance) | | [Vector2](class_vector2) | -| | [Mutex](class_mutex) | | [Vector2Array](class_vector2array) | -| **N** | [Navigation](class_navigation) | | [Vector3](class_vector3) | -| | [Navigation2D](class_navigation2d) | | [Vector3Array](class_vector3array) | -| | [NavigationMesh](class_navigationmesh) | | [VehicleBody](class_vehiclebody) | -| | [NavigationMeshInstance](class_navigationmeshinstance) | | [VehicleWheel](class_vehiclewheel) | -| | [NavigationPolygon](class_navigationpolygon) | | [VideoPlayer](class_videoplayer) | -| | [NavigationPolygonInstance](class_navigationpolygoninstance) | | [VideoStream](class_videostream) | -| | [Nil](class_nil) | | [Viewport](class_viewport) | -| | [Node](class_node) | | [ViewportSprite](class_viewportsprite) | -| | [Node2D](class_node2d) | | [VisibilityEnabler](class_visibilityenabler) | -| | [NodePath](class_nodepath) | | [VisibilityEnabler2D](class_visibilityenabler2d) | -| **O** | [OS](class_os) | | [VisibilityNotifier](class_visibilitynotifier) | -| | [Object](class_object) | | [VisibilityNotifier2D](class_visibilitynotifier2d) | -| | [OccluderPolygon2D](class_occluderpolygon2d) | | [VisualInstance](class_visualinstance) | -| | [OmniLight](class_omnilight) | | [VisualServer](class_visualserver) | -| | [OptionButton](class_optionbutton) | **W** | [WeakRef](class_weakref) | -| **P** | [PCKPacker](class_pckpacker) | | [WindowDialog](class_windowdialog) | -| | [PHashTranslation](class_phashtranslation) | | [World](class_world) | -| | [PackedDataContainer](class_packeddatacontainer) | | [World2D](class_world2d) | -| | [PackedDataContainerRef](class_packeddatacontainerref) | | [WorldEnvironment](class_worldenvironment) | -| | [PackedScene](class_packedscene) | **X** | [XMLParser](class_xmlparser) | -| | [PacketPeer](class_packetpeer) | **Y** | [YSort](class_ysort) | -| | [PacketPeerStream](class_packetpeerstream) | **b** | [bool](class_bool) | -| | [PacketPeerUDP](class_packetpeerudp) | **f** | [float](class_float) | -| | [Panel](class_panel) | **i** | [int](class_int) | -| | [PanelContainer](class_panelcontainer) | +http://docs.godotengine.org diff --git a/class_mainloop.md b/class_mainloop.md index dbef677..505e8fd 100644 --- a/class_mainloop.md +++ b/class_mainloop.md @@ -1,23 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# MainLoop -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Main loop is the abstract main loop base class. - -### Member Functions - * void **[input_event](#input_event)** **(** [InputEvent](class_inputevent) arg0 **)** - -### Numeric Constants - * **NOTIFICATION_WM_FOCUS_IN** = **5** - * **NOTIFICATION_WM_FOCUS_OUT** = **6** - * **NOTIFICATION_WM_QUIT_REQUEST** = **7** - * **NOTIFICATION_WM_UNFOCUS_REQUEST** = **8** - * **NOTIFICATION_OS_MEMORY_WARNING** = **9** - -### Description -Main loop is the abstract main loop base class. All other main loop classes are derived from it. Upon application start, a [MainLoop](class_mainloop) has to be provided to OS, else the application will exit. This happens automatically (and a [SceneMainLoop] is created), unless a main [Script](class_script) is supplied, which may or not create and return a [MainLoop](class_mainloop). - -### Member Function Description +http://docs.godotengine.org diff --git a/class_margincontainer.md b/class_margincontainer.md index 9b52dfa..505e8fd 100644 --- a/class_margincontainer.md +++ b/class_margincontainer.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# MarginContainer -####**Inherits:** [Container](class_container) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Simple margin container. - -### Description -Simple margin container. Adds a left margin to anything contained. +http://docs.godotengine.org diff --git a/class_marshalls.md b/class_marshalls.md index b5dcb15..505e8fd 100644 --- a/class_marshalls.md +++ b/class_marshalls.md @@ -1,14 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Marshalls -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [String](class_string) **[variant_to_base64](#variant_to_base64)** **(** var variant **)** - * void **[base64_to_variant](#base64_to_variant)** **(** [String](class_string) base64_str **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_material.md b/class_material.md index 3feaee5..505e8fd 100644 --- a/class_material.md +++ b/class_material.md @@ -1,72 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Material -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Abstract base [Resource](class_resource) for coloring and shading geometry. - -### Member Functions - * void **[set_flag](#set_flag)** **(** [int](class_int) flag, [bool](class_bool) enable **)** - * [bool](class_bool) **[get_flag](#get_flag)** **(** [int](class_int) flag **)** const - * void **[set_blend_mode](#set_blend_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_blend_mode](#get_blend_mode)** **(** **)** const - * void **[set_line_width](#set_line_width)** **(** [float](class_float) width **)** - * [float](class_float) **[get_line_width](#get_line_width)** **(** **)** const - * void **[set_depth_draw_mode](#set_depth_draw_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_depth_draw_mode](#get_depth_draw_mode)** **(** **)** const - -### Numeric Constants - * **FLAG_VISIBLE** = **0** - Geometry is visible when this flag is enabled (default). - * **FLAG_DOUBLE_SIDED** = **1** - Both front facing and back facing triangles are rendered when this flag is enabled. - * **FLAG_INVERT_FACES** = **2** - Front facing and back facing order is swapped when this flag is enabled. - * **FLAG_UNSHADED** = **3** - Shading (lighting) is disabled when this flag is enabled. - * **FLAG_ONTOP** = **4** - * **FLAG_LIGHTMAP_ON_UV2** = **5** - * **FLAG_COLOR_ARRAY_SRGB** = **6** - * **FLAG_MAX** = **7** - Maximum amount of flags - * **DEPTH_DRAW_ALWAYS** = **0** - * **DEPTH_DRAW_OPAQUE_ONLY** = **1** - * **DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA** = **2** - * **DEPTH_DRAW_NEVER** = **3** - * **BLEND_MODE_MIX** = **0** - Use the regular alpha blending equation (source and dest colors are faded) (default). - * **BLEND_MODE_ADD** = **1** - Use additive blending equation, often used for particle effects such as fire or light decals. - * **BLEND_MODE_SUB** = **2** - Use substractive blending equation, often used for some smoke effects or types of glass. - * **BLEND_MODE_MUL** = **3** - * **BLEND_MODE_PREMULT_ALPHA** = **4** - -### Description -Material is a base [Resource](class_resource) used for coloring and shading geometry. All materials inherit from it and almost all [VisualInstance](class_visualinstance) derived nodes carry a Material. A few flags and parameters are shared between all material types and are configured here. - -### Member Function Description - -#### set_flag - * void **set_flag** **(** [int](class_int) flag, [bool](class_bool) enable **)** - -Set a [Material](class_material) flag, which toggles on or off a behavior when rendering. See enumeration FLAG_* for a list. - -#### get_flag - * [bool](class_bool) **get_flag** **(** [int](class_int) flag **)** const - -Return a [Material](class_material) flag, which toggles on or off a behavior when rendering. See enumeration FLAG_* for a list. - -#### set_blend_mode - * void **set_blend_mode** **(** [int](class_int) mode **)** - -Set blend mode for the material, which can be one of BLEND_MODE_MIX (default), BLEND_MODE_ADD, BLEND_MODE_SUB. Keep in mind that only BLEND_MODE_MIX ensures that the material _may_ be opaque, any other blend mode will render with alpha blending enabled in raster-based [VisualServer](class_visualserver) implementations. - -#### get_blend_mode - * [int](class_int) **get_blend_mode** **(** **)** const - -Return blend mode for the material, which can be one of BLEND_MODE_MIX (default), BLEND_MODE_ADD, BLEND_MODE_SUB. Keep in mind that only BLEND_MODE_MIX ensures that the material _may_ be opaque, any other blend mode will render with alpha blending enabled in raster-based [VisualServer](class_visualserver) implementations. - -#### set_line_width - * void **set_line_width** **(** [float](class_float) width **)** - -Set the line width for geometry drawn with FLAG_WIREFRAME enabled, or LINE primitives. Note that not all hardware or VisualServer backends support this (like DirectX). - -#### get_line_width - * [float](class_float) **get_line_width** **(** **)** const - -Return the line width for geometry drawn with FLAG_WIREFRAME enabled, or LINE primitives. Note that not all hardware or VisualServer backends support this (like DirectX). +http://docs.godotengine.org diff --git a/class_materialshader.md b/class_materialshader.md index 77ea926..505e8fd 100644 --- a/class_materialshader.md +++ b/class_materialshader.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# MaterialShader -####**Inherits:** [Shader](class_shader) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_materialshadergraph.md b/class_materialshadergraph.md index 3bd9d99..505e8fd 100644 --- a/class_materialshadergraph.md +++ b/class_materialshadergraph.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# MaterialShaderGraph -####**Inherits:** [ShaderGraph](class_shadergraph) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_matrix3.md b/class_matrix3.md index d327179..505e8fd 100644 --- a/class_matrix3.md +++ b/class_matrix3.md @@ -1,111 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Matrix3 -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -3x3 matrix datatype. - -### Member Functions - * [float](class_float) **[determinant](#determinant)** **(** **)** - * [Vector3](class_vector3) **[get_euler](#get_euler)** **(** **)** - * [int](class_int) **[get_orthogonal_index](#get_orthogonal_index)** **(** **)** - * [Vector3](class_vector3) **[get_scale](#get_scale)** **(** **)** - * [Matrix3](class_matrix3) **[inverse](#inverse)** **(** **)** - * [Matrix3](class_matrix3) **[orthonormalized](#orthonormalized)** **(** **)** - * [Matrix3](class_matrix3) **[rotated](#rotated)** **(** [Vector3](class_vector3) axis, [float](class_float) phi **)** - * [Matrix3](class_matrix3) **[scaled](#scaled)** **(** [Vector3](class_vector3) scale **)** - * [float](class_float) **[tdotx](#tdotx)** **(** [Vector3](class_vector3) with **)** - * [float](class_float) **[tdoty](#tdoty)** **(** [Vector3](class_vector3) with **)** - * [float](class_float) **[tdotz](#tdotz)** **(** [Vector3](class_vector3) with **)** - * [Matrix3](class_matrix3) **[transposed](#transposed)** **(** **)** - * [Vector3](class_vector3) **[xform](#xform)** **(** [Vector3](class_vector3) v **)** - * [Vector3](class_vector3) **[xform_inv](#xform_inv)** **(** [Vector3](class_vector3) v **)** - * [Matrix3](class_matrix3) **[Matrix3](#Matrix3)** **(** [Vector3](class_vector3) x_axis, [Vector3](class_vector3) y_axis, [Vector3](class_vector3) z_axis **)** - * [Matrix3](class_matrix3) **[Matrix3](#Matrix3)** **(** [Vector3](class_vector3) axis, [float](class_float) phi **)** - * [Matrix3](class_matrix3) **[Matrix3](#Matrix3)** **(** [Quat](class_quat) from **)** - -### Member Variables - * [Vector3](class_vector3) **x** - * [Vector3](class_vector3) **y** - * [Vector3](class_vector3) **z** - -### Description -3x3 matrix used for 3D rotation and scale. Contains 3 vector fields x,y and z. Can also be accessed as array of 3D vectors. Almost always used as orthogonal basis for a [Transform](class_transform). - -### Member Function Description - -#### determinant - * [float](class_float) **determinant** **(** **)** - -Return the determinant of the matrix. - -#### get_euler - * [Vector3](class_vector3) **get_euler** **(** **)** - -Return euler angles from the matrix. - -#### inverse - * [Matrix3](class_matrix3) **inverse** **(** **)** - -Return the affine inverse of the matrix. - -#### orthonormalized - * [Matrix3](class_matrix3) **orthonormalized** **(** **)** - -Return the orthonormalized version of the matrix (useful to call from time to time to avoid rounding error). - -#### rotated - * [Matrix3](class_matrix3) **rotated** **(** [Vector3](class_vector3) axis, [float](class_float) phi **)** - -Return the rotated version of the matrix, by a given axis and angle. - -#### scaled - * [Matrix3](class_matrix3) **scaled** **(** [Vector3](class_vector3) scale **)** - -Return the scaled version of the matrix, by a 3D scale. - -#### tdotx - * [float](class_float) **tdotx** **(** [Vector3](class_vector3) with **)** - -Transposed dot product with the x axis of the matrix. - -#### tdoty - * [float](class_float) **tdoty** **(** [Vector3](class_vector3) with **)** - -Transposed dot product with the y axis of the matrix. - -#### tdotz - * [float](class_float) **tdotz** **(** [Vector3](class_vector3) with **)** - -Transposed dot product with the z axis of the matrix. - -#### transposed - * [Matrix3](class_matrix3) **transposed** **(** **)** - -Return the transposed version of the matrix. - -#### xform - * [Vector3](class_vector3) **xform** **(** [Vector3](class_vector3) v **)** - -Return a vector transformed by the matrix and return it. - -#### xform_inv - * [Vector3](class_vector3) **xform_inv** **(** [Vector3](class_vector3) v **)** - -Return a vector transformed by the transposed matrix and return it. - -#### Matrix3 - * [Matrix3](class_matrix3) **Matrix3** **(** [Vector3](class_vector3) x_axis, [Vector3](class_vector3) y_axis, [Vector3](class_vector3) z_axis **)** - -Create a matrix from 3 axis vectors. - -#### Matrix3 - * [Matrix3](class_matrix3) **Matrix3** **(** [Vector3](class_vector3) axis, [float](class_float) phi **)** - -Create a matrix from an axis vector and an angle. - -#### Matrix3 - * [Matrix3](class_matrix3) **Matrix3** **(** [Quat](class_quat) from **)** - -Create a matrix from a quaternion. +http://docs.godotengine.org diff --git a/class_matrix32.md b/class_matrix32.md index 61b4839..505e8fd 100644 --- a/class_matrix32.md +++ b/class_matrix32.md @@ -1,35 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Matrix32 -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -3x2 Matrix for 2D transforms. - -### Member Functions - * [Matrix32](class_matrix32) **[affine_inverse](#affine_inverse)** **(** **)** - * [Matrix32](class_matrix32) **[basis_xform](#basis_xform)** **(** var v **)** - * [Matrix32](class_matrix32) **[basis_xform_inv](#basis_xform_inv)** **(** var v **)** - * [Vector2](class_vector2) **[get_origin](#get_origin)** **(** **)** - * [float](class_float) **[get_rotation](#get_rotation)** **(** **)** - * [Vector2](class_vector2) **[get_scale](#get_scale)** **(** **)** - * [Matrix32](class_matrix32) **[interpolate_with](#interpolate_with)** **(** [Matrix32](class_matrix32) m, [float](class_float) c **)** - * [Matrix32](class_matrix32) **[inverse](#inverse)** **(** **)** - * [Matrix32](class_matrix32) **[orthonormalized](#orthonormalized)** **(** **)** - * [Matrix32](class_matrix32) **[rotated](#rotated)** **(** [float](class_float) phi **)** - * [Matrix32](class_matrix32) **[scaled](#scaled)** **(** [Vector2](class_vector2) scale **)** - * [Matrix32](class_matrix32) **[translated](#translated)** **(** [Vector2](class_vector2) offset **)** - * [Matrix32](class_matrix32) **[xform](#xform)** **(** var v **)** - * [Matrix32](class_matrix32) **[xform_inv](#xform_inv)** **(** var v **)** - * [Matrix32](class_matrix32) **[Matrix32](#Matrix32)** **(** [Vector2](class_vector2) x_axis, [Vector2](class_vector2) y_axis, [Vector2](class_vector2) origin **)** - * [Matrix32](class_matrix32) **[Matrix32](#Matrix32)** **(** [Transform](class_transform) from **)** - -### Member Variables - * [float](class_float) **x** - * [float](class_float) **y** - * [float](class_float) **o** - -### Description -3x2 Matrix for 2D transforms. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_menubutton.md b/class_menubutton.md index 0146d4b..505e8fd 100644 --- a/class_menubutton.md +++ b/class_menubutton.md @@ -1,24 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# MenuButton -####**Inherits:** [Button](class_button) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Special button that brings up a [PopupMenu](class_popupmenu) when clicked. - -### Member Functions - * [Object](class_object) **[get_popup](#get_popup)** **(** **)** - -### Signals - * **about_to_show** **(** **)** - -### Description -Special button that brings up a [PopupMenu](class_popupmenu) when clicked. That's pretty much all it does, as it's just a helper class when bulding GUIs. - -### Member Function Description - -#### get_popup - * [Object](class_object) **get_popup** **(** **)** - -Return the [PopupMenu](class_popupmenu) contained in this button. +http://docs.godotengine.org diff --git a/class_mesh.md b/class_mesh.md index 704bb33..505e8fd 100644 --- a/class_mesh.md +++ b/class_mesh.md @@ -1,112 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Mesh -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -A [Resource](class_resource) that contains vertex-array based geometry. - -### Member Functions - * void **[add_morph_target](#add_morph_target)** **(** [String](class_string) name **)** - * [int](class_int) **[get_morph_target_count](#get_morph_target_count)** **(** **)** const - * [String](class_string) **[get_morph_target_name](#get_morph_target_name)** **(** [int](class_int) index **)** const - * void **[clear_morph_targets](#clear_morph_targets)** **(** **)** - * void **[set_morph_target_mode](#set_morph_target_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_morph_target_mode](#get_morph_target_mode)** **(** **)** const - * void **[add_surface](#add_surface)** **(** [int](class_int) primitive, [Array](class_array) arrays, [Array](class_array) morph_arrays, [bool](class_bool) arg3=Array() **)** - * [int](class_int) **[get_surface_count](#get_surface_count)** **(** **)** const - * void **[surface_remove](#surface_remove)** **(** [int](class_int) surf_idx **)** - * [int](class_int) **[surface_get_array_len](#surface_get_array_len)** **(** [int](class_int) surf_idx **)** const - * [int](class_int) **[surface_get_array_index_len](#surface_get_array_index_len)** **(** [int](class_int) surf_idx **)** const - * [int](class_int) **[surface_get_format](#surface_get_format)** **(** [int](class_int) surf_idx **)** const - * [int](class_int) **[surface_get_primitive_type](#surface_get_primitive_type)** **(** [int](class_int) surf_idx **)** const - * void **[surface_set_material](#surface_set_material)** **(** [int](class_int) surf_idx, [Material](class_material) material **)** - * [Material](class_material) **[surface_get_material](#surface_get_material)** **(** [int](class_int) surf_idx **)** const - * void **[surface_set_name](#surface_set_name)** **(** [int](class_int) surf_idx, [String](class_string) name **)** - * [String](class_string) **[surface_get_name](#surface_get_name)** **(** [int](class_int) surf_idx **)** const - * void **[center_geometry](#center_geometry)** **(** **)** - * void **[regen_normalmaps](#regen_normalmaps)** **(** **)** - * void **[set_custom_aabb](#set_custom_aabb)** **(** [AABB](class_aabb) aabb **)** - * [AABB](class_aabb) **[get_custom_aabb](#get_custom_aabb)** **(** **)** const - -### Numeric Constants - * **NO_INDEX_ARRAY** = **-1** - Default value used for index_array_len when no indices are present. - * **ARRAY_WEIGHTS_SIZE** = **4** - Amount of weights/bone indices per vertex (always 4). - * **ARRAY_VERTEX** = **0** - Vertex array (array of [Vector3]() vertices). - * **ARRAY_NORMAL** = **1** - Normal array (array of [Vector3]() normals). - * **ARRAY_TANGENT** = **2** - Tangent array, array of groups of 4 floats. first 3 floats determine the tangent, and the last the binormal direction as -1 or 1. - * **ARRAY_COLOR** = **3** - Vertex array (array of [Color]() colors). - * **ARRAY_TEX_UV** = **4** - UV array (array of [Vector3]() UVs or float array of groups of 2 floats (u,v)). - * **ARRAY_TEX_UV2** = **5** - * **ARRAY_BONES** = **6** - Array of bone indices, as a float array. Each element in groups of 4 floats. - * **ARRAY_WEIGHTS** = **7** - Array of bone weights, as a float array. Each element in groups of 4 floats. - * **ARRAY_INDEX** = **8** - Array of integers, used as indices referencing vertices. No index can be beyond the vertex array size. - * **ARRAY_FORMAT_VERTEX** = **1** - Array format will include vertices (mandatory). - * **ARRAY_FORMAT_NORMAL** = **2** - Array format will include normals - * **ARRAY_FORMAT_TANGENT** = **4** - Array format will include tangents - * **ARRAY_FORMAT_COLOR** = **8** - Array format will include a color array. - * **ARRAY_FORMAT_TEX_UV** = **16** - Array format will include UVs. - * **ARRAY_FORMAT_TEX_UV2** = **32** - * **ARRAY_FORMAT_BONES** = **64** - Array format will include bone indices. - * **ARRAY_FORMAT_WEIGHTS** = **128** - Array format will include bone weights. - * **ARRAY_FORMAT_INDEX** = **256** - Index array will be used. - * **PRIMITIVE_POINTS** = **0** - Render array as points (one vertex equals one point). - * **PRIMITIVE_LINES** = **1** - Render array as lines (every two vertices a line is created). - * **PRIMITIVE_LINE_STRIP** = **2** - Render array as line strip. - * **PRIMITIVE_LINE_LOOP** = **3** - Render array as line loop (like line strip, but closed). - * **PRIMITIVE_TRIANGLES** = **4** - Render array as triangles (every three vertices a triangle is created). - * **PRIMITIVE_TRIANGLE_STRIP** = **5** - Render array as triangle strips. - * **PRIMITIVE_TRIANGLE_FAN** = **6** - Render array as triangle fans. - -### Description -Mesh is a type of [Resource](class_resource) that contains vertex-array based geometry, divided in _surfaces_. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is prefered to a single surface, because objects created in 3D editing software commonly contain multiple materials. - -### Member Function Description - -#### add_surface - * void **add_surface** **(** [int](class_int) primitive, [Array](class_array) arrays, [Array](class_array) morph_arrays, [bool](class_bool) arg3=Array() **)** - -Create a new surface ([get_surface_count](#get_surface_count) will become surf_idx for this. -"#10;"#9;"#9;"#9;Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. (As a note, when using indices, it is recommended to only use just points, lines or triangles). -"#10;"#9;"#9;"#9;The format of a surface determines which arrays it will allocate and hold, so "format" is a combination of ARRAY_FORMAT_* mask constants ORed together. ARRAY_FORMAT_VERTEX must be always present. "array_len" determines the amount of vertices in the array (not primitives!). if ARRAY_FORMAT_INDEX is in the format mask, then it means that an index array will be allocated and "index_array_len" must be passed. - -#### get_surface_count - * [int](class_int) **get_surface_count** **(** **)** const - -Return the amount of surfaces that the [Mesh](class_mesh) holds. - -#### surface_remove - * void **surface_remove** **(** [int](class_int) surf_idx **)** - -Remove a surface at position surf_idx, shifting greater surfaces one surf_idx slot down. - -#### surface_get_array_len - * [int](class_int) **surface_get_array_len** **(** [int](class_int) surf_idx **)** const - -Return the length in vertices of the vertex array in the requested surface (see [add_surface](#add_surface)). - -#### surface_get_array_index_len - * [int](class_int) **surface_get_array_index_len** **(** [int](class_int) surf_idx **)** const - -Return the length in indices of the index array in the requested surface (see [add_surface](#add_surface)). - -#### surface_get_format - * [int](class_int) **surface_get_format** **(** [int](class_int) surf_idx **)** const - -Return the format mask of the requested surface (see [add_surface](#add_surface)). - -#### surface_get_primitive_type - * [int](class_int) **surface_get_primitive_type** **(** [int](class_int) surf_idx **)** const - -Return the primitive type of the requested surface (see [add_surface](#add_surface)). - -#### surface_set_material - * void **surface_set_material** **(** [int](class_int) surf_idx, [Material](class_material) material **)** - -Set a [Material](class_material) for a given surface. Surface will be rendered using this material. - -#### surface_get_material - * [Material](class_material) **surface_get_material** **(** [int](class_int) surf_idx **)** const - -Return a [Material](class_material) in a given surface. Surface is rendered using this material. +http://docs.godotengine.org diff --git a/class_meshdatatool.md b/class_meshdatatool.md index ddd85e9..505e8fd 100644 --- a/class_meshdatatool.md +++ b/class_meshdatatool.md @@ -1,50 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# MeshDataTool -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[clear](#clear)** **(** **)** - * [int](class_int) **[create_from_surface](#create_from_surface)** **(** [Object](class_object) mesh, [int](class_int) surface **)** - * [int](class_int) **[commit_to_surface](#commit_to_surface)** **(** [Object](class_object) mesh **)** - * [int](class_int) **[get_format](#get_format)** **(** **)** const - * [int](class_int) **[get_vertex_count](#get_vertex_count)** **(** **)** const - * [int](class_int) **[get_edge_count](#get_edge_count)** **(** **)** const - * [int](class_int) **[get_face_count](#get_face_count)** **(** **)** const - * void **[set_vertex](#set_vertex)** **(** [int](class_int) idx, [Vector3](class_vector3) vertex **)** - * [Vector3](class_vector3) **[get_vertex](#get_vertex)** **(** [int](class_int) idx **)** const - * void **[set_vertex_normal](#set_vertex_normal)** **(** [int](class_int) idx, [Vector3](class_vector3) normal **)** - * [Vector3](class_vector3) **[get_vertex_normal](#get_vertex_normal)** **(** [int](class_int) idx **)** const - * void **[set_vertex_tangent](#set_vertex_tangent)** **(** [int](class_int) idx, [Plane](class_plane) tangent **)** - * [Plane](class_plane) **[get_vertex_tangent](#get_vertex_tangent)** **(** [int](class_int) idx **)** const - * void **[set_vertex_uv](#set_vertex_uv)** **(** [int](class_int) idx, [Vector2](class_vector2) uv **)** - * [Vector2](class_vector2) **[get_vertex_uv](#get_vertex_uv)** **(** [int](class_int) idx **)** const - * void **[set_vertex_uv2](#set_vertex_uv2)** **(** [int](class_int) idx, [Vector2](class_vector2) uv2 **)** - * [Vector2](class_vector2) **[get_vertex_uv2](#get_vertex_uv2)** **(** [int](class_int) idx **)** const - * void **[set_vertex_color](#set_vertex_color)** **(** [int](class_int) idx, [Color](class_color) color **)** - * [Color](class_color) **[get_vertex_color](#get_vertex_color)** **(** [int](class_int) idx **)** const - * void **[set_vertex_bones](#set_vertex_bones)** **(** [int](class_int) idx, [IntArray](class_intarray) bones **)** - * [IntArray](class_intarray) **[get_vertex_bones](#get_vertex_bones)** **(** [int](class_int) idx **)** const - * void **[set_vertex_weights](#set_vertex_weights)** **(** [int](class_int) idx, [RealArray](class_realarray) weights **)** - * [RealArray](class_realarray) **[get_vertex_weights](#get_vertex_weights)** **(** [int](class_int) idx **)** const - * void **[set_vertex_meta](#set_vertex_meta)** **(** [int](class_int) idx, var meta **)** - * void **[get_vertex_meta](#get_vertex_meta)** **(** [int](class_int) idx **)** const - * [IntArray](class_intarray) **[get_vertex_edges](#get_vertex_edges)** **(** [int](class_int) idx **)** const - * [IntArray](class_intarray) **[get_vertex_faces](#get_vertex_faces)** **(** [int](class_int) idx **)** const - * [int](class_int) **[get_edge_vertex](#get_edge_vertex)** **(** [int](class_int) idx, [int](class_int) vertex **)** const - * [IntArray](class_intarray) **[get_edge_faces](#get_edge_faces)** **(** [int](class_int) idx **)** const - * void **[set_edge_meta](#set_edge_meta)** **(** [int](class_int) idx, var meta **)** - * void **[get_edge_meta](#get_edge_meta)** **(** [int](class_int) idx **)** const - * [int](class_int) **[get_face_vertex](#get_face_vertex)** **(** [int](class_int) idx, [int](class_int) vertex **)** const - * [int](class_int) **[get_face_edge](#get_face_edge)** **(** [int](class_int) idx, [int](class_int) edge **)** const - * void **[set_face_meta](#set_face_meta)** **(** [int](class_int) idx, var meta **)** - * void **[get_face_meta](#get_face_meta)** **(** [int](class_int) idx **)** const - * [Vector3](class_vector3) **[get_face_normal](#get_face_normal)** **(** [int](class_int) idx **)** const - * void **[set_material](#set_material)** **(** [Material](class_material) material **)** - * [Object](class_object) **[get_material](#get_material)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_meshinstance.md b/class_meshinstance.md index ccdd2db..505e8fd 100644 --- a/class_meshinstance.md +++ b/class_meshinstance.md @@ -1,42 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# MeshInstance -####**Inherits:** [GeometryInstance](class_geometryinstance) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Node that instances meshes into a [Scenario]. - -### Member Functions - * void **[set_mesh](#set_mesh)** **(** [Mesh](class_mesh) mesh **)** - * [Mesh](class_mesh) **[get_mesh](#get_mesh)** **(** **)** const - * void **[set_skeleton_path](#set_skeleton_path)** **(** [NodePath](class_nodepath) skeleton_path **)** - * [NodePath](class_nodepath) **[get_skeleton_path](#get_skeleton_path)** **(** **)** - * [AABB](class_aabb) **[get_aabb](#get_aabb)** **(** **)** const - * void **[create_trimesh_collision](#create_trimesh_collision)** **(** **)** - * void **[create_convex_collision](#create_convex_collision)** **(** **)** - -### Description -MeshInstance is a [Node](class_node) that takes a [Mesh](class_mesh) resource and adds it to the current [Scenario] by creating an instance of it. This is the class most often used to get 3D geometry rendered and can be used to instance a sigle [Mesh](class_mesh) in many places. This allows to reuse geometry and save on resources. When a [Mesh](class_mesh) has to be instanced more than thousands of times at close proximity, consider using a [MultiMesh](class_multimesh) in a [MultiMeshInstance](class_multimeshinstance) instead. - -### Member Function Description - -#### set_mesh - * void **set_mesh** **(** [Mesh](class_mesh) mesh **)** - -Set the [Mesh](class_mesh) resource for the instance. - -#### get_mesh - * [Mesh](class_mesh) **get_mesh** **(** **)** const - -Return the current [Mesh](class_mesh) resource for the instance. - -#### get_aabb - * [AABB](class_aabb) **get_aabb** **(** **)** const - -Return the AABB of the mesh, in local coordinates. - -#### create_trimesh_collision - * void **create_trimesh_collision** **(** **)** - -This helper creates a [StaticBody](class_staticbody) child [Node](class_node) using the mesh geometry as collision. It"apos;s mainly used for testing. +http://docs.godotengine.org diff --git a/class_meshlibrary.md b/class_meshlibrary.md index 70292e3..505e8fd 100644 --- a/class_meshlibrary.md +++ b/class_meshlibrary.md @@ -1,71 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# MeshLibrary -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Library of meshes. - -### Member Functions - * void **[create_item](#create_item)** **(** [int](class_int) id **)** - * void **[set_item_name](#set_item_name)** **(** [int](class_int) id, [String](class_string) name **)** - * void **[set_item_mesh](#set_item_mesh)** **(** [int](class_int) id, [Mesh](class_mesh) mesh **)** - * void **[set_item_shape](#set_item_shape)** **(** [int](class_int) id, [Shape](class_shape) shape **)** - * [String](class_string) **[get_item_name](#get_item_name)** **(** [int](class_int) id **)** const - * [Mesh](class_mesh) **[get_item_mesh](#get_item_mesh)** **(** [int](class_int) id **)** const - * [Shape](class_shape) **[get_item_shape](#get_item_shape)** **(** [int](class_int) id **)** const - * void **[remove_item](#remove_item)** **(** [int](class_int) id **)** - * void **[clear](#clear)** **(** **)** - * [IntArray](class_intarray) **[get_item_list](#get_item_list)** **(** **)** const - * [int](class_int) **[get_last_unused_item_id](#get_last_unused_item_id)** **(** **)** const - -### Description -Library of meshes. Contains a list of [Mesh](class_mesh) resources, each with name and ID. Useful for GridMap or painting Terrain. - -### Member Function Description - -#### create_item - * void **create_item** **(** [int](class_int) id **)** - -Create a new item in the library, supplied an id. - -#### set_item_name - * void **set_item_name** **(** [int](class_int) id, [String](class_string) name **)** - -Set the name of the item. - -#### set_item_mesh - * void **set_item_mesh** **(** [int](class_int) id, [Mesh](class_mesh) mesh **)** - -Set the mesh of the item. - -#### get_item_name - * [String](class_string) **get_item_name** **(** [int](class_int) id **)** const - -Return the name of the item. - -#### get_item_mesh - * [Mesh](class_mesh) **get_item_mesh** **(** [int](class_int) id **)** const - -Return the mesh of the item. - -#### remove_item - * void **remove_item** **(** [int](class_int) id **)** - -Remove the item. - -#### clear - * void **clear** **(** **)** - -Clear the library. - -#### get_item_list - * [IntArray](class_intarray) **get_item_list** **(** **)** const - -Return the list of items. - -#### get_last_unused_item_id - * [int](class_int) **get_last_unused_item_id** **(** **)** const - -Get an unused id for a new item. +http://docs.godotengine.org diff --git a/class_multimesh.md b/class_multimesh.md index 859d735..505e8fd 100644 --- a/class_multimesh.md +++ b/class_multimesh.md @@ -1,84 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# MultiMesh -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Provides high perfomance mesh instancing. - -### Member Functions - * void **[set_mesh](#set_mesh)** **(** [Mesh](class_mesh) mesh **)** - * [Mesh](class_mesh) **[get_mesh](#get_mesh)** **(** **)** const - * void **[set_instance_count](#set_instance_count)** **(** [int](class_int) arg0 **)** - * [int](class_int) **[get_instance_count](#get_instance_count)** **(** **)** const - * void **[set_instance_transform](#set_instance_transform)** **(** [int](class_int) arg0, [Transform](class_transform) arg1 **)** - * [Transform](class_transform) **[get_instance_transform](#get_instance_transform)** **(** [int](class_int) arg0 **)** const - * void **[set_instance_color](#set_instance_color)** **(** [int](class_int) arg0, [Color](class_color) arg1 **)** - * [Color](class_color) **[get_instance_color](#get_instance_color)** **(** [int](class_int) arg0 **)** const - * void **[set_aabb](#set_aabb)** **(** [AABB](class_aabb) arg0 **)** - * [AABB](class_aabb) **[get_aabb](#get_aabb)** **(** **)** const - * void **[generate_aabb](#generate_aabb)** **(** **)** - -### Description -MultiMesh provides low level mesh instancing. If the amount of [Mesh](class_mesh) instances needed goes from hundreds to thousands (and most need to be visible at close proximity) creating such a large amount of [MeshInstance](class_meshinstance) nodes may affect performance by using too much CPU or video memory. -For this case a MultiMesh becomes very useful, as it can draw thousands of instances with little API overhead. - As a drawback, if the instances are too far away of each other, performance may be reduced as every sigle instance will always rendered (they are spatially indexed as one, for the whole object). - Since instances may have any behavior, the AABB used for visibility must be provided by the user, or generated with [generate_aabb](#generate_aabb). - -### Member Function Description - -#### set_mesh - * void **set_mesh** **(** [Mesh](class_mesh) mesh **)** - -Set the [Mesh](class_mesh) resource to be drawn in multiple instances. - -#### get_mesh - * [Mesh](class_mesh) **get_mesh** **(** **)** const - -Return the [Mesh](class_mesh) resource drawn as multiple instances. - -#### set_instance_count - * void **set_instance_count** **(** [int](class_int) arg0 **)** - -Set the amount of instnces that is going to be drawn. Changing this number will erase all the existing instance transform and color data. - -#### get_instance_count - * [int](class_int) **get_instance_count** **(** **)** const - -Return the amount of instnces that is going to be drawn. - -#### set_instance_transform - * void **set_instance_transform** **(** [int](class_int) arg0, [Transform](class_transform) arg1 **)** - -Set the transform for a specific instance. - -#### get_instance_transform - * [Transform](class_transform) **get_instance_transform** **(** [int](class_int) arg0 **)** const - -Return the transform of a specific instance. - -#### set_instance_color - * void **set_instance_color** **(** [int](class_int) arg0, [Color](class_color) arg1 **)** - -Set the color of a specific instance. - -#### get_instance_color - * [Color](class_color) **get_instance_color** **(** [int](class_int) arg0 **)** const - -Get the color of a specific instance. - -#### set_aabb - * void **set_aabb** **(** [AABB](class_aabb) arg0 **)** - -Set the visibility AABB. If not provided, MultiMesh will not be visible. - -#### get_aabb - * [AABB](class_aabb) **get_aabb** **(** **)** const - -Return the visibility AABB. - -#### generate_aabb - * void **generate_aabb** **(** **)** - -Generate a new visibility AABB, using mesh AABB and instance transforms. Since instance information is stored in the [VisualServer](class_visualserver), this function is VERY SLOW and must NOT be used often. +http://docs.godotengine.org diff --git a/class_multimeshinstance.md b/class_multimeshinstance.md index 9d9e5ec..505e8fd 100644 --- a/class_multimeshinstance.md +++ b/class_multimeshinstance.md @@ -1,27 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# MultiMeshInstance -####**Inherits:** [GeometryInstance](class_geometryinstance) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Node that instances a [MultiMesh](class_multimesh). - -### Member Functions - * void **[set_multimesh](#set_multimesh)** **(** [Object](class_object) multimesh **)** - * [Object](class_object) **[get_multimesh](#get_multimesh)** **(** **)** const - -### Description -MultiMeshInstance is a [Node](class_node) that takes a [MultiMesh](class_multimesh) resource and adds it to the current [Scenario] by creating an instance of it (yes, this is an instance of instances). - -### Member Function Description - -#### set_multimesh - * void **set_multimesh** **(** [Object](class_object) multimesh **)** - -Set the [MultiMesh](class_multimesh) to be instance. - -#### get_multimesh - * [Object](class_object) **get_multimesh** **(** **)** const - -Return the [MultiMesh](class_multimesh) that is used for instancing. +http://docs.godotengine.org diff --git a/class_multiscript.md b/class_multiscript.md index 72a4169..505e8fd 100644 --- a/class_multiscript.md +++ b/class_multiscript.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# MultiScript -####**Inherits:** [Script](class_script) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_mutex.md b/class_mutex.md index 46af46c..505e8fd 100644 --- a/class_mutex.md +++ b/class_mutex.md @@ -1,15 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Mutex -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[lock](#lock)** **(** **)** - * Error **[try_lock](#try_lock)** **(** **)** - * void **[unlock](#unlock)** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_navigation.md b/class_navigation.md index 9ad544e..505e8fd 100644 --- a/class_navigation.md +++ b/class_navigation.md @@ -1,22 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Navigation -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[navmesh_create](#navmesh_create)** **(** [NavigationMesh](class_navigationmesh) mesh, [Transform](class_transform) xform, [Object](class_object) owner=NULL **)** - * void **[navmesh_set_transform](#navmesh_set_transform)** **(** [int](class_int) id, [Transform](class_transform) xform **)** - * void **[navmesh_remove](#navmesh_remove)** **(** [int](class_int) id **)** - * [Vector3Array](class_vector3array) **[get_simple_path](#get_simple_path)** **(** [Vector3](class_vector3) start, [Vector3](class_vector3) end, [bool](class_bool) optimize=true **)** - * [Vector3](class_vector3) **[get_closest_point_to_segment](#get_closest_point_to_segment)** **(** [Vector3](class_vector3) start, [Vector3](class_vector3) end, [bool](class_bool) use_collision=false **)** - * [Vector3](class_vector3) **[get_closest_point](#get_closest_point)** **(** [Vector3](class_vector3) to_point **)** - * [Vector3](class_vector3) **[get_closest_point_normal](#get_closest_point_normal)** **(** [Vector3](class_vector3) to_point **)** - * [Object](class_object) **[get_closest_point_owner](#get_closest_point_owner)** **(** [Vector3](class_vector3) to_point **)** - * void **[set_up_vector](#set_up_vector)** **(** [Vector3](class_vector3) up **)** - * [Vector3](class_vector3) **[get_up_vector](#get_up_vector)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_navigation2d.md b/class_navigation2d.md index a74d203..505e8fd 100644 --- a/class_navigation2d.md +++ b/class_navigation2d.md @@ -1,18 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Navigation2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[navpoly_create](#navpoly_create)** **(** [NavigationPolygon](class_navigationpolygon) mesh, [Matrix32](class_matrix32) xform, [Object](class_object) owner=NULL **)** - * void **[navpoly_set_transform](#navpoly_set_transform)** **(** [int](class_int) id, [Matrix32](class_matrix32) xform **)** - * void **[navpoly_remove](#navpoly_remove)** **(** [int](class_int) id **)** - * [Vector2Array](class_vector2array) **[get_simple_path](#get_simple_path)** **(** [Vector2](class_vector2) start, [Vector2](class_vector2) end, [bool](class_bool) optimize=true **)** - * [Vector2](class_vector2) **[get_closest_point](#get_closest_point)** **(** [Vector2](class_vector2) to_point **)** - * [Object](class_object) **[get_closest_point_owner](#get_closest_point_owner)** **(** [Vector2](class_vector2) to_point **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_navigationmesh.md b/class_navigationmesh.md index 331c9f3..505e8fd 100644 --- a/class_navigationmesh.md +++ b/class_navigationmesh.md @@ -1,18 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# NavigationMesh -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_vertices](#set_vertices)** **(** [Vector3Array](class_vector3array) vertices **)** - * [Vector3Array](class_vector3array) **[get_vertices](#get_vertices)** **(** **)** const - * void **[add_polygon](#add_polygon)** **(** [IntArray](class_intarray) polygon **)** - * [int](class_int) **[get_polygon_count](#get_polygon_count)** **(** **)** const - * [IntArray](class_intarray) **[get_polygon](#get_polygon)** **(** [int](class_int) idx **)** - * void **[clear_polygons](#clear_polygons)** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_navigationmeshinstance.md b/class_navigationmeshinstance.md index ca0047c..505e8fd 100644 --- a/class_navigationmeshinstance.md +++ b/class_navigationmeshinstance.md @@ -1,16 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# NavigationMeshInstance -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_navigation_mesh](#set_navigation_mesh)** **(** [Object](class_object) navmesh **)** - * [Object](class_object) **[get_navigation_mesh](#get_navigation_mesh)** **(** **)** const - * void **[set_enabled](#set_enabled)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_enabled](#is_enabled)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_navigationpolygon.md b/class_navigationpolygon.md index cc8a797..505e8fd 100644 --- a/class_navigationpolygon.md +++ b/class_navigationpolygon.md @@ -1,26 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# NavigationPolygon -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_vertices](#set_vertices)** **(** [Vector2Array](class_vector2array) vertices **)** - * [Vector2Array](class_vector2array) **[get_vertices](#get_vertices)** **(** **)** const - * void **[add_polygon](#add_polygon)** **(** [IntArray](class_intarray) polygon **)** - * [int](class_int) **[get_polygon_count](#get_polygon_count)** **(** **)** const - * [IntArray](class_intarray) **[get_polygon](#get_polygon)** **(** [int](class_int) idx **)** - * void **[clear_polygons](#clear_polygons)** **(** **)** - * void **[add_outline](#add_outline)** **(** [Vector2Array](class_vector2array) outline **)** - * void **[add_outline_at_index](#add_outline_at_index)** **(** [Vector2Array](class_vector2array) outline, [int](class_int) index **)** - * [int](class_int) **[get_outline_count](#get_outline_count)** **(** **)** const - * void **[set_outline](#set_outline)** **(** [int](class_int) idx, [Vector2Array](class_vector2array) outline **)** - * [Vector2Array](class_vector2array) **[get_outline](#get_outline)** **(** [int](class_int) idx **)** const - * void **[remove_outline](#remove_outline)** **(** [int](class_int) idx **)** - * void **[clear_outlines](#clear_outlines)** **(** **)** - * void **[make_polygons_from_outlines](#make_polygons_from_outlines)** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_navigationpolygoninstance.md b/class_navigationpolygoninstance.md index bca7491..505e8fd 100644 --- a/class_navigationpolygoninstance.md +++ b/class_navigationpolygoninstance.md @@ -1,16 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# NavigationPolygonInstance -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_navigation_polygon](#set_navigation_polygon)** **(** [Object](class_object) navpoly **)** - * [Object](class_object) **[get_navigation_polygon](#get_navigation_polygon)** **(** **)** const - * void **[set_enabled](#set_enabled)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_enabled](#is_enabled)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_nil.md b/class_nil.md index 3dfb197..505e8fd 100644 --- a/class_nil.md +++ b/class_nil.md @@ -1,39 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Nil -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[Nil](#Nil)** **(** [bool](class_bool) from **)** - * void **[Nil](#Nil)** **(** [int](class_int) from **)** - * void **[Nil](#Nil)** **(** [float](class_float) from **)** - * void **[Nil](#Nil)** **(** [String](class_string) from **)** - * void **[Nil](#Nil)** **(** [Vector2](class_vector2) from **)** - * void **[Nil](#Nil)** **(** [Rect2](class_rect2) from **)** - * void **[Nil](#Nil)** **(** [Vector3](class_vector3) from **)** - * void **[Nil](#Nil)** **(** [Matrix32](class_matrix32) from **)** - * void **[Nil](#Nil)** **(** [Plane](class_plane) from **)** - * void **[Nil](#Nil)** **(** [Quat](class_quat) from **)** - * void **[Nil](#Nil)** **(** [AABB](class_aabb) from **)** - * void **[Nil](#Nil)** **(** [Matrix3](class_matrix3) from **)** - * void **[Nil](#Nil)** **(** [Transform](class_transform) from **)** - * void **[Nil](#Nil)** **(** [Color](class_color) from **)** - * void **[Nil](#Nil)** **(** [Image](class_image) from **)** - * void **[Nil](#Nil)** **(** [NodePath](class_nodepath) from **)** - * void **[Nil](#Nil)** **(** [RID](class_rid) from **)** - * void **[Nil](#Nil)** **(** [Object](class_object) from **)** - * void **[Nil](#Nil)** **(** [InputEvent](class_inputevent) from **)** - * void **[Nil](#Nil)** **(** [Dictionary](class_dictionary) from **)** - * void **[Nil](#Nil)** **(** [Array](class_array) from **)** - * void **[Nil](#Nil)** **(** [RawArray](class_rawarray) from **)** - * void **[Nil](#Nil)** **(** [IntArray](class_intarray) from **)** - * void **[Nil](#Nil)** **(** [RealArray](class_realarray) from **)** - * void **[Nil](#Nil)** **(** [StringArray](class_stringarray) from **)** - * void **[Nil](#Nil)** **(** [Vector2Array](class_vector2array) from **)** - * void **[Nil](#Nil)** **(** [Vector3Array](class_vector3array) from **)** - * void **[Nil](#Nil)** **(** [ColorArray](class_colorarray) from **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_node.md b/class_node.md index 29f6664..505e8fd 100644 --- a/class_node.md +++ b/class_node.md @@ -1,349 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Node -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for all the "Scene" elements. - -### Member Functions - * void **[_enter_tree](#_enter_tree)** **(** **)** virtual - * void **[_exit_tree](#_exit_tree)** **(** **)** virtual - * void **[_fixed_process](#_fixed_process)** **(** [float](class_float) delta **)** virtual - * void **[_input](#_input)** **(** [InputEvent](class_inputevent) event **)** virtual - * void **[_process](#_process)** **(** [float](class_float) delta **)** virtual - * void **[_ready](#_ready)** **(** **)** virtual - * void **[_unhandled_input](#_unhandled_input)** **(** [InputEvent](class_inputevent) event **)** virtual - * void **[_unhandled_key_input](#_unhandled_key_input)** **(** [InputEvent](class_inputevent) key_event **)** virtual - * void **[set_name](#set_name)** **(** [String](class_string) name **)** - * [String](class_string) **[get_name](#get_name)** **(** **)** const - * void **[add_child](#add_child)** **(** [Node](class_node) node **)** - * void **[remove_child](#remove_child)** **(** [Node](class_node) node **)** - * [int](class_int) **[get_child_count](#get_child_count)** **(** **)** const - * [Array](class_array) **[get_children](#get_children)** **(** **)** const - * [Node](class_node) **[get_child](#get_child)** **(** [int](class_int) idx **)** const - * [bool](class_bool) **[has_node](#has_node)** **(** [NodePath](class_nodepath) path **)** const - * [Node](class_node) **[get_node](#get_node)** **(** [NodePath](class_nodepath) path **)** const - * Parent **[get_parent](#get_parent)** **(** **)** const - * [bool](class_bool) **[has_node_and_resource](#has_node_and_resource)** **(** [NodePath](class_nodepath) path **)** const - * [Array](class_array) **[get_node_and_resource](#get_node_and_resource)** **(** [NodePath](class_nodepath) path **)** - * [bool](class_bool) **[is_inside_tree](#is_inside_tree)** **(** **)** const - * [bool](class_bool) **[is_a_parent_of](#is_a_parent_of)** **(** [Node](class_node) node **)** const - * [bool](class_bool) **[is_greater_than](#is_greater_than)** **(** [Node](class_node) node **)** const - * [NodePath](class_nodepath) **[get_path](#get_path)** **(** **)** const - * [NodePath](class_nodepath) **[get_path_to](#get_path_to)** **(** [Node](class_node) node **)** const - * void **[add_to_group](#add_to_group)** **(** [String](class_string) group, [bool](class_bool) arg1=false **)** - * void **[remove_from_group](#remove_from_group)** **(** [String](class_string) group **)** - * [bool](class_bool) **[is_in_group](#is_in_group)** **(** [String](class_string) group **)** const - * void **[move_child](#move_child)** **(** [Node](class_node) child_node, [int](class_int) to_pos **)** - * [Array](class_array) **[get_groups](#get_groups)** **(** **)** const - * void **[raise](#raise)** **(** **)** - * void **[set_owner](#set_owner)** **(** [Node](class_node) owner **)** - * [Node](class_node) **[get_owner](#get_owner)** **(** **)** const - * void **[remove_and_skip](#remove_and_skip)** **(** **)** - * [int](class_int) **[get_index](#get_index)** **(** **)** const - * void **[print_tree](#print_tree)** **(** **)** - * void **[set_filename](#set_filename)** **(** [String](class_string) filename **)** - * [String](class_string) **[get_filename](#get_filename)** **(** **)** const - * void **[propagate_notification](#propagate_notification)** **(** [int](class_int) what **)** - * void **[set_fixed_process](#set_fixed_process)** **(** [bool](class_bool) enable **)** - * [float](class_float) **[get_fixed_process_delta_time](#get_fixed_process_delta_time)** **(** **)** const - * [bool](class_bool) **[is_fixed_processing](#is_fixed_processing)** **(** **)** const - * void **[set_process](#set_process)** **(** [bool](class_bool) enable **)** - * [float](class_float) **[get_process_delta_time](#get_process_delta_time)** **(** **)** const - * [bool](class_bool) **[is_processing](#is_processing)** **(** **)** const - * void **[set_process_input](#set_process_input)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_processing_input](#is_processing_input)** **(** **)** const - * void **[set_process_unhandled_input](#set_process_unhandled_input)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_processing_unhandled_input](#is_processing_unhandled_input)** **(** **)** const - * void **[set_process_unhandled_key_input](#set_process_unhandled_key_input)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_processing_unhandled_key_input](#is_processing_unhandled_key_input)** **(** **)** const - * void **[set_pause_mode](#set_pause_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_pause_mode](#get_pause_mode)** **(** **)** const - * [bool](class_bool) **[can_process](#can_process)** **(** **)** const - * void **[print_stray_nodes](#print_stray_nodes)** **(** **)** - * [int](class_int) **[get_position_in_parent](#get_position_in_parent)** **(** **)** const - * [SceneTree](class_scenetree) **[get_tree](#get_tree)** **(** **)** const - * [Node](class_node) **[duplicate](#duplicate)** **(** **)** const - * void **[replace_by](#replace_by)** **(** [Node](class_node) node, [bool](class_bool) keep_data=false **)** - * [Object](class_object) **[get_viewport](#get_viewport)** **(** **)** const - * void **[queue_free](#queue_free)** **(** **)** - -### Signals - * **renamed** **(** **)** - * **enter_tree** **(** **)** - * **exit_tree** **(** **)** - -### Numeric Constants - * **NOTIFICATION_ENTER_TREE** = **10** - * **NOTIFICATION_EXIT_TREE** = **11** - * **NOTIFICATION_MOVED_IN_PARENT** = **12** - * **NOTIFICATION_READY** = **13** - * **NOTIFICATION_FIXED_PROCESS** = **16** - * **NOTIFICATION_PROCESS** = **17** - Notification received every frame when the process flag is set (see [method set_process]). - * **NOTIFICATION_PARENTED** = **18** - Notification received when a node is set as a child of another node. Note that this doesn't mean that a node entered the Scene Tree. - * **NOTIFICATION_UNPARENTED** = **19** - Notification received when a node is unparented (parent removed it from the list of children). - * **NOTIFICATION_PAUSED** = **14** - * **NOTIFICATION_UNPAUSED** = **15** - * **PAUSE_MODE_INHERIT** = **0** - * **PAUSE_MODE_STOP** = **1** - * **PAUSE_MODE_PROCESS** = **2** - -### Description -Nodes can be set as children of other nodes, resulting in a tree arrangement. Any tree of nodes is called a "Scene". - Scenes can be saved to disk, and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of the projects. - [SceneMainLoop] contains the "active" tree of nodes, and a node becomes active (receinving NOTIFICATION_ENTER_SCENE) when added to that tree. - A node can contain any number of nodes as a children (but there is only one tree root) with the requirement that no two childrens with the same name can exist. - Nodes can, optionally, be added to groups. This makes it easy to reach a number of nodes from the code (for example an "enemies" group). - Nodes can be set to "process" state, so they constantly receive a callback requesting them to process (do anything). Normal processing ([_process](#_process)) happens as fast as possible and is dependent on the frame rate, so the processing time delta is variable. Fixed processing ([_fixed_process](#_fixed_process)) happens a fixed amount of times per second (by default 60) and is useful to link itself to the physics. - Nodes can also process input events. When set, the [_input](#_input) function will be called with every input that the program receives. Since this is usually too overkill (unless used for simple projects), an [_unhandled_input](#_unhandled_input) function is called when the input was not handled by anyone else (usually, GUI [Control](class_control) nodes). - To keep track of the scene hieararchy (specially when instancing scenes into scenes) an "owner" can be set to a node. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though. - Finally, when a node is freed, it will free all its children nodes too. - -### Member Function Description - -#### _fixed_process - * void **_fixed_process** **(** [float](class_float) delta **)** virtual - -Called for fixed processing (synced to the physics). - -#### _input - * void **_input** **(** [InputEvent](class_inputevent) event **)** virtual - -Called when any input happens (also must enable with [set_process_input](#set_process_input) or the property). - -#### _process - * void **_process** **(** [float](class_float) delta **)** virtual - -Called for processing. This is called every frame, with the delta time from the previous frame. - -#### _ready - * void **_ready** **(** **)** virtual - -Called when ready (entered scene and children entered too). - -#### _unhandled_input - * void **_unhandled_input** **(** [InputEvent](class_inputevent) event **)** virtual - -Called when any input happens that was not handled by something else (also must enable with [set_process_unhandled_input](#set_process_unhandled_input) or the property). - -#### _unhandled_key_input - * void **_unhandled_key_input** **(** [InputEvent](class_inputevent) key_event **)** virtual - -Called when any key input happens that was not handled by something else. - -#### set_name - * void **set_name** **(** [String](class_string) name **)** - -Set the name of the [Node](class_node). Name must be unique within parent, and setting an already existing name will cause for the node to be automatically renamed. - -#### get_name - * [String](class_string) **get_name** **(** **)** const - -Return the name of the [Node](class_node). Name is be unique within parent. - -#### add_child - * void **add_child** **(** [Node](class_node) node **)** - -Add a child [Node](class_node). Nodes can have as many children as they want, but every child must have a unique name. Children nodes are automatically deleted when the parent node is deleted, so deleting a whole scene is performed by deleting its topmost node. - -#### remove_child - * void **remove_child** **(** [Node](class_node) node **)** - -Remove a child [Node](class_node). Node is NOT deleted and will have to be deleted manually. - -#### get_child_count - * [int](class_int) **get_child_count** **(** **)** const - -Return the amount of children nodes. - -#### get_child - * [Node](class_node) **get_child** **(** [int](class_int) idx **)** const - -Return a children node by it"apos;s index (see [get_child_count](#get_child_count)). This method is often used for iterating all children of a node. - -#### get_node - * [Node](class_node) **get_node** **(** [NodePath](class_nodepath) path **)** const - -Fetch a node. NodePath must be valid (or else error will occur) and can be either the path to child node, a relative path (from the current node to another node), or an absolute path to a node. - Note: fetching absolute paths only works when the node is inside the scene tree (see [is_inside_scene](#is_inside_scene)). Examples. Assume your current node is Character and following tree: - - root/ - - root/Character - - root/Character/Sword - - root/Character/Backpack/Dagger - - root/MyGame - - root/Swamp/Alligator - - root/Swamp/Mosquito - - root/Swamp/Goblin - - - - Possible paths are: - - - get_node("Sword") - - - get_node("Backpack/Dagger") - - - get_node("../Swamp/Alligator") - - - get_node("/root/MyGame") - - -#### get_parent - * Parent **get_parent** **(** **)** const - -Return the parent [Node](class_node) of the current [Node](class_node), or an empty Object if the node lacks a parent. - -#### is_a_parent_of - * [bool](class_bool) **is_a_parent_of** **(** [Node](class_node) node **)** const - -Return _true_ if the "node" argument is a direct or indirect child of the current node, otherwise return _false_. - -#### is_greater_than - * [bool](class_bool) **is_greater_than** **(** [Node](class_node) node **)** const - -Return _true_ if "node" occurs later in the scene hierarchy than the current node, otherwise return _false_. - -#### get_path - * [NodePath](class_nodepath) **get_path** **(** **)** const - -Return the absolute path of the current node. This only works if the curent node is inside the scene tree (see [is_inside_scene](#is_inside_scene)). - -#### get_path_to - * [NodePath](class_nodepath) **get_path_to** **(** [Node](class_node) node **)** const - -Return the relative path from the current node to the specified node in "node" argument. Both nodes must be in the same scene, or else the function will fail. - -#### add_to_group - * void **add_to_group** **(** [String](class_string) group, [bool](class_bool) arg1=false **)** - -Add a node to a group. Groups are helpers to name and organize group of nodes, like for example: "Enemies" "Collectables", etc. A [Node](class_node) can be in any number of groups. Nodes can be assigned a group at any time, but will not be added to it until they are inside the scene tree (see [is_inside_scene](#is_inside_scene)). - -#### remove_from_group - * void **remove_from_group** **(** [String](class_string) group **)** - -Remove a node from a group. - -#### move_child - * void **move_child** **(** [Node](class_node) child_node, [int](class_int) to_pos **)** - -Move a child node to a different position (order) amongst the other children. Since calls, signals, etc are performed by tree order, changing the order of chilren nodes may be useful. - -#### raise - * void **raise** **(** **)** - -Move this node to the top of the array of nodes of the parent node. This is often useful on GUIs ([Control](class_control)), because their order of drawing fully depends on their order in the tree. - -#### set_owner - * void **set_owner** **(** [Node](class_node) owner **)** - -Set the node owner. A node can have any other node as owner (as long as a valid parent, grandparent, etc ascending in the tree). When saving a node (using SceneSaver) all the nodes it owns will be saved with it. This allows to create complex SceneTrees, with instancing and subinstancing. - -#### get_owner - * [Node](class_node) **get_owner** **(** **)** const - -Get the node owner (see [set_node_owner](#set_node_owner)). - -#### remove_and_skip - * void **remove_and_skip** **(** **)** - -Remove a node and set all its children as childrens of the parent node (if exists). All even subscriptions that pass by the removed node will be unsubscribed. - -#### get_index - * [int](class_int) **get_index** **(** **)** const - -Get the node index in the parent (assuming it has a parent). - -#### print_tree - * void **print_tree** **(** **)** - -Print the screne to stdout. Used mainly for debugging purposes. - -#### set_filename - * void **set_filename** **(** [String](class_string) filename **)** - -A node can contain a filename. This filename should not be changed by the user, unless writing editors and tools. When a scene is instanced from a file, it topmost node contains the filename from where it was loaded. - -#### get_filename - * [String](class_string) **get_filename** **(** **)** const - -Return a filename that may be containedA node can contained by the node. When a scene is instanced from a file, it topmost node contains the filename from where it was loaded (see [set_filename](#set_filename)). - -#### propagate_notification - * void **propagate_notification** **(** [int](class_int) what **)** - -Notify the current node and all its chldren recursively by calling notification() in all of them. - -#### set_fixed_process - * void **set_fixed_process** **(** [bool](class_bool) enable **)** - -Enables or disables node fixed framerate processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS at a fixed (usually 60fps, check [OS](class_os) to change that) interval (and the [_fixed_process](#_fixed_process) callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling [get_fixed_process_time](#get_fixed_process_time). - -#### get_fixed_process_delta_time - * [float](class_float) **get_fixed_process_delta_time** **(** **)** const - -Return the time elapsed since the last fixed frame. This is always the same in fixed proecssing unless the frames per second is changed in [OS](class_os). - -#### is_fixed_processing - * [bool](class_bool) **is_fixed_processing** **(** **)** const - -Return true if fixed processing is enabled (see [set_fixed_process](#set_fixed_process)). - -#### set_process - * void **set_process** **(** [bool](class_bool) enable **)** - -Enables or disables node processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS on every drawn frame (and the [_process](#_process) callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling [get_process_time](#get_process_time). - -#### get_process_delta_time - * [float](class_float) **get_process_delta_time** **(** **)** const - -Return the time elapsed (in seconds) since the last process callback. This is almost always different each time. - -#### is_processing - * [bool](class_bool) **is_processing** **(** **)** const - -Return wether processing is enabled in the current node (see [set_process](#set_process)). - -#### set_process_input - * void **set_process_input** **(** [bool](class_bool) enable **)** - -Enable input processing for node. This is not requiered for GUI controls! It hooks up the node to receive all input (see [_input](#_input)). - -#### is_processing_input - * [bool](class_bool) **is_processing_input** **(** **)** const - -Return true if the node is processing input (see [set_process_input](#set_process_input)). - -#### set_process_unhandled_input - * void **set_process_unhandled_input** **(** [bool](class_bool) enable **)** - -Enable unhandled input processing for node. This is not requiered for GUI controls! It hooks up the node to receive all input that was not previously handled before (usually by a [Control](class_control)). (see [_unhandled_input](#_unhandled_input)). - -#### is_processing_unhandled_input - * [bool](class_bool) **is_processing_unhandled_input** **(** **)** const - -Return true if the node is processing unhandled input (see [set_process_unhandled_input](#set_process_unhandled_input)). - -#### can_process - * [bool](class_bool) **can_process** **(** **)** const - -Return true if the node can process. - -#### duplicate - * [Node](class_node) **duplicate** **(** **)** const - -Return a duplicate of the scene, with all nodes and parameters copied. Subscriptions will not be duplicated. - -#### replace_by - * void **replace_by** **(** [Node](class_node) node, [bool](class_bool) keep_data=false **)** - -Replace a node in a scene by a given one. Subscriptions that pass through this node will be lost. +http://docs.godotengine.org diff --git a/class_node2d.md b/class_node2d.md index f017709..505e8fd 100644 --- a/class_node2d.md +++ b/class_node2d.md @@ -1,76 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Node2D -####**Inherits:** [CanvasItem](class_canvasitem) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base node for 2D system. - -### Member Functions - * void **[set_pos](#set_pos)** **(** [Vector2](class_vector2) pos **)** - * void **[set_rot](#set_rot)** **(** [float](class_float) rot **)** - * void **[set_scale](#set_scale)** **(** [Vector2](class_vector2) scale **)** - * [Vector2](class_vector2) **[get_pos](#get_pos)** **(** **)** const - * [float](class_float) **[get_rot](#get_rot)** **(** **)** const - * [Vector2](class_vector2) **[get_scale](#get_scale)** **(** **)** const - * void **[rotate](#rotate)** **(** [float](class_float) radians **)** - * void **[move_local_x](#move_local_x)** **(** [float](class_float) delta, [bool](class_bool) scaled=false **)** - * void **[move_local_y](#move_local_y)** **(** [float](class_float) delta, [bool](class_bool) scaled=false **)** - * void **[translate](#translate)** **(** [Vector2](class_vector2) offset **)** - * void **[global_translate](#global_translate)** **(** [Vector2](class_vector2) offset **)** - * void **[scale](#scale)** **(** [Vector2](class_vector2) ratio **)** - * void **[set_global_pos](#set_global_pos)** **(** [Vector2](class_vector2) pos **)** - * [Vector2](class_vector2) **[get_global_pos](#get_global_pos)** **(** **)** const - * void **[set_transform](#set_transform)** **(** [Matrix32](class_matrix32) xform **)** - * void **[set_global_transform](#set_global_transform)** **(** [Matrix32](class_matrix32) xform **)** - * void **[look_at](#look_at)** **(** [Vector2](class_vector2) point **)** - * [float](class_float) **[get_angle_to](#get_angle_to)** **(** [Vector2](class_vector2) point **)** const - * void **[set_z](#set_z)** **(** [int](class_int) z **)** - * [int](class_int) **[get_z](#get_z)** **(** **)** const - * void **[set_z_as_relative](#set_z_as_relative)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_z_relative](#is_z_relative)** **(** **)** const - * void **[edit_set_pivot](#edit_set_pivot)** **(** [Vector2](class_vector2) arg0 **)** - * [Matrix32](class_matrix32) **[get_relative_transform](#get_relative_transform)** **(** [Object](class_object) arg0 **)** const - -### Description -Base node for 2D system. Node2D contains a position, rotation and scale, which is used to position and animate. - It can alternatively be used with a custom 2D transform ([Matrix32](class_matrix32)). - A tree of Node2Ds allows complex hierachies for animation and positioning. - -### Member Function Description - -#### set_pos - * void **set_pos** **(** [Vector2](class_vector2) pos **)** - -Set the position of the 2d node. - -#### set_rot - * void **set_rot** **(** [float](class_float) rot **)** - -Set the rotation of the 2d node. - -#### set_scale - * void **set_scale** **(** [Vector2](class_vector2) scale **)** - -Set the scale of the 2d node. - -#### get_pos - * [Vector2](class_vector2) **get_pos** **(** **)** const - -Return the position of the 2D node. - -#### get_rot - * [float](class_float) **get_rot** **(** **)** const - -Return the rotation of the 2D node. - -#### get_scale - * [Vector2](class_vector2) **get_scale** **(** **)** const - -Return the scale of the 2D node. - -#### get_global_pos - * [Vector2](class_vector2) **get_global_pos** **(** **)** const - -Return the global position of the 2D node. +http://docs.godotengine.org diff --git a/class_nodepath.md b/class_nodepath.md index b12b7c3..505e8fd 100644 --- a/class_nodepath.md +++ b/class_nodepath.md @@ -1,58 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# NodePath -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Built-in type optimized for path traversing. - -### Member Functions - * [String](class_string) **[get_name](#get_name)** **(** [int](class_int) idx **)** - * [int](class_int) **[get_name_count](#get_name_count)** **(** **)** - * [String](class_string) **[get_property](#get_property)** **(** **)** - * [String](class_string) **[get_subname](#get_subname)** **(** [int](class_int) idx **)** - * [int](class_int) **[get_subname_count](#get_subname_count)** **(** **)** - * [bool](class_bool) **[is_absolute](#is_absolute)** **(** **)** - * [bool](class_bool) **[is_empty](#is_empty)** **(** **)** - * [NodePath](class_nodepath) **[NodePath](#NodePath)** **(** [String](class_string) from **)** - -### Description -Built-in type optimized for path traversing. A Node path is an optimized compiled path used for traversing the scene tree. - It references nodes and can reference properties in that node, or even reference properties inside the resources of the node. - -### Member Function Description - -#### get_name - * [String](class_string) **get_name** **(** [int](class_int) idx **)** - -Return a path level name. - -#### get_name_count - * [int](class_int) **get_name_count** **(** **)** - -Return the path level count. - -#### get_property - * [String](class_string) **get_property** **(** **)** - -Return the property associated (empty if none). - -#### get_subname - * [String](class_string) **get_subname** **(** [int](class_int) idx **)** - -Return the subname level name. - -#### get_subname_count - * [int](class_int) **get_subname_count** **(** **)** - -Return the subname count. - -#### is_absolute - * [bool](class_bool) **is_absolute** **(** **)** - -Return true if the node path is absolute (not relative). - -#### is_empty - * [bool](class_bool) **is_empty** **(** **)** - -Return true if the node path is empty. +http://docs.godotengine.org diff --git a/class_object.md b/class_object.md index f77ac05..505e8fd 100644 --- a/class_object.md +++ b/class_object.md @@ -1,222 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Object -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for all non built-in types. - -### Member Functions - * void **[_get](#_get)** **(** [String](class_string) property **)** virtual - * [Array](class_array) **[_get_property_list](#_get_property_list)** **(** **)** virtual - * void **[_init](#_init)** **(** **)** virtual - * void **[_notification](#_notification)** **(** [int](class_int) what **)** virtual - * void **[_set](#_set)** **(** [String](class_string) property, var value **)** virtual - * void **[free](#free)** **(** **)** - * [String](class_string) **[get_type](#get_type)** **(** **)** const - * [bool](class_bool) **[is_type](#is_type)** **(** [String](class_string) type **)** const - * void **[set](#set)** **(** [String](class_string) property, var value **)** - * void **[get](#get)** **(** [String](class_string) property **)** const - * [Array](class_array) **[get_property_list](#get_property_list)** **(** **)** const - * void **[notification](#notification)** **(** [int](class_int) what, [bool](class_bool) arg1=false **)** - * [int](class_int) **[get_instance_ID](#get_instance_ID)** **(** **)** const - * void **[set_script](#set_script)** **(** [Script](class_script) script **)** - * [Script](class_script) **[get_script](#get_script)** **(** **)** const - * void **[set_meta](#set_meta)** **(** [String](class_string) name, var value **)** - * void **[get_meta](#get_meta)** **(** [String](class_string) name **)** const - * [bool](class_bool) **[has_meta](#has_meta)** **(** [String](class_string) name **)** const - * [StringArray](class_stringarray) **[get_meta_list](#get_meta_list)** **(** **)** const - * void **[add_user_signal](#add_user_signal)** **(** [String](class_string) signal, [Array](class_array) arguments=Array() **)** - * [bool](class_bool) **[has_user_signal](#has_user_signal)** **(** [String](class_string) signal **)** const - * void **[emit_signal](#emit_signal)** **(** [String](class_string) signal, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL **)** - * void **[call](#call)** **(** [String](class_string) method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL, var arg5=NULL, var arg6=NULL, var arg7=NULL, var arg8=NULL, var arg9=NULL **)** - * void **[call_deferred](#call_deferred)** **(** [String](class_string) method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL **)** - * void **[callv](#callv)** **(** [String](class_string) method, [Array](class_array) arg_array **)** - * [bool](class_bool) **[has_method](#has_method)** **(** [String](class_string) arg0 **)** const - * [Array](class_array) **[get_signal_list](#get_signal_list)** **(** **)** const - * [int](class_int) **[connect](#connect)** **(** [String](class_string) signal, [Object](class_object) target, [String](class_string) method, [Array](class_array) binds=Array(), [int](class_int) flags=0 **)** - * void **[disconnect](#disconnect)** **(** [String](class_string) signal, [Object](class_object) target, [String](class_string) method **)** - * [bool](class_bool) **[is_connected](#is_connected)** **(** [String](class_string) signal, [Object](class_object) target, [String](class_string) method **)** const - * void **[set_block_signals](#set_block_signals)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_blocking_signals](#is_blocking_signals)** **(** **)** const - * void **[set_message_translation](#set_message_translation)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[can_translate_messages](#can_translate_messages)** **(** **)** const - * void **[property_list_changed_notify](#property_list_changed_notify)** **(** **)** - * [String](class_string) **[XL_MESSAGE](#XL_MESSAGE)** **(** [String](class_string) message **)** const - * [String](class_string) **[tr](#tr)** **(** [String](class_string) message **)** const - * [bool](class_bool) **[is_queued_for_deletion](#is_queued_for_deletion)** **(** **)** const - -### Signals - * **script_changed** **(** **)** - -### Numeric Constants - * **NOTIFICATION_POSTINITIALIZE** = **0** - Called right when the object is initialized. Not available in script. - * **NOTIFICATION_PREDELETE** = **1** - Called before the object is about to be deleted. - * **CONNECT_DEFERRED** = **1** - Connect a signal in deferred mode. This way, signal emissions are stored in a queue, then set on idle time. - * **CONNECT_PERSIST** = **2** - Persisting connections are saved when the object is serialized to file. - * **CONNECT_ONESHOT** = **4** - One short connections disconnect themselves after emission. - -### Description -Base class for all non built-in types. Everything not a built-in type starts the inheritance chain from this class. - Objects do not manage memory, if inheriting from one the object will most likely have to be deleted manually (call the [free](#free) function from the script or delete from C++). - Some derivates add memory management, such as [Reference](class_reference) (which keps a reference count and deletes itself automatically when no longer referenced) and [Node](class_node), which deletes the children tree when deleted. - Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in [_get_property_list](#_get_property_list) and handled in [_get](#_get) and [_set]. However, scripting languages and C++ have simper means to export them. - Objects also receive notifications ([_notification](#_notification)). Notifications are a simple way to notify the object about simple events, so they can all be handled together. - -### Member Function Description - -#### _get - * void **_get** **(** [String](class_string) property **)** virtual - -Return a property, return null if the property does not exist. - -#### _get_property_list - * [Array](class_array) **_get_property_list** **(** **)** virtual - -Return the property list, array of dictionaries, dictionaries must countain: name:String, type:int (see TYPE_* enum in globals) and optionally: hint:int (see PROPERTY_HINT_* in globals), hint_string:String, usage:int (see PROPERTY_USAGE_* in globals). - -#### _notification - * void **_notification** **(** [int](class_int) what **)** virtual - -Notification request, the notification id is received. - -#### _set - * void **_set** **(** [String](class_string) property, var value **)** virtual - -Set a property. Return true if the property was found. - -#### get_type - * [String](class_string) **get_type** **(** **)** const - -Return the type of the object as a string. - -#### is_type - * [bool](class_bool) **is_type** **(** [String](class_string) type **)** const - -Check the type of the obeject against a string (including inheritance). - -#### set - * void **set** **(** [String](class_string) property, var value **)** - -Set property into the object. - -#### get - * void **get** **(** [String](class_string) property **)** const - -Get a property from the object. - -#### get_property_list - * [Array](class_array) **get_property_list** **(** **)** const - -Return the list of properties as an array of dictionaries, dictionaries countain: name:String, type:int (see TYPE_* enum in globals) and optionally: hint:int (see PROPERTY_HINT_* in globals), hint_string:String, usage:int (see PROPERTY_USAGE_* in globals). - -#### notification - * void **notification** **(** [int](class_int) what, [bool](class_bool) arg1=false **)** - -Notify the object of something. - -#### get_instance_ID - * [int](class_int) **get_instance_ID** **(** **)** const - -Return the instance ID. All objects have a unique instance ID. - -#### set_script - * void **set_script** **(** [Script](class_script) script **)** - -Set a script into the object, scripts extend the object functionality. - -#### get_script - * [Script](class_script) **get_script** **(** **)** const - -Return the object script (or null if it doesn't have one). - -#### set_meta - * void **set_meta** **(** [String](class_string) name, var value **)** - -Set a metadata into the object. Medatada is serialized. Metadata can be _anything_. - -#### get_meta - * void **get_meta** **(** [String](class_string) name **)** const - -Return a metadata from the object. - -#### has_meta - * [bool](class_bool) **has_meta** **(** [String](class_string) name **)** const - -Return true if a metadata is found with the requested name. - -#### get_meta_list - * [StringArray](class_stringarray) **get_meta_list** **(** **)** const - -Return the list of metadatas in the object. - -#### add_user_signal - * void **add_user_signal** **(** [String](class_string) signal, [Array](class_array) arguments=Array() **)** - -Add a user signal (can be added anytime). Arguments are optional, but can be added as an array of dictionaries, each containing "name" and "type" (from [@GlobalScope] TYPE_*). - -#### emit_signal - * void **emit_signal** **(** [String](class_string) signal, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL **)** - -Emit a signal. Arguments are passed in an array. - -#### call - * void **call** **(** [String](class_string) method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL, var arg5=NULL, var arg6=NULL, var arg7=NULL, var arg8=NULL, var arg9=NULL **)** - -Call a function in the object, result is returned. - -#### call_deferred - * void **call_deferred** **(** [String](class_string) method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL **)** - -Create and store a function in the object. The call will take place on idle time. - -#### get_signal_list - * [Array](class_array) **get_signal_list** **(** **)** const - -Return the list of signals as an array of dictionaries. - -#### connect - * [int](class_int) **connect** **(** [String](class_string) signal, [Object](class_object) target, [String](class_string) method, [Array](class_array) binds=Array(), [int](class_int) flags=0 **)** - -Connect a signal to a method at a target (member function). Binds are optional and are passed as extra arguments to the call. Flags specify optional deferred or one shot connections, see enum CONNECT_*. - A signal can only be connected once to a method, and it will throw an error if already connected. If you want to avoid this, use [is_connected](#is_connected) to check. - -#### disconnect - * void **disconnect** **(** [String](class_string) signal, [Object](class_object) target, [String](class_string) method **)** - -Disconnect a signal from a method. - -#### is_connected - * [bool](class_bool) **is_connected** **(** [String](class_string) signal, [Object](class_object) target, [String](class_string) method **)** const - -Return true if a connection exists for a given signal and target/method. - -#### set_block_signals - * void **set_block_signals** **(** [bool](class_bool) enable **)** - -If set to true, signal emission is blocked. - -#### is_blocking_signals - * [bool](class_bool) **is_blocking_signals** **(** **)** const - -Return true if signal emission blocking is enabled. - -#### set_message_translation - * void **set_message_translation** **(** [bool](class_bool) enable **)** - -Set true if this object can translate strings (in calls to tr() ). Default is true. - -#### can_translate_messages - * [bool](class_bool) **can_translate_messages** **(** **)** const - -Return true if this object can translate strings. - -#### XL_MESSAGE - * [String](class_string) **XL_MESSAGE** **(** [String](class_string) message **)** const - -deprecated, will go away. - -#### tr - * [String](class_string) **tr** **(** [String](class_string) message **)** const - -Translate a message. Only works in message translation is enabled (which is by default). See [set_message_translation](#set_message_translation). +http://docs.godotengine.org diff --git a/class_occluderpolygon2d.md b/class_occluderpolygon2d.md index b9fc3d0..505e8fd 100644 --- a/class_occluderpolygon2d.md +++ b/class_occluderpolygon2d.md @@ -1,23 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# OccluderPolygon2D -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_closed](#set_closed)** **(** [bool](class_bool) closed **)** - * [bool](class_bool) **[is_closed](#is_closed)** **(** **)** const - * void **[set_cull_mode](#set_cull_mode)** **(** [int](class_int) cull_mode **)** - * [int](class_int) **[get_cull_mode](#get_cull_mode)** **(** **)** const - * void **[set_polygon](#set_polygon)** **(** [Vector2Array](class_vector2array) polygon **)** - * [Vector2Array](class_vector2array) **[get_polygon](#get_polygon)** **(** **)** const - -### Numeric Constants - * **CULL_DISABLED** = **0** - * **CULL_CLOCKWISE** = **1** - * **CULL_COUNTER_CLOCKWISE** = **2** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_omnilight.md b/class_omnilight.md index 01a8f22..505e8fd 100644 --- a/class_omnilight.md +++ b/class_omnilight.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# OmniLight -####**Inherits:** [Light](class_light) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -OmniDirectional Light, such as a lightbulb or a candle. - -### Description -An OmniDirectional light is a type of [Light](class_light) node that emits lights in all directions. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light](class_light). TODO: Image of an omnilight. +http://docs.godotengine.org diff --git a/class_optionbutton.md b/class_optionbutton.md index a5f95f9..505e8fd 100644 --- a/class_optionbutton.md +++ b/class_optionbutton.md @@ -1,103 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# OptionButton -####**Inherits:** [Button](class_button) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Button control that provides selectable options when pressed. - -### Member Functions - * void **[add_item](#add_item)** **(** [String](class_string) label, [int](class_int) id=-1 **)** - * void **[add_icon_item](#add_icon_item)** **(** [Texture](class_texture) texture, [String](class_string) label, [int](class_int) id **)** - * void **[set_item_text](#set_item_text)** **(** [int](class_int) idx, [String](class_string) text **)** - * void **[set_item_icon](#set_item_icon)** **(** [int](class_int) idx, [Texture](class_texture) texture **)** - * void **[set_item_disabled](#set_item_disabled)** **(** [int](class_int) idx, [bool](class_bool) disabled **)** - * void **[set_item_ID](#set_item_ID)** **(** [int](class_int) idx, [int](class_int) id **)** - * void **[set_item_metadata](#set_item_metadata)** **(** [int](class_int) idx, var metadata **)** - * [String](class_string) **[get_item_text](#get_item_text)** **(** [int](class_int) idx **)** const - * [Texture](class_texture) **[get_item_icon](#get_item_icon)** **(** [int](class_int) idx **)** const - * [int](class_int) **[get_item_ID](#get_item_ID)** **(** [int](class_int) idx **)** const - * void **[get_item_metadata](#get_item_metadata)** **(** [int](class_int) idx **)** const - * [bool](class_bool) **[is_item_disabled](#is_item_disabled)** **(** [int](class_int) idx **)** const - * [int](class_int) **[get_item_count](#get_item_count)** **(** **)** const - * void **[add_separator](#add_separator)** **(** **)** - * void **[clear](#clear)** **(** **)** - * void **[select](#select)** **(** [int](class_int) arg0 **)** - * [int](class_int) **[get_selected](#get_selected)** **(** **)** const - * [int](class_int) **[get_selected_ID](#get_selected_ID)** **(** **)** const - * void **[get_selected_metadata](#get_selected_metadata)** **(** **)** const - * void **[remove_item](#remove_item)** **(** [int](class_int) idx **)** - -### Signals - * **item_selected** **(** [int](class_int) ID **)** - -### Description -OptionButton is a type button that provides a selectable list of items when pressed. The item selected becomes the "current" item and is displayed as the button text. - -### Member Function Description - -#### add_item - * void **add_item** **(** [String](class_string) label, [int](class_int) id=-1 **)** - -Add an item, with text "label" and (optionally) id. If no "id" is passed, "id" becomes the item index. New items are appended at the end. - -#### add_icon_item - * void **add_icon_item** **(** [Texture](class_texture) texture, [String](class_string) label, [int](class_int) id **)** - -Add an item, with a "texture" icon, text "label" and (optionally) id. If no "id" is passed, "id" becomes the item index. New items are appended at the end. - -#### set_item_text - * void **set_item_text** **(** [int](class_int) idx, [String](class_string) text **)** - -Set the text of an item at index "idx". - -#### set_item_icon - * void **set_item_icon** **(** [int](class_int) idx, [Texture](class_texture) texture **)** - -Set the icon of an item at index "idx". - -#### set_item_ID - * void **set_item_ID** **(** [int](class_int) idx, [int](class_int) id **)** - -Set the ID of an item at index "idx". - -#### get_item_text - * [String](class_string) **get_item_text** **(** [int](class_int) idx **)** const - -Return the text of the item at index "idx". - -#### get_item_icon - * [Texture](class_texture) **get_item_icon** **(** [int](class_int) idx **)** const - -Return the icon of the item at index "idx". - -#### get_item_ID - * [int](class_int) **get_item_ID** **(** [int](class_int) idx **)** const - -Return the ID of the item at index "idx". - -#### get_item_count - * [int](class_int) **get_item_count** **(** **)** const - -Return the amount of items in the OptionButton. - -#### add_separator - * void **add_separator** **(** **)** - -Add a separator to the list of items. Separators help to group items. Separator also takes up an index and is appended at the end. - -#### clear - * void **clear** **(** **)** - -Clear all the items in the [OptionButton](class_optionbutton). - -#### select - * void **select** **(** [int](class_int) arg0 **)** - -Select an item by index and make it the current item. - -#### get_selected - * [int](class_int) **get_selected** **(** **)** const - -Return the current item index +http://docs.godotengine.org diff --git a/class_os.md b/class_os.md index 24f532a..505e8fd 100644 --- a/class_os.md +++ b/class_os.md @@ -1,282 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# OS -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Operating System functions. - -### Member Functions - * void **[set_clipboard](#set_clipboard)** **(** [String](class_string) clipboard **)** - * [String](class_string) **[get_clipboard](#get_clipboard)** **(** **)** const - * void **[set_video_mode](#set_video_mode)** **(** [Vector2](class_vector2) size, [bool](class_bool) fullscreen, [bool](class_bool) resizable, [int](class_int) screen=0 **)** - * [Vector2](class_vector2) **[get_video_mode_size](#get_video_mode_size)** **(** [int](class_int) screen=0 **)** const - * [bool](class_bool) **[is_video_mode_fullscreen](#is_video_mode_fullscreen)** **(** [int](class_int) screen=0 **)** const - * [bool](class_bool) **[is_video_mode_resizable](#is_video_mode_resizable)** **(** [int](class_int) screen=0 **)** const - * [Array](class_array) **[get_fullscreen_mode_list](#get_fullscreen_mode_list)** **(** [int](class_int) screen=0 **)** const - * [int](class_int) **[get_screen_count](#get_screen_count)** **(** **)** const - * [int](class_int) **[get_current_screen](#get_current_screen)** **(** **)** const - * void **[set_current_screen](#set_current_screen)** **(** [int](class_int) screen **)** - * [Vector2](class_vector2) **[get_screen_position](#get_screen_position)** **(** [int](class_int) screen=0 **)** const - * [Vector2](class_vector2) **[get_screen_size](#get_screen_size)** **(** [int](class_int) screen=0 **)** const - * [Vector2](class_vector2) **[get_window_position](#get_window_position)** **(** **)** const - * void **[set_window_position](#set_window_position)** **(** [Vector2](class_vector2) position **)** - * [Vector2](class_vector2) **[get_window_size](#get_window_size)** **(** **)** const - * void **[set_window_size](#set_window_size)** **(** [Vector2](class_vector2) size **)** - * void **[set_window_fullscreen](#set_window_fullscreen)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_window_fullscreen](#is_window_fullscreen)** **(** **)** const - * void **[set_window_resizable](#set_window_resizable)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_window_resizable](#is_window_resizable)** **(** **)** const - * void **[set_window_minimized](#set_window_minimized)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_window_minimized](#is_window_minimized)** **(** **)** const - * void **[set_window_maximized](#set_window_maximized)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_window_maximized](#is_window_maximized)** **(** **)** const - * void **[set_iterations_per_second](#set_iterations_per_second)** **(** [int](class_int) iterations_per_second **)** - * [int](class_int) **[get_iterations_per_second](#get_iterations_per_second)** **(** **)** const - * void **[set_target_fps](#set_target_fps)** **(** [int](class_int) target_fps **)** - * [float](class_float) **[get_target_fps](#get_target_fps)** **(** **)** const - * void **[set_time_scale](#set_time_scale)** **(** [float](class_float) time_scale **)** - * [float](class_float) **[get_time_scale](#get_time_scale)** **(** **)** - * [bool](class_bool) **[has_touchscreen_ui_hint](#has_touchscreen_ui_hint)** **(** **)** const - * void **[set_window_title](#set_window_title)** **(** [String](class_string) title **)** - * void **[set_low_processor_usage_mode](#set_low_processor_usage_mode)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_in_low_processor_usage_mode](#is_in_low_processor_usage_mode)** **(** **)** const - * [int](class_int) **[get_processor_count](#get_processor_count)** **(** **)** const - * [String](class_string) **[get_executable_path](#get_executable_path)** **(** **)** const - * [int](class_int) **[execute](#execute)** **(** [String](class_string) path, [StringArray](class_stringarray) arguments, [bool](class_bool) blocking, [Array](class_array) output=Array() **)** - * [int](class_int) **[kill](#kill)** **(** [int](class_int) pid **)** - * [int](class_int) **[shell_open](#shell_open)** **(** [String](class_string) uri **)** - * [int](class_int) **[get_process_ID](#get_process_ID)** **(** **)** const - * [String](class_string) **[get_environment](#get_environment)** **(** [String](class_string) environment **)** const - * [bool](class_bool) **[has_environment](#has_environment)** **(** [String](class_string) environment **)** const - * [String](class_string) **[get_name](#get_name)** **(** **)** const - * [StringArray](class_stringarray) **[get_cmdline_args](#get_cmdline_args)** **(** **)** - * [Object](class_object) **[get_main_loop](#get_main_loop)** **(** **)** const - * [Dictionary](class_dictionary) **[get_date](#get_date)** **(** **)** const - * [Dictionary](class_dictionary) **[get_time](#get_time)** **(** **)** const - * [int](class_int) **[get_unix_time](#get_unix_time)** **(** **)** const - * void **[set_icon](#set_icon)** **(** [Image](class_image) arg0 **)** - * void **[delay_usec](#delay_usec)** **(** [int](class_int) usec **)** const - * void **[delay_msec](#delay_msec)** **(** [int](class_int) msec **)** const - * [int](class_int) **[get_ticks_msec](#get_ticks_msec)** **(** **)** const - * [int](class_int) **[get_splash_tick_msec](#get_splash_tick_msec)** **(** **)** const - * [String](class_string) **[get_locale](#get_locale)** **(** **)** const - * [String](class_string) **[get_model_name](#get_model_name)** **(** **)** const - * [String](class_string) **[get_custom_level](#get_custom_level)** **(** **)** const - * [bool](class_bool) **[can_draw](#can_draw)** **(** **)** const - * [int](class_int) **[get_frames_drawn](#get_frames_drawn)** **(** **)** - * [bool](class_bool) **[is_stdout_verbose](#is_stdout_verbose)** **(** **)** const - * [bool](class_bool) **[can_use_threads](#can_use_threads)** **(** **)** const - * [bool](class_bool) **[is_debug_build](#is_debug_build)** **(** **)** const - * void **[dump_memory_to_file](#dump_memory_to_file)** **(** [String](class_string) file **)** - * void **[dump_resources_to_file](#dump_resources_to_file)** **(** [String](class_string) file **)** - * void **[print_resources_in_use](#print_resources_in_use)** **(** [bool](class_bool) short=false **)** - * void **[print_all_resources](#print_all_resources)** **(** [String](class_string) tofile="" **)** - * [int](class_int) **[get_static_memory_usage](#get_static_memory_usage)** **(** **)** const - * [int](class_int) **[get_static_memory_peak_usage](#get_static_memory_peak_usage)** **(** **)** const - * [int](class_int) **[get_dynamic_memory_usage](#get_dynamic_memory_usage)** **(** **)** const - * [String](class_string) **[get_data_dir](#get_data_dir)** **(** **)** const - * [String](class_string) **[get_system_dir](#get_system_dir)** **(** [int](class_int) dir **)** const - * [String](class_string) **[get_unique_ID](#get_unique_ID)** **(** **)** const - * [bool](class_bool) **[is_ok_left_and_cancel_right](#is_ok_left_and_cancel_right)** **(** **)** const - * [float](class_float) **[get_frames_per_second](#get_frames_per_second)** **(** **)** const - * void **[print_all_textures_by_size](#print_all_textures_by_size)** **(** **)** - * void **[print_resources_by_type](#print_resources_by_type)** **(** [StringArray](class_stringarray) arg0 **)** - * [int](class_int) **[native_video_play](#native_video_play)** **(** [String](class_string) arg0, [float](class_float) arg1, [String](class_string) arg2, [String](class_string) arg3 **)** - * [bool](class_bool) **[native_video_is_playing](#native_video_is_playing)** **(** **)** - * void **[native_video_stop](#native_video_stop)** **(** **)** - * void **[native_video_pause](#native_video_pause)** **(** **)** - * [String](class_string) **[get_scancode_string](#get_scancode_string)** **(** [int](class_int) code **)** const - * [bool](class_bool) **[is_scancode_unicode](#is_scancode_unicode)** **(** [int](class_int) code **)** const - * [int](class_int) **[find_scancode_from_string](#find_scancode_from_string)** **(** [String](class_string) string **)** const - * void **[set_use_file_access_save_and_swap](#set_use_file_access_save_and_swap)** **(** [bool](class_bool) enabled **)** - -### Numeric Constants - * **DAY_SUNDAY** = **0** - * **DAY_MONDAY** = **1** - * **DAY_TUESDAY** = **2** - * **DAY_WEDNESDAY** = **3** - * **DAY_THURSDAY** = **4** - * **DAY_FRIDAY** = **5** - * **DAY_SATURDAY** = **6** - * **MONTH_JANUARY** = **0** - * **MONTH_FEBRUARY** = **1** - * **MONTH_MARCH** = **2** - * **MONTH_APRIL** = **3** - * **MONTH_MAY** = **4** - * **MONTH_JUNE** = **5** - * **MONTH_JULY** = **6** - * **MONTH_AUGUST** = **7** - * **MONTH_SEPTEMBER** = **8** - * **MONTH_OCTOBER** = **9** - * **MONTH_NOVEMBER** = **10** - * **MONTH_DECEMBER** = **11** - * **SYSTEM_DIR_DESKTOP** = **0** - * **SYSTEM_DIR_DCIM** = **1** - * **SYSTEM_DIR_DOCUMENTS** = **2** - * **SYSTEM_DIR_DOWNLOADS** = **3** - * **SYSTEM_DIR_MOVIES** = **4** - * **SYSTEM_DIR_MUSIC** = **5** - * **SYSTEM_DIR_PICTURES** = **6** - * **SYSTEM_DIR_RINGTONES** = **7** - -### Description -Operating System functions. OS Wraps the most common functionality to communicate with the host Operating System, such as: - -Mouse Grabbing - -Mouse Cursors - -Clipboard - -Video Mode - -Date " Time - -Timers - -Environment Variables - -Execution of Binaries - -Command Line - -### Member Function Description - -#### set_clipboard - * void **set_clipboard** **(** [String](class_string) clipboard **)** - -Set clipboard to the OS. - -#### get_clipboard - * [String](class_string) **get_clipboard** **(** **)** const - -Get clipboard from the host OS. - -#### set_video_mode - * void **set_video_mode** **(** [Vector2](class_vector2) size, [bool](class_bool) fullscreen, [bool](class_bool) resizable, [int](class_int) screen=0 **)** - -Change the video mode. - -#### get_video_mode_size - * [Vector2](class_vector2) **get_video_mode_size** **(** [int](class_int) screen=0 **)** const - -Return the current video mode size. - -#### is_video_mode_fullscreen - * [bool](class_bool) **is_video_mode_fullscreen** **(** [int](class_int) screen=0 **)** const - -Return true if the current video mode is fullscreen. - -#### is_video_mode_resizable - * [bool](class_bool) **is_video_mode_resizable** **(** [int](class_int) screen=0 **)** const - -Return true if the window is resizable. - -#### get_fullscreen_mode_list - * [Array](class_array) **get_fullscreen_mode_list** **(** [int](class_int) screen=0 **)** const - -Return the list of fullscreen modes. - -#### set_iterations_per_second - * void **set_iterations_per_second** **(** [int](class_int) iterations_per_second **)** - -Set the amount of fixed iterations per second (for fixed process and physics). - -#### get_iterations_per_second - * [int](class_int) **get_iterations_per_second** **(** **)** const - -Return the amount of fixed iterations per second (for fixed process and physics). - -#### set_low_processor_usage_mode - * void **set_low_processor_usage_mode** **(** [bool](class_bool) enable **)** - -Set to true to enable the low cpu usage mode. In this mode, the screen only redraws when there are changes, and a considerable sleep time is inserted between frames. - This way, editors using the engine UI only use very little cpu. - -#### is_in_low_processor_usage_mode - * [bool](class_bool) **is_in_low_processor_usage_mode** **(** **)** const - -Return true if low cpu usage mode is enabled. - -#### get_executable_path - * [String](class_string) **get_executable_path** **(** **)** const - -Return the path tot he current engine executable. - -#### execute - * [int](class_int) **execute** **(** [String](class_string) path, [StringArray](class_stringarray) arguments, [bool](class_bool) blocking, [Array](class_array) output=Array() **)** - -Execute the binary file in given path, optionally blocking until it returns. A process ID is returned. - -#### kill - * [int](class_int) **kill** **(** [int](class_int) pid **)** - -Kill a process ID. - -#### get_environment - * [String](class_string) **get_environment** **(** [String](class_string) environment **)** const - -Return an environment variable. - -#### has_environment - * [bool](class_bool) **has_environment** **(** [String](class_string) environment **)** const - -Return true if an envieronment variable exists. - -#### get_name - * [String](class_string) **get_name** **(** **)** const - -Return the name of the host OS. - -#### get_cmdline_args - * [StringArray](class_stringarray) **get_cmdline_args** **(** **)** - -Return the commandline passed to the engine. - -#### get_main_loop - * [Object](class_object) **get_main_loop** **(** **)** const - -Return the main loop object (see [MainLoop](class_mainloop)). - -#### get_date - * [Dictionary](class_dictionary) **get_date** **(** **)** const - -Return the current date. - -#### get_time - * [Dictionary](class_dictionary) **get_time** **(** **)** const - -Return the current time. - -#### delay_usec - * void **delay_usec** **(** [int](class_int) usec **)** const - -Delay executing of the current thread by given usecs. - -#### get_ticks_msec - * [int](class_int) **get_ticks_msec** **(** **)** const - -Return the amount of time passed in milliseconds since the engine started. - -#### get_locale - * [String](class_string) **get_locale** **(** **)** const - -Return the host OS locale. - -#### can_draw - * [bool](class_bool) **can_draw** **(** **)** const - -Return true if the host OS allows drawing. - -#### get_frames_drawn - * [int](class_int) **get_frames_drawn** **(** **)** - -Return the total amount of frames drawn. - -#### is_stdout_verbose - * [bool](class_bool) **is_stdout_verbose** **(** **)** const - -Return true if the engine was executed with -v (verbose stdout). - -#### get_static_memory_peak_usage - * [int](class_int) **get_static_memory_peak_usage** **(** **)** const - -Return the max amount of static memory used (only works in debug). - -#### get_dynamic_memory_usage - * [int](class_int) **get_dynamic_memory_usage** **(** **)** const - -Return the total amount of dynamic memory used (only works in debug). +http://docs.godotengine.org diff --git a/class_packeddatacontainer.md b/class_packeddatacontainer.md index 02d2cb3..505e8fd 100644 --- a/class_packeddatacontainer.md +++ b/class_packeddatacontainer.md @@ -1,14 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PackedDataContainer -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * Error **[pack](#pack)** **(** var value **)** - * [int](class_int) **[size](#size)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_packeddatacontainerref.md b/class_packeddatacontainerref.md index a030c21..505e8fd 100644 --- a/class_packeddatacontainerref.md +++ b/class_packeddatacontainerref.md @@ -1,13 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PackedDataContainerRef -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[size](#size)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_packedscene.md b/class_packedscene.md index 27c0875..505e8fd 100644 --- a/class_packedscene.md +++ b/class_packedscene.md @@ -1,24 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PackedScene -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[pack](#pack)** **(** [Node](class_node) path **)** - * [Node](class_node) **[instance](#instance)** **(** [bool](class_bool) arg0=false **)** const - * [bool](class_bool) **[can_instance](#can_instance)** **(** **)** const - -### Description -explain ownership, and that node does not need to own itself - -### Member Function Description - -#### pack - * [int](class_int) **pack** **(** [Node](class_node) path **)** - -Pack will ignore any sub-nodes not owned by given - node. See [Node.set_owner]. +http://docs.godotengine.org diff --git a/class_packetpeer.md b/class_packetpeer.md index 0b6a384..505e8fd 100644 --- a/class_packetpeer.md +++ b/class_packetpeer.md @@ -1,18 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PacketPeer -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Abstraction and base class for packet-based protocols. - -### Member Functions - * void **[get_var](#get_var)** **(** **)** const - * [int](class_int) **[put_var](#put_var)** **(** var var **)** - * [int](class_int) **[get_available_packet_count](#get_available_packet_count)** **(** **)** const - -### Description -PacketPeer is an abstration and base class for packet-based protocols (such as UDP). It provides an API for sending and receiving packets both as raw data or variables. This makes it easy to transfer data over a protocol, without having to encode data as low level bytes or having to worry about network ordering. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_packetpeerstream.md b/class_packetpeerstream.md index e6d7a43..505e8fd 100644 --- a/class_packetpeerstream.md +++ b/class_packetpeerstream.md @@ -1,21 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PacketPeerStream -####**Inherits:** [PacketPeer](class_packetpeer) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Wrapper to use a PacketPeer over a StreamPeer. - -### Member Functions - * void **[set_stream_peer](#set_stream_peer)** **(** [StreamPeer](class_streampeer) peer **)** - -### Description -PacketStreamPeer provides a wrapper for working using packets over a stream. This allows for using packet based code with StreamPeers. PacketPeerStream implements a custom protocol over the StreamPeer, so the user should not read or write to the wrapped StreamPeer directly. - -### Member Function Description - -#### set_stream_peer - * void **set_stream_peer** **(** [StreamPeer](class_streampeer) peer **)** - -Set the StreamPeer object to be wrapped +http://docs.godotengine.org diff --git a/class_packetpeerudp.md b/class_packetpeerudp.md index 0ce0c3a..505e8fd 100644 --- a/class_packetpeerudp.md +++ b/class_packetpeerudp.md @@ -1,20 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PacketPeerUDP -####**Inherits:** [PacketPeer](class_packetpeer) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * Error **[listen](#listen)** **(** [int](class_int) port, [int](class_int) recv_buf_size=65536 **)** - * void **[close](#close)** **(** **)** - * Error **[wait](#wait)** **(** **)** - * [bool](class_bool) **[is_listening](#is_listening)** **(** **)** const - * [String](class_string) **[get_packet_ip](#get_packet_ip)** **(** **)** const - * [int](class_int) **[get_packet_address](#get_packet_address)** **(** **)** const - * [int](class_int) **[get_packet_port](#get_packet_port)** **(** **)** const - * [int](class_int) **[set_send_address](#set_send_address)** **(** [String](class_string) host, [int](class_int) port **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_panel.md b/class_panel.md index 0dc93d3..505e8fd 100644 --- a/class_panel.md +++ b/class_panel.md @@ -1,12 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Panel -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Provides an opaque background for [Control](class_control) children. - -### Description -Panel is a [Control](class_control) that displays an opaque background. It's commoly used as a parent and container for other types of [Control](class_control) - nodes."#10;"#9;[img]images/panel_example.png[/img] +http://docs.godotengine.org diff --git a/class_panelcontainer.md b/class_panelcontainer.md index 57d00ea..505e8fd 100644 --- a/class_panelcontainer.md +++ b/class_panelcontainer.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PanelContainer -####**Inherits:** [Container](class_container) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Panel container type. - -### Description -Panel container type. This container fits controls inside of the delimited area of a stylebox. It's useful for giving controls an outline. +http://docs.godotengine.org diff --git a/class_parallaxbackground.md b/class_parallaxbackground.md index 50f26e4..505e8fd 100644 --- a/class_parallaxbackground.md +++ b/class_parallaxbackground.md @@ -1,22 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ParallaxBackground -####**Inherits:** [CanvasLayer](class_canvaslayer) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_scroll_offset](#set_scroll_offset)** **(** [Vector2](class_vector2) ofs **)** - * [Vector2](class_vector2) **[get_scroll_offset](#get_scroll_offset)** **(** **)** const - * void **[set_scroll_base_offset](#set_scroll_base_offset)** **(** [Vector2](class_vector2) ofs **)** - * [Vector2](class_vector2) **[get_scroll_base_offset](#get_scroll_base_offset)** **(** **)** const - * void **[set_scroll_base_scale](#set_scroll_base_scale)** **(** [Vector2](class_vector2) scale **)** - * [Vector2](class_vector2) **[get_scroll_base_scale](#get_scroll_base_scale)** **(** **)** const - * void **[set_limit_begin](#set_limit_begin)** **(** [Vector2](class_vector2) ofs **)** - * [Vector2](class_vector2) **[get_limit_begin](#get_limit_begin)** **(** **)** const - * void **[set_limit_end](#set_limit_end)** **(** [Vector2](class_vector2) ofs **)** - * [Vector2](class_vector2) **[get_limit_end](#get_limit_end)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_parallaxlayer.md b/class_parallaxlayer.md index 702e5e6..505e8fd 100644 --- a/class_parallaxlayer.md +++ b/class_parallaxlayer.md @@ -1,16 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ParallaxLayer -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_motion_scale](#set_motion_scale)** **(** [Vector2](class_vector2) scale **)** - * [Vector2](class_vector2) **[get_motion_scale](#get_motion_scale)** **(** **)** const - * void **[set_mirroring](#set_mirroring)** **(** [Vector2](class_vector2) mirror **)** - * [Vector2](class_vector2) **[get_mirroring](#get_mirroring)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_particleattractor2d.md b/class_particleattractor2d.md index 04f0a4d..505e8fd 100644 --- a/class_particleattractor2d.md +++ b/class_particleattractor2d.md @@ -1,24 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ParticleAttractor2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_enabled](#set_enabled)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_enabled](#is_enabled)** **(** **)** const - * void **[set_radius](#set_radius)** **(** [float](class_float) radius **)** - * [float](class_float) **[get_radius](#get_radius)** **(** **)** const - * void **[set_disable_radius](#set_disable_radius)** **(** [float](class_float) radius **)** - * [float](class_float) **[get_disable_radius](#get_disable_radius)** **(** **)** const - * void **[set_gravity](#set_gravity)** **(** [float](class_float) gravity **)** - * [float](class_float) **[get_gravity](#get_gravity)** **(** **)** const - * void **[set_absorption](#set_absorption)** **(** [float](class_float) absorption **)** - * [float](class_float) **[get_absorption](#get_absorption)** **(** **)** const - * void **[set_particles_path](#set_particles_path)** **(** [NodePath](class_nodepath) path **)** - * [NodePath](class_nodepath) **[get_particles_path](#get_particles_path)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_particles.md b/class_particles.md index 0db7b4f..505e8fd 100644 --- a/class_particles.md +++ b/class_particles.md @@ -1,163 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Particles -####**Inherits:** [GeometryInstance](class_geometryinstance) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Particle system 3D Node - -### Member Functions - * void **[set_amount](#set_amount)** **(** [int](class_int) amount **)** - * [int](class_int) **[get_amount](#get_amount)** **(** **)** const - * void **[set_emitting](#set_emitting)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_emitting](#is_emitting)** **(** **)** const - * void **[set_visibility_aabb](#set_visibility_aabb)** **(** [AABB](class_aabb) aabb **)** - * [AABB](class_aabb) **[get_visibility_aabb](#get_visibility_aabb)** **(** **)** const - * void **[set_emission_half_extents](#set_emission_half_extents)** **(** [Vector3](class_vector3) half_extents **)** - * [Vector3](class_vector3) **[get_emission_half_extents](#get_emission_half_extents)** **(** **)** const - * void **[set_emission_base_velocity](#set_emission_base_velocity)** **(** [Vector3](class_vector3) base_velocity **)** - * [Vector3](class_vector3) **[get_emission_base_velocity](#get_emission_base_velocity)** **(** **)** const - * void **[set_emission_points](#set_emission_points)** **(** [Vector3Array](class_vector3array) points **)** - * [Vector3Array](class_vector3array) **[get_emission_points](#get_emission_points)** **(** **)** const - * void **[set_gravity_normal](#set_gravity_normal)** **(** [Vector3](class_vector3) normal **)** - * [Vector3](class_vector3) **[get_gravity_normal](#get_gravity_normal)** **(** **)** const - * void **[set_variable](#set_variable)** **(** [int](class_int) variable, [float](class_float) value **)** - * [float](class_float) **[get_variable](#get_variable)** **(** [int](class_int) variable **)** const - * void **[set_randomness](#set_randomness)** **(** [int](class_int) variable, [float](class_float) randomness **)** - * [float](class_float) **[get_randomness](#get_randomness)** **(** [int](class_int) arg0 **)** const - * void **[set_color_phase_pos](#set_color_phase_pos)** **(** [int](class_int) phase, [float](class_float) pos **)** - * [float](class_float) **[get_color_phase_pos](#get_color_phase_pos)** **(** [int](class_int) phase **)** const - * void **[set_color_phase_color](#set_color_phase_color)** **(** [int](class_int) phase, [Color](class_color) color **)** - * [Color](class_color) **[get_color_phase_color](#get_color_phase_color)** **(** [int](class_int) phase **)** const - * void **[set_material](#set_material)** **(** [Material](class_material) material **)** - * [Material](class_material) **[get_material](#get_material)** **(** **)** const - * void **[set_emit_timeout](#set_emit_timeout)** **(** [float](class_float) arg0 **)** - * [float](class_float) **[get_emit_timeout](#get_emit_timeout)** **(** **)** const - * void **[set_height_from_velocity](#set_height_from_velocity)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[has_height_from_velocity](#has_height_from_velocity)** **(** **)** const - * void **[set_use_local_coordinates](#set_use_local_coordinates)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_using_local_coordinates](#is_using_local_coordinates)** **(** **)** const - * void **[set_color_phases](#set_color_phases)** **(** [int](class_int) count **)** - * [int](class_int) **[get_color_phases](#get_color_phases)** **(** **)** const - -### Numeric Constants - * **VAR_LIFETIME** = **0** - * **VAR_SPREAD** = **1** - * **VAR_GRAVITY** = **2** - * **VAR_LINEAR_VELOCITY** = **3** - * **VAR_ANGULAR_VELOCITY** = **4** - * **VAR_LINEAR_ACCELERATION** = **5** - * **VAR_DRAG** = **6** - * **VAR_TANGENTIAL_ACCELERATION** = **7** - * **VAR_INITIAL_SIZE** = **9** - * **VAR_FINAL_SIZE** = **10** - * **VAR_INITIAL_ANGLE** = **11** - * **VAR_HEIGHT** = **12** - * **VAR_HEIGHT_SPEED_SCALE** = **13** - * **VAR_MAX** = **14** - -### Description -Particles is a particle system 3D [Node](class_node) that is used to simulate several types of particle effects, such as explosions, rain, snow, fireflies, or other magical-like shinny sparkles. Particles are drawn using impostors, and given their dynamic behavior, the user must provide a visibility AABB (although helpers to create one automatically exist). - -### Member Function Description - -#### set_amount - * void **set_amount** **(** [int](class_int) amount **)** - -Set total amount of particles in the system. - -#### get_amount - * [int](class_int) **get_amount** **(** **)** const - -Return the total amount of particles in the system. - -#### set_emitting - * void **set_emitting** **(** [bool](class_bool) enabled **)** - -Set the "emitting" property state. When emitting, the particle system generates new particles at constant rate. - -#### is_emitting - * [bool](class_bool) **is_emitting** **(** **)** const - -Return the "emitting" property state (see [set_emitting](#set_emitting)). - -#### set_visibility_aabb - * void **set_visibility_aabb** **(** [AABB](class_aabb) aabb **)** - -Set the visibility AABB for the particle system, since the default one will not work properly most of the time. - -#### get_visibility_aabb - * [AABB](class_aabb) **get_visibility_aabb** **(** **)** const - -Return the current visibility AABB. - -#### set_emission_half_extents - * void **set_emission_half_extents** **(** [Vector3](class_vector3) half_extents **)** - -Set the half extents for the emission box. - -#### get_emission_half_extents - * [Vector3](class_vector3) **get_emission_half_extents** **(** **)** const - -Return the half extents for the emission box. - -#### set_gravity_normal - * void **set_gravity_normal** **(** [Vector3](class_vector3) normal **)** - -Set the normal vector towards where gravity is pulling (by default, negative Y). - -#### get_gravity_normal - * [Vector3](class_vector3) **get_gravity_normal** **(** **)** const - -Return the normal vector towards where gravity is pulling (by default, negative Y). - -#### set_variable - * void **set_variable** **(** [int](class_int) variable, [float](class_float) value **)** - -Set a specific variable for the particle system (see VAR_* enum). - -#### get_variable - * [float](class_float) **get_variable** **(** [int](class_int) variable **)** const - -Return a specific variable for the particle system (see VAR_* enum). - -#### set_randomness - * void **set_randomness** **(** [int](class_int) variable, [float](class_float) randomness **)** - -Set the randomness for a specific variable of the particle system. Randomness produces small changes from the default each time a particle is emitted. - -#### get_randomness - * [float](class_float) **get_randomness** **(** [int](class_int) arg0 **)** const - -Return the randomness for a specific variable of the particle system. Randomness produces small changes from the default each time a particle is emitted. - -#### set_color_phase_pos - * void **set_color_phase_pos** **(** [int](class_int) phase, [float](class_float) pos **)** - -Set the position of a color phase (0 to 1) - -#### get_color_phase_pos - * [float](class_float) **get_color_phase_pos** **(** [int](class_int) phase **)** const - -Return the position of a color phase (0 to 1) - -#### set_color_phase_color - * void **set_color_phase_color** **(** [int](class_int) phase, [Color](class_color) color **)** - -Set the color of a color phase. - -#### get_color_phase_color - * [Color](class_color) **get_color_phase_color** **(** [int](class_int) phase **)** const - -Return the color of a color phase. - -#### set_material - * void **set_material** **(** [Material](class_material) material **)** - -Set the material used to draw particles - -#### get_material - * [Material](class_material) **get_material** **(** **)** const - -Return the material used to draw particles +http://docs.godotengine.org diff --git a/class_particles2d.md b/class_particles2d.md index 5b5c7f7..505e8fd 100644 --- a/class_particles2d.md +++ b/class_particles2d.md @@ -1,77 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Particles2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_emitting](#set_emitting)** **(** [bool](class_bool) active **)** - * [bool](class_bool) **[is_emitting](#is_emitting)** **(** **)** const - * void **[set_amount](#set_amount)** **(** [int](class_int) amount **)** - * [int](class_int) **[get_amount](#get_amount)** **(** **)** const - * void **[set_lifetime](#set_lifetime)** **(** [float](class_float) lifetime **)** - * [float](class_float) **[get_lifetime](#get_lifetime)** **(** **)** const - * void **[set_time_scale](#set_time_scale)** **(** [float](class_float) time_scale **)** - * [float](class_float) **[get_time_scale](#get_time_scale)** **(** **)** const - * void **[set_pre_process_time](#set_pre_process_time)** **(** [float](class_float) time **)** - * [float](class_float) **[get_pre_process_time](#get_pre_process_time)** **(** **)** const - * void **[set_emit_timeout](#set_emit_timeout)** **(** [float](class_float) value **)** - * [float](class_float) **[get_emit_timeout](#get_emit_timeout)** **(** **)** const - * void **[set_param](#set_param)** **(** [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[get_param](#get_param)** **(** [int](class_int) param **)** const - * void **[set_randomness](#set_randomness)** **(** [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[get_randomness](#get_randomness)** **(** [int](class_int) param **)** const - * void **[set_texture](#set_texture)** **(** [Object](class_object) texture **)** - * [Texture](class_texture) **[get_texture](#get_texture)** **(** **)** const - * void **[set_emissor_offset](#set_emissor_offset)** **(** [Vector2](class_vector2) offset **)** - * [Vector2](class_vector2) **[get_emissor_offset](#get_emissor_offset)** **(** **)** const - * void **[set_flip_h](#set_flip_h)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_flipped_h](#is_flipped_h)** **(** **)** const - * void **[set_flip_v](#set_flip_v)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_flipped_v](#is_flipped_v)** **(** **)** const - * void **[set_h_frames](#set_h_frames)** **(** [int](class_int) enable **)** - * [int](class_int) **[get_h_frames](#get_h_frames)** **(** **)** const - * void **[set_v_frames](#set_v_frames)** **(** [int](class_int) enable **)** - * [int](class_int) **[get_v_frames](#get_v_frames)** **(** **)** const - * void **[set_emission_half_extents](#set_emission_half_extents)** **(** [Vector2](class_vector2) extents **)** - * [Vector2](class_vector2) **[get_emission_half_extents](#get_emission_half_extents)** **(** **)** const - * void **[set_color_phases](#set_color_phases)** **(** [int](class_int) phases **)** - * [int](class_int) **[get_color_phases](#get_color_phases)** **(** **)** const - * void **[set_color_phase_color](#set_color_phase_color)** **(** [int](class_int) phase, [Color](class_color) color **)** - * [Color](class_color) **[get_color_phase_color](#get_color_phase_color)** **(** [int](class_int) phase **)** const - * void **[set_color_phase_pos](#set_color_phase_pos)** **(** [int](class_int) phase, [float](class_float) pos **)** - * [float](class_float) **[get_color_phase_pos](#get_color_phase_pos)** **(** [int](class_int) phase **)** const - * void **[pre_process](#pre_process)** **(** [float](class_float) time **)** - * void **[set_use_local_space](#set_use_local_space)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_using_local_space](#is_using_local_space)** **(** **)** const - * void **[set_initial_velocity](#set_initial_velocity)** **(** [Vector2](class_vector2) velocity **)** - * [Vector2](class_vector2) **[get_initial_velocity](#get_initial_velocity)** **(** **)** const - * void **[set_explosiveness](#set_explosiveness)** **(** [float](class_float) amount **)** - * [float](class_float) **[get_explosiveness](#get_explosiveness)** **(** **)** const - * void **[set_emission_points](#set_emission_points)** **(** [Vector2Array](class_vector2array) points **)** - * [Vector2Array](class_vector2array) **[get_emission_points](#get_emission_points)** **(** **)** const - -### Numeric Constants - * **PARAM_DIRECTION** = **0** - * **PARAM_SPREAD** = **1** - * **PARAM_LINEAR_VELOCITY** = **2** - * **PARAM_SPIN_VELOCITY** = **3** - * **PARAM_ORBIT_VELOCITY** = **4** - * **PARAM_GRAVITY_DIRECTION** = **5** - * **PARAM_GRAVITY_STRENGTH** = **6** - * **PARAM_RADIAL_ACCEL** = **7** - * **PARAM_TANGENTIAL_ACCEL** = **8** - * **PARAM_DAMPING** = **9** - * **PARAM_INITIAL_ANGLE** = **10** - * **PARAM_INITIAL_SIZE** = **11** - * **PARAM_FINAL_SIZE** = **12** - * **PARAM_HUE_VARIATION** = **13** - * **PARAM_ANIM_SPEED_SCALE** = **14** - * **PARAM_ANIM_INITIAL_POS** = **15** - * **PARAM_MAX** = **16** - * **MAX_COLOR_PHASES** = **4** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_particlesystemmaterial.md b/class_particlesystemmaterial.md index ec05102..505e8fd 100644 --- a/class_particlesystemmaterial.md +++ b/class_particlesystemmaterial.md @@ -1,17 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ParticleSystemMaterial -####**Inherits:** [Material](class_material) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_texture](#set_texture)** **(** [Object](class_object) texture **)** - * [Texture](class_texture) **[get_texture](#get_texture)** **(** **)** const - -### Member Function Description - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_path.md b/class_path.md index faf1c48..505e8fd 100644 --- a/class_path.md +++ b/class_path.md @@ -1,14 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Path -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_curve](#set_curve)** **(** [Curve3D](class_curve3d) curve **)** - * [Curve3D](class_curve3d) **[get_curve](#get_curve)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_path2d.md b/class_path2d.md index a9fa0b4..505e8fd 100644 --- a/class_path2d.md +++ b/class_path2d.md @@ -1,14 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Path2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_curve](#set_curve)** **(** [Curve2D](class_curve2d) curve **)** - * [Curve2D](class_curve2d) **[get_curve](#get_curve)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_pathfollow.md b/class_pathfollow.md index bf4c5b4..505e8fd 100644 --- a/class_pathfollow.md +++ b/class_pathfollow.md @@ -1,32 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PathFollow -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_offset](#set_offset)** **(** [float](class_float) offset **)** - * [float](class_float) **[get_offset](#get_offset)** **(** **)** const - * void **[set_h_offset](#set_h_offset)** **(** [float](class_float) h_offset **)** - * [float](class_float) **[get_h_offset](#get_h_offset)** **(** **)** const - * void **[set_v_offset](#set_v_offset)** **(** [float](class_float) v_offset **)** - * [float](class_float) **[get_v_offset](#get_v_offset)** **(** **)** const - * void **[set_unit_offset](#set_unit_offset)** **(** [float](class_float) unit_offset **)** - * [float](class_float) **[get_unit_offset](#get_unit_offset)** **(** **)** const - * void **[set_rotation_mode](#set_rotation_mode)** **(** [int](class_int) rotation_mode **)** - * [int](class_int) **[get_rotation_mode](#get_rotation_mode)** **(** **)** const - * void **[set_cubic_interpolation](#set_cubic_interpolation)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_cubic_interpolation](#get_cubic_interpolation)** **(** **)** const - * void **[set_loop](#set_loop)** **(** [bool](class_bool) loop **)** - * [bool](class_bool) **[has_loop](#has_loop)** **(** **)** const - -### Numeric Constants - * **ROTATION_NONE** = **0** - * **ROTATION_Y** = **1** - * **ROTATION_XY** = **2** - * **ROTATION_XYZ** = **3** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_pathfollow2d.md b/class_pathfollow2d.md index b5f8830..505e8fd 100644 --- a/class_pathfollow2d.md +++ b/class_pathfollow2d.md @@ -1,26 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PathFollow2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_offset](#set_offset)** **(** [float](class_float) offset **)** - * [float](class_float) **[get_offset](#get_offset)** **(** **)** const - * void **[set_h_offset](#set_h_offset)** **(** [float](class_float) h_offset **)** - * [float](class_float) **[get_h_offset](#get_h_offset)** **(** **)** const - * void **[set_v_offset](#set_v_offset)** **(** [float](class_float) v_offset **)** - * [float](class_float) **[get_v_offset](#get_v_offset)** **(** **)** const - * void **[set_unit_offset](#set_unit_offset)** **(** [float](class_float) unit_offset **)** - * [float](class_float) **[get_unit_offset](#get_unit_offset)** **(** **)** const - * void **[set_rotate](#set_rotate)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_rotating](#is_rotating)** **(** **)** const - * void **[set_cubic_interpolation](#set_cubic_interpolation)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_cubic_interpolation](#get_cubic_interpolation)** **(** **)** const - * void **[set_loop](#set_loop)** **(** [bool](class_bool) loop **)** - * [bool](class_bool) **[has_loop](#has_loop)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_pathremap.md b/class_pathremap.md index 523d8ce..505e8fd 100644 --- a/class_pathremap.md +++ b/class_pathremap.md @@ -1,45 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PathRemap -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Singleton containing the list of remapped resources. - -### Member Functions - * void **[add_remap](#add_remap)** **(** [String](class_string) from, [String](class_string) to, [String](class_string) locale="" **)** - * [bool](class_bool) **[has_remap](#has_remap)** **(** [String](class_string) path **)** const - * [String](class_string) **[get_remap](#get_remap)** **(** [String](class_string) path **)** const - * void **[erase_remap](#erase_remap)** **(** [String](class_string) path **)** - * void **[clear_remaps](#clear_remaps)** **(** **)** - -### Description -When exporting, the types of some resources may change internally so they are converted to more optimized versions. While it's not usually necesary to access to this directly (path remapping happens automatically when opeining a file), it's exported just for information. - -### Member Function Description - -#### add_remap - * void **add_remap** **(** [String](class_string) from, [String](class_string) to, [String](class_string) locale="" **)** - -Add a remap from a file to another. - -#### has_remap - * [bool](class_bool) **has_remap** **(** [String](class_string) path **)** const - -Return true if a file is being remapped. - -#### get_remap - * [String](class_string) **get_remap** **(** [String](class_string) path **)** const - -Return the remapped new path of a file. - -#### erase_remap - * void **erase_remap** **(** [String](class_string) path **)** - -Erase a remap. - -#### clear_remaps - * void **clear_remaps** **(** **)** - -Clear all remaps. +http://docs.godotengine.org diff --git a/class_pckpacker.md b/class_pckpacker.md index b2340e9..505e8fd 100644 --- a/class_pckpacker.md +++ b/class_pckpacker.md @@ -1,15 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PCKPacker -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[pck_start](#pck_start)** **(** [String](class_string) pck_name, [int](class_int) alignment **)** - * [int](class_int) **[add_file](#add_file)** **(** [String](class_string) pck_path, [String](class_string) source_path **)** - * [int](class_int) **[flush](#flush)** **(** [bool](class_bool) arg0 **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_performance.md b/class_performance.md index 397dc43..505e8fd 100644 --- a/class_performance.md +++ b/class_performance.md @@ -1,43 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Performance -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [float](class_float) **[get_monitor](#get_monitor)** **(** [int](class_int) monitor **)** const - -### Numeric Constants - * **TIME_FPS** = **0** - * **TIME_PROCESS** = **1** - * **TIME_FIXED_PROCESS** = **2** - * **MEMORY_STATIC** = **3** - * **MEMORY_DYNAMIC** = **4** - * **MEMORY_STATIC_MAX** = **5** - * **MEMORY_DYNAMIC_MAX** = **6** - * **MEMORY_MESSAGE_BUFFER_MAX** = **7** - * **OBJECT_COUNT** = **8** - * **OBJECT_RESOURCE_COUNT** = **9** - * **OBJECT_NODE_COUNT** = **10** - * **RENDER_OBJECTS_IN_FRAME** = **11** - * **RENDER_VERTICES_IN_FRAME** = **12** - * **RENDER_MATERIAL_CHANGES_IN_FRAME** = **13** - * **RENDER_SHADER_CHANGES_IN_FRAME** = **14** - * **RENDER_SURFACE_CHANGES_IN_FRAME** = **15** - * **RENDER_DRAW_CALLS_IN_FRAME** = **16** - * **RENDER_USAGE_VIDEO_MEM_TOTAL** = **20** - * **RENDER_VIDEO_MEM_USED** = **17** - * **RENDER_TEXTURE_MEM_USED** = **18** - * **RENDER_VERTEX_MEM_USED** = **19** - * **PHYSICS_2D_ACTIVE_OBJECTS** = **21** - * **PHYSICS_2D_COLLISION_PAIRS** = **22** - * **PHYSICS_2D_ISLAND_COUNT** = **23** - * **PHYSICS_3D_ACTIVE_OBJECTS** = **24** - * **PHYSICS_3D_COLLISION_PAIRS** = **25** - * **PHYSICS_3D_ISLAND_COUNT** = **26** - * **MONITOR_MAX** = **27** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_phashtranslation.md b/class_phashtranslation.md index 8d920a2..505e8fd 100644 --- a/class_phashtranslation.md +++ b/class_phashtranslation.md @@ -1,16 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PHashTranslation -####**Inherits:** [Translation](class_translation) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Optimized translation. - -### Member Functions - * void **[generate](#generate)** **(** [Translation](class_translation) from **)** - -### Description -Optimized translation. Uses real-time compressed translations, which results in very small dictionaries. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_physics2ddirectbodystate.md b/class_physics2ddirectbodystate.md index 0bce896..505e8fd 100644 --- a/class_physics2ddirectbodystate.md +++ b/class_physics2ddirectbodystate.md @@ -1,157 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Physics2DDirectBodyState -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Direct access object to a physics body in the [Physics2DServer](class_physics2dserver). - -### Member Functions - * [Vector2](class_vector2) **[get_total_gravity](#get_total_gravity)** **(** **)** const - * [float](class_float) **[get_total_linear_damp](#get_total_linear_damp)** **(** **)** const - * [float](class_float) **[get_total_angular_damp](#get_total_angular_damp)** **(** **)** const - * [float](class_float) **[get_inverse_mass](#get_inverse_mass)** **(** **)** const - * [float](class_float) **[get_inverse_inertia](#get_inverse_inertia)** **(** **)** const - * void **[set_linear_velocity](#set_linear_velocity)** **(** [Vector2](class_vector2) velocity **)** - * [Vector2](class_vector2) **[get_linear_velocity](#get_linear_velocity)** **(** **)** const - * void **[set_angular_velocity](#set_angular_velocity)** **(** [float](class_float) velocity **)** - * [float](class_float) **[get_angular_velocity](#get_angular_velocity)** **(** **)** const - * void **[set_transform](#set_transform)** **(** [Matrix32](class_matrix32) transform **)** - * [Matrix32](class_matrix32) **[get_transform](#get_transform)** **(** **)** const - * void **[set_sleep_state](#set_sleep_state)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_sleeping](#is_sleeping)** **(** **)** const - * [int](class_int) **[get_contact_count](#get_contact_count)** **(** **)** const - * [Vector2](class_vector2) **[get_contact_local_pos](#get_contact_local_pos)** **(** [int](class_int) contact_idx **)** const - * [Vector2](class_vector2) **[get_contact_local_normal](#get_contact_local_normal)** **(** [int](class_int) contact_idx **)** const - * [int](class_int) **[get_contact_local_shape](#get_contact_local_shape)** **(** [int](class_int) contact_idx **)** const - * [RID](class_rid) **[get_contact_collider](#get_contact_collider)** **(** [int](class_int) contact_idx **)** const - * [Vector2](class_vector2) **[get_contact_collider_pos](#get_contact_collider_pos)** **(** [int](class_int) contact_idx **)** const - * [int](class_int) **[get_contact_collider_id](#get_contact_collider_id)** **(** [int](class_int) contact_idx **)** const - * [Object](class_object) **[get_contact_collider_object](#get_contact_collider_object)** **(** [int](class_int) contact_idx **)** const - * [int](class_int) **[get_contact_collider_shape](#get_contact_collider_shape)** **(** [int](class_int) contact_idx **)** const - * void **[get_contact_collider_shape_metadata](#get_contact_collider_shape_metadata)** **(** [int](class_int) contact_idx **)** const - * [Vector2](class_vector2) **[get_contact_collider_velocity_at_pos](#get_contact_collider_velocity_at_pos)** **(** [int](class_int) contact_idx **)** const - * [float](class_float) **[get_step](#get_step)** **(** **)** const - * void **[integrate_forces](#integrate_forces)** **(** **)** - * [Physics2DDirectSpaceState](class_physics2ddirectspacestate) **[get_space_state](#get_space_state)** **(** **)** - -### Description -Direct access object to a physics body in the [Physics2DServer](class_physics2dserver). This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. - -### Member Function Description - -#### get_total_gravity - * [Vector2](class_vector2) **get_total_gravity** **(** **)** const - -Return the total gravity vector being currently applied to this body. - -#### get_inverse_mass - * [float](class_float) **get_inverse_mass** **(** **)** const - -Return the inverse of the mass of the body. - -#### get_inverse_inertia - * [float](class_float) **get_inverse_inertia** **(** **)** const - -Return the inverse of the inertia of the body. - -#### set_linear_velocity - * void **set_linear_velocity** **(** [Vector2](class_vector2) velocity **)** - -Change the linear velocity of the body. - -#### get_linear_velocity - * [Vector2](class_vector2) **get_linear_velocity** **(** **)** const - -Return the current linear velocity of the body. - -#### set_angular_velocity - * void **set_angular_velocity** **(** [float](class_float) velocity **)** - -Change the angular velocity of the body. - -#### get_angular_velocity - * [float](class_float) **get_angular_velocity** **(** **)** const - -Return the angular velocity of the body. - -#### set_transform - * void **set_transform** **(** [Matrix32](class_matrix32) transform **)** - -Change the transform matrix of the body. - -#### get_transform - * [Matrix32](class_matrix32) **get_transform** **(** **)** const - -Return the transform matrix of the body. - -#### set_sleep_state - * void **set_sleep_state** **(** [bool](class_bool) enabled **)** - -Set the sleeping state of the body, only affects character/rigid bodies. - -#### is_sleeping - * [bool](class_bool) **is_sleeping** **(** **)** const - -Return true if this body is currently sleeping (not active). - -#### get_contact_count - * [int](class_int) **get_contact_count** **(** **)** const - -Return the amount of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts. - -#### get_contact_local_pos - * [Vector2](class_vector2) **get_contact_local_pos** **(** [int](class_int) contact_idx **)** const - -Return the local position (of this body) of the contact point. - -#### get_contact_local_shape - * [int](class_int) **get_contact_local_shape** **(** [int](class_int) contact_idx **)** const - -Return the local shape index of the collision. - -#### get_contact_collider - * [RID](class_rid) **get_contact_collider** **(** [int](class_int) contact_idx **)** const - -Return the RID of the collider. - -#### get_contact_collider_pos - * [Vector2](class_vector2) **get_contact_collider_pos** **(** [int](class_int) contact_idx **)** const - -Return the contact position in the collider. - -#### get_contact_collider_id - * [int](class_int) **get_contact_collider_id** **(** [int](class_int) contact_idx **)** const - -Return the object id of the collider. - -#### get_contact_collider_object - * [Object](class_object) **get_contact_collider_object** **(** [int](class_int) contact_idx **)** const - -Return the collider object, this depends on how it was created (will return a scene node if such was used to create it). - -#### get_contact_collider_shape - * [int](class_int) **get_contact_collider_shape** **(** [int](class_int) contact_idx **)** const - -Return the collider shape index. - -#### get_contact_collider_velocity_at_pos - * [Vector2](class_vector2) **get_contact_collider_velocity_at_pos** **(** [int](class_int) contact_idx **)** const - -Return the linear velocity vector at contact point of the collider. - -#### get_step - * [float](class_float) **get_step** **(** **)** const - -Return the timestep (delta) used for the simulation. - -#### integrate_forces - * void **integrate_forces** **(** **)** - -Call the built-in force integration code. - -#### get_space_state - * [Physics2DDirectSpaceState](class_physics2ddirectspacestate) **get_space_state** **(** **)** - -Return the current state of space, useful for queries. +http://docs.godotengine.org diff --git a/class_physics2ddirectbodystatesw.md b/class_physics2ddirectbodystatesw.md index 96b2d50..505e8fd 100644 --- a/class_physics2ddirectbodystatesw.md +++ b/class_physics2ddirectbodystatesw.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Physics2DDirectBodyStateSW -####**Inherits:** [Physics2DDirectBodyState](class_physics2ddirectbodystate) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_physics2ddirectspacestate.md b/class_physics2ddirectspacestate.md index 8783c25..505e8fd 100644 --- a/class_physics2ddirectspacestate.md +++ b/class_physics2ddirectspacestate.md @@ -1,56 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Physics2DDirectSpaceState -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Direct access object to a space in the [Physics2DServer](class_physics2dserver). - -### Member Functions - * [Array](class_array) **[intersect_point](#intersect_point)** **(** [Vector2](class_vector2) point, [int](class_int) max_results=32, [Array](class_array) exclude=Array(), [int](class_int) layer_mask=2147483647, [int](class_int) type_mask=15 **)** - * [Dictionary](class_dictionary) **[intersect_ray](#intersect_ray)** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to, [Array](class_array) exclude=Array(), [int](class_int) layer_mask=2147483647, [int](class_int) type_mask=15 **)** - * [Array](class_array) **[intersect_shape](#intersect_shape)** **(** [Physics2DShapeQueryParameters](class_physics2dshapequeryparameters) shape, [int](class_int) max_results=32 **)** - * [Array](class_array) **[cast_motion](#cast_motion)** **(** [Physics2DShapeQueryParameters](class_physics2dshapequeryparameters) shape **)** - * [Array](class_array) **[collide_shape](#collide_shape)** **(** [Physics2DShapeQueryParameters](class_physics2dshapequeryparameters) shape, [int](class_int) max_results=32 **)** - * [Dictionary](class_dictionary) **[get_rest_info](#get_rest_info)** **(** [Physics2DShapeQueryParameters](class_physics2dshapequeryparameters) shape **)** - -### Numeric Constants - * **TYPE_MASK_STATIC_BODY** = **1** - * **TYPE_MASK_KINEMATIC_BODY** = **2** - * **TYPE_MASK_RIGID_BODY** = **4** - * **TYPE_MASK_CHARACTER_BODY** = **8** - * **TYPE_MASK_AREA** = **16** - * **TYPE_MASK_COLLISION** = **15** - -### Description -Direct access object to a space in the [Physics2DServer](class_physics2dserver). It's used mainly to do queries against objects and areas residing in a given space. - -### Member Function Description - -#### intersect_ray - * [Dictionary](class_dictionary) **intersect_ray** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to, [Array](class_array) exclude=Array(), [int](class_int) layer_mask=2147483647, [int](class_int) type_mask=15 **)** - -Intersect a ray in a given space, the returned object is a dictionary with the following fields: - - position: place where ray is stopped - - normal: normal of the object at the point where the ray was stopped - - shape: shape index of the object agaisnt which the ray was stopped - - collider_: collider agaisnt which the ray was stopped - - collider_id: collider id of the object agaisnt which the ray was stopped - - collider: collider object agaisnt which the ray was stopped - - rid: [RID](class_rid) of the object agaisnt which the ray was stopped - - If the ray did not intersect anything, then an empty - dictionary (dir.empty()==true) is returned instead. - -#### intersect_shape - * [Array](class_array) **intersect_shape** **(** [Physics2DShapeQueryParameters](class_physics2dshapequeryparameters) shape, [int](class_int) max_results=32 **)** - -Intersect a given shape (RID or [Shape2D](class_shape2d)) against the space, the intersected shapes are returned in a special result object. +http://docs.godotengine.org diff --git a/class_physics2dserver.md b/class_physics2dserver.md index 0a9e61b..505e8fd 100644 --- a/class_physics2dserver.md +++ b/class_physics2dserver.md @@ -1,151 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Physics2DServer -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Physics 2D Server. - -### Member Functions - * [RID](class_rid) **[shape_create](#shape_create)** **(** [int](class_int) type **)** - * void **[shape_set_data](#shape_set_data)** **(** [RID](class_rid) shape, var data **)** - * [int](class_int) **[shape_get_type](#shape_get_type)** **(** [RID](class_rid) shape **)** const - * void **[shape_get_data](#shape_get_data)** **(** [RID](class_rid) shape **)** const - * [RID](class_rid) **[space_create](#space_create)** **(** **)** - * void **[space_set_active](#space_set_active)** **(** [RID](class_rid) space, [bool](class_bool) active **)** - * [bool](class_bool) **[space_is_active](#space_is_active)** **(** [RID](class_rid) space **)** const - * void **[space_set_param](#space_set_param)** **(** [RID](class_rid) space, [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[space_get_param](#space_get_param)** **(** [RID](class_rid) space, [int](class_int) param **)** const - * [Physics2DDirectSpaceState](class_physics2ddirectspacestate) **[space_get_direct_state](#space_get_direct_state)** **(** [RID](class_rid) space **)** - * [RID](class_rid) **[area_create](#area_create)** **(** **)** - * void **[area_set_space](#area_set_space)** **(** [RID](class_rid) area, [RID](class_rid) space **)** - * [RID](class_rid) **[area_get_space](#area_get_space)** **(** [RID](class_rid) area **)** const - * void **[area_set_space_override_mode](#area_set_space_override_mode)** **(** [RID](class_rid) area, [int](class_int) mode **)** - * [int](class_int) **[area_get_space_override_mode](#area_get_space_override_mode)** **(** [RID](class_rid) area **)** const - * void **[area_add_shape](#area_add_shape)** **(** [RID](class_rid) area, [RID](class_rid) shape, [Matrix32](class_matrix32) transform=1,0, 0,1, 0,0 **)** - * void **[area_set_shape](#area_set_shape)** **(** [RID](class_rid) area, [int](class_int) shape_idx, [RID](class_rid) shape **)** - * void **[area_set_shape_transform](#area_set_shape_transform)** **(** [RID](class_rid) area, [int](class_int) shape_idx, [Matrix32](class_matrix32) transform **)** - * [int](class_int) **[area_get_shape_count](#area_get_shape_count)** **(** [RID](class_rid) area **)** const - * [RID](class_rid) **[area_get_shape](#area_get_shape)** **(** [RID](class_rid) area, [int](class_int) shape_idx **)** const - * [Matrix32](class_matrix32) **[area_get_shape_transform](#area_get_shape_transform)** **(** [RID](class_rid) area, [int](class_int) shape_idx **)** const - * void **[area_remove_shape](#area_remove_shape)** **(** [RID](class_rid) area, [int](class_int) shape_idx **)** - * void **[area_clear_shapes](#area_clear_shapes)** **(** [RID](class_rid) area **)** - * void **[area_set_layer_mask](#area_set_layer_mask)** **(** [RID](class_rid) area, [int](class_int) mask **)** - * void **[area_set_collision_mask](#area_set_collision_mask)** **(** [RID](class_rid) area, [int](class_int) mask **)** - * void **[area_set_param](#area_set_param)** **(** [RID](class_rid) area, [int](class_int) param, var value **)** - * void **[area_set_transform](#area_set_transform)** **(** [RID](class_rid) area, [Matrix32](class_matrix32) transform **)** - * void **[area_get_param](#area_get_param)** **(** [RID](class_rid) area, [int](class_int) param **)** const - * [Matrix32](class_matrix32) **[area_get_transform](#area_get_transform)** **(** [RID](class_rid) area **)** const - * void **[area_attach_object_instance_ID](#area_attach_object_instance_ID)** **(** [RID](class_rid) area, [int](class_int) id **)** - * [int](class_int) **[area_get_object_instance_ID](#area_get_object_instance_ID)** **(** [RID](class_rid) area **)** const - * void **[area_set_monitor_callback](#area_set_monitor_callback)** **(** [RID](class_rid) receiver, [Object](class_object) method, [String](class_string) arg2 **)** - * [RID](class_rid) **[body_create](#body_create)** **(** [int](class_int) mode=2, [bool](class_bool) init_sleeping=false **)** - * void **[body_set_space](#body_set_space)** **(** [RID](class_rid) body, [RID](class_rid) space **)** - * [RID](class_rid) **[body_get_space](#body_get_space)** **(** [RID](class_rid) body **)** const - * void **[body_set_mode](#body_set_mode)** **(** [RID](class_rid) body, [int](class_int) mode **)** - * [int](class_int) **[body_get_mode](#body_get_mode)** **(** [RID](class_rid) body **)** const - * void **[body_add_shape](#body_add_shape)** **(** [RID](class_rid) body, [RID](class_rid) shape, [Matrix32](class_matrix32) transform=1,0, 0,1, 0,0 **)** - * void **[body_set_shape](#body_set_shape)** **(** [RID](class_rid) body, [int](class_int) shape_idx, [RID](class_rid) shape **)** - * void **[body_set_shape_transform](#body_set_shape_transform)** **(** [RID](class_rid) body, [int](class_int) shape_idx, [Matrix32](class_matrix32) transform **)** - * void **[body_set_shape_metadata](#body_set_shape_metadata)** **(** [RID](class_rid) body, [int](class_int) shape_idx, var metadata **)** - * [int](class_int) **[body_get_shape_count](#body_get_shape_count)** **(** [RID](class_rid) body **)** const - * [RID](class_rid) **[body_get_shape](#body_get_shape)** **(** [RID](class_rid) body, [int](class_int) shape_idx **)** const - * [Matrix32](class_matrix32) **[body_get_shape_transform](#body_get_shape_transform)** **(** [RID](class_rid) body, [int](class_int) shape_idx **)** const - * void **[body_get_shape_metadata](#body_get_shape_metadata)** **(** [RID](class_rid) body, [int](class_int) shape_idx **)** const - * void **[body_remove_shape](#body_remove_shape)** **(** [RID](class_rid) body, [int](class_int) shape_idx **)** - * void **[body_clear_shapes](#body_clear_shapes)** **(** [RID](class_rid) body **)** - * void **[body_set_shape_as_trigger](#body_set_shape_as_trigger)** **(** [RID](class_rid) body, [int](class_int) shape_idx, [bool](class_bool) enable **)** - * [bool](class_bool) **[body_is_shape_set_as_trigger](#body_is_shape_set_as_trigger)** **(** [RID](class_rid) body, [int](class_int) shape_idx **)** const - * void **[body_attach_object_instance_ID](#body_attach_object_instance_ID)** **(** [RID](class_rid) body, [int](class_int) id **)** - * [int](class_int) **[body_get_object_instance_ID](#body_get_object_instance_ID)** **(** [RID](class_rid) body **)** const - * void **[body_set_continuous_collision_detection_mode](#body_set_continuous_collision_detection_mode)** **(** [RID](class_rid) body, [int](class_int) mode **)** - * [int](class_int) **[body_get_continuous_collision_detection_mode](#body_get_continuous_collision_detection_mode)** **(** [RID](class_rid) body **)** const - * void **[body_set_layer_mask](#body_set_layer_mask)** **(** [RID](class_rid) body, [int](class_int) mask **)** - * [int](class_int) **[body_get_layer_mask](#body_get_layer_mask)** **(** [RID](class_rid) body, [int](class_int) arg1 **)** const - * void **[body_set_collision_mask](#body_set_collision_mask)** **(** [RID](class_rid) body, [int](class_int) mask **)** - * [int](class_int) **[body_get_collision_mask](#body_get_collision_mask)** **(** [RID](class_rid) body, [int](class_int) arg1 **)** const - * void **[body_set_param](#body_set_param)** **(** [RID](class_rid) body, [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[body_get_param](#body_get_param)** **(** [RID](class_rid) body, [int](class_int) param **)** const - * void **[body_set_state](#body_set_state)** **(** [RID](class_rid) body, [int](class_int) state, var value **)** - * void **[body_get_state](#body_get_state)** **(** [RID](class_rid) body, [int](class_int) state **)** const - * void **[body_apply_impulse](#body_apply_impulse)** **(** [RID](class_rid) body, [Vector2](class_vector2) pos, [Vector2](class_vector2) impulse **)** - * void **[body_set_axis_velocity](#body_set_axis_velocity)** **(** [RID](class_rid) body, [Vector2](class_vector2) axis_velocity **)** - * void **[body_add_collision_exception](#body_add_collision_exception)** **(** [RID](class_rid) body, [RID](class_rid) excepted_body **)** - * void **[body_remove_collision_exception](#body_remove_collision_exception)** **(** [RID](class_rid) body, [RID](class_rid) excepted_body **)** - * void **[body_set_max_contacts_reported](#body_set_max_contacts_reported)** **(** [RID](class_rid) body, [int](class_int) amount **)** - * [int](class_int) **[body_get_max_contacts_reported](#body_get_max_contacts_reported)** **(** [RID](class_rid) body **)** const - * void **[body_set_one_way_collision_direction](#body_set_one_way_collision_direction)** **(** [RID](class_rid) normal, [Vector2](class_vector2) arg1 **)** - * [Vector2](class_vector2) **[body_get_one_way_collision_direction](#body_get_one_way_collision_direction)** **(** [RID](class_rid) arg0 **)** const - * void **[body_set_one_way_collision_max_depth](#body_set_one_way_collision_max_depth)** **(** [RID](class_rid) normal, [float](class_float) arg1 **)** - * [float](class_float) **[body_get_one_way_collision_max_depth](#body_get_one_way_collision_max_depth)** **(** [RID](class_rid) arg0 **)** const - * void **[body_set_omit_force_integration](#body_set_omit_force_integration)** **(** [RID](class_rid) body, [bool](class_bool) enable **)** - * [bool](class_bool) **[body_is_omitting_force_integration](#body_is_omitting_force_integration)** **(** [RID](class_rid) body **)** const - * void **[body_set_force_integration_callback](#body_set_force_integration_callback)** **(** [RID](class_rid) body, [Object](class_object) receiver, [String](class_string) method, var arg3 **)** - * [bool](class_bool) **[body_test_motion](#body_test_motion)** **(** [RID](class_rid) body, [Vector2](class_vector2) motion, [float](class_float) margin=0.08, [Physics2DTestMotionResult](class_physics2dtestmotionresult) result=NULL **)** - * void **[joint_set_param](#joint_set_param)** **(** [RID](class_rid) joint, [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[joint_get_param](#joint_get_param)** **(** [RID](class_rid) joint, [int](class_int) param **)** const - * [RID](class_rid) **[pin_joint_create](#pin_joint_create)** **(** [Vector2](class_vector2) anchor, [RID](class_rid) body_a, [RID](class_rid) body_b=RID() **)** - * [RID](class_rid) **[groove_joint_create](#groove_joint_create)** **(** [Vector2](class_vector2) groove1_a, [Vector2](class_vector2) groove2_a, [Vector2](class_vector2) anchor_b, [RID](class_rid) body_a=RID(), [RID](class_rid) body_b=RID() **)** - * [RID](class_rid) **[damped_spring_joint_create](#damped_spring_joint_create)** **(** [Vector2](class_vector2) anchor_a, [Vector2](class_vector2) anchor_b, [RID](class_rid) body_a, [RID](class_rid) body_b=RID() **)** - * void **[damped_string_joint_set_param](#damped_string_joint_set_param)** **(** [RID](class_rid) joint, [int](class_int) param, [float](class_float) value=RID() **)** - * [float](class_float) **[damped_string_joint_get_param](#damped_string_joint_get_param)** **(** [RID](class_rid) joint, [int](class_int) param **)** const - * [int](class_int) **[joint_get_type](#joint_get_type)** **(** [RID](class_rid) joint **)** const - * void **[free_rid](#free_rid)** **(** [RID](class_rid) rid **)** - * void **[set_active](#set_active)** **(** [bool](class_bool) active **)** - * [int](class_int) **[get_process_info](#get_process_info)** **(** [int](class_int) arg0 **)** - -### Numeric Constants - * **SHAPE_LINE** = **0** - * **SHAPE_SEGMENT** = **2** - * **SHAPE_CIRCLE** = **3** - * **SHAPE_RECTANGLE** = **4** - * **SHAPE_CAPSULE** = **5** - * **SHAPE_CONVEX_POLYGON** = **6** - * **SHAPE_CONCAVE_POLYGON** = **7** - * **SHAPE_CUSTOM** = **8** - * **AREA_PARAM_GRAVITY** = **0** - * **AREA_PARAM_GRAVITY_VECTOR** = **1** - * **AREA_PARAM_GRAVITY_IS_POINT** = **2** - * **AREA_PARAM_GRAVITY_POINT_ATTENUATION** = **3** - * **AREA_PARAM_LINEAR_DAMP** = **4** - * **AREA_PARAM_ANGULAR_DAMP** = **5** - * **AREA_PARAM_PRIORITY** = **6** - * **AREA_SPACE_OVERRIDE_COMBINE** = **1** - * **AREA_SPACE_OVERRIDE_DISABLED** = **0** - * **AREA_SPACE_OVERRIDE_REPLACE** = **2** - * **BODY_MODE_STATIC** = **0** - * **BODY_MODE_KINEMATIC** = **1** - * **BODY_MODE_RIGID** = **2** - * **BODY_MODE_CHARACTER** = **3** - * **BODY_PARAM_BOUNCE** = **0** - * **BODY_PARAM_FRICTION** = **1** - * **BODY_PARAM_MASS** = **2** - * **BODY_PARAM_GRAVITY_SCALE** = **3** - * **BODY_PARAM_LINEAR_DAMP** = **4** - * **BODY_PARAM_ANGULAR_DAMP** = **5** - * **BODY_PARAM_MAX** = **6** - * **BODY_STATE_TRANSFORM** = **0** - * **BODY_STATE_LINEAR_VELOCITY** = **1** - * **BODY_STATE_ANGULAR_VELOCITY** = **2** - * **BODY_STATE_SLEEPING** = **3** - * **BODY_STATE_CAN_SLEEP** = **4** - * **JOINT_PIN** = **0** - * **JOINT_GROOVE** = **1** - * **JOINT_DAMPED_SPRING** = **2** - * **DAMPED_STRING_REST_LENGTH** = **0** - * **DAMPED_STRING_STIFFNESS** = **1** - * **DAMPED_STRING_DAMPING** = **2** - * **CCD_MODE_DISABLED** = **0** - * **CCD_MODE_CAST_RAY** = **1** - * **CCD_MODE_CAST_SHAPE** = **2** - * **AREA_BODY_ADDED** = **0** - * **AREA_BODY_REMOVED** = **1** - * **INFO_ACTIVE_OBJECTS** = **0** - * **INFO_COLLISION_PAIRS** = **1** - * **INFO_ISLAND_COUNT** = **2** - -### Description -Physics 2D Server is the server responsible for all 2D physics. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_physics2dserversw.md b/class_physics2dserversw.md index 143be81..505e8fd 100644 --- a/class_physics2dserversw.md +++ b/class_physics2dserversw.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Physics2DServerSW -####**Inherits:** [Physics2DServer](class_physics2dserver) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_physics2dshapequeryparameters.md b/class_physics2dshapequeryparameters.md index 58423cb..505e8fd 100644 --- a/class_physics2dshapequeryparameters.md +++ b/class_physics2dshapequeryparameters.md @@ -1,27 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Physics2DShapeQueryParameters -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_shape](#set_shape)** **(** [Shape2D](class_shape2d) shape **)** - * void **[set_shape_rid](#set_shape_rid)** **(** [RID](class_rid) shape **)** - * [RID](class_rid) **[get_shape_rid](#get_shape_rid)** **(** **)** const - * void **[set_transform](#set_transform)** **(** [Matrix32](class_matrix32) transform **)** - * [Matrix32](class_matrix32) **[get_transform](#get_transform)** **(** **)** const - * void **[set_motion](#set_motion)** **(** [Vector2](class_vector2) motion **)** - * [Vector2](class_vector2) **[get_motion](#get_motion)** **(** **)** const - * void **[set_margin](#set_margin)** **(** [float](class_float) margin **)** - * [float](class_float) **[get_margin](#get_margin)** **(** **)** const - * void **[set_layer_mask](#set_layer_mask)** **(** [int](class_int) layer_mask **)** - * [int](class_int) **[get_layer_mask](#get_layer_mask)** **(** **)** const - * void **[set_object_type_mask](#set_object_type_mask)** **(** [int](class_int) object_type_mask **)** - * [int](class_int) **[get_object_type_mask](#get_object_type_mask)** **(** **)** const - * void **[set_exclude](#set_exclude)** **(** [Array](class_array) exclude **)** - * [Array](class_array) **[get_exclude](#get_exclude)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_physics2dshapequeryresult.md b/class_physics2dshapequeryresult.md index 54ca82d..505e8fd 100644 --- a/class_physics2dshapequeryresult.md +++ b/class_physics2dshapequeryresult.md @@ -1,17 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Physics2DShapeQueryResult -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[get_result_count](#get_result_count)** **(** **)** const - * [RID](class_rid) **[get_result_rid](#get_result_rid)** **(** [int](class_int) idx **)** const - * [int](class_int) **[get_result_object_id](#get_result_object_id)** **(** [int](class_int) idx **)** const - * [Object](class_object) **[get_result_object](#get_result_object)** **(** [int](class_int) idx **)** const - * [int](class_int) **[get_result_object_shape](#get_result_object_shape)** **(** [int](class_int) idx **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_physics2dtestmotionresult.md b/class_physics2dtestmotionresult.md index 5b6744d..505e8fd 100644 --- a/class_physics2dtestmotionresult.md +++ b/class_physics2dtestmotionresult.md @@ -1,21 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Physics2DTestMotionResult -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [Vector2](class_vector2) **[get_motion](#get_motion)** **(** **)** const - * [Vector2](class_vector2) **[get_motion_remainder](#get_motion_remainder)** **(** **)** const - * [Vector2](class_vector2) **[get_collision_point](#get_collision_point)** **(** **)** const - * [Vector2](class_vector2) **[get_collision_normal](#get_collision_normal)** **(** **)** const - * [Vector2](class_vector2) **[get_collider_velocity](#get_collider_velocity)** **(** **)** const - * [int](class_int) **[get_collider_id](#get_collider_id)** **(** **)** const - * [RID](class_rid) **[get_collider_rid](#get_collider_rid)** **(** **)** const - * [Object](class_object) **[get_collider](#get_collider)** **(** **)** const - * [int](class_int) **[get_collider_shape](#get_collider_shape)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_physicsbody.md b/class_physicsbody.md index 4e26333..505e8fd 100644 --- a/class_physicsbody.md +++ b/class_physicsbody.md @@ -1,19 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PhysicsBody -####**Inherits:** [CollisionObject](class_collisionobject) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for differnt types of Physics bodies. - -### Member Functions - * void **[set_layer_mask](#set_layer_mask)** **(** [int](class_int) mask **)** - * [int](class_int) **[get_layer_mask](#get_layer_mask)** **(** **)** const - * void **[add_collision_exception_with](#add_collision_exception_with)** **(** [PhysicsBody](class_physicsbody) body **)** - * void **[remove_collision_exception_with](#remove_collision_exception_with)** **(** [PhysicsBody](class_physicsbody) body **)** - -### Description -PhysicsBody is an abstract base class for implementing a physics body. All PhysicsBody types inherit from it. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_physicsbody2d.md b/class_physicsbody2d.md index 67e1cca..505e8fd 100644 --- a/class_physicsbody2d.md +++ b/class_physicsbody2d.md @@ -1,22 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PhysicsBody2D -####**Inherits:** [CollisionObject2D](class_collisionobject2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_layer_mask](#set_layer_mask)** **(** [int](class_int) mask **)** - * [int](class_int) **[get_layer_mask](#get_layer_mask)** **(** **)** const - * void **[set_collision_mask](#set_collision_mask)** **(** [int](class_int) mask **)** - * [int](class_int) **[get_collision_mask](#get_collision_mask)** **(** **)** const - * void **[set_one_way_collision_direction](#set_one_way_collision_direction)** **(** [Vector2](class_vector2) dir **)** - * [Vector2](class_vector2) **[get_one_way_collision_direction](#get_one_way_collision_direction)** **(** **)** const - * void **[set_one_way_collision_max_depth](#set_one_way_collision_max_depth)** **(** [float](class_float) depth **)** - * [float](class_float) **[get_one_way_collision_max_depth](#get_one_way_collision_max_depth)** **(** **)** const - * void **[add_collision_exception_with](#add_collision_exception_with)** **(** [PhysicsBody2D](class_physicsbody2d) body **)** - * void **[remove_collision_exception_with](#remove_collision_exception_with)** **(** [PhysicsBody2D](class_physicsbody2d) body **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_physicsdirectbodystate.md b/class_physicsdirectbodystate.md index c51f8ec..505e8fd 100644 --- a/class_physicsdirectbodystate.md +++ b/class_physicsdirectbodystate.md @@ -1,39 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PhysicsDirectBodyState -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [Vector3](class_vector3) **[get_total_gravity](#get_total_gravity)** **(** **)** const - * [float](class_float) **[get_total_density](#get_total_density)** **(** **)** const - * [float](class_float) **[get_inverse_mass](#get_inverse_mass)** **(** **)** const - * [Vector3](class_vector3) **[get_inverse_inertia](#get_inverse_inertia)** **(** **)** const - * void **[set_linear_velocity](#set_linear_velocity)** **(** [Vector3](class_vector3) velocity **)** - * [Vector3](class_vector3) **[get_linear_velocity](#get_linear_velocity)** **(** **)** const - * void **[set_angular_velocity](#set_angular_velocity)** **(** [Vector3](class_vector3) velocity **)** - * [Vector3](class_vector3) **[get_angular_velocity](#get_angular_velocity)** **(** **)** const - * void **[set_transform](#set_transform)** **(** [Transform](class_transform) transform **)** - * [Transform](class_transform) **[get_transform](#get_transform)** **(** **)** const - * void **[add_force](#add_force)** **(** [Vector3](class_vector3) force, [Vector3](class_vector3) pos **)** - * void **[apply_impulse](#apply_impulse)** **(** [Vector3](class_vector3) pos, [Vector3](class_vector3) j **)** - * void **[set_sleep_state](#set_sleep_state)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_sleeping](#is_sleeping)** **(** **)** const - * [int](class_int) **[get_contact_count](#get_contact_count)** **(** **)** const - * [Vector3](class_vector3) **[get_contact_local_pos](#get_contact_local_pos)** **(** [int](class_int) contact_idx **)** const - * [Vector3](class_vector3) **[get_contact_local_normal](#get_contact_local_normal)** **(** [int](class_int) contact_idx **)** const - * [int](class_int) **[get_contact_local_shape](#get_contact_local_shape)** **(** [int](class_int) contact_idx **)** const - * [RID](class_rid) **[get_contact_collider](#get_contact_collider)** **(** [int](class_int) contact_idx **)** const - * [Vector3](class_vector3) **[get_contact_collider_pos](#get_contact_collider_pos)** **(** [int](class_int) contact_idx **)** const - * [int](class_int) **[get_contact_collider_id](#get_contact_collider_id)** **(** [int](class_int) contact_idx **)** const - * [Object](class_object) **[get_contact_collider_object](#get_contact_collider_object)** **(** [int](class_int) contact_idx **)** const - * [int](class_int) **[get_contact_collider_shape](#get_contact_collider_shape)** **(** [int](class_int) contact_idx **)** const - * [Vector3](class_vector3) **[get_contact_collider_velocity_at_pos](#get_contact_collider_velocity_at_pos)** **(** [int](class_int) contact_idx **)** const - * [float](class_float) **[get_step](#get_step)** **(** **)** const - * void **[integrate_forces](#integrate_forces)** **(** **)** - * [PhysicsDirectSpaceState](class_physicsdirectspacestate) **[get_space_state](#get_space_state)** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_physicsdirectbodystatesw.md b/class_physicsdirectbodystatesw.md index 5d608ca..505e8fd 100644 --- a/class_physicsdirectbodystatesw.md +++ b/class_physicsdirectbodystatesw.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PhysicsDirectBodyStateSW -####**Inherits:** [PhysicsDirectBodyState](class_physicsdirectbodystate) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_physicsdirectspacestate.md b/class_physicsdirectspacestate.md index 7596b9f..505e8fd 100644 --- a/class_physicsdirectspacestate.md +++ b/class_physicsdirectspacestate.md @@ -1,25 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PhysicsDirectSpaceState -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [Dictionary](class_dictionary) **[intersect_ray](#intersect_ray)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) to, [Array](class_array) exclude=Array(), [int](class_int) layer_mask=2147483647, [int](class_int) type_mask=15 **)** - * [Array](class_array) **[intersect_shape](#intersect_shape)** **(** [PhysicsShapeQueryParameters](class_physicsshapequeryparameters) shape, [int](class_int) max_results=32 **)** - * [Array](class_array) **[cast_motion](#cast_motion)** **(** [PhysicsShapeQueryParameters](class_physicsshapequeryparameters) shape, [Vector3](class_vector3) motion **)** - * [Array](class_array) **[collide_shape](#collide_shape)** **(** [PhysicsShapeQueryParameters](class_physicsshapequeryparameters) shape, [int](class_int) max_results=32 **)** - * [Dictionary](class_dictionary) **[get_rest_info](#get_rest_info)** **(** [PhysicsShapeQueryParameters](class_physicsshapequeryparameters) shape **)** - -### Numeric Constants - * **TYPE_MASK_STATIC_BODY** = **1** - * **TYPE_MASK_KINEMATIC_BODY** = **2** - * **TYPE_MASK_RIGID_BODY** = **4** - * **TYPE_MASK_CHARACTER_BODY** = **8** - * **TYPE_MASK_AREA** = **16** - * **TYPE_MASK_COLLISION** = **15** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_physicsserver.md b/class_physicsserver.md index c4749fd..505e8fd 100644 --- a/class_physicsserver.md +++ b/class_physicsserver.md @@ -1,208 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PhysicsServer -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [RID](class_rid) **[shape_create](#shape_create)** **(** [int](class_int) type **)** - * void **[shape_set_data](#shape_set_data)** **(** [RID](class_rid) shape, var data **)** - * [int](class_int) **[shape_get_type](#shape_get_type)** **(** [RID](class_rid) shape **)** const - * void **[shape_get_data](#shape_get_data)** **(** [RID](class_rid) shape **)** const - * [RID](class_rid) **[space_create](#space_create)** **(** **)** - * void **[space_set_active](#space_set_active)** **(** [RID](class_rid) space, [bool](class_bool) active **)** - * [bool](class_bool) **[space_is_active](#space_is_active)** **(** [RID](class_rid) space **)** const - * void **[space_set_param](#space_set_param)** **(** [RID](class_rid) space, [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[space_get_param](#space_get_param)** **(** [RID](class_rid) space, [int](class_int) param **)** const - * [PhysicsDirectSpaceState](class_physicsdirectspacestate) **[space_get_direct_state](#space_get_direct_state)** **(** [RID](class_rid) space **)** - * [RID](class_rid) **[area_create](#area_create)** **(** **)** - * void **[area_set_space](#area_set_space)** **(** [RID](class_rid) area, [RID](class_rid) space **)** - * [RID](class_rid) **[area_get_space](#area_get_space)** **(** [RID](class_rid) area **)** const - * void **[area_set_space_override_mode](#area_set_space_override_mode)** **(** [RID](class_rid) area, [int](class_int) mode **)** - * [int](class_int) **[area_get_space_override_mode](#area_get_space_override_mode)** **(** [RID](class_rid) area **)** const - * void **[area_add_shape](#area_add_shape)** **(** [RID](class_rid) area, [RID](class_rid) shape, [Transform](class_transform) transform=Transform() **)** - * void **[area_set_shape](#area_set_shape)** **(** [RID](class_rid) area, [int](class_int) shape_idx, [RID](class_rid) shape **)** - * void **[area_set_shape_transform](#area_set_shape_transform)** **(** [RID](class_rid) area, [int](class_int) shape_idx, [Transform](class_transform) transform **)** - * [int](class_int) **[area_get_shape_count](#area_get_shape_count)** **(** [RID](class_rid) area **)** const - * [RID](class_rid) **[area_get_shape](#area_get_shape)** **(** [RID](class_rid) area, [int](class_int) shape_idx **)** const - * [Transform](class_transform) **[area_get_shape_transform](#area_get_shape_transform)** **(** [RID](class_rid) area, [int](class_int) shape_idx **)** const - * void **[area_remove_shape](#area_remove_shape)** **(** [RID](class_rid) area, [int](class_int) shape_idx **)** - * void **[area_clear_shapes](#area_clear_shapes)** **(** [RID](class_rid) area **)** - * void **[area_set_param](#area_set_param)** **(** [RID](class_rid) area, [int](class_int) param, var value **)** - * void **[area_set_transform](#area_set_transform)** **(** [RID](class_rid) area, [Transform](class_transform) transform **)** - * void **[area_get_param](#area_get_param)** **(** [RID](class_rid) area, [int](class_int) param **)** const - * [Transform](class_transform) **[area_get_transform](#area_get_transform)** **(** [RID](class_rid) area **)** const - * void **[area_attach_object_instance_ID](#area_attach_object_instance_ID)** **(** [RID](class_rid) area, [int](class_int) id **)** - * [int](class_int) **[area_get_object_instance_ID](#area_get_object_instance_ID)** **(** [RID](class_rid) area **)** const - * void **[area_set_monitor_callback](#area_set_monitor_callback)** **(** [RID](class_rid) receiver, [Object](class_object) method, [String](class_string) arg2 **)** - * void **[area_set_ray_pickable](#area_set_ray_pickable)** **(** [RID](class_rid) area, [bool](class_bool) enable **)** - * [bool](class_bool) **[area_is_ray_pickable](#area_is_ray_pickable)** **(** [RID](class_rid) area **)** const - * [RID](class_rid) **[body_create](#body_create)** **(** [int](class_int) mode=2, [bool](class_bool) init_sleeping=false **)** - * void **[body_set_space](#body_set_space)** **(** [RID](class_rid) body, [RID](class_rid) space **)** - * [RID](class_rid) **[body_get_space](#body_get_space)** **(** [RID](class_rid) body **)** const - * void **[body_set_mode](#body_set_mode)** **(** [RID](class_rid) body, [int](class_int) mode **)** - * [int](class_int) **[body_get_mode](#body_get_mode)** **(** [RID](class_rid) body, [int](class_int) arg1 **)** const - * void **[body_add_shape](#body_add_shape)** **(** [RID](class_rid) body, [RID](class_rid) shape, [Transform](class_transform) transform=Transform() **)** - * void **[body_set_shape](#body_set_shape)** **(** [RID](class_rid) body, [int](class_int) shape_idx, [RID](class_rid) shape **)** - * void **[body_set_shape_transform](#body_set_shape_transform)** **(** [RID](class_rid) body, [int](class_int) shape_idx, [Transform](class_transform) transform **)** - * [int](class_int) **[body_get_shape_count](#body_get_shape_count)** **(** [RID](class_rid) body **)** const - * [RID](class_rid) **[body_get_shape](#body_get_shape)** **(** [RID](class_rid) body, [int](class_int) shape_idx **)** const - * [Transform](class_transform) **[body_get_shape_transform](#body_get_shape_transform)** **(** [RID](class_rid) body, [int](class_int) shape_idx **)** const - * void **[body_remove_shape](#body_remove_shape)** **(** [RID](class_rid) body, [int](class_int) shape_idx **)** - * void **[body_clear_shapes](#body_clear_shapes)** **(** [RID](class_rid) body **)** - * void **[body_attach_object_instance_ID](#body_attach_object_instance_ID)** **(** [RID](class_rid) body, [int](class_int) id **)** - * [int](class_int) **[body_get_object_instance_ID](#body_get_object_instance_ID)** **(** [RID](class_rid) body **)** const - * void **[body_set_enable_continuous_collision_detection](#body_set_enable_continuous_collision_detection)** **(** [RID](class_rid) body, [bool](class_bool) enable **)** - * [bool](class_bool) **[body_is_continuous_collision_detection_enabled](#body_is_continuous_collision_detection_enabled)** **(** [RID](class_rid) body **)** const - * void **[body_set_param](#body_set_param)** **(** [RID](class_rid) body, [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[body_get_param](#body_get_param)** **(** [RID](class_rid) body, [int](class_int) param **)** const - * void **[body_set_state](#body_set_state)** **(** [RID](class_rid) body, [int](class_int) state, var value **)** - * void **[body_get_state](#body_get_state)** **(** [RID](class_rid) body, [int](class_int) state **)** const - * void **[body_apply_impulse](#body_apply_impulse)** **(** [RID](class_rid) body, [Vector3](class_vector3) pos, [Vector3](class_vector3) impulse **)** - * void **[body_set_axis_velocity](#body_set_axis_velocity)** **(** [RID](class_rid) body, [Vector3](class_vector3) axis_velocity **)** - * void **[body_set_axis_lock](#body_set_axis_lock)** **(** [RID](class_rid) body, [int](class_int) axis **)** - * [int](class_int) **[body_get_axis_lock](#body_get_axis_lock)** **(** [RID](class_rid) body **)** const - * void **[body_add_collision_exception](#body_add_collision_exception)** **(** [RID](class_rid) body, [RID](class_rid) excepted_body **)** - * void **[body_remove_collision_exception](#body_remove_collision_exception)** **(** [RID](class_rid) body, [RID](class_rid) excepted_body **)** - * void **[body_set_max_contacts_reported](#body_set_max_contacts_reported)** **(** [RID](class_rid) body, [int](class_int) amount **)** - * [int](class_int) **[body_get_max_contacts_reported](#body_get_max_contacts_reported)** **(** [RID](class_rid) body **)** const - * void **[body_set_omit_force_integration](#body_set_omit_force_integration)** **(** [RID](class_rid) body, [bool](class_bool) enable **)** - * [bool](class_bool) **[body_is_omitting_force_integration](#body_is_omitting_force_integration)** **(** [RID](class_rid) body **)** const - * void **[body_set_force_integration_callback](#body_set_force_integration_callback)** **(** [RID](class_rid) body, [Object](class_object) receiver, [String](class_string) method, var userdata=NULL **)** - * void **[body_set_ray_pickable](#body_set_ray_pickable)** **(** [RID](class_rid) body, [bool](class_bool) enable **)** - * [bool](class_bool) **[body_is_ray_pickable](#body_is_ray_pickable)** **(** [RID](class_rid) body **)** const - * [RID](class_rid) **[joint_create_pin](#joint_create_pin)** **(** [RID](class_rid) body_A, [Vector3](class_vector3) local_A, [RID](class_rid) body_B, [Vector3](class_vector3) local_B **)** - * void **[pin_joint_set_param](#pin_joint_set_param)** **(** [RID](class_rid) joint, [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[pin_joint_get_param](#pin_joint_get_param)** **(** [RID](class_rid) joint, [int](class_int) param **)** const - * void **[pin_joint_set_local_A](#pin_joint_set_local_A)** **(** [RID](class_rid) joint, [Vector3](class_vector3) local_A **)** - * [Vector3](class_vector3) **[pin_joint_get_local_A](#pin_joint_get_local_A)** **(** [RID](class_rid) joint **)** const - * void **[pin_joint_set_local_B](#pin_joint_set_local_B)** **(** [RID](class_rid) joint, [Vector3](class_vector3) local_B **)** - * [Vector3](class_vector3) **[pin_joint_get_local_B](#pin_joint_get_local_B)** **(** [RID](class_rid) joint **)** const - * [RID](class_rid) **[joint_create_hinge](#joint_create_hinge)** **(** [RID](class_rid) body_A, [Transform](class_transform) hinge_A, [RID](class_rid) body_B, [Transform](class_transform) hinge_B **)** - * void **[hinge_joint_set_param](#hinge_joint_set_param)** **(** [RID](class_rid) joint, [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[hinge_joint_get_param](#hinge_joint_get_param)** **(** [RID](class_rid) joint, [int](class_int) param **)** const - * void **[hinge_joint_set_flag](#hinge_joint_set_flag)** **(** [RID](class_rid) joint, [int](class_int) flag, [bool](class_bool) enabled **)** - * [bool](class_bool) **[hinge_joint_get_flag](#hinge_joint_get_flag)** **(** [RID](class_rid) joint, [int](class_int) flag **)** const - * [RID](class_rid) **[joint_create_slider](#joint_create_slider)** **(** [RID](class_rid) body_A, [Transform](class_transform) local_ref_A, [RID](class_rid) body_B, [Transform](class_transform) local_ref_B **)** - * void **[slider_joint_set_param](#slider_joint_set_param)** **(** [RID](class_rid) joint, [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[slider_joint_get_param](#slider_joint_get_param)** **(** [RID](class_rid) joint, [int](class_int) param **)** const - * [RID](class_rid) **[joint_create_cone_twist](#joint_create_cone_twist)** **(** [RID](class_rid) body_A, [Transform](class_transform) local_ref_A, [RID](class_rid) body_B, [Transform](class_transform) local_ref_B **)** - * void **[cone_twist_joint_set_param](#cone_twist_joint_set_param)** **(** [RID](class_rid) joint, [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[cone_twist_joint_get_param](#cone_twist_joint_get_param)** **(** [RID](class_rid) joint, [int](class_int) param **)** const - * [int](class_int) **[joint_get_type](#joint_get_type)** **(** [RID](class_rid) joint **)** const - * void **[joint_set_solver_priority](#joint_set_solver_priority)** **(** [RID](class_rid) joint, [int](class_int) priority **)** - * [int](class_int) **[joint_get_solver_priority](#joint_get_solver_priority)** **(** [RID](class_rid) joint **)** const - * [RID](class_rid) **[joint_create_generic_6dof](#joint_create_generic_6dof)** **(** [RID](class_rid) body_A, [Transform](class_transform) local_ref_A, [RID](class_rid) body_B, [Transform](class_transform) local_ref_B **)** - * void **[generic_6dof_joint_set_param](#generic_6dof_joint_set_param)** **(** [RID](class_rid) joint, [int](class_int) axis, [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[generic_6dof_joint_get_param](#generic_6dof_joint_get_param)** **(** [RID](class_rid) joint, [int](class_int) axis, [int](class_int) param **)** - * void **[generic_6dof_joint_set_flag](#generic_6dof_joint_set_flag)** **(** [RID](class_rid) joint, [int](class_int) axis, [int](class_int) flag, [bool](class_bool) enable **)** - * [bool](class_bool) **[generic_6dof_joint_get_flag](#generic_6dof_joint_get_flag)** **(** [RID](class_rid) joint, [int](class_int) axis, [int](class_int) flag **)** - * void **[free_rid](#free_rid)** **(** [RID](class_rid) rid **)** - * void **[set_active](#set_active)** **(** [bool](class_bool) active **)** - * [int](class_int) **[get_process_info](#get_process_info)** **(** [int](class_int) arg0 **)** - -### Numeric Constants - * **JOINT_PIN** = **0** - * **JOINT_HINGE** = **1** - * **JOINT_SLIDER** = **2** - * **JOINT_CONE_TWIST** = **3** - * **JOINT_6DOF** = **4** - * **PIN_JOINT_BIAS** = **0** - * **PIN_JOINT_DAMPING** = **1** - * **PIN_JOINT_IMPULSE_CLAMP** = **2** - * **HINGE_JOINT_BIAS** = **0** - * **HINGE_JOINT_LIMIT_UPPER** = **1** - * **HINGE_JOINT_LIMIT_LOWER** = **2** - * **HINGE_JOINT_LIMIT_BIAS** = **3** - * **HINGE_JOINT_LIMIT_SOFTNESS** = **4** - * **HINGE_JOINT_LIMIT_RELAXATION** = **5** - * **HINGE_JOINT_MOTOR_TARGET_VELOCITY** = **6** - * **HINGE_JOINT_MOTOR_MAX_IMPULSE** = **7** - * **HINGE_JOINT_FLAG_USE_LIMIT** = **0** - * **HINGE_JOINT_FLAG_ENABLE_MOTOR** = **1** - * **SLIDER_JOINT_LINEAR_LIMIT_UPPER** = **0** - * **SLIDER_JOINT_LINEAR_LIMIT_LOWER** = **1** - * **SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS** = **2** - * **SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION** = **3** - * **SLIDER_JOINT_LINEAR_LIMIT_DAMPING** = **4** - * **SLIDER_JOINT_LINEAR_MOTION_SOFTNESS** = **5** - * **SLIDER_JOINT_LINEAR_MOTION_RESTITUTION** = **6** - * **SLIDER_JOINT_LINEAR_MOTION_DAMPING** = **7** - * **SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS** = **8** - * **SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION** = **9** - * **SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING** = **10** - * **SLIDER_JOINT_ANGULAR_LIMIT_UPPER** = **11** - * **SLIDER_JOINT_ANGULAR_LIMIT_LOWER** = **12** - * **SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS** = **13** - * **SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION** = **14** - * **SLIDER_JOINT_ANGULAR_LIMIT_DAMPING** = **15** - * **SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS** = **16** - * **SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION** = **17** - * **SLIDER_JOINT_ANGULAR_MOTION_DAMPING** = **18** - * **SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS** = **19** - * **SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION** = **20** - * **SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING** = **21** - * **SLIDER_JOINT_MAX** = **22** - * **CONE_TWIST_JOINT_SWING_SPAN** = **0** - * **CONE_TWIST_JOINT_TWIST_SPAN** = **1** - * **CONE_TWIST_JOINT_BIAS** = **2** - * **CONE_TWIST_JOINT_SOFTNESS** = **3** - * **CONE_TWIST_JOINT_RELAXATION** = **4** - * **G6DOF_JOINT_LINEAR_LOWER_LIMIT** = **0** - * **G6DOF_JOINT_LINEAR_UPPER_LIMIT** = **1** - * **G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS** = **2** - * **G6DOF_JOINT_LINEAR_RESTITUTION** = **3** - * **G6DOF_JOINT_LINEAR_DAMPING** = **4** - * **G6DOF_JOINT_ANGULAR_LOWER_LIMIT** = **5** - * **G6DOF_JOINT_ANGULAR_UPPER_LIMIT** = **6** - * **G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS** = **7** - * **G6DOF_JOINT_ANGULAR_DAMPING** = **8** - * **G6DOF_JOINT_ANGULAR_RESTITUTION** = **9** - * **G6DOF_JOINT_ANGULAR_FORCE_LIMIT** = **10** - * **G6DOF_JOINT_ANGULAR_ERP** = **11** - * **G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY** = **12** - * **G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT** = **13** - * **G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT** = **0** - * **G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT** = **1** - * **G6DOF_JOINT_FLAG_ENABLE_MOTOR** = **2** - * **SHAPE_PLANE** = **0** - * **SHAPE_RAY** = **1** - * **SHAPE_SPHERE** = **2** - * **SHAPE_BOX** = **3** - * **SHAPE_CAPSULE** = **4** - * **SHAPE_CONVEX_POLYGON** = **5** - * **SHAPE_CONCAVE_POLYGON** = **6** - * **SHAPE_HEIGHTMAP** = **7** - * **SHAPE_CUSTOM** = **8** - * **AREA_PARAM_GRAVITY** = **0** - * **AREA_PARAM_GRAVITY_VECTOR** = **1** - * **AREA_PARAM_GRAVITY_IS_POINT** = **2** - * **AREA_PARAM_GRAVITY_POINT_ATTENUATION** = **3** - * **AREA_PARAM_DENSITY** = **4** - * **AREA_PARAM_PRIORITY** = **5** - * **AREA_SPACE_OVERRIDE_COMBINE** = **1** - * **AREA_SPACE_OVERRIDE_DISABLED** = **0** - * **AREA_SPACE_OVERRIDE_REPLACE** = **2** - * **BODY_MODE_STATIC** = **0** - * **BODY_MODE_KINEMATIC** = **1** - * **BODY_MODE_RIGID** = **2** - * **BODY_MODE_CHARACTER** = **3** - * **BODY_PARAM_BOUNCE** = **0** - * **BODY_PARAM_FRICTION** = **1** - * **BODY_PARAM_MASS** = **2** - * **BODY_PARAM_MAX** = **3** - * **BODY_STATE_TRANSFORM** = **0** - * **BODY_STATE_LINEAR_VELOCITY** = **1** - * **BODY_STATE_ANGULAR_VELOCITY** = **2** - * **BODY_STATE_SLEEPING** = **3** - * **BODY_STATE_CAN_SLEEP** = **4** - * **AREA_BODY_ADDED** = **0** - * **AREA_BODY_REMOVED** = **1** - * **INFO_ACTIVE_OBJECTS** = **0** - * **INFO_COLLISION_PAIRS** = **1** - * **INFO_ISLAND_COUNT** = **2** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_physicsserversw.md b/class_physicsserversw.md index 9d24b9f..505e8fd 100644 --- a/class_physicsserversw.md +++ b/class_physicsserversw.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PhysicsServerSW -####**Inherits:** [PhysicsServer](class_physicsserver) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_physicsshapequeryparameters.md b/class_physicsshapequeryparameters.md index 3946bb2..505e8fd 100644 --- a/class_physicsshapequeryparameters.md +++ b/class_physicsshapequeryparameters.md @@ -1,25 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PhysicsShapeQueryParameters -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_shape](#set_shape)** **(** [Shape](class_shape) shape **)** - * void **[set_shape_rid](#set_shape_rid)** **(** [RID](class_rid) shape **)** - * [RID](class_rid) **[get_shape_rid](#get_shape_rid)** **(** **)** const - * void **[set_transform](#set_transform)** **(** [Transform](class_transform) transform **)** - * [Transform](class_transform) **[get_transform](#get_transform)** **(** **)** const - * void **[set_margin](#set_margin)** **(** [float](class_float) margin **)** - * [float](class_float) **[get_margin](#get_margin)** **(** **)** const - * void **[set_layer_mask](#set_layer_mask)** **(** [int](class_int) layer_mask **)** - * [int](class_int) **[get_layer_mask](#get_layer_mask)** **(** **)** const - * void **[set_object_type_mask](#set_object_type_mask)** **(** [int](class_int) object_type_mask **)** - * [int](class_int) **[get_object_type_mask](#get_object_type_mask)** **(** **)** const - * void **[set_exclude](#set_exclude)** **(** [Array](class_array) exclude **)** - * [Array](class_array) **[get_exclude](#get_exclude)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_physicsshapequeryresult.md b/class_physicsshapequeryresult.md index 00b4bdc..505e8fd 100644 --- a/class_physicsshapequeryresult.md +++ b/class_physicsshapequeryresult.md @@ -1,17 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PhysicsShapeQueryResult -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Result of a shape query in Physics2DServer. - -### Member Functions - * [int](class_int) **[get_result_count](#get_result_count)** **(** **)** const - * [RID](class_rid) **[get_result_rid](#get_result_rid)** **(** [int](class_int) idx **)** const - * [int](class_int) **[get_result_object_id](#get_result_object_id)** **(** [int](class_int) idx **)** const - * [Object](class_object) **[get_result_object](#get_result_object)** **(** [int](class_int) idx **)** const - * [int](class_int) **[get_result_object_shape](#get_result_object_shape)** **(** [int](class_int) idx **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_pinjoint.md b/class_pinjoint.md index 0b3b5d0..505e8fd 100644 --- a/class_pinjoint.md +++ b/class_pinjoint.md @@ -1,19 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PinJoint -####**Inherits:** [Joint](class_joint) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_param](#set_param)** **(** [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[get_param](#get_param)** **(** [int](class_int) param **)** const - -### Numeric Constants - * **PARAM_BIAS** = **0** - * **PARAM_DAMPING** = **1** - * **PARAM_IMPULSE_CLAMP** = **2** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_pinjoint2d.md b/class_pinjoint2d.md index c124cdf..505e8fd 100644 --- a/class_pinjoint2d.md +++ b/class_pinjoint2d.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PinJoint2D -####**Inherits:** [Joint2D](class_joint2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Pin Joint for 2D Shapes. - -### Description -Pin Joint for 2D Rigid Bodies. It pins 2 bodies (rigid or static) together, or a single body to a fixed position in space. +http://docs.godotengine.org diff --git a/class_plane.md b/class_plane.md index 4c413ab..505e8fd 100644 --- a/class_plane.md +++ b/class_plane.md @@ -1,99 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Plane -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Plane in hessian form. - -### Member Functions - * [Vector3](class_vector3) **[center](#center)** **(** **)** - * [float](class_float) **[distance_to](#distance_to)** **(** [Vector3](class_vector3) point **)** - * [Vector3](class_vector3) **[get_any_point](#get_any_point)** **(** **)** - * [bool](class_bool) **[has_point](#has_point)** **(** [Vector3](class_vector3) point, [float](class_float) epsilon=0.00001 **)** - * [Vector3](class_vector3) **[intersect_3](#intersect_3)** **(** [Plane](class_plane) b, [Plane](class_plane) c **)** - * [Vector3](class_vector3) **[intersects_ray](#intersects_ray)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) dir **)** - * [Vector3](class_vector3) **[intersects_segment](#intersects_segment)** **(** [Vector3](class_vector3) begin, [Vector3](class_vector3) end **)** - * [bool](class_bool) **[is_point_over](#is_point_over)** **(** [Vector3](class_vector3) point **)** - * [Plane](class_plane) **[normalized](#normalized)** **(** **)** - * [Vector3](class_vector3) **[project](#project)** **(** [Vector3](class_vector3) point **)** - * [Plane](class_plane) **[Plane](#Plane)** **(** [float](class_float) a, [float](class_float) b, [float](class_float) c, [float](class_float) d **)** - * [Plane](class_plane) **[Plane](#Plane)** **(** [Vector3](class_vector3) v1, [Vector3](class_vector3) v2, [Vector3](class_vector3) v3 **)** - * [Plane](class_plane) **[Plane](#Plane)** **(** [Vector3](class_vector3) normal, [float](class_float) d **)** - -### Member Variables - * [Vector3](class_vector3) **normal** - * [float](class_float) **x** - * [float](class_float) **y** - * [float](class_float) **z** - * [float](class_float) **d** - -### Description -Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. - -### Member Function Description - -#### center - * [Vector3](class_vector3) **center** **(** **)** - -Returns the center of the plane. - -#### distance_to - * [float](class_float) **distance_to** **(** [Vector3](class_vector3) point **)** - -Returns the shortest distance from the plane to the position "point". - -#### get_any_point - * [Vector3](class_vector3) **get_any_point** **(** **)** - -Returns a point on the plane. - -#### has_point - * [bool](class_bool) **has_point** **(** [Vector3](class_vector3) point, [float](class_float) epsilon=0.00001 **)** - -Returns true if "point" is inside the plane (by a very minimum treshold). - -#### intersect_3 - * [Vector3](class_vector3) **intersect_3** **(** [Plane](class_plane) b, [Plane](class_plane) c **)** - -Returns the intersection point of the three planes "b", "c" and this plane. If no intersection is found null is returned. - -#### intersects_ray - * [Vector3](class_vector3) **intersects_ray** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) dir **)** - -Returns the intersection point of a ray consisting of the position "from" and the direction normal "dir" with this plane. If no intersection is found null is returned. - -#### intersects_segment - * [Vector3](class_vector3) **intersects_segment** **(** [Vector3](class_vector3) begin, [Vector3](class_vector3) end **)** - -Returns the intersection point of a segment from position "begin" to position "end" with this plane. If no intersection is found null is returned. - -#### is_point_over - * [bool](class_bool) **is_point_over** **(** [Vector3](class_vector3) point **)** - -Returns true if "point" is located above the plane. - -#### normalized - * [Plane](class_plane) **normalized** **(** **)** - -Returns a copy of the plane, normalized. - -#### project - * [Vector3](class_vector3) **project** **(** [Vector3](class_vector3) point **)** - -Returns the orthogonal projection of point "p" into a point in the plane. - -#### Plane - * [Plane](class_plane) **Plane** **(** [float](class_float) a, [float](class_float) b, [float](class_float) c, [float](class_float) d **)** - -Creates a plane from the three parameters "a", "b", "c" and "d". - -#### Plane - * [Plane](class_plane) **Plane** **(** [Vector3](class_vector3) v1, [Vector3](class_vector3) v2, [Vector3](class_vector3) v3 **)** - -Creates a plane from three points. - -#### Plane - * [Plane](class_plane) **Plane** **(** [Vector3](class_vector3) normal, [float](class_float) d **)** - -Creates a plane from the normal and the plane's distance to the origin. +http://docs.godotengine.org diff --git a/class_planeshape.md b/class_planeshape.md index a62a455..505e8fd 100644 --- a/class_planeshape.md +++ b/class_planeshape.md @@ -1,14 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PlaneShape -####**Inherits:** [Shape](class_shape) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_plane](#set_plane)** **(** [Plane](class_plane) plane **)** - * [Plane](class_plane) **[get_plane](#get_plane)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_polygon2d.md b/class_polygon2d.md index 8483571..505e8fd 100644 --- a/class_polygon2d.md +++ b/class_polygon2d.md @@ -1,32 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Polygon2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_polygon](#set_polygon)** **(** [Vector2Array](class_vector2array) polygon **)** - * [Vector2Array](class_vector2array) **[get_polygon](#get_polygon)** **(** **)** const - * void **[set_uv](#set_uv)** **(** [Vector2Array](class_vector2array) uv **)** - * [Vector2Array](class_vector2array) **[get_uv](#get_uv)** **(** **)** const - * void **[set_color](#set_color)** **(** [Color](class_color) color **)** - * [Color](class_color) **[get_color](#get_color)** **(** **)** const - * void **[set_texture](#set_texture)** **(** [Object](class_object) texture **)** - * [Object](class_object) **[get_texture](#get_texture)** **(** **)** const - * void **[set_texture_offset](#set_texture_offset)** **(** [Vector2](class_vector2) texture_offset **)** - * [Vector2](class_vector2) **[get_texture_offset](#get_texture_offset)** **(** **)** const - * void **[set_texture_rotation](#set_texture_rotation)** **(** [float](class_float) texture_rotation **)** - * [float](class_float) **[get_texture_rotation](#get_texture_rotation)** **(** **)** const - * void **[set_texture_scale](#set_texture_scale)** **(** [Vector2](class_vector2) texture_scale **)** - * [Vector2](class_vector2) **[get_texture_scale](#get_texture_scale)** **(** **)** const - * void **[set_invert](#set_invert)** **(** [bool](class_bool) invert **)** - * [bool](class_bool) **[get_invert](#get_invert)** **(** **)** const - * void **[set_invert_border](#set_invert_border)** **(** [float](class_float) invert_border **)** - * [float](class_float) **[get_invert_border](#get_invert_border)** **(** **)** const - * void **[set_offset](#set_offset)** **(** [Vector2](class_vector2) offset **)** - * [Vector2](class_vector2) **[get_offset](#get_offset)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_polygonpathfinder.md b/class_polygonpathfinder.md index c3ed80d..505e8fd 100644 --- a/class_polygonpathfinder.md +++ b/class_polygonpathfinder.md @@ -1,20 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PolygonPathFinder -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[setup](#setup)** **(** [Vector2Array](class_vector2array) points, [IntArray](class_intarray) connections **)** - * [Vector2Array](class_vector2array) **[find_path](#find_path)** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to **)** - * [Vector2Array](class_vector2array) **[get_intersections](#get_intersections)** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to **)** const - * [Vector2](class_vector2) **[get_closest_point](#get_closest_point)** **(** [Vector2](class_vector2) point **)** const - * [bool](class_bool) **[is_point_inside](#is_point_inside)** **(** [Vector2](class_vector2) point **)** const - * void **[set_point_penalty](#set_point_penalty)** **(** [int](class_int) idx, [float](class_float) penalty **)** - * [float](class_float) **[get_point_penalty](#get_point_penalty)** **(** [int](class_int) idx **)** const - * [Rect2](class_rect2) **[get_bounds](#get_bounds)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_popup.md b/class_popup.md index 5b50ee1..505e8fd 100644 --- a/class_popup.md +++ b/class_popup.md @@ -1,44 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Popup -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base container control for popups and dialogs. - -### Member Functions - * void **[popup_centered](#popup_centered)** **(** [Vector2](class_vector2) size=Vector2(0,0) **)** - * void **[popup_centered_ratio](#popup_centered_ratio)** **(** [float](class_float) ratio=0.75 **)** - * void **[popup_centered_minsize](#popup_centered_minsize)** **(** [Vector2](class_vector2) minsize=Vector2(0,0) **)** - * void **[popup](#popup)** **(** **)** - * void **[set_exclusive](#set_exclusive)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_exclusive](#is_exclusive)** **(** **)** const - -### Signals - * **popup_hide** **(** **)** - * **about_to_show** **(** **)** - -### Numeric Constants - * **NOTIFICATION_POST_POPUP** = **80** - * **NOTIFICATION_POPUP_HIDE** = **81** - -### Description -PopUp is a base [Control](class_control) used to show dialogs and popups. It's a subwindow and modal by default (see [Control](class_control)) and has helpers for custom popup behavior. - -### Member Function Description - -#### popup_centered - * void **popup_centered** **(** [Vector2](class_vector2) size=Vector2(0,0) **)** - -Popup (show the control in modal form) in the center of the screen, at the curent size, or at a size determined by "size". - -#### popup_centered_ratio - * void **popup_centered_ratio** **(** [float](class_float) ratio=0.75 **)** - -Popup (show the control in modal form) in the center of the screen, scalled at a ratio of size of the screen. - -#### popup - * void **popup** **(** **)** - -Popup (show the control in modal form). +http://docs.godotengine.org diff --git a/class_popupdialog.md b/class_popupdialog.md index 41507bf..505e8fd 100644 --- a/class_popupdialog.md +++ b/class_popupdialog.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PopupDialog -####**Inherits:** [Popup](class_popup) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for Popup Dialogs +http://docs.godotengine.org diff --git a/class_popupmenu.md b/class_popupmenu.md index 16a954e..505e8fd 100644 --- a/class_popupmenu.md +++ b/class_popupmenu.md @@ -1,138 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PopupMenu -####**Inherits:** [Popup](class_popup) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -PopupMenu displays a list of options. - -### Member Functions - * void **[add_icon_item](#add_icon_item)** **(** [Object](class_object) texture, [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)** - * void **[add_item](#add_item)** **(** [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)** - * void **[add_icon_check_item](#add_icon_check_item)** **(** [Object](class_object) texture, [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)** - * void **[add_check_item](#add_check_item)** **(** [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)** - * void **[add_submenu_item](#add_submenu_item)** **(** [String](class_string) label, [String](class_string) submenu, [int](class_int) id=-1 **)** - * void **[set_item_text](#set_item_text)** **(** [int](class_int) idx, [String](class_string) text **)** - * void **[set_item_icon](#set_item_icon)** **(** [int](class_int) idx, [Object](class_object) icon **)** - * void **[set_item_accelerator](#set_item_accelerator)** **(** [int](class_int) idx, [int](class_int) accel **)** - * void **[set_item_metadata](#set_item_metadata)** **(** [int](class_int) idx, var metadata **)** - * void **[set_item_checked](#set_item_checked)** **(** [int](class_int) idx, [bool](class_bool) arg1 **)** - * void **[set_item_disabled](#set_item_disabled)** **(** [int](class_int) idx, [bool](class_bool) disabled **)** - * void **[set_item_submenu](#set_item_submenu)** **(** [int](class_int) idx, [String](class_string) submenu **)** - * void **[set_item_as_separator](#set_item_as_separator)** **(** [int](class_int) idx, [bool](class_bool) enable **)** - * void **[set_item_as_checkable](#set_item_as_checkable)** **(** [int](class_int) idx, [bool](class_bool) enable **)** - * void **[set_item_ID](#set_item_ID)** **(** [int](class_int) idx, [int](class_int) id **)** - * [String](class_string) **[get_item_text](#get_item_text)** **(** [int](class_int) idx **)** const - * [Object](class_object) **[get_item_icon](#get_item_icon)** **(** [int](class_int) idx **)** const - * void **[get_item_metadata](#get_item_metadata)** **(** [int](class_int) idx **)** const - * [int](class_int) **[get_item_accelerator](#get_item_accelerator)** **(** [int](class_int) idx **)** const - * [String](class_string) **[get_item_submenu](#get_item_submenu)** **(** [int](class_int) idx **)** const - * [bool](class_bool) **[is_item_separator](#is_item_separator)** **(** [int](class_int) idx **)** const - * [bool](class_bool) **[is_item_checkable](#is_item_checkable)** **(** [int](class_int) idx **)** const - * [bool](class_bool) **[is_item_checked](#is_item_checked)** **(** [int](class_int) idx **)** const - * [bool](class_bool) **[is_item_disabled](#is_item_disabled)** **(** [int](class_int) idx **)** const - * [int](class_int) **[get_item_ID](#get_item_ID)** **(** [int](class_int) idx **)** const - * [int](class_int) **[get_item_index](#get_item_index)** **(** [int](class_int) id **)** const - * [int](class_int) **[get_item_count](#get_item_count)** **(** **)** const - * void **[add_separator](#add_separator)** **(** **)** - * void **[remove_item](#remove_item)** **(** [int](class_int) idx **)** - * void **[clear](#clear)** **(** **)** - -### Signals - * **item_pressed** **(** [int](class_int) ID **)** - -### Description -PopupMenu is the typical Control that displays a list of options. They are popular in toolbars or context menus. - -### Member Function Description - -#### add_icon_item - * void **add_icon_item** **(** [Object](class_object) texture, [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)** - -Add a new item with text "label" and icon "texture. An id can optonally be provided, as well as an accelerator. If no id is provided, one will be created from the index. - -#### add_item - * void **add_item** **(** [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)** - -Add a new item with text "label". An id can optonally be provided, as well as an accelerator. If no id is provided, one will be created from the index. - -#### add_icon_check_item - * void **add_icon_check_item** **(** [Object](class_object) texture, [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)** - -Add a new checkable item with text "label" and icon "texture. An id can optonally be provided, as well as an accelerator. If no id is provided, one will be created from the index. Note that checkable items just display a checkmark, but don"apos;t have any built-in checking behavior and must be checked/unchecked manually. - -#### add_check_item - * void **add_check_item** **(** [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)** - -Add a new checkable item with text "label". An id can optonally be provided, as well as an accelerator. If no id is provided, one will be created from the index. Note that checkable items just display a checkmark, but don"apos;t have any built-in checking behavior and must be checked/unchecked manually. - -#### set_item_text - * void **set_item_text** **(** [int](class_int) idx, [String](class_string) text **)** - -Set the text of the item at index "idx". - -#### set_item_icon - * void **set_item_icon** **(** [int](class_int) idx, [Object](class_object) icon **)** - -Set the icon of the item at index "idx". - -#### set_item_accelerator - * void **set_item_accelerator** **(** [int](class_int) idx, [int](class_int) accel **)** - -Set the accelerator of the item at index "idx". Accelerators are special combinations of keys that activate the item, no matter which control is fucused. - -#### set_item_checked - * void **set_item_checked** **(** [int](class_int) idx, [bool](class_bool) arg1 **)** - -Set the checkstate status of the item at index "idx". - -#### set_item_ID - * void **set_item_ID** **(** [int](class_int) idx, [int](class_int) id **)** - -Set the id of the item at index "idx". - -#### get_item_text - * [String](class_string) **get_item_text** **(** [int](class_int) idx **)** const - -Return the text of the item at index "idx". - -#### get_item_icon - * [Object](class_object) **get_item_icon** **(** [int](class_int) idx **)** const - -Return the icon of the item at index "idx". - -#### get_item_accelerator - * [int](class_int) **get_item_accelerator** **(** [int](class_int) idx **)** const - -Return the accelerator of the item at index "idx". Accelerators are special combinations of keys that activate the item, no matter which control is fucused. - -#### is_item_checked - * [bool](class_bool) **is_item_checked** **(** [int](class_int) idx **)** const - -Return the checkstate status of the item at index "idx". - -#### get_item_ID - * [int](class_int) **get_item_ID** **(** [int](class_int) idx **)** const - -Return the id of the item at index "idx". - -#### get_item_index - * [int](class_int) **get_item_index** **(** [int](class_int) id **)** const - -Find and return the index of the item containing a given id. - -#### get_item_count - * [int](class_int) **get_item_count** **(** **)** const - -Return the amount of items. - -#### add_separator - * void **add_separator** **(** **)** - -Add a separator between items. Separators also occupy an index. - -#### clear - * void **clear** **(** **)** - -Clear the popup menu. +http://docs.godotengine.org diff --git a/class_popuppanel.md b/class_popuppanel.md index 92935e2..505e8fd 100644 --- a/class_popuppanel.md +++ b/class_popuppanel.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# PopupPanel -####**Inherits:** [Popup](class_popup) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for Popup Panels +http://docs.godotengine.org diff --git a/class_portal.md b/class_portal.md index d574c28..505e8fd 100644 --- a/class_portal.md +++ b/class_portal.md @@ -1,76 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Portal -####**Inherits:** [VisualInstance](class_visualinstance) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Portals provide virtual openings to rooms. - -### Member Functions - * void **[set_shape](#set_shape)** **(** [Vector2Array](class_vector2array) points **)** - * [Vector2Array](class_vector2array) **[get_shape](#get_shape)** **(** **)** const - * void **[set_enabled](#set_enabled)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_enabled](#is_enabled)** **(** **)** const - * void **[set_disable_distance](#set_disable_distance)** **(** [float](class_float) distance **)** - * [float](class_float) **[get_disable_distance](#get_disable_distance)** **(** **)** const - * void **[set_disabled_color](#set_disabled_color)** **(** [Color](class_color) color **)** - * [Color](class_color) **[get_disabled_color](#get_disabled_color)** **(** **)** const - * void **[set_connect_range](#set_connect_range)** **(** [float](class_float) range **)** - * [float](class_float) **[get_connect_range](#get_connect_range)** **(** **)** const - -### Description -Portals provide virtual openings to [RoomInstance] nodes, so cameras can look at them from the outside. Note that portals are a visibility optimization technique, and are in no way related to the game of the same name (as in, they are not used for teleportation). For more information on how rooms and portals work, see [RoomInstance]. Portals are represented as 2D convex polygon shapes (in the X,Y local plane), and are placed on the surface of the areas occupied by a [RoomInstance], to indicate that the room can be accessed or looked-at through them. If two rooms are next to each other, and two similar portals in each of them share the same world position (and are parallel and opposed to each other), they will automatically "connect" and form "doors" (for example, the portals that connect a kitchen to a living room are placed in the door they share). Portals must always have a [RoomInstance] node as a parent, grandparent or far parent, or else they will not be - active. - -### Member Function Description - -#### set_shape - * void **set_shape** **(** [Vector2Array](class_vector2array) points **)** - -Set the portal shape. The shape is an array of [Point2] points, representing a convex polygon in the X,Y plane. - -#### get_shape - * [Vector2Array](class_vector2array) **get_shape** **(** **)** const - -Return the portal shape. The shape is an array of [Point2] points, representing a convex polygon in the X,Y plane. - -#### set_enabled - * void **set_enabled** **(** [bool](class_bool) enable **)** - -Enable the portal (it is enabled by defaul though), disabling it will cause the parent [RoomInstance] to not be visible any longer when looking through the portal. - -#### is_enabled - * [bool](class_bool) **is_enabled** **(** **)** const - -Return wether the portal is active. When disabled it causes the parent [RoomInstance] to not be visible any longer when looking through the portal. - -#### set_disable_distance - * void **set_disable_distance** **(** [float](class_float) distance **)** - -Set the distance threshold for disabling the portal. Every time that the portal goes beyond "distance", it disables itself, becoming the opaque color (see [set_disabled_color](#set_disabled_color)). - -#### get_disable_distance - * [float](class_float) **get_disable_distance** **(** **)** const - -Return the distance threshold for disabling the portal. Every time that the portal goes beyond "distance", it disables itself, becoming the opaque color (see [set_disabled_color](#set_disabled_color)). - -#### set_disabled_color - * void **set_disabled_color** **(** [Color](class_color) color **)** - -When the portal goes beyond the disable distance (see [set_disable_distance](#set_disable_distance)), it becomes opaque and displayed with color "color". - -#### get_disabled_color - * [Color](class_color) **get_disabled_color** **(** **)** const - -Return the color for when the portal goes beyond the disable distance (see [set_disable_distance](#set_disable_distance)) and becomes disabled. - -#### set_connect_range - * void **set_connect_range** **(** [float](class_float) range **)** - -Set the range for auto-connecting two portals from different rooms sharing the same space. - -#### get_connect_range - * [float](class_float) **get_connect_range** **(** **)** const - -Return the range for auto-connecting two portals from different rooms sharing the same space. +http://docs.godotengine.org diff --git a/class_position2d.md b/class_position2d.md index cf9f9fb..505e8fd 100644 --- a/class_position2d.md +++ b/class_position2d.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Position2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Generic 2D Position hint for editing. - -### Description -Generic 2D Position hint for editing. It's just like a plain [Node2D](class_node2d) but displays as a cross in the 2D-Editor at all times. +http://docs.godotengine.org diff --git a/class_position3d.md b/class_position3d.md index 78d21b8..505e8fd 100644 --- a/class_position3d.md +++ b/class_position3d.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Position3D -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Generic 3D Position hint for editing - -### Description -Generic 3D Position hint for editing. It's just like a plain [Spatial](class_spatial) but displays as a cross in the 3D-Editor at all times. +http://docs.godotengine.org diff --git a/class_progressbar.md b/class_progressbar.md index f9fe5df..505e8fd 100644 --- a/class_progressbar.md +++ b/class_progressbar.md @@ -1,17 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ProgressBar -####**Inherits:** [Range](class_range) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -General purpose progres bar. - -### Member Functions - * void **[set_percent_visible](#set_percent_visible)** **(** [bool](class_bool) visible **)** - * [bool](class_bool) **[is_percent_visible](#is_percent_visible)** **(** **)** const - -### Description -General purpose progres bar. Shows fill percentage from right to left. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_proximitygroup.md b/class_proximitygroup.md index 905070c..505e8fd 100644 --- a/class_proximitygroup.md +++ b/class_proximitygroup.md @@ -1,23 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ProximityGroup -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -General purpose proximity-detection node. - -### Member Functions - * void **[set_group_name](#set_group_name)** **(** [String](class_string) name **)** - * void **[broadcast](#broadcast)** **(** [String](class_string) name, var parameters **)** - * void **[set_dispatch_mode](#set_dispatch_mode)** **(** [int](class_int) mode **)** - * void **[set_grid_radius](#set_grid_radius)** **(** [Vector3](class_vector3) radius **)** - * [Vector3](class_vector3) **[get_grid_radius](#get_grid_radius)** **(** **)** const - -### Signals - * **broadcast** **(** [String](class_string) name, [Array](class_array) parameters **)** - -### Description -General purpose proximity-detection node. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_quad.md b/class_quad.md index 175e2a3..505e8fd 100644 --- a/class_quad.md +++ b/class_quad.md @@ -1,20 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Quad -####**Inherits:** [GeometryInstance](class_geometryinstance) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_axis](#set_axis)** **(** [int](class_int) axis **)** - * [int](class_int) **[get_axis](#get_axis)** **(** **)** const - * void **[set_size](#set_size)** **(** [Vector2](class_vector2) size **)** - * [Vector2](class_vector2) **[get_size](#get_size)** **(** **)** const - * void **[set_centered](#set_centered)** **(** [bool](class_bool) centered **)** - * [bool](class_bool) **[is_centered](#is_centered)** **(** **)** const - * void **[set_offset](#set_offset)** **(** [Vector2](class_vector2) offset **)** - * [Vector2](class_vector2) **[get_offset](#get_offset)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_quat.md b/class_quat.md index 195a6ce..505e8fd 100644 --- a/class_quat.md +++ b/class_quat.md @@ -1,61 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Quat -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Quaternion. - -### Member Functions - * [Quat](class_quat) **[cubic_slerp](#cubic_slerp)** **(** [Quat](class_quat) b, [Quat](class_quat) pre_a, [Quat](class_quat) post_b, [float](class_float) t **)** - * [float](class_float) **[dot](#dot)** **(** [Quat](class_quat) b **)** - * [Quat](class_quat) **[inverse](#inverse)** **(** **)** - * [float](class_float) **[length](#length)** **(** **)** - * [float](class_float) **[length_squared](#length_squared)** **(** **)** - * [Quat](class_quat) **[normalized](#normalized)** **(** **)** - * [Quat](class_quat) **[slerp](#slerp)** **(** [Quat](class_quat) b, [float](class_float) t **)** - * [Quat](class_quat) **[slerpni](#slerpni)** **(** [Quat](class_quat) b, [float](class_float) t **)** - * [Quat](class_quat) **[Quat](#Quat)** **(** [float](class_float) x, [float](class_float) y, [float](class_float) z, [float](class_float) w **)** - * [Quat](class_quat) **[Quat](#Quat)** **(** [Vector3](class_vector3) axis, [float](class_float) angle **)** - * [Quat](class_quat) **[Quat](#Quat)** **(** [Matrix3](class_matrix3) from **)** - -### Member Variables - * [float](class_float) **x** - * [float](class_float) **y** - * [float](class_float) **z** - * [float](class_float) **w** - -### Description -Quaternion is a 4 dimensional vector that is used to represet a rotation. It mainly exists to perform SLERP (spherical-linear interpolation) between to rotations obtained by a Matrix3 cheaply. Adding quaternions also cheaply adds the rotations, however quaternions need to be often normalized, or else they suffer from precision issues. - -### Member Function Description - -#### dot - * [float](class_float) **dot** **(** [Quat](class_quat) b **)** - -Returns the dot product between two quaternions. - -#### inverse - * [Quat](class_quat) **inverse** **(** **)** - -Returns the inverse of the quaternion (applies to the inverse rotatio too). - -#### length - * [float](class_float) **length** **(** **)** - -Returns the length of the quaternion. - -#### length_squared - * [float](class_float) **length_squared** **(** **)** - -Returns the length of the quaternion, minus the square root. - -#### normalized - * [Quat](class_quat) **normalized** **(** **)** - -Returns a copy of the quaternion, normalized to unit length. - -#### slerp - * [Quat](class_quat) **slerp** **(** [Quat](class_quat) b, [float](class_float) t **)** - -Perform a spherical-linear interpolation with another quaternion. +http://docs.godotengine.org diff --git a/class_range.md b/class_range.md index c26d62b..505e8fd 100644 --- a/class_range.md +++ b/class_range.md @@ -1,89 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Range -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Abstract base class for range-based controls. - -### Member Functions - * [float](class_float) **[get_val](#get_val)** **(** **)** const - * [float](class_float) **[get_value](#get_value)** **(** **)** const - * [float](class_float) **[get_min](#get_min)** **(** **)** const - * [float](class_float) **[get_max](#get_max)** **(** **)** const - * [float](class_float) **[get_step](#get_step)** **(** **)** const - * [float](class_float) **[get_page](#get_page)** **(** **)** const - * [float](class_float) **[get_unit_value](#get_unit_value)** **(** **)** const - * [bool](class_bool) **[get_rounded_values](#get_rounded_values)** **(** **)** const - * void **[set_val](#set_val)** **(** [float](class_float) value **)** - * void **[set_value](#set_value)** **(** [float](class_float) value **)** - * void **[set_min](#set_min)** **(** [float](class_float) minimum **)** - * void **[set_max](#set_max)** **(** [float](class_float) maximum **)** - * void **[set_step](#set_step)** **(** [float](class_float) step **)** - * void **[set_page](#set_page)** **(** [float](class_float) pagesize **)** - * void **[set_unit_value](#set_unit_value)** **(** [float](class_float) value **)** - * void **[set_rounded_values](#set_rounded_values)** **(** [bool](class_bool) arg0 **)** - * void **[set_exp_unit_value](#set_exp_unit_value)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_unit_value_exp](#is_unit_value_exp)** **(** **)** const - * void **[share](#share)** **(** [Object](class_object) with **)** - * void **[unshare](#unshare)** **(** **)** - -### Signals - * **value_changed** **(** [float](class_float) value **)** - * **changed** **(** **)** - -### Description -Range is a base class for [Control](class_control) nodes that change a floating point _value_ between a need a _minimum_, _maximum_, using _step_ and _page_, for example a [ScrollBar](class_scrollbar). - -### Member Function Description - -#### get_val - * [float](class_float) **get_val** **(** **)** const - -Return the current value. - -#### get_min - * [float](class_float) **get_min** **(** **)** const - -Return the minimum value. - -#### get_max - * [float](class_float) **get_max** **(** **)** const - -Return the maximum value. - -#### get_step - * [float](class_float) **get_step** **(** **)** const - -Return the stepping, if step is 0, stepping is disabled. - -#### get_page - * [float](class_float) **get_page** **(** **)** const - -Return the page size, if page is 0, paging is disabled. - -#### get_unit_value - * [float](class_float) **get_unit_value** **(** **)** const - -Return value mapped to 0 to 1 (unit) range. - -#### set_min - * void **set_min** **(** [float](class_float) minimum **)** - -Set minimum value, clamped range value to it if it"apos;s less. - -#### set_step - * void **set_step** **(** [float](class_float) step **)** - -Set step value. If step is 0, stepping will be disabled. - -#### set_page - * void **set_page** **(** [float](class_float) pagesize **)** - -Set page size. Page is mainly used for scrollbars or anything that controls text scrolling. - -#### set_unit_value - * void **set_unit_value** **(** [float](class_float) value **)** - -Set value mapped to 0 to 1 (unit) range, it will then be converted to the actual value within min and max. +http://docs.godotengine.org diff --git a/class_rawarray.md b/class_rawarray.md index b9db7d0..505e8fd 100644 --- a/class_rawarray.md +++ b/class_rawarray.md @@ -1,22 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# RawArray -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Raw byte array. - -### Member Functions - * [int](class_int) **[get](#get)** **(** [int](class_int) idx **)** - * [String](class_string) **[get_string_from_ascii](#get_string_from_ascii)** **(** **)** - * [String](class_string) **[get_string_from_utf8](#get_string_from_utf8)** **(** **)** - * void **[push_back](#push_back)** **(** [int](class_int) byte **)** - * void **[resize](#resize)** **(** [int](class_int) idx **)** - * void **[set](#set)** **(** [int](class_int) idx, [int](class_int) byte **)** - * [int](class_int) **[size](#size)** **(** **)** - * [RawArray](class_rawarray) **[RawArray](#RawArray)** **(** [Array](class_array) from **)** - -### Description -Raw byte array. Contains bytes. Optimized for memory usage, cant fragment the memory. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_raycast.md b/class_raycast.md index f52a4f4..505e8fd 100644 --- a/class_raycast.md +++ b/class_raycast.md @@ -1,26 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# RayCast -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_enabled](#set_enabled)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_enabled](#is_enabled)** **(** **)** const - * void **[set_cast_to](#set_cast_to)** **(** [Vector3](class_vector3) local_point **)** - * [Vector3](class_vector3) **[get_cast_to](#get_cast_to)** **(** **)** const - * [bool](class_bool) **[is_colliding](#is_colliding)** **(** **)** const - * [Object](class_object) **[get_collider](#get_collider)** **(** **)** const - * [int](class_int) **[get_collider_shape](#get_collider_shape)** **(** **)** const - * [Vector3](class_vector3) **[get_collision_point](#get_collision_point)** **(** **)** const - * [Vector3](class_vector3) **[get_collision_normal](#get_collision_normal)** **(** **)** const - * void **[add_exception_rid](#add_exception_rid)** **(** [RID](class_rid) rid **)** - * void **[add_exception](#add_exception)** **(** [Object](class_object) node **)** - * void **[remove_exception_rid](#remove_exception_rid)** **(** [RID](class_rid) rid **)** - * void **[remove_exception](#remove_exception)** **(** [Object](class_object) node **)** - * void **[clear_exceptions](#clear_exceptions)** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_raycast2d.md b/class_raycast2d.md index 19b8abc..505e8fd 100644 --- a/class_raycast2d.md +++ b/class_raycast2d.md @@ -1,28 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# RayCast2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_enabled](#set_enabled)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_enabled](#is_enabled)** **(** **)** const - * void **[set_cast_to](#set_cast_to)** **(** [Vector2](class_vector2) local_point **)** - * [Vector2](class_vector2) **[get_cast_to](#get_cast_to)** **(** **)** const - * [bool](class_bool) **[is_colliding](#is_colliding)** **(** **)** const - * [Object](class_object) **[get_collider](#get_collider)** **(** **)** const - * [int](class_int) **[get_collider_shape](#get_collider_shape)** **(** **)** const - * [Vector2](class_vector2) **[get_collision_point](#get_collision_point)** **(** **)** const - * [Vector2](class_vector2) **[get_collision_normal](#get_collision_normal)** **(** **)** const - * void **[add_exception_rid](#add_exception_rid)** **(** [RID](class_rid) rid **)** - * void **[add_exception](#add_exception)** **(** [Object](class_object) node **)** - * void **[remove_exception_rid](#remove_exception_rid)** **(** [RID](class_rid) rid **)** - * void **[remove_exception](#remove_exception)** **(** [Object](class_object) node **)** - * void **[clear_exceptions](#clear_exceptions)** **(** **)** - * void **[set_layer_mask](#set_layer_mask)** **(** [int](class_int) mask **)** - * [int](class_int) **[get_layer_mask](#get_layer_mask)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_rayshape.md b/class_rayshape.md index 6dce49d..505e8fd 100644 --- a/class_rayshape.md +++ b/class_rayshape.md @@ -1,14 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# RayShape -####**Inherits:** [Shape](class_shape) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_length](#set_length)** **(** [float](class_float) length **)** - * [float](class_float) **[get_length](#get_length)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_rayshape2d.md b/class_rayshape2d.md index 2238230..505e8fd 100644 --- a/class_rayshape2d.md +++ b/class_rayshape2d.md @@ -1,17 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# RayShape2D -####**Inherits:** [Shape2D](class_shape2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Ray 2D shape resource for physics. - -### Member Functions - * void **[set_length](#set_length)** **(** [float](class_float) length **)** - * [float](class_float) **[get_length](#get_length)** **(** **)** const - -### Description -Ray 2D shape resource for physics. A ray is not really a collision body, isntead it tries to separate itself from wathever is touching it's far endpoint. It's often useful for ccharacters. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_real.md b/class_real.md index 0a05246..505e8fd 100644 --- a/class_real.md +++ b/class_real.md @@ -1,20 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# real -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Real (float) built-in type. - -### Member Functions - * void **[real](#real)** **(** [bool](class_bool) from **)** - * void **[real](#real)** **(** [int](class_int) from **)** - * void **[real](#real)** **(** [String](class_string) from **)** - -### Description -Real (float) built-in type. - -### Member Function Description - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_realarray.md b/class_realarray.md index 8441c20..505e8fd 100644 --- a/class_realarray.md +++ b/class_realarray.md @@ -1,20 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# RealArray -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Real Array . - -### Member Functions - * [float](class_float) **[get](#get)** **(** [int](class_int) idx **)** - * void **[push_back](#push_back)** **(** [float](class_float) value **)** - * void **[resize](#resize)** **(** [int](class_int) idx **)** - * void **[set](#set)** **(** [int](class_int) idx, [float](class_float) value **)** - * [int](class_int) **[size](#size)** **(** **)** - * [RealArray](class_realarray) **[RealArray](#RealArray)** **(** [Array](class_array) from **)** - -### Description -Real Array. Array of floating point values. Can only contain floats. Optimized for memory usage, cant fragment the memory. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_rect2.md b/class_rect2.md index 2516353..505e8fd 100644 --- a/class_rect2.md +++ b/class_rect2.md @@ -1,27 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Rect2 -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [Rect2](class_rect2) **[clip](#clip)** **(** [Rect2](class_rect2) b **)** - * [bool](class_bool) **[encloses](#encloses)** **(** [Rect2](class_rect2) b **)** - * [Rect2](class_rect2) **[expand](#expand)** **(** [Vector2](class_vector2) to **)** - * [float](class_float) **[get_area](#get_area)** **(** **)** - * [Rect2](class_rect2) **[grow](#grow)** **(** [float](class_float) by **)** - * [bool](class_bool) **[has_no_area](#has_no_area)** **(** **)** - * [bool](class_bool) **[has_point](#has_point)** **(** [Vector2](class_vector2) point **)** - * [bool](class_bool) **[intersects](#intersects)** **(** [Rect2](class_rect2) b **)** - * [Rect2](class_rect2) **[merge](#merge)** **(** [Rect2](class_rect2) b **)** - * [Rect2](class_rect2) **[Rect2](#Rect2)** **(** [Vector2](class_vector2) pos, [Vector2](class_vector2) size **)** - * [Rect2](class_rect2) **[Rect2](#Rect2)** **(** [float](class_float) x, [float](class_float) y, [float](class_float) width, [float](class_float) height **)** - -### Member Variables - * [Vector2](class_vector2) **pos** - * [Vector2](class_vector2) **size** - * [Vector2](class_vector2) **end** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_rectangleshape2d.md b/class_rectangleshape2d.md index b3a9b9c..505e8fd 100644 --- a/class_rectangleshape2d.md +++ b/class_rectangleshape2d.md @@ -1,27 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# RectangleShape2D -####**Inherits:** [Shape2D](class_shape2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Rectangle Shape for 2D Physics. - -### Member Functions - * void **[set_extents](#set_extents)** **(** [Vector2](class_vector2) extents **)** - * [Vector2](class_vector2) **[get_extents](#get_extents)** **(** **)** const - -### Description -Rectangle Shape for 2D Physics. This shape is useful for modelling box-like 2D objects. - -### Member Function Description - -#### set_extents - * void **set_extents** **(** [Vector2](class_vector2) extents **)** - -Set the half extents, the actual width and height of this shape is twice the half extents. - -#### get_extents - * [Vector2](class_vector2) **get_extents** **(** **)** const - -Return the half extents, the actual width and height of this shape is twice the half extents. +http://docs.godotengine.org diff --git a/class_reference.md b/class_reference.md index ca6ddab..505e8fd 100644 --- a/class_reference.md +++ b/class_reference.md @@ -1,28 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Reference -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for anything refcounted. - -### Member Functions - * [bool](class_bool) **[init_ref](#init_ref)** **(** **)** - * void **[reference](#reference)** **(** **)** - * [bool](class_bool) **[unreference](#unreference)** **(** **)** - -### Description -Base class for anything refcounted. Resource and many other helper objects inherit this. References keep an internal reference counter so they are only released when no longer in use. - -### Member Function Description - -#### reference - * void **reference** **(** **)** - -Increase the internal reference counter. Use this only if you really know what you are doing. - -#### unreference - * [bool](class_bool) **unreference** **(** **)** - -Decrease the internal reference counter. Use this only if you really know what you are doing. +http://docs.godotengine.org diff --git a/class_referenceframe.md b/class_referenceframe.md index 1d7c188..505e8fd 100644 --- a/class_referenceframe.md +++ b/class_referenceframe.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ReferenceFrame -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Reference frame for GUI. - -### Description -Reference frame for GUI. It's just like an empty control, except a red box is displayed while editing around it's size at all times. +http://docs.godotengine.org diff --git a/class_regex.md b/class_regex.md index 152a343..505e8fd 100644 --- a/class_regex.md +++ b/class_regex.md @@ -1,15 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# RegEx -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[compile](#compile)** **(** [String](class_string) pattern **)** - * [int](class_int) **[find](#find)** **(** [String](class_string) text, [int](class_int) start=0, [int](class_int) end=-1 **)** const - * [StringArray](class_stringarray) **[get_captures](#get_captures)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_remotetransform2d.md b/class_remotetransform2d.md index a77a7a6..505e8fd 100644 --- a/class_remotetransform2d.md +++ b/class_remotetransform2d.md @@ -1,14 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# RemoteTransform2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_remote_node](#set_remote_node)** **(** [NodePath](class_nodepath) path **)** - * [NodePath](class_nodepath) **[get_remote_node](#get_remote_node)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_rendertargettexture.md b/class_rendertargettexture.md index c0999b2..505e8fd 100644 --- a/class_rendertargettexture.md +++ b/class_rendertargettexture.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# RenderTargetTexture -####**Inherits:** [Texture](class_texture) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_resource.md b/class_resource.md index efbbc2f..505e8fd 100644 --- a/class_resource.md +++ b/class_resource.md @@ -1,52 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Resource -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for all resources. - -### Member Functions - * void **[set_path](#set_path)** **(** [String](class_string) path **)** - * void **[take_over_path](#take_over_path)** **(** [String](class_string) path **)** - * [String](class_string) **[get_path](#get_path)** **(** **)** const - * void **[set_name](#set_name)** **(** [String](class_string) name **)** - * [String](class_string) **[get_name](#get_name)** **(** **)** const - * [RID](class_rid) **[get_rid](#get_rid)** **(** **)** const - * void **[set_import_metadata](#set_import_metadata)** **(** [Object](class_object) metadata **)** - * [Object](class_object) **[get_import_metadata](#get_import_metadata)** **(** **)** const - * [Object](class_object) **[duplicate](#duplicate)** **(** [bool](class_bool) arg0=false **)** - -### Signals - * **changed** **(** **)** - -### Description -Resource is the base class for all resource types. Resources are primarily data containers. They are reference counted and freed when no longer in use. They are also loaded only once from disk, and further attempts to load the resource will return the same reference (all this in contrast to a [Node](class_node), which is not reference counted and can be instanced from disk as many times as desred). Resources can be saved externally on disk or bundled into another object, such as a [Node](class_node) or another resource. - -### Member Function Description - -#### set_path - * void **set_path** **(** [String](class_string) path **)** - -Set the path of the resource. This is useful mainly for editors when saving/loading, and shouldn"apos;t be changed by anything else. - -#### get_path - * [String](class_string) **get_path** **(** **)** const - -Return the path of the resource. This is useful mainly for editors when saving/loading, and shouldn"apos;t be changed by anything else. - -#### set_name - * void **set_name** **(** [String](class_string) name **)** - -Set the name of the resources, any name is ok (it doesn"apos;t have to be unique). Name is for descriptive purposes only. - -#### get_name - * [String](class_string) **get_name** **(** **)** const - -Return the name of the resources, any name is ok (it doesn"apos;t have to be unique). Name is for descriptive purposes only. - -#### get_rid - * [RID](class_rid) **get_rid** **(** **)** const - -Return the RID of the resource (or an empty RID). Many resources (such as [Texture](class_texture), [Mesh](class_mesh), etc) are high level abstractions of resources stored in a server, so this function will return the original RID. +http://docs.godotengine.org diff --git a/class_resourceimportmetadata.md b/class_resourceimportmetadata.md index e109c5e..505e8fd 100644 --- a/class_resourceimportmetadata.md +++ b/class_resourceimportmetadata.md @@ -1,22 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ResourceImportMetadata -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_editor](#set_editor)** **(** [String](class_string) name **)** - * [String](class_string) **[get_editor](#get_editor)** **(** **)** const - * void **[add_source](#add_source)** **(** [String](class_string) path, [String](class_string) md5="" **)** - * [String](class_string) **[get_source_path](#get_source_path)** **(** [int](class_int) idx **)** const - * [String](class_string) **[get_source_md5](#get_source_md5)** **(** [int](class_int) idx **)** const - * void **[remove_source](#remove_source)** **(** [int](class_int) idx **)** - * [int](class_int) **[get_source_count](#get_source_count)** **(** **)** const - * void **[set_option](#set_option)** **(** [String](class_string) key, var value **)** - * void **[get_option](#get_option)** **(** [String](class_string) key **)** const - * [StringArray](class_stringarray) **[get_options](#get_options)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_resourceinteractiveloader.md b/class_resourceinteractiveloader.md index 3b5f85b..505e8fd 100644 --- a/class_resourceinteractiveloader.md +++ b/class_resourceinteractiveloader.md @@ -1,40 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ResourceInteractiveLoader -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Interactive Resource Loader. - -### Member Functions - * [Object](class_object) **[get_resource](#get_resource)** **(** **)** - * [int](class_int) **[poll](#poll)** **(** **)** - * [int](class_int) **[wait](#wait)** **(** **)** - * [int](class_int) **[get_stage](#get_stage)** **(** **)** const - * [int](class_int) **[get_stage_count](#get_stage_count)** **(** **)** const - -### Description -Interactive Resource Loader. This object is returned by ResourceLoader when performing an interactive load. It allows to load with high granularity, so this is mainly useful for displaying load bars/percentages. - -### Member Function Description - -#### get_resource - * [Object](class_object) **get_resource** **(** **)** - -Return the loaded resource (only if loaded). Otherwise, returns null. - -#### poll - * [int](class_int) **poll** **(** **)** - -Poll the load. If OK is returned, this means poll will have to be called again. If ERR_EOF is returned, them the load has finished and the resource can be obtained by calling [get_resource]. - -#### get_stage - * [int](class_int) **get_stage** **(** **)** const - -Return the load stage. The total amount of stages can be queried with [get_stage_count] - -#### get_stage_count - * [int](class_int) **get_stage_count** **(** **)** const - -Return the total amount of stages (calls to [poll] ) needed to completely load this resource. +http://docs.godotengine.org diff --git a/class_resourceloader.md b/class_resourceloader.md index 5659a53..505e8fd 100644 --- a/class_resourceloader.md +++ b/class_resourceloader.md @@ -1,36 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ResourceLoader -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Resource Loader. - -### Member Functions - * [ResourceInteractiveLoader](class_resourceinteractiveloader) **[load_interactive](#load_interactive)** **(** [String](class_string) path, [String](class_string) type_hint="" **)** - * [Resource](class_resource) **[load](#load)** **(** [String](class_string) path, [String](class_string) type_hint="", [bool](class_bool) p_no_cache=false **)** - * [StringArray](class_stringarray) **[get_recognized_extensions_for_type](#get_recognized_extensions_for_type)** **(** [String](class_string) type **)** - * void **[set_abort_on_missing_resources](#set_abort_on_missing_resources)** **(** [bool](class_bool) abort **)** - * [StringArray](class_stringarray) **[get_dependencies](#get_dependencies)** **(** [String](class_string) arg0 **)** - * [bool](class_bool) **[has](#has)** **(** [String](class_string) arg0 **)** - -### Description -Resource Loader. This is a static object accessible as [ResourceLoader](class_resourceloader). GDScript has a simplified load() function, though. - -### Member Function Description - -#### load_interactive - * [ResourceInteractiveLoader](class_resourceinteractiveloader) **load_interactive** **(** [String](class_string) path, [String](class_string) type_hint="" **)** - -Load a resource interactively, the returned object allows to load with high granularity. - -#### get_recognized_extensions_for_type - * [StringArray](class_stringarray) **get_recognized_extensions_for_type** **(** [String](class_string) type **)** - -Return the list of recognized extensions for a resource type. - -#### set_abort_on_missing_resources - * void **set_abort_on_missing_resources** **(** [bool](class_bool) abort **)** - -Change the behavior on missing sub-resources. Default is to abort load. +http://docs.godotengine.org diff --git a/class_resourcepreloader.md b/class_resourcepreloader.md index 43e317c..505e8fd 100644 --- a/class_resourcepreloader.md +++ b/class_resourcepreloader.md @@ -1,51 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ResourcePreloader -####**Inherits:** [Node](class_node) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Resource Preloader Node. - -### Member Functions - * void **[add_resource](#add_resource)** **(** [String](class_string) name, [Object](class_object) resource **)** - * void **[remove_resource](#remove_resource)** **(** [String](class_string) name **)** - * void **[rename_resource](#rename_resource)** **(** [String](class_string) name, [String](class_string) newname **)** - * [bool](class_bool) **[has_resource](#has_resource)** **(** [String](class_string) name **)** const - * [Object](class_object) **[get_resource](#get_resource)** **(** [String](class_string) name **)** const - * [StringArray](class_stringarray) **[get_resource_list](#get_resource_list)** **(** **)** const - -### Description -Resource Preloader Node. This node is used to preload sub-resources inside a scene, so when the scene is loaded all the resourcs are ready to use and be retrieved from here. - -### Member Function Description - -#### add_resource - * void **add_resource** **(** [String](class_string) name, [Object](class_object) resource **)** - -Add a resource to the preloader. Set the text-id that will be used to identify it (retrieve it/erase it/etc). - -#### remove_resource - * void **remove_resource** **(** [String](class_string) name **)** - -Remove a resource from the preloader by text id. - -#### rename_resource - * void **rename_resource** **(** [String](class_string) name, [String](class_string) newname **)** - -Rename a resource inside the preloader, from a text-id to a new text-id. - -#### has_resource - * [bool](class_bool) **has_resource** **(** [String](class_string) name **)** const - -Return true if the preloader has a given resource. - -#### get_resource - * [Object](class_object) **get_resource** **(** [String](class_string) name **)** const - -Return the resource given a text-id. - -#### get_resource_list - * [StringArray](class_stringarray) **get_resource_list** **(** **)** const - -Return the list of resources inside the preloader. +http://docs.godotengine.org diff --git a/class_resourcesaver.md b/class_resourcesaver.md index c298ba9..505e8fd 100644 --- a/class_resourcesaver.md +++ b/class_resourcesaver.md @@ -1,35 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ResourceSaver -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Resource Saving Interface. - -### Member Functions - * [int](class_int) **[save](#save)** **(** [String](class_string) path, [Resource](class_resource) resource, [int](class_int) arg2=0 **)** - * [StringArray](class_stringarray) **[get_recognized_extensions](#get_recognized_extensions)** **(** [Object](class_object) type **)** - -### Numeric Constants - * **FLAG_RELATIVE_PATHS** = **1** - * **FLAG_BUNDLE_RESOURCES** = **2** - * **FLAG_CHANGE_PATH** = **4** - * **FLAG_OMIT_EDITOR_PROPERTIES** = **8** - * **FLAG_SAVE_BIG_ENDIAN** = **16** - * **FLAG_COMPRESS** = **32** - -### Description -Resource Saving Interface. This interface is used for saving resources to disk. - -### Member Function Description - -#### save - * [int](class_int) **save** **(** [String](class_string) path, [Resource](class_resource) resource, [int](class_int) arg2=0 **)** - -Save a resource to disk, to a given path. - -#### get_recognized_extensions - * [StringArray](class_stringarray) **get_recognized_extensions** **(** [Object](class_object) type **)** - -Return the list of extensions available for saving a resource of a given type. +http://docs.godotengine.org diff --git a/class_richtextlabel.md b/class_richtextlabel.md index e3450fe..505e8fd 100644 --- a/class_richtextlabel.md +++ b/class_richtextlabel.md @@ -1,77 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# RichTextLabel -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Label that displays rich text. - -### Member Functions - * void **[add_text](#add_text)** **(** [String](class_string) text **)** - * void **[add_image](#add_image)** **(** [Texture](class_texture) image **)** - * void **[newline](#newline)** **(** **)** - * void **[push_font](#push_font)** **(** [Object](class_object) font **)** - * void **[push_color](#push_color)** **(** [Color](class_color) color **)** - * void **[push_align](#push_align)** **(** [int](class_int) align **)** - * void **[push_indent](#push_indent)** **(** [int](class_int) level **)** - * void **[push_list](#push_list)** **(** [int](class_int) type **)** - * void **[push_meta](#push_meta)** **(** var data **)** - * void **[push_underline](#push_underline)** **(** **)** - * void **[pop](#pop)** **(** **)** - * void **[clear](#clear)** **(** **)** - * void **[set_meta_underline](#set_meta_underline)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_meta_underlined](#is_meta_underlined)** **(** **)** const - * void **[set_scroll_active](#set_scroll_active)** **(** [bool](class_bool) active **)** - * [bool](class_bool) **[is_scroll_active](#is_scroll_active)** **(** **)** const - * void **[set_scroll_follow](#set_scroll_follow)** **(** [bool](class_bool) follow **)** - * [bool](class_bool) **[is_scroll_following](#is_scroll_following)** **(** **)** const - * [Object](class_object) **[get_v_scroll](#get_v_scroll)** **(** **)** - * void **[set_tab_size](#set_tab_size)** **(** [int](class_int) spaces **)** - * [int](class_int) **[get_tab_size](#get_tab_size)** **(** **)** const - * void **[set_selection_enabled](#set_selection_enabled)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_selection_enabled](#is_selection_enabled)** **(** **)** const - * [int](class_int) **[parse_bbcode](#parse_bbcode)** **(** [String](class_string) bbcode **)** - * [int](class_int) **[append_bbcode](#append_bbcode)** **(** [String](class_string) bbcode **)** - * void **[set_bbcode](#set_bbcode)** **(** [String](class_string) text **)** - * [String](class_string) **[get_bbcode](#get_bbcode)** **(** **)** const - * void **[set_use_bbcode](#set_use_bbcode)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_using_bbcode](#is_using_bbcode)** **(** **)** const - -### Signals - * **meta_clicked** **(** [Nil](class_nil) meta **)** - -### Numeric Constants - * **ALIGN_LEFT** = **0** - * **ALIGN_CENTER** = **1** - * **ALIGN_RIGHT** = **2** - * **ALIGN_FILL** = **3** - * **LIST_NUMBERS** = **0** - * **LIST_LETTERS** = **1** - * **LIST_DOTS** = **2** - * **ITEM_MAIN** = **0** - * **ITEM_TEXT** = **1** - * **ITEM_IMAGE** = **2** - * **ITEM_NEWLINE** = **3** - * **ITEM_FONT** = **4** - * **ITEM_COLOR** = **5** - * **ITEM_UNDERLINE** = **6** - * **ITEM_ALIGN** = **7** - * **ITEM_INDENT** = **8** - * **ITEM_LIST** = **9** - * **ITEM_META** = **10** - -### Description -Label that displays rich text. Rich text can contain custom text, fonts, images and some basic formatting. It also adapts itself to given width/heights. - -### Member Function Description - -#### set_selection_enabled - * void **set_selection_enabled** **(** [bool](class_bool) enabled **)** - -Set to true if selecting the text inside this richtext is allowed. - -#### is_selection_enabled - * [bool](class_bool) **is_selection_enabled** **(** **)** const - -Return true if selecting the text inside this richtext is allowed. +http://docs.godotengine.org diff --git a/class_rid.md b/class_rid.md index f38c04a..505e8fd 100644 --- a/class_rid.md +++ b/class_rid.md @@ -1,13 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# RID -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[get_id](#get_id)** **(** **)** - * [RID](class_rid) **[RID](#RID)** **(** [Object](class_object) from **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_rigidbody.md b/class_rigidbody.md index ddc5ce4..505e8fd 100644 --- a/class_rigidbody.md +++ b/class_rigidbody.md @@ -1,56 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# RigidBody -####**Inherits:** [PhysicsBody](class_physicsbody) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[_integrate_forces](#_integrate_forces)** **(** [PhysicsDirectBodyState](class_physicsdirectbodystate) state **)** virtual - * void **[set_mode](#set_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_mode](#get_mode)** **(** **)** const - * void **[set_mass](#set_mass)** **(** [float](class_float) mass **)** - * [float](class_float) **[get_mass](#get_mass)** **(** **)** const - * void **[set_weight](#set_weight)** **(** [float](class_float) weight **)** - * [float](class_float) **[get_weight](#get_weight)** **(** **)** const - * void **[set_friction](#set_friction)** **(** [float](class_float) friction **)** - * [float](class_float) **[get_friction](#get_friction)** **(** **)** const - * void **[set_bounce](#set_bounce)** **(** [float](class_float) bounce **)** - * [float](class_float) **[get_bounce](#get_bounce)** **(** **)** const - * void **[set_linear_velocity](#set_linear_velocity)** **(** [Vector3](class_vector3) linear_velocity **)** - * [Vector3](class_vector3) **[get_linear_velocity](#get_linear_velocity)** **(** **)** const - * void **[set_angular_velocity](#set_angular_velocity)** **(** [Vector3](class_vector3) angular_velocity **)** - * [Vector3](class_vector3) **[get_angular_velocity](#get_angular_velocity)** **(** **)** const - * void **[set_max_contacts_reported](#set_max_contacts_reported)** **(** [int](class_int) amount **)** - * [int](class_int) **[get_max_contacts_reported](#get_max_contacts_reported)** **(** **)** const - * void **[set_use_custom_integrator](#set_use_custom_integrator)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_using_custom_integrator](#is_using_custom_integrator)** **(** **)** - * void **[set_contact_monitor](#set_contact_monitor)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_contact_monitor_enabled](#is_contact_monitor_enabled)** **(** **)** const - * void **[set_use_continuous_collision_detection](#set_use_continuous_collision_detection)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_using_continuous_collision_detection](#is_using_continuous_collision_detection)** **(** **)** const - * void **[set_axis_velocity](#set_axis_velocity)** **(** [Vector3](class_vector3) axis_velocity **)** - * void **[apply_impulse](#apply_impulse)** **(** [Vector3](class_vector3) pos, [Vector3](class_vector3) impulse **)** - * void **[set_sleeping](#set_sleeping)** **(** [bool](class_bool) sleeping **)** - * [bool](class_bool) **[is_sleeping](#is_sleeping)** **(** **)** const - * void **[set_can_sleep](#set_can_sleep)** **(** [bool](class_bool) able_to_sleep **)** - * [bool](class_bool) **[is_able_to_sleep](#is_able_to_sleep)** **(** **)** const - * void **[set_axis_lock](#set_axis_lock)** **(** [int](class_int) axis_lock **)** - * [int](class_int) **[get_axis_lock](#get_axis_lock)** **(** **)** const - * [Array](class_array) **[get_colliding_bodies](#get_colliding_bodies)** **(** **)** const - -### Signals - * **body_enter** **(** [Object](class_object) body **)** - * **body_enter_shape** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) local_shape **)** - * **body_exit** **(** [Object](class_object) body **)** - * **body_exit_shape** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) local_shape **)** - -### Numeric Constants - * **MODE_STATIC** = **1** - * **MODE_KINEMATIC** = **3** - * **MODE_RIGID** = **0** - * **MODE_CHARACTER** = **2** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_rigidbody2d.md b/class_rigidbody2d.md index b28fbe0..505e8fd 100644 --- a/class_rigidbody2d.md +++ b/class_rigidbody2d.md @@ -1,197 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# RigidBody2D -####**Inherits:** [PhysicsBody2D](class_physicsbody2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Rigid body 2D node. - -### Member Functions - * void **[_integrate_forces](#_integrate_forces)** **(** [Physics2DDirectBodyState](class_physics2ddirectbodystate) state **)** virtual - * void **[set_mode](#set_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_mode](#get_mode)** **(** **)** const - * void **[set_mass](#set_mass)** **(** [float](class_float) mass **)** - * [float](class_float) **[get_mass](#get_mass)** **(** **)** const - * void **[set_weight](#set_weight)** **(** [float](class_float) weight **)** - * [float](class_float) **[get_weight](#get_weight)** **(** **)** const - * void **[set_friction](#set_friction)** **(** [float](class_float) friction **)** - * [float](class_float) **[get_friction](#get_friction)** **(** **)** const - * void **[set_bounce](#set_bounce)** **(** [float](class_float) bounce **)** - * [float](class_float) **[get_bounce](#get_bounce)** **(** **)** const - * void **[set_gravity_scale](#set_gravity_scale)** **(** [float](class_float) gravity_scale **)** - * [float](class_float) **[get_gravity_scale](#get_gravity_scale)** **(** **)** const - * void **[set_linear_damp](#set_linear_damp)** **(** [float](class_float) linear_damp **)** - * [float](class_float) **[get_linear_damp](#get_linear_damp)** **(** **)** const - * void **[set_angular_damp](#set_angular_damp)** **(** [float](class_float) angular_damp **)** - * [float](class_float) **[get_angular_damp](#get_angular_damp)** **(** **)** const - * void **[set_linear_velocity](#set_linear_velocity)** **(** [Vector2](class_vector2) linear_velocity **)** - * [Vector2](class_vector2) **[get_linear_velocity](#get_linear_velocity)** **(** **)** const - * void **[set_angular_velocity](#set_angular_velocity)** **(** [float](class_float) angular_velocity **)** - * [float](class_float) **[get_angular_velocity](#get_angular_velocity)** **(** **)** const - * void **[set_max_contacts_reported](#set_max_contacts_reported)** **(** [int](class_int) amount **)** - * [int](class_int) **[get_max_contacts_reported](#get_max_contacts_reported)** **(** **)** const - * void **[set_use_custom_integrator](#set_use_custom_integrator)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_using_custom_integrator](#is_using_custom_integrator)** **(** **)** - * void **[set_contact_monitor](#set_contact_monitor)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_contact_monitor_enabled](#is_contact_monitor_enabled)** **(** **)** const - * void **[set_continuous_collision_detection_mode](#set_continuous_collision_detection_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_continuous_collision_detection_mode](#get_continuous_collision_detection_mode)** **(** **)** const - * void **[set_axis_velocity](#set_axis_velocity)** **(** [Vector2](class_vector2) axis_velocity **)** - * void **[apply_impulse](#apply_impulse)** **(** [Vector2](class_vector2) pos, [Vector2](class_vector2) impulse **)** - * void **[set_applied_force](#set_applied_force)** **(** [Vector2](class_vector2) force **)** - * [Vector2](class_vector2) **[get_applied_force](#get_applied_force)** **(** **)** const - * void **[set_sleeping](#set_sleeping)** **(** [bool](class_bool) sleeping **)** - * [bool](class_bool) **[is_sleeping](#is_sleeping)** **(** **)** const - * void **[set_can_sleep](#set_can_sleep)** **(** [bool](class_bool) able_to_sleep **)** - * [bool](class_bool) **[is_able_to_sleep](#is_able_to_sleep)** **(** **)** const - * [bool](class_bool) **[test_motion](#test_motion)** **(** [Vector2](class_vector2) motion, [float](class_float) margin=0.08, [Physics2DTestMotionResult](class_physics2dtestmotionresult) result=NULL **)** - * [Array](class_array) **[get_colliding_bodies](#get_colliding_bodies)** **(** **)** const - -### Signals - * **body_enter** **(** [Object](class_object) body **)** - * **body_enter_shape** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) local_shape **)** - * **body_exit** **(** [Object](class_object) body **)** - * **body_exit_shape** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) local_shape **)** - -### Numeric Constants - * **MODE_STATIC** = **1** - Static mode (does not move, can't be moved). - * **MODE_KINEMATIC** = **3** - * **MODE_RIGID** = **0** - Rigid body, can move and rotate. - * **MODE_CHARACTER** = **2** - Character body, can move but not rotate. - * **CCD_MODE_DISABLED** = **0** - * **CCD_MODE_CAST_RAY** = **1** - * **CCD_MODE_CAST_SHAPE** = **2** - -### Description -Rigid body 2D node. This node is used for placing rigid bodies in the scene. It can contain a number of shapes, and also shift state between regular Rigid Body to Character or even Static. - Character mode forbids the node from being rotated. This node can have a custom force integrator function, for writing complex physics motion behavior per node. - - As a warning, don't change this node position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior. - -### Member Function Description - -#### _integrate_forces - * void **_integrate_forces** **(** [Physics2DDirectBodyState](class_physics2ddirectbodystate) state **)** virtual - -Override this function to use a custom force integrator. This allows to hook up to the physics processing and alter the simulation state for the object on every frame. - -#### set_mode - * void **set_mode** **(** [int](class_int) mode **)** - -Set the body mode, fromt he MODE_* enum. This allows to change to a static body or a character body. - -#### get_mode - * [int](class_int) **get_mode** **(** **)** const - -Return the current body mode, see [set_mode]. - -#### set_mass - * void **set_mass** **(** [float](class_float) mass **)** - -Set the body mass. - -#### get_mass - * [float](class_float) **get_mass** **(** **)** const - -Return the body mass. - -#### set_weight - * void **set_weight** **(** [float](class_float) weight **)** - -Set the body mass given standard earth-weight (gravity 9.8). Not really useful for 2D since most measuers for this node are in pixels. - -#### get_weight - * [float](class_float) **get_weight** **(** **)** const - -Return the body mass given standard earth-weight (gravity 9.8). - -#### set_friction - * void **set_friction** **(** [float](class_float) friction **)** - -Set the body friction, from 0 (friction less) to 1 (full friction). - -#### get_friction - * [float](class_float) **get_friction** **(** **)** const - -Return the body friction. - -#### set_bounce - * void **set_bounce** **(** [float](class_float) bounce **)** - -Set the body bounciness, from 0 (no bounce) to 1 (bounce). - -#### get_bounce - * [float](class_float) **get_bounce** **(** **)** const - -Return the body bouncyness. - -#### set_linear_velocity - * void **set_linear_velocity** **(** [Vector2](class_vector2) linear_velocity **)** - -Set the body linear velocity. Can be used sporadically, but** DONT SET THIS IN EVERY FRAME **, because physics may be running in another thread and definitely runs at a different granularity. Use [_integrate_forces] as your process loop if you want to have precise control of the body state. - -#### get_linear_velocity - * [Vector2](class_vector2) **get_linear_velocity** **(** **)** const - -Return the body linear velocity. This changes by physics granularity. See [set_linear_velocity]. - -#### set_angular_velocity - * void **set_angular_velocity** **(** [float](class_float) angular_velocity **)** - -Set the body angular velocity. Can be used sporadically, but** DONT SET THIS IN EVERY FRAME **, because physics may be running in another thread and definitely runs at a different granularity. Use [_integrate_forces] as your process loop if you want to have precise control of the body state. - -#### get_angular_velocity - * [float](class_float) **get_angular_velocity** **(** **)** const - -Return the body angular velocity. This changes by physics granularity. See [set_angular_velocity]. - -#### set_max_contacts_reported - * void **set_max_contacts_reported** **(** [int](class_int) amount **)** - -Set the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. - -#### get_max_contacts_reported - * [int](class_int) **get_max_contacts_reported** **(** **)** const - -Return the maximum contacts that can be reported. See [set_max_contacts_reported]. - -#### set_use_custom_integrator - * void **set_use_custom_integrator** **(** [bool](class_bool) enable **)** - -Set to true if the body shall not do any internal force integration at all (like gravity or air friction). Only the [_integrate_forces] will be able to integrate them if overrided. - -#### is_using_custom_integrator - * [bool](class_bool) **is_using_custom_integrator** **(** **)** - -Return true if the body is not doing any built-in force integration. - -#### set_contact_monitor - * void **set_contact_monitor** **(** [bool](class_bool) enabled **)** - -Enable contact monitoring. (the signals to notify when a body entered/exited collision). - -#### is_contact_monitor_enabled - * [bool](class_bool) **is_contact_monitor_enabled** **(** **)** const - -Return wether contact monitoring is enabled. - -#### set_axis_velocity - * void **set_axis_velocity** **(** [Vector2](class_vector2) axis_velocity **)** - -Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. (This is useful for jumping behavior). - -#### apply_impulse - * void **apply_impulse** **(** [Vector2](class_vector2) pos, [Vector2](class_vector2) impulse **)** - -Apply a positioned impulse (which will be affected by the body mass and shape). - -#### set_can_sleep - * void **set_can_sleep** **(** [bool](class_bool) able_to_sleep **)** - -Set the body ability to fall asleep when not moving. This saves an enormous amount of processor time when there are plenty of rigid bodies (non static) in a scene. - -#### is_able_to_sleep - * [bool](class_bool) **is_able_to_sleep** **(** **)** const - -Return true if the body has the ability to fall asleep when not moving. See [set_can_sleep]. +http://docs.godotengine.org diff --git a/class_room.md b/class_room.md index 3422d12..505e8fd 100644 --- a/class_room.md +++ b/class_room.md @@ -1,20 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Room -####**Inherits:** [VisualInstance](class_visualinstance) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Room data resource. - -### Member Functions - * void **[set_room](#set_room)** **(** [Room](class_room) room **)** - * [Room](class_room) **[get_room](#get_room)** **(** **)** const - * void **[compute_room_from_subtree](#compute_room_from_subtree)** **(** **)** - * void **[set_simulate_acoustics](#set_simulate_acoustics)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_simulating_acoustics](#is_simulating_acoustics)** **(** **)** const - -### Description -Room contains the data to define the bounds of a scene (using a BSP Tree). It is instanced by a [RoomInstance] node to create rooms. See that class documentation for more information about rooms. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_roombounds.md b/class_roombounds.md index 6475459..505e8fd 100644 --- a/class_roombounds.md +++ b/class_roombounds.md @@ -1,18 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# RoomBounds -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_bounds](#set_bounds)** **(** [Dictionary](class_dictionary) bsp_tree **)** - * [Dictionary](class_dictionary) **[get_bounds](#get_bounds)** **(** **)** const - * void **[set_geometry_hint](#set_geometry_hint)** **(** [Vector3Array](class_vector3array) triangles **)** - * [Vector3Array](class_vector3array) **[get_geometry_hint](#get_geometry_hint)** **(** **)** const - * void **[regenerate_bsp](#regenerate_bsp)** **(** **)** - * void **[regenerate_bsp_cubic](#regenerate_bsp_cubic)** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_sample.md b/class_sample.md index 7fd2547..505e8fd 100644 --- a/class_sample.md +++ b/class_sample.md @@ -1,107 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Sample -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Audio Sample (sound) class. - -### Member Functions - * void **[create](#create)** **(** [int](class_int) format, [bool](class_bool) stereo, [int](class_int) length **)** - * [int](class_int) **[get_format](#get_format)** **(** **)** const - * [bool](class_bool) **[is_stereo](#is_stereo)** **(** **)** const - * [int](class_int) **[get_length](#get_length)** **(** **)** const - * void **[set_data](#set_data)** **(** [RawArray](class_rawarray) data **)** - * [RawArray](class_rawarray) **[get_data](#get_data)** **(** **)** const - * void **[set_mix_rate](#set_mix_rate)** **(** [int](class_int) hz **)** - * [int](class_int) **[get_mix_rate](#get_mix_rate)** **(** **)** const - * void **[set_loop_format](#set_loop_format)** **(** [int](class_int) format **)** - * [int](class_int) **[get_loop_format](#get_loop_format)** **(** **)** const - * void **[set_loop_begin](#set_loop_begin)** **(** [int](class_int) pos **)** - * [int](class_int) **[get_loop_begin](#get_loop_begin)** **(** **)** const - * void **[set_loop_end](#set_loop_end)** **(** [int](class_int) pos **)** - * [int](class_int) **[get_loop_end](#get_loop_end)** **(** **)** const - -### Numeric Constants - * **FORMAT_PCM8** = **0** - 8-Bits signed little endian PCM audio. - * **FORMAT_PCM16** = **1** - 16-Bits signed little endian PCM audio. - * **FORMAT_IMA_ADPCM** = **2** - Ima-ADPCM Audio. - * **LOOP_NONE** = **0** - No loop enabled. - * **LOOP_FORWARD** = **1** - Forward looping (when playback reaches loop end, goes back to loop begin) - * **LOOP_PING_PONG** = **2** - Ping-Pong looping (when playback reaches loop end, plays backward untilloop begin). Not available in all platforms. - -### Description -Sample provides an audio sample class, containing audio data, together with some information for playback, such as format, mix rate and loop. It is used by sound playback routines. - -### Member Function Description - -#### create - * void **create** **(** [int](class_int) format, [bool](class_bool) stereo, [int](class_int) length **)** - -Create new data for the sample, with format "format" (see FORMAT_* enum), stereo hint, and length in frames (not samples or bytes!) "frame". Calling create overrides previous existing data if it exists. Stereo samples are interleaved pairs of left and right (in that order) points - -#### get_format - * [int](class_int) **get_format** **(** **)** const - -Return the sample format (see FORMAT_* enum). - -#### is_stereo - * [bool](class_bool) **is_stereo** **(** **)** const - -Return true if the sample was created stereo. - -#### get_length - * [int](class_int) **get_length** **(** **)** const - -Return the sample length in frames. - -#### set_data - * void **set_data** **(** [RawArray](class_rawarray) data **)** - -Set sample data. Data must be little endian, no matter the host platform, and exactly as long to fit all frames. Example, if data is Stereo, 16 bits, 256 frames, it will be 1024 bytes long. - -#### get_data - * [RawArray](class_rawarray) **get_data** **(** **)** const - -Return sample data. Data will be endian, no matter with the host platform, and exactly as long to fit all frames. Example, if data is Stereo, 16 bits, 256 frames, it will be 1024 bytes long. - -#### set_mix_rate - * void **set_mix_rate** **(** [int](class_int) hz **)** - -Set the mix rate for the sample (expected playback frequency). - -#### get_mix_rate - * [int](class_int) **get_mix_rate** **(** **)** const - -Return the mix rate for the sample (expected playback frequency). - -#### set_loop_format - * void **set_loop_format** **(** [int](class_int) format **)** - -Set the loop format, see LOOP_* enum - -#### get_loop_format - * [int](class_int) **get_loop_format** **(** **)** const - -Return the loop format, see LOOP_* enum. - -#### set_loop_begin - * void **set_loop_begin** **(** [int](class_int) pos **)** - -Set the loop begin position, it must be a valid frame and less than the loop end position. - -#### get_loop_begin - * [int](class_int) **get_loop_begin** **(** **)** const - -Return the loop begin position. - -#### set_loop_end - * void **set_loop_end** **(** [int](class_int) pos **)** - -Set the loop end position, it must be a valid frame and greater than the loop begin position. - -#### get_loop_end - * [int](class_int) **get_loop_end** **(** **)** const - -Return the loop begin position. +http://docs.godotengine.org diff --git a/class_samplelibrary.md b/class_samplelibrary.md index 9e2f2b0..505e8fd 100644 --- a/class_samplelibrary.md +++ b/class_samplelibrary.md @@ -1,43 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SampleLibrary -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Library that contains a collection of Samples. - -### Member Functions - * void **[add_sample](#add_sample)** **(** [String](class_string) name, [Sample](class_sample) sample **)** - * [Sample](class_sample) **[get_sample](#get_sample)** **(** [String](class_string) name **)** const - * [bool](class_bool) **[has_sample](#has_sample)** **(** [String](class_string) name **)** const - * void **[remove_sample](#remove_sample)** **(** [String](class_string) name **)** - * void **[sample_set_volume_db](#sample_set_volume_db)** **(** [String](class_string) name, [float](class_float) db **)** - * [float](class_float) **[sample_get_volume_db](#sample_get_volume_db)** **(** [String](class_string) name **)** const - * void **[sample_set_pitch_scale](#sample_set_pitch_scale)** **(** [String](class_string) name, [float](class_float) pitch **)** - * [float](class_float) **[sample_get_pitch_scale](#sample_get_pitch_scale)** **(** [String](class_string) name **)** const - -### Description -Library that contains a collection of Samples, each identified by an text id. This is used as a data containeer for the majority of the SamplePlayer classes and derivatives. - -### Member Function Description - -#### add_sample - * void **add_sample** **(** [String](class_string) name, [Sample](class_sample) sample **)** - -Add a sample to the library, with a given text id; - -#### get_sample - * [Sample](class_sample) **get_sample** **(** [String](class_string) name **)** const - -Return a sample from the library, from a given text-id. Return null if the sample is not found. - -#### has_sample - * [bool](class_bool) **has_sample** **(** [String](class_string) name **)** const - -Return true if the sample text id exists in the library. - -#### remove_sample - * void **remove_sample** **(** [String](class_string) name **)** - -Remove a sample given a specific text id. +http://docs.godotengine.org diff --git a/class_sampleplayer.md b/class_sampleplayer.md index a312379..505e8fd 100644 --- a/class_sampleplayer.md +++ b/class_sampleplayer.md @@ -1,196 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SamplePlayer -####**Inherits:** [Node](class_node) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Sample Player node. - -### Member Functions - * void **[set_sample_library](#set_sample_library)** **(** [SampleLibrary](class_samplelibrary) library **)** - * [SampleLibrary](class_samplelibrary) **[get_sample_library](#get_sample_library)** **(** **)** const - * void **[set_voice_count](#set_voice_count)** **(** [int](class_int) max_voices **)** - * [int](class_int) **[get_voice_count](#get_voice_count)** **(** **)** const - * [int](class_int) **[play](#play)** **(** [String](class_string) name, [bool](class_bool) unique=false **)** - * void **[stop](#stop)** **(** [int](class_int) voice **)** - * void **[stop_all](#stop_all)** **(** **)** - * void **[set_mix_rate](#set_mix_rate)** **(** [int](class_int) voice, [int](class_int) hz **)** - * void **[set_pitch_scale](#set_pitch_scale)** **(** [int](class_int) voice, [float](class_float) ratio **)** - * void **[set_volume](#set_volume)** **(** [int](class_int) voice, [float](class_float) nrg **)** - * void **[set_volume_db](#set_volume_db)** **(** [int](class_int) voice, [float](class_float) nrg **)** - * void **[set_pan](#set_pan)** **(** [int](class_int) voice, [float](class_float) pan, [float](class_float) depth=0, [float](class_float) height=0 **)** - * void **[set_filter](#set_filter)** **(** [int](class_int) voice, [int](class_int) type, [float](class_float) cutoff_hz, [float](class_float) resonance, [float](class_float) gain=0 **)** - * void **[set_chorus](#set_chorus)** **(** [int](class_int) voice, [float](class_float) send **)** - * void **[set_reverb](#set_reverb)** **(** [int](class_int) voice, [int](class_int) room_type, [float](class_float) send **)** - * [int](class_int) **[get_mix_rate](#get_mix_rate)** **(** [int](class_int) voice **)** const - * [float](class_float) **[get_pitch_scale](#get_pitch_scale)** **(** [int](class_int) voice **)** const - * [float](class_float) **[get_volume](#get_volume)** **(** [int](class_int) voice **)** const - * [float](class_float) **[get_volume_db](#get_volume_db)** **(** [int](class_int) voice **)** const - * [float](class_float) **[get_pan](#get_pan)** **(** [int](class_int) voice **)** const - * [float](class_float) **[get_pan_depth](#get_pan_depth)** **(** [int](class_int) voice **)** const - * [float](class_float) **[get_pan_height](#get_pan_height)** **(** [int](class_int) voice **)** const - * [int](class_int) **[get_filter_type](#get_filter_type)** **(** [int](class_int) voice **)** const - * [float](class_float) **[get_filter_cutoff](#get_filter_cutoff)** **(** [int](class_int) voice **)** const - * [float](class_float) **[get_filter_resonance](#get_filter_resonance)** **(** [int](class_int) voice **)** const - * [float](class_float) **[get_filter_gain](#get_filter_gain)** **(** [int](class_int) voice **)** const - * [float](class_float) **[get_chorus](#get_chorus)** **(** [int](class_int) voice **)** const - * [float](class_float) **[get_reverb_room](#get_reverb_room)** **(** [int](class_int) voice **)** const - * [float](class_float) **[get_reverb](#get_reverb)** **(** [int](class_int) voice **)** const - * void **[set_default_pitch_scale](#set_default_pitch_scale)** **(** [float](class_float) ratio **)** - * void **[set_default_volume](#set_default_volume)** **(** [float](class_float) nrg **)** - * void **[set_default_volume_db](#set_default_volume_db)** **(** [float](class_float) db **)** - * void **[set_default_pan](#set_default_pan)** **(** [float](class_float) pan, [float](class_float) depth=0, [float](class_float) height=0 **)** - * void **[set_default_filter](#set_default_filter)** **(** [int](class_int) type, [float](class_float) cutoff_hz, [float](class_float) resonance, [float](class_float) gain=0 **)** - * void **[set_default_chorus](#set_default_chorus)** **(** [float](class_float) send **)** - * void **[set_default_reverb](#set_default_reverb)** **(** [int](class_int) room_type, [float](class_float) send **)** - * [float](class_float) **[get_default_pitch_scale](#get_default_pitch_scale)** **(** **)** const - * [float](class_float) **[get_default_volume](#get_default_volume)** **(** **)** const - * [float](class_float) **[get_default_volume_db](#get_default_volume_db)** **(** **)** const - * [float](class_float) **[get_default_pan](#get_default_pan)** **(** **)** const - * [float](class_float) **[get_default_pan_depth](#get_default_pan_depth)** **(** **)** const - * [float](class_float) **[get_default_pan_height](#get_default_pan_height)** **(** **)** const - * [int](class_int) **[get_default_filter_type](#get_default_filter_type)** **(** **)** const - * [float](class_float) **[get_default_filter_cutoff](#get_default_filter_cutoff)** **(** **)** const - * [float](class_float) **[get_default_filter_resonance](#get_default_filter_resonance)** **(** **)** const - * [float](class_float) **[get_default_filter_gain](#get_default_filter_gain)** **(** **)** const - * [float](class_float) **[get_default_chorus](#get_default_chorus)** **(** **)** const - * [float](class_float) **[get_default_reverb_room](#get_default_reverb_room)** **(** **)** const - * [float](class_float) **[get_default_reverb](#get_default_reverb)** **(** **)** const - * [bool](class_bool) **[is_active](#is_active)** **(** **)** const - * [bool](class_bool) **[is_voice_active](#is_voice_active)** **(** [int](class_int) voice **)** const - -### Numeric Constants - * **FILTER_NONE** = **0** - Filter is disabled for voice. - * **FILTER_LOWPASS** = **1** - Lowpass filter is used for voice. - * **FILTER_BANDPASS** = **2** - Bandpass filter is used for voice. - * **FILTER_HIPASS** = **3** - HighPass filter is used for voice. - * **FILTER_NOTCH** = **4** - Notch filter is used for voice. - * **FILTER_PEAK** = **5** - * **FILTER_BANDLIMIT** = **6** - Band-Limit filter is used for voice, in this case resonance is the highpass cutoff. - * **FILTER_LOW_SHELF** = **7** - * **FILTER_HIGH_SHELF** = **8** - * **REVERB_SMALL** = **0** - Small reverb room (house room). - * **REVERB_MEDIUM** = **1** - Medium reverb room (street) - * **REVERB_LARGE** = **2** - Large reverb room (Theather) - * **REVERB_HALL** = **3** - Huge reverb room (cathedral, warehouse). - -### Description -SamplePlayer is a [Node](class_node) meant for simple sample playback. A library of samples is loaded and played back "as is", without positioning or anything. - -### Member Function Description - -#### set_voice_count - * void **set_voice_count** **(** [int](class_int) max_voices **)** - -Set the amount of simultaneous voices that will be used for playback. - -#### get_voice_count - * [int](class_int) **get_voice_count** **(** **)** const - -Return the amount of simultaneous voices that will be used for playback. - -#### play - * [int](class_int) **play** **(** [String](class_string) name, [bool](class_bool) unique=false **)** - -Play back sample, given it"apos;s identifier "name". if "unique" is true, all othere previous samples will be stopped. The voice allocated for playback will be returned. - -#### stop - * void **stop** **(** [int](class_int) voice **)** - -Stop a voice "voice". (see [play](#play)). - -#### set_mix_rate - * void **set_mix_rate** **(** [int](class_int) voice, [int](class_int) hz **)** - -Change the mix rate of a voice "voice" to given "hz". - -#### set_pitch_scale - * void **set_pitch_scale** **(** [int](class_int) voice, [float](class_float) ratio **)** - -Scale the pitch (mix rate) of a voice by a ratio value "ratio". A ratio of 1.0 means the voice is unscaled. - -#### set_volume - * void **set_volume** **(** [int](class_int) voice, [float](class_float) nrg **)** - -Set the volume of a voice, 0db is maximum volume (every about -6db, volume is reduced in half). "db" does in fact go from zero to negative. - -#### set_pan - * void **set_pan** **(** [int](class_int) voice, [float](class_float) pan, [float](class_float) depth=0, [float](class_float) height=0 **)** - -Set the panning of a voice. Panning goes from -1 (left) to +1 (right). Optionally, if the hardware supports 3D sound, also set depth and height (also in range -1 to +1). - -#### set_filter - * void **set_filter** **(** [int](class_int) voice, [int](class_int) type, [float](class_float) cutoff_hz, [float](class_float) resonance, [float](class_float) gain=0 **)** - -Set and enable a filter of a voice, with type "type" (see FILTER_* enum), cutoff (0 to 22khz) frequency and resonance (0+). - -#### set_chorus - * void **set_chorus** **(** [int](class_int) voice, [float](class_float) send **)** - -Set the chorus send level of a voice (0 to 1). For setting chorus parameters, see [AudioServer](class_audioserver). - -#### set_reverb - * void **set_reverb** **(** [int](class_int) voice, [int](class_int) room_type, [float](class_float) send **)** - -Set the reverb send level and type of a voice (0 to 1). (see REVERB_* enum for type). - -#### get_mix_rate - * [int](class_int) **get_mix_rate** **(** [int](class_int) voice **)** const - -Return the current mix rate for a given voice. - -#### get_pitch_scale - * [float](class_float) **get_pitch_scale** **(** [int](class_int) voice **)** const - -Return the current pitch scale for a given voice. - -#### get_volume - * [float](class_float) **get_volume** **(** [int](class_int) voice **)** const - -Return the current volume (in db) for a given voice. 0db is maximum volume (every about -6db, volume is reduced in half). "db" does in fact go from zero to negative. - -#### get_pan - * [float](class_float) **get_pan** **(** [int](class_int) voice **)** const - -Return the current panning for a given voice. Panning goes from -1 (left) to +1 (right). - -#### get_pan_depth - * [float](class_float) **get_pan_depth** **(** [int](class_int) voice **)** const - -Return the current pan depth for a given voice (not used unless the hardware supports 3D sound) - -#### get_pan_height - * [float](class_float) **get_pan_height** **(** [int](class_int) voice **)** const - -Return the current pan height for a given voice (not used unless the hardware supports 3D sound) - -#### get_filter_type - * [int](class_int) **get_filter_type** **(** [int](class_int) voice **)** const - -Return the current filter type in use (see FILTER_* enum) for a given voice. - -#### get_filter_cutoff - * [float](class_float) **get_filter_cutoff** **(** [int](class_int) voice **)** const - -Return the current filter cutoff for a given voice. Cutoff goes from 0 to 22khz. - -#### get_filter_resonance - * [float](class_float) **get_filter_resonance** **(** [int](class_int) voice **)** const - -Return the current filter resonance for a given voice. Resonance goes from 0 up. - -#### get_chorus - * [float](class_float) **get_chorus** **(** [int](class_int) voice **)** const - -Return the current chorus send level for a given voice. (0 to 1). - -#### get_reverb_room - * [float](class_float) **get_reverb_room** **(** [int](class_int) voice **)** const - -Return the current reverb room type for a given voice (see REVERB_* enum). - -#### get_reverb - * [float](class_float) **get_reverb** **(** [int](class_int) voice **)** const - -Return the current reverb send level for a given voice. (0 to 1). +http://docs.godotengine.org diff --git a/class_sampleplayer2d.md b/class_sampleplayer2d.md index 7e977f5..505e8fd 100644 --- a/class_sampleplayer2d.md +++ b/class_sampleplayer2d.md @@ -1,81 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SamplePlayer2D -####**Inherits:** [SoundPlayer2D](class_soundplayer2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Sample player for Positional 2D Sound. - -### Member Functions - * void **[set_sample_library](#set_sample_library)** **(** [SampleLibrary](class_samplelibrary) library **)** - * [SampleLibrary](class_samplelibrary) **[get_sample_library](#get_sample_library)** **(** **)** const - * void **[set_polyphony](#set_polyphony)** **(** [int](class_int) voices **)** - * [int](class_int) **[get_polyphony](#get_polyphony)** **(** **)** const - * [int](class_int) **[play](#play)** **(** [String](class_string) sample, [int](class_int) voice=-2 **)** - * void **[voice_set_pitch_scale](#voice_set_pitch_scale)** **(** [int](class_int) voice, [float](class_float) ratio **)** - * void **[voice_set_volume_scale_db](#voice_set_volume_scale_db)** **(** [int](class_int) voice, [float](class_float) db **)** - * [bool](class_bool) **[is_voice_active](#is_voice_active)** **(** [int](class_int) voice **)** const - * void **[stop_voice](#stop_voice)** **(** [int](class_int) voice **)** - * void **[stop_all](#stop_all)** **(** **)** - * void **[set_random_pitch_scale](#set_random_pitch_scale)** **(** [float](class_float) val **)** - * [float](class_float) **[get_random_pitch_scale](#get_random_pitch_scale)** **(** **)** const - -### Numeric Constants - * **INVALID_VOICE** = **-1** - If the voice is invalid, this is returned. - * **NEXT_VOICE** = **-2** - -### Description -Sample player for Positional 2D Sound. Plays sound samples positionally, left and right depending on the distance/place on the screen. - -### Member Function Description - -#### set_sample_library - * void **set_sample_library** **(** [SampleLibrary](class_samplelibrary) library **)** - -Set the sample library for the player. - -#### get_sample_library - * [SampleLibrary](class_samplelibrary) **get_sample_library** **(** **)** const - -Return the sample library used for the player. - -#### set_polyphony - * void **set_polyphony** **(** [int](class_int) voices **)** - -Set the polyphony of the player (maximum amount of simultaneous voices). - -#### get_polyphony - * [int](class_int) **get_polyphony** **(** **)** const - -Return the polyphony of the player (maximum amount of simultaneous voices). - -#### play - * [int](class_int) **play** **(** [String](class_string) sample, [int](class_int) voice=-2 **)** - -Play a sample, an internal polyphony id can be passed, or else it's assigned automatically. Returns a voice id which can be used to modify the voice parameters. - -#### voice_set_pitch_scale - * void **voice_set_pitch_scale** **(** [int](class_int) voice, [float](class_float) ratio **)** - -Change the pitch scale of a currently playing voice. - -#### voice_set_volume_scale_db - * void **voice_set_volume_scale_db** **(** [int](class_int) voice, [float](class_float) db **)** - -Change the volume scale of a currently playing voice (using dB). - -#### is_voice_active - * [bool](class_bool) **is_voice_active** **(** [int](class_int) voice **)** const - -Return true if a voice is still active (false if it stopped playing). - -#### stop_voice - * void **stop_voice** **(** [int](class_int) voice **)** - -Stop a given voice. - -#### stop_all - * void **stop_all** **(** **)** - -Stop all playing voices. +http://docs.godotengine.org diff --git a/class_sceneinteractiveloader.md b/class_sceneinteractiveloader.md index b06ca57..505e8fd 100644 --- a/class_sceneinteractiveloader.md +++ b/class_sceneinteractiveloader.md @@ -1,19 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SceneInteractiveLoader -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [Object](class_object) **[get_scene](#get_tree)** **(** **)** - * [int](class_int) **[poll](#poll)** **(** **)** - * [int](class_int) **[get_stage](#get_stage)** **(** **)** const - * [int](class_int) **[get_stage_count](#get_stage_count)** **(** **)** const - -### Member Function Description - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_sceneio.md b/class_sceneio.md index 191c424..505e8fd 100644 --- a/class_sceneio.md +++ b/class_sceneio.md @@ -1,18 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SceneIO -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [Node](class_node) **[load](#load)** **(** [String](class_string) path **)** - * [int](class_int) **[save](#save)** **(** [String](class_string) path, [Node](class_node) scene, [int](class_int) flags=0, OptimizedSaver optimizer=Object() **)** - * [SceneInteractiveLoader](class_sceneinteractiveloader) **[load_interactive](#load_interactive)** **(** [String](class_string) path **)** - -### Member Function Description - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_scenemainloop.md b/class_scenemainloop.md index 359ea65..505e8fd 100644 --- a/class_scenemainloop.md +++ b/class_scenemainloop.md @@ -1,121 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SceneMainLoop -####**Inherits:** [MainLoop](class_mainloop) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Scene-Based implementation of the MainLoop. - -### Member Functions - * void **[notify_group](#notify_group)** **(** [int](class_int) call_flags, [String](class_string) group, [int](class_int) notification **)** - * void **[set_group](#set_group)** **(** [int](class_int) call_flags, [String](class_string) group, [String](class_string) property, var value **)** - * [Array](class_array) **[get_nodes_in_group](#get_nodes_in_group)** **(** [String](class_string) arg0 **)** - * [Viewport](class_viewport) **[get_root](#get_root)** **(** **)** const - * void **[set_auto_accept_quit](#set_auto_accept_quit)** **(** [bool](class_bool) enabled **)** - * void **[set_editor_hint](#set_editor_hint)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_editor_hint](#is_editor_hint)** **(** **)** const - * void **[set_edited_scene_root](#set_edited_scene_root)** **(** [Object](class_object) scene **)** - * [Object](class_object) **[get_edited_scene_root](#get_edited_scene_root)** **(** **)** const - * void **[set_pause](#set_pause)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_paused](#is_paused)** **(** **)** const - * void **[set_input_as_handled](#set_input_as_handled)** **(** **)** - * [int](class_int) **[get_node_count](#get_node_count)** **(** **)** const - * [int](class_int) **[get_frame](#get_frame)** **(** **)** const - * void **[quit](#quit)** **(** **)** - * void **[set_screen_stretch](#set_screen_stretch)** **(** [int](class_int) mode, [int](class_int) aspect, [Vector2](class_vector2) minsize **)** - * void **[queue_delete](#queue_delete)** **(** [Object](class_object) obj **)** - * void **[call_group](#call_group)** **(** [int](class_int) flags, [String](class_string) group, [String](class_string) method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL **)** - -### Signals - * **screen_resized** **(** **)** - * **node_removed** **(** [Object](class_object) node **)** - * **tree_changed** **(** **)** - -### Numeric Constants - * **GROUP_CALL_DEFAULT** = **0** - Regular group call flag (no flags). - * **GROUP_CALL_REVERSE** = **1** - Call a group in inverse-scene order. - * **GROUP_CALL_REALTIME** = **2** - Call a group immediately (usually calls are delivered on idle). - * **GROUP_CALL_UNIQUE** = **4** - Call a group only once, even if call is performed many times. - * **STRETCH_MODE_DISABLED** = **0** - * **STRETCH_MODE_2D** = **1** - * **STRETCH_MODE_VIEWPORT** = **2** - * **STRETCH_ASPECT_IGNORE** = **0** - * **STRETCH_ASPECT_KEEP** = **1** - * **STRETCH_ASPECT_KEEP_WIDTH** = **2** - * **STRETCH_ASPECT_KEEP_HEIGHT** = **3** - -### Description -Scene implementation of the MainLoop. All scenes edited using the editor are loaded with this main loop, which provides the base for the scene system. - - All group operations (get nodes, call, etc) is performed here. All nodes in a group can be called a specific functions, set a property or notified. This happens in scene-order. - -### Member Function Description - -#### notify_group - * void **notify_group** **(** [int](class_int) call_flags, [String](class_string) group, [int](class_int) notification **)** - -Call a notification in all the nodes belonging to a given group. See GROUP_CALL_* enum for options. - -#### set_group - * void **set_group** **(** [int](class_int) call_flags, [String](class_string) group, [String](class_string) property, var value **)** - -Set a property in all the nodes belonging to a given group. See GROUP_CALL_* enum for options. - -#### get_nodes_in_group - * [Array](class_array) **get_nodes_in_group** **(** [String](class_string) arg0 **)** - -Get all the nods belonging to a given group. - -#### set_auto_accept_quit - * void **set_auto_accept_quit** **(** [bool](class_bool) enabled **)** - -Set to true if the application will quit automatically when quit is requested (Alt-f4 or ctrl-c). - -#### set_editor_hint - * void **set_editor_hint** **(** [bool](class_bool) enable **)** - -Set to true to tell nodes and the scene that it is being edited. This is used by editors, not release. - -#### is_editor_hint - * [bool](class_bool) **is_editor_hint** **(** **)** const - -Return true if the scene is being run inside an editor. - -#### set_pause - * void **set_pause** **(** [bool](class_bool) enable **)** - -Set pause. The built-in pause system is very basic and only meant to avoid processing nodes not allowed to work in pause mode. - -#### is_paused - * [bool](class_bool) **is_paused** **(** **)** const - -Return true if the scene is paused. - -#### set_input_as_handled - * void **set_input_as_handled** **(** **)** - -Handle a current input event (avoid further processing of it). - -#### get_frame - * [int](class_int) **get_frame** **(** **)** const - -Return the frame index (how many frames were drawn). - -#### quit - * void **quit** **(** **)** - -Quit the application. - -#### queue_delete - * void **queue_delete** **(** [Object](class_object) obj **)** - -Queue an object for deletion next time the loop goes idle. - -#### call_group - * void **call_group** **(** [int](class_int) flags, [String](class_string) group, [String](class_string) method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL **)** - -Call a function for all the nodes in a given group. - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_scenepreloader.md b/class_scenepreloader.md index ea52a66..505e8fd 100644 --- a/class_scenepreloader.md +++ b/class_scenepreloader.md @@ -1,19 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ScenePreloader -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[load_scene](#load_scene)** **(** [String](class_string) path **)** - * [String](class_string) **[get_scene_path](#get_scene_path)** **(** **)** const - * [Node](class_node) **[instance](#instance)** **(** **)** const - * [bool](class_bool) **[can_instance](#can_instance)** **(** **)** const - -### Member Function Description - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_scenetree.md b/class_scenetree.md index 3ee3eb1..505e8fd 100644 --- a/class_scenetree.md +++ b/class_scenetree.md @@ -1,53 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SceneTree -####**Inherits:** [MainLoop](class_mainloop) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[notify_group](#notify_group)** **(** [int](class_int) call_flags, [String](class_string) group, [int](class_int) notification **)** - * void **[set_group](#set_group)** **(** [int](class_int) call_flags, [String](class_string) group, [String](class_string) property, var value **)** - * [Array](class_array) **[get_nodes_in_group](#get_nodes_in_group)** **(** [String](class_string) arg0 **)** - * [Viewport](class_viewport) **[get_root](#get_root)** **(** **)** const - * void **[set_auto_accept_quit](#set_auto_accept_quit)** **(** [bool](class_bool) enabled **)** - * void **[set_editor_hint](#set_editor_hint)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_editor_hint](#is_editor_hint)** **(** **)** const - * void **[set_edited_scene_root](#set_edited_scene_root)** **(** [Object](class_object) scene **)** - * [Object](class_object) **[get_edited_scene_root](#get_edited_scene_root)** **(** **)** const - * void **[set_pause](#set_pause)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_paused](#is_paused)** **(** **)** const - * void **[set_input_as_handled](#set_input_as_handled)** **(** **)** - * [int](class_int) **[get_node_count](#get_node_count)** **(** **)** const - * [int](class_int) **[get_frame](#get_frame)** **(** **)** const - * void **[quit](#quit)** **(** **)** - * void **[set_screen_stretch](#set_screen_stretch)** **(** [int](class_int) mode, [int](class_int) aspect, [Vector2](class_vector2) minsize **)** - * void **[queue_delete](#queue_delete)** **(** [Object](class_object) obj **)** - * void **[call_group](#call_group)** **(** [int](class_int) flags, [String](class_string) group, [String](class_string) method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL **)** - * void **[set_current_scene](#set_current_scene)** **(** [Node](class_node) child_node **)** - * [Node](class_node) **[get_current_scene](#get_current_scene)** **(** **)** const - * [int](class_int) **[change_scene](#change_scene)** **(** [String](class_string) path **)** - * [int](class_int) **[change_scene_to](#change_scene_to)** **(** [PackedScene](class_packedscene) packed_scene **)** - * [int](class_int) **[reload_current_scene](#reload_current_scene)** **(** **)** - -### Signals - * **screen_resized** **(** **)** - * **node_removed** **(** [Object](class_object) node **)** - * **tree_changed** **(** **)** - -### Numeric Constants - * **GROUP_CALL_DEFAULT** = **0** - * **GROUP_CALL_REVERSE** = **1** - * **GROUP_CALL_REALTIME** = **2** - * **GROUP_CALL_UNIQUE** = **4** - * **STRETCH_MODE_DISABLED** = **0** - * **STRETCH_MODE_2D** = **1** - * **STRETCH_MODE_VIEWPORT** = **2** - * **STRETCH_ASPECT_IGNORE** = **0** - * **STRETCH_ASPECT_KEEP** = **1** - * **STRETCH_ASPECT_KEEP_WIDTH** = **2** - * **STRETCH_ASPECT_KEEP_HEIGHT** = **3** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_script.md b/class_script.md index e71d1a3..505e8fd 100644 --- a/class_script.md +++ b/class_script.md @@ -1,51 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Script -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for scripts. - -### Member Functions - * [bool](class_bool) **[can_instance](#can_instance)** **(** **)** const - * [bool](class_bool) **[instance_has](#instance_has)** **(** [Object](class_object) base_object **)** const - * [bool](class_bool) **[has_source_code](#has_source_code)** **(** **)** const - * [String](class_string) **[get_source_code](#get_source_code)** **(** **)** const - * void **[set_source_code](#set_source_code)** **(** [String](class_string) source **)** - * [int](class_int) **[reload](#reload)** **(** **)** - -### Description -Base class for scripts. Any script that is loaded becomes one of these resources, which can then create instances. - -### Member Function Description - -#### can_instance - * [bool](class_bool) **can_instance** **(** **)** const - -Return true if this script can be instance (ie not a library). - -#### instance_has - * [bool](class_bool) **instance_has** **(** [Object](class_object) base_object **)** const - -Return true if a given object uses an instance of this script. - -#### has_source_code - * [bool](class_bool) **has_source_code** **(** **)** const - -Return true if the script contains source code. - -#### get_source_code - * [String](class_string) **get_source_code** **(** **)** const - -Return the script source code (if available). - -#### set_source_code - * void **set_source_code** **(** [String](class_string) source **)** - -Set the script source code. - -#### reload - * [int](class_int) **reload** **(** **)** - -Reload the script. This will fail if there are existing instances. +http://docs.godotengine.org diff --git a/class_scrollbar.md b/class_scrollbar.md index 0b7506b..505e8fd 100644 --- a/class_scrollbar.md +++ b/class_scrollbar.md @@ -1,17 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ScrollBar -####**Inherits:** [Range](class_range) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for scroll bars. - -### Member Functions - * void **[set_custom_step](#set_custom_step)** **(** [float](class_float) step **)** - * [float](class_float) **[get_custom_step](#get_custom_step)** **(** **)** const - -### Description -Scrollbars are a [Range](class_range) based [Control](class_control), that display a draggable area (the size of the page). Horizontal ([HScrollBar](class_hscrollbar)) and Vertical ([VScrollBar](class_vscrollbar)) versions are available. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_scrollcontainer.md b/class_scrollcontainer.md index 43c5307..505e8fd 100644 --- a/class_scrollcontainer.md +++ b/class_scrollcontainer.md @@ -1,20 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ScrollContainer -####**Inherits:** [Container](class_container) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_enable_h_scroll](#set_enable_h_scroll)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_h_scroll_enabled](#is_h_scroll_enabled)** **(** **)** const - * void **[set_enable_v_scroll](#set_enable_v_scroll)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_v_scroll_enabled](#is_v_scroll_enabled)** **(** **)** const - * void **[set_h_scroll](#set_h_scroll)** **(** [int](class_int) val **)** - * [int](class_int) **[get_h_scroll](#get_h_scroll)** **(** **)** const - * void **[set_v_scroll](#set_v_scroll)** **(** [int](class_int) val **)** - * [int](class_int) **[get_v_scroll](#get_v_scroll)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_segmentshape2d.md b/class_segmentshape2d.md index 7bd8c8f..505e8fd 100644 --- a/class_segmentshape2d.md +++ b/class_segmentshape2d.md @@ -1,19 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SegmentShape2D -####**Inherits:** [Shape2D](class_shape2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Segment Shape for 2D Collision Detection. - -### Member Functions - * void **[set_a](#set_a)** **(** [Vector2](class_vector2) a **)** - * [Vector2](class_vector2) **[get_a](#get_a)** **(** **)** const - * void **[set_b](#set_b)** **(** [Vector2](class_vector2) b **)** - * [Vector2](class_vector2) **[get_b](#get_b)** **(** **)** const - -### Description -Segment Shape for 2D Collision Detection, consists of two points, 'a' and 'b'. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_semaphore.md b/class_semaphore.md index 5fe2be8..505e8fd 100644 --- a/class_semaphore.md +++ b/class_semaphore.md @@ -1,14 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Semaphore -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * Error **[wait](#wait)** **(** **)** - * Error **[post](#post)** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_separator.md b/class_separator.md index 9e70532..505e8fd 100644 --- a/class_separator.md +++ b/class_separator.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Separator -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for separators. - -### Description -Separator is a [Control](class_control) used for sepataring other controls. It's purely a visual decoration. Horizontal ([HSeparator](class_hseparator)) and Vertical ([VSeparator](class_vseparator)) versions are available. +http://docs.godotengine.org diff --git a/class_shader.md b/class_shader.md index f6c7668..505e8fd 100644 --- a/class_shader.md +++ b/class_shader.md @@ -1,28 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Shader -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -To be changed, ignore. - -### Member Functions - * [int](class_int) **[get_mode](#get_mode)** **(** **)** const - * void **[set_code](#set_code)** **(** [String](class_string) vcode, [String](class_string) fcode, [String](class_string) lcode, [int](class_int) fofs=0, [int](class_int) lofs=0 **)** - * [String](class_string) **[get_vertex_code](#get_vertex_code)** **(** **)** const - * [String](class_string) **[get_fragment_code](#get_fragment_code)** **(** **)** const - * [String](class_string) **[get_light_code](#get_light_code)** **(** **)** const - * void **[set_default_texture_param](#set_default_texture_param)** **(** [String](class_string) param, [Texture](class_texture) texture **)** - * [Texture](class_texture) **[get_default_texture_param](#get_default_texture_param)** **(** [String](class_string) param **)** const - * [bool](class_bool) **[has_param](#has_param)** **(** [String](class_string) name **)** const - -### Numeric Constants - * **MODE_MATERIAL** = **0** - * **MODE_CANVAS_ITEM** = **1** - * **MODE_POST_PROCESS** = **2** - -### Description -To be changed, ignore. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_shadergraph.md b/class_shadergraph.md index 8c09271..505e8fd 100644 --- a/class_shadergraph.md +++ b/class_shadergraph.md @@ -1,189 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ShaderGraph -####**Inherits:** [Shader](class_shader) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[node_add](#node_add)** **(** [int](class_int) shader_type, [int](class_int) node_type, [int](class_int) id **)** - * void **[node_remove](#node_remove)** **(** [int](class_int) shader_type, [int](class_int) id **)** - * void **[node_set_pos](#node_set_pos)** **(** [int](class_int) shader_type, [int](class_int) id, [Vector2](class_vector2) pos **)** - * [Vector2](class_vector2) **[node_get_pos](#node_get_pos)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - * [int](class_int) **[node_get_type](#node_get_type)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - * [Array](class_array) **[get_node_list](#get_node_list)** **(** [int](class_int) shader_type **)** const - * void **[scalar_const_node_set_value](#scalar_const_node_set_value)** **(** [int](class_int) shader_type, [int](class_int) id, [float](class_float) value **)** - * void **[scalar_const_node_get_value](#scalar_const_node_get_value)** **(** [int](class_int) shader_type, [int](class_int) id, [float](class_float) arg2 **)** - * void **[vec_const_node_set_value](#vec_const_node_set_value)** **(** [int](class_int) shader_type, [int](class_int) id, [Vector3](class_vector3) value **)** - * void **[vec_const_node_get_value](#vec_const_node_get_value)** **(** [int](class_int) shader_type, [int](class_int) id, [Vector3](class_vector3) arg2 **)** - * void **[rgb_const_node_set_value](#rgb_const_node_set_value)** **(** [int](class_int) shader_type, [int](class_int) id, [Color](class_color) value **)** - * void **[rgb_const_node_get_value](#rgb_const_node_get_value)** **(** [int](class_int) shader_type, [int](class_int) id, [Color](class_color) arg2 **)** - * void **[xform_const_node_set_value](#xform_const_node_set_value)** **(** [int](class_int) shader_type, [int](class_int) id, [Transform](class_transform) value **)** - * void **[xform_const_node_get_value](#xform_const_node_get_value)** **(** [int](class_int) shader_type, [int](class_int) id, [Transform](class_transform) arg2 **)** - * void **[texture_node_set_filter_size](#texture_node_set_filter_size)** **(** [int](class_int) shader_type, [int](class_int) id, [int](class_int) filter_size **)** - * void **[texture_node_get_filter_size](#texture_node_get_filter_size)** **(** [int](class_int) shader_type, [int](class_int) id, [int](class_int) arg2 **)** - * void **[texture_node_set_filter_strength](#texture_node_set_filter_strength)** **(** [int](class_int) shader_type, [float](class_float) id, [float](class_float) filter_strength **)** - * void **[texture_node_get_filter_strength](#texture_node_get_filter_strength)** **(** [int](class_int) shader_type, [float](class_float) id, [float](class_float) arg2 **)** - * void **[scalar_op_node_set_op](#scalar_op_node_set_op)** **(** [int](class_int) shader_type, [float](class_float) id, [int](class_int) op **)** - * [int](class_int) **[scalar_op_node_get_op](#scalar_op_node_get_op)** **(** [int](class_int) shader_type, [float](class_float) id **)** const - * void **[vec_op_node_set_op](#vec_op_node_set_op)** **(** [int](class_int) shader_type, [float](class_float) id, [int](class_int) op **)** - * [int](class_int) **[vec_op_node_get_op](#vec_op_node_get_op)** **(** [int](class_int) shader_type, [float](class_float) id **)** const - * void **[vec_scalar_op_node_set_op](#vec_scalar_op_node_set_op)** **(** [int](class_int) shader_type, [float](class_float) id, [int](class_int) op **)** - * [int](class_int) **[vec_scalar_op_node_get_op](#vec_scalar_op_node_get_op)** **(** [int](class_int) shader_type, [float](class_float) id **)** const - * void **[rgb_op_node_set_op](#rgb_op_node_set_op)** **(** [int](class_int) shader_type, [float](class_float) id, [int](class_int) op **)** - * [int](class_int) **[rgb_op_node_get_op](#rgb_op_node_get_op)** **(** [int](class_int) shader_type, [float](class_float) id **)** const - * void **[xform_vec_mult_node_set_no_translation](#xform_vec_mult_node_set_no_translation)** **(** [int](class_int) shader_type, [int](class_int) id, [bool](class_bool) disable **)** - * [bool](class_bool) **[xform_vec_mult_node_get_no_translation](#xform_vec_mult_node_get_no_translation)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - * void **[scalar_func_node_set_function](#scalar_func_node_set_function)** **(** [int](class_int) shader_type, [int](class_int) id, [int](class_int) func **)** - * [int](class_int) **[scalar_func_node_get_function](#scalar_func_node_get_function)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - * void **[vec_func_node_set_function](#vec_func_node_set_function)** **(** [int](class_int) shader_type, [int](class_int) id, [int](class_int) func **)** - * [int](class_int) **[vec_func_node_get_function](#vec_func_node_get_function)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - * void **[input_node_set_name](#input_node_set_name)** **(** [int](class_int) shader_type, [int](class_int) id, [String](class_string) name **)** - * [String](class_string) **[input_node_get_name](#input_node_get_name)** **(** [int](class_int) shader_type, [int](class_int) id **)** - * void **[scalar_input_node_set_value](#scalar_input_node_set_value)** **(** [int](class_int) shader_type, [int](class_int) id, [float](class_float) value **)** - * [float](class_float) **[scalar_input_node_get_value](#scalar_input_node_get_value)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - * void **[vec_input_node_set_value](#vec_input_node_set_value)** **(** [int](class_int) shader_type, [int](class_int) id, [Vector3](class_vector3) value **)** - * [Vector3](class_vector3) **[vec_input_node_get_value](#vec_input_node_get_value)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - * void **[rgb_input_node_set_value](#rgb_input_node_set_value)** **(** [int](class_int) shader_type, [int](class_int) id, [Color](class_color) value **)** - * [Color](class_color) **[rgb_input_node_get_value](#rgb_input_node_get_value)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - * void **[xform_input_node_set_value](#xform_input_node_set_value)** **(** [int](class_int) shader_type, [int](class_int) id, [Transform](class_transform) value **)** - * [Transform](class_transform) **[xform_input_node_get_value](#xform_input_node_get_value)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - * void **[texture_input_node_set_value](#texture_input_node_set_value)** **(** [int](class_int) shader_type, [int](class_int) id, [Texture](class_texture) value **)** - * [Texture](class_texture) **[texture_input_node_get_value](#texture_input_node_get_value)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - * void **[cubemap_input_node_set_value](#cubemap_input_node_set_value)** **(** [int](class_int) shader_type, [int](class_int) id, [CubeMap](class_cubemap) value **)** - * [CubeMap](class_cubemap) **[cubemap_input_node_get_value](#cubemap_input_node_get_value)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - * void **[comment_node_set_text](#comment_node_set_text)** **(** [int](class_int) shader_type, [int](class_int) id, [String](class_string) text **)** - * [String](class_string) **[comment_node_get_text](#comment_node_get_text)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - * void **[color_ramp_node_set_ramp](#color_ramp_node_set_ramp)** **(** [int](class_int) shader_type, [int](class_int) id, [ColorArray](class_colorarray) colors, [RealArray](class_realarray) offsets **)** - * [ColorArray](class_colorarray) **[color_ramp_node_get_colors](#color_ramp_node_get_colors)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - * [RealArray](class_realarray) **[color_ramp_node_get_offsets](#color_ramp_node_get_offsets)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - * void **[curve_map_node_set_points](#curve_map_node_set_points)** **(** [int](class_int) shader_type, [int](class_int) id, [Vector2Array](class_vector2array) points **)** - * [Vector2Array](class_vector2array) **[curve_map_node_get_points](#curve_map_node_get_points)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - * Error **[connect_node](#connect_node)** **(** [int](class_int) shader_type, [int](class_int) src_id, [int](class_int) src_slot, [int](class_int) dst_id, [int](class_int) dst_slot **)** - * [bool](class_bool) **[is_node_connected](#is_node_connected)** **(** [int](class_int) shader_type, [int](class_int) src_id, [int](class_int) src_slot, [int](class_int) dst_id, [int](class_int) dst_slot **)** const - * void **[disconnect_node](#disconnect_node)** **(** [int](class_int) shader_type, [int](class_int) src_id, [int](class_int) src_slot, [int](class_int) dst_id, [int](class_int) dst_slot **)** - * [Array](class_array) **[get_node_connections](#get_node_connections)** **(** [int](class_int) shader_type **)** const - * void **[clear](#clear)** **(** [int](class_int) shader_type **)** - * void **[node_set_state](#node_set_state)** **(** [int](class_int) shader_type, [int](class_int) id, var state **)** - * void **[node_get_state](#node_get_state)** **(** [int](class_int) shader_type, [int](class_int) id **)** const - -### Signals - * **updated** **(** **)** - -### Numeric Constants - * **NODE_INPUT** = **0** - * **NODE_SCALAR_CONST** = **1** - * **NODE_VEC_CONST** = **2** - * **NODE_RGB_CONST** = **3** - * **NODE_XFORM_CONST** = **4** - * **NODE_TIME** = **5** - * **NODE_SCREEN_TEX** = **6** - * **NODE_SCALAR_OP** = **7** - * **NODE_VEC_OP** = **8** - * **NODE_VEC_SCALAR_OP** = **9** - * **NODE_RGB_OP** = **10** - * **NODE_XFORM_MULT** = **11** - * **NODE_XFORM_VEC_MULT** = **12** - * **NODE_XFORM_VEC_INV_MULT** = **13** - * **NODE_SCALAR_FUNC** = **14** - * **NODE_VEC_FUNC** = **15** - * **NODE_VEC_LEN** = **16** - * **NODE_DOT_PROD** = **17** - * **NODE_VEC_TO_SCALAR** = **18** - * **NODE_SCALAR_TO_VEC** = **19** - * **NODE_VEC_TO_XFORM** = **21** - * **NODE_XFORM_TO_VEC** = **20** - * **NODE_SCALAR_INTERP** = **22** - * **NODE_VEC_INTERP** = **23** - * **NODE_COLOR_RAMP** = **24** - * **NODE_CURVE_MAP** = **25** - * **NODE_SCALAR_INPUT** = **26** - * **NODE_VEC_INPUT** = **27** - * **NODE_RGB_INPUT** = **28** - * **NODE_XFORM_INPUT** = **29** - * **NODE_TEXTURE_INPUT** = **30** - * **NODE_CUBEMAP_INPUT** = **31** - * **NODE_DEFAULT_TEXTURE** = **32** - * **NODE_OUTPUT** = **33** - * **NODE_COMMENT** = **34** - * **NODE_TYPE_MAX** = **35** - * **SLOT_TYPE_SCALAR** = **0** - * **SLOT_TYPE_VEC** = **1** - * **SLOT_TYPE_XFORM** = **2** - * **SLOT_TYPE_TEXTURE** = **3** - * **SLOT_MAX** = **4** - * **SHADER_TYPE_VERTEX** = **0** - * **SHADER_TYPE_FRAGMENT** = **1** - * **SHADER_TYPE_LIGHT** = **2** - * **SHADER_TYPE_MAX** = **3** - * **SLOT_IN** = **0** - * **SLOT_OUT** = **1** - * **GRAPH_OK** = **0** - * **GRAPH_ERROR_CYCLIC** = **1** - * **GRAPH_ERROR_MISSING_CONNECTIONS** = **2** - * **SCALAR_OP_ADD** = **0** - * **SCALAR_OP_SUB** = **1** - * **SCALAR_OP_MUL** = **2** - * **SCALAR_OP_DIV** = **3** - * **SCALAR_OP_MOD** = **4** - * **SCALAR_OP_POW** = **5** - * **SCALAR_OP_MAX** = **6** - * **SCALAR_OP_MIN** = **7** - * **SCALAR_OP_ATAN2** = **8** - * **SCALAR_MAX_OP** = **9** - * **VEC_OP_ADD** = **0** - * **VEC_OP_SUB** = **1** - * **VEC_OP_MUL** = **2** - * **VEC_OP_DIV** = **3** - * **VEC_OP_MOD** = **4** - * **VEC_OP_POW** = **5** - * **VEC_OP_MAX** = **6** - * **VEC_OP_MIN** = **7** - * **VEC_OP_CROSS** = **8** - * **VEC_MAX_OP** = **9** - * **VEC_SCALAR_OP_MUL** = **0** - * **VEC_SCALAR_OP_DIV** = **1** - * **VEC_SCALAR_OP_POW** = **2** - * **VEC_SCALAR_MAX_OP** = **3** - * **RGB_OP_SCREEN** = **0** - * **RGB_OP_DIFFERENCE** = **1** - * **RGB_OP_DARKEN** = **2** - * **RGB_OP_LIGHTEN** = **3** - * **RGB_OP_OVERLAY** = **4** - * **RGB_OP_DODGE** = **5** - * **RGB_OP_BURN** = **6** - * **RGB_OP_SOFT_LIGHT** = **7** - * **RGB_OP_HARD_LIGHT** = **8** - * **RGB_MAX_OP** = **9** - * **SCALAR_FUNC_SIN** = **0** - * **SCALAR_FUNC_COS** = **1** - * **SCALAR_FUNC_TAN** = **2** - * **SCALAR_FUNC_ASIN** = **3** - * **SCALAR_FUNC_ACOS** = **4** - * **SCALAR_FUNC_ATAN** = **5** - * **SCALAR_FUNC_SINH** = **6** - * **SCALAR_FUNC_COSH** = **7** - * **SCALAR_FUNC_TANH** = **8** - * **SCALAR_FUNC_LOG** = **9** - * **SCALAR_FUNC_EXP** = **10** - * **SCALAR_FUNC_SQRT** = **11** - * **SCALAR_FUNC_ABS** = **12** - * **SCALAR_FUNC_SIGN** = **13** - * **SCALAR_FUNC_FLOOR** = **14** - * **SCALAR_FUNC_ROUND** = **15** - * **SCALAR_FUNC_CEIL** = **16** - * **SCALAR_FUNC_FRAC** = **17** - * **SCALAR_FUNC_SATURATE** = **18** - * **SCALAR_FUNC_NEGATE** = **19** - * **SCALAR_MAX_FUNC** = **20** - * **VEC_FUNC_NORMALIZE** = **0** - * **VEC_FUNC_SATURATE** = **1** - * **VEC_FUNC_NEGATE** = **2** - * **VEC_FUNC_RECIPROCAL** = **3** - * **VEC_FUNC_RGB2HSV** = **4** - * **VEC_FUNC_HSV2RGB** = **5** - * **VEC_MAX_FUNC** = **6** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_shadermaterial.md b/class_shadermaterial.md index ceff302..505e8fd 100644 --- a/class_shadermaterial.md +++ b/class_shadermaterial.md @@ -1,16 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ShaderMaterial -####**Inherits:** [Material](class_material) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_shader](#set_shader)** **(** [Shader](class_shader) shader **)** - * [Shader](class_shader) **[get_shader](#get_shader)** **(** **)** const - * void **[set_shader_param](#set_shader_param)** **(** [String](class_string) param, var value **)** - * void **[get_shader_param](#get_shader_param)** **(** [String](class_string) param **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_shape.md b/class_shape.md index dbae2d7..505e8fd 100644 --- a/class_shape.md +++ b/class_shape.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Shape -####**Inherits:** [Resource](class_resource) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_shape2d.md b/class_shape2d.md index 0a8953a..505e8fd 100644 --- a/class_shape2d.md +++ b/class_shape2d.md @@ -1,31 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Shape2D -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for all 2D Shapes. - -### Member Functions - * void **[set_custom_solver_bias](#set_custom_solver_bias)** **(** [float](class_float) bias **)** - * [float](class_float) **[get_custom_solver_bias](#get_custom_solver_bias)** **(** **)** const - * [bool](class_bool) **[collide](#collide)** **(** [Matrix32](class_matrix32) local_xform, [Shape2D](class_shape2d) with_shape, [Matrix32](class_matrix32) shape_xform **)** - * [bool](class_bool) **[collide_with_motion](#collide_with_motion)** **(** [Matrix32](class_matrix32) local_xform, [Vector2](class_vector2) local_motion, [Shape2D](class_shape2d) with_shape, [Matrix32](class_matrix32) shape_xform, [Vector2](class_vector2) shape_motion **)** - * void **[collide_and_get_contacts](#collide_and_get_contacts)** **(** [Matrix32](class_matrix32) local_xform, [Shape2D](class_shape2d) with_shape, [Matrix32](class_matrix32) shape_xform **)** - * void **[collide_with_motion_and_get_contacts](#collide_with_motion_and_get_contacts)** **(** [Matrix32](class_matrix32) local_xform, [Vector2](class_vector2) local_motion, [Shape2D](class_shape2d) with_shape, [Matrix32](class_matrix32) shape_xform, [Vector2](class_vector2) shape_motion **)** - -### Description -Base class for all 2D Shapes. All 2D shape types inherit from this. - -### Member Function Description - -#### set_custom_solver_bias - * void **set_custom_solver_bias** **(** [float](class_float) bias **)** - -Use a custom solver bias. No need to change this unless you really know what you are doing. - -#### get_custom_solver_bias - * [float](class_float) **get_custom_solver_bias** **(** **)** const - -Return the custom solver bias. No need to change this unless you really know what you are doing. +http://docs.godotengine.org diff --git a/class_skeleton.md b/class_skeleton.md index 253a5d3..505e8fd 100644 --- a/class_skeleton.md +++ b/class_skeleton.md @@ -1,107 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Skeleton -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Skeleton for characters and animated objects. - -### Member Functions - * void **[add_bone](#add_bone)** **(** [String](class_string) name **)** - * [int](class_int) **[find_bone](#find_bone)** **(** [String](class_string) name **)** const - * [String](class_string) **[get_bone_name](#get_bone_name)** **(** [int](class_int) bone_idx **)** const - * [int](class_int) **[get_bone_parent](#get_bone_parent)** **(** [int](class_int) bone_idx **)** const - * void **[set_bone_parent](#set_bone_parent)** **(** [int](class_int) bone_idx, [int](class_int) parent_idx **)** - * [int](class_int) **[get_bone_count](#get_bone_count)** **(** **)** const - * [Transform](class_transform) **[get_bone_rest](#get_bone_rest)** **(** [int](class_int) bone_idx **)** const - * void **[set_bone_rest](#set_bone_rest)** **(** [int](class_int) bone_idx, [Transform](class_transform) rest **)** - * void **[bind_child_node_to_bone](#bind_child_node_to_bone)** **(** [int](class_int) bone_idx, [Node](class_node) node **)** - * void **[unbind_child_node_from_bone](#unbind_child_node_from_bone)** **(** [int](class_int) bone_idx, [Node](class_node) node **)** - * [Array](class_array) **[get_bound_child_nodes_to_bone](#get_bound_child_nodes_to_bone)** **(** [int](class_int) bone_idx **)** const - * void **[clear_bones](#clear_bones)** **(** **)** - * [Transform](class_transform) **[get_bone_pose](#get_bone_pose)** **(** [int](class_int) bone_idx **)** const - * void **[set_bone_pose](#set_bone_pose)** **(** [int](class_int) bone_idx, [Transform](class_transform) pose **)** - * void **[set_bone_global_pose](#set_bone_global_pose)** **(** [int](class_int) bone_idx, [Transform](class_transform) pose **)** - * [Transform](class_transform) **[get_bone_global_pose](#get_bone_global_pose)** **(** [int](class_int) bone_idx **)** const - * [Transform](class_transform) **[get_bone_custom_pose](#get_bone_custom_pose)** **(** [int](class_int) bone_idx **)** const - * void **[set_bone_custom_pose](#set_bone_custom_pose)** **(** [int](class_int) bone_idx, [Transform](class_transform) custom_pose **)** - * [Transform](class_transform) **[get_bone_transform](#get_bone_transform)** **(** [int](class_int) bone_idx **)** const - -### Numeric Constants - * **NOTIFICATION_UPDATE_SKELETON** = **50** - -### Description -Skeleton provides a hierachial interface for managing bones, including pose, rest and animation (see [Animation](class_animation)). Skeleton will support rag doll dynamics in the future. - -### Member Function Description - -#### add_bone - * void **add_bone** **(** [String](class_string) name **)** - -Add a bone, with name "name". [get_bone_count](#get_bone_count) will become the bone index. - -#### find_bone - * [int](class_int) **find_bone** **(** [String](class_string) name **)** const - -Return the bone index that matches "name" as its name. - -#### get_bone_name - * [String](class_string) **get_bone_name** **(** [int](class_int) bone_idx **)** const - -Return the name of the bone at index "index" - -#### get_bone_parent - * [int](class_int) **get_bone_parent** **(** [int](class_int) bone_idx **)** const - -Return the bone index which is the parent of the bone at "bone_idx". If -1, then bone has no parent. Note that the parent bone returned will always be less than "bone_idx". - -#### set_bone_parent - * void **set_bone_parent** **(** [int](class_int) bone_idx, [int](class_int) parent_idx **)** - -Set the bone index "parent_idx" as the parent of the bone at "bone_idx". If -1, then bone has no parent. Note: "parent_idx" must be less than "bone_idx". - -#### get_bone_count - * [int](class_int) **get_bone_count** **(** **)** const - -Return the amount of bones in the skeleton. - -#### get_bone_rest - * [Transform](class_transform) **get_bone_rest** **(** [int](class_int) bone_idx **)** const - -Return the rest transform for a bone "bone_idx". - -#### set_bone_rest - * void **set_bone_rest** **(** [int](class_int) bone_idx, [Transform](class_transform) rest **)** - -Set the rest transform for bone "bone_idx" - -#### bind_child_node_to_bone - * void **bind_child_node_to_bone** **(** [int](class_int) bone_idx, [Node](class_node) node **)** - -Deprecated soon - -#### unbind_child_node_from_bone - * void **unbind_child_node_from_bone** **(** [int](class_int) bone_idx, [Node](class_node) node **)** - -Deprecated soon - -#### get_bound_child_nodes_to_bone - * [Array](class_array) **get_bound_child_nodes_to_bone** **(** [int](class_int) bone_idx **)** const - -Deprecated Soon - -#### clear_bones - * void **clear_bones** **(** **)** - -Clear all the bones in this skeleton. - -#### get_bone_pose - * [Transform](class_transform) **get_bone_pose** **(** [int](class_int) bone_idx **)** const - -Return the pose transform for bone "bone_idx". - -#### set_bone_pose - * void **set_bone_pose** **(** [int](class_int) bone_idx, [Transform](class_transform) pose **)** - -Return the pose transform for bone "bone_idx". +http://docs.godotengine.org diff --git a/class_slider.md b/class_slider.md index a1c5073..505e8fd 100644 --- a/class_slider.md +++ b/class_slider.md @@ -1,39 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Slider -####**Inherits:** [Range](class_range) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for GUI Sliders. - -### Member Functions - * void **[set_ticks](#set_ticks)** **(** [int](class_int) count **)** - * [int](class_int) **[get_ticks](#get_ticks)** **(** **)** const - * [bool](class_bool) **[get_ticks_on_borders](#get_ticks_on_borders)** **(** **)** const - * void **[set_ticks_on_borders](#set_ticks_on_borders)** **(** [bool](class_bool) ticks_on_border **)** - -### Description -Base class for GUI Sliders. - -### Member Function Description - -#### set_ticks - * void **set_ticks** **(** [int](class_int) count **)** - -Set amount of ticks to display in slider. - -#### get_ticks - * [int](class_int) **get_ticks** **(** **)** const - -Return amounts of ticks to display on slider. - -#### get_ticks_on_borders - * [bool](class_bool) **get_ticks_on_borders** **(** **)** const - -Return true if ticks are visible on borders. - -#### set_ticks_on_borders - * void **set_ticks_on_borders** **(** [bool](class_bool) ticks_on_border **)** - -Set true if ticks are visible on borders. +http://docs.godotengine.org diff --git a/class_sliderjoint.md b/class_sliderjoint.md index f518dc9..505e8fd 100644 --- a/class_sliderjoint.md +++ b/class_sliderjoint.md @@ -1,39 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SliderJoint -####**Inherits:** [Joint](class_joint) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_param](#set_param)** **(** [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[get_param](#get_param)** **(** [int](class_int) param **)** const - -### Numeric Constants - * **PARAM_LINEAR_LIMIT_UPPER** = **0** - * **PARAM_LINEAR_LIMIT_LOWER** = **1** - * **PARAM_LINEAR_LIMIT_SOFTNESS** = **2** - * **PARAM_LINEAR_LIMIT_RESTITUTION** = **3** - * **PARAM_LINEAR_LIMIT_DAMPING** = **4** - * **PARAM_LINEAR_MOTION_SOFTNESS** = **5** - * **PARAM_LINEAR_MOTION_RESTITUTION** = **6** - * **PARAM_LINEAR_MOTION_DAMPING** = **7** - * **PARAM_LINEAR_ORTHOGONAL_SOFTNESS** = **8** - * **PARAM_LINEAR_ORTHOGONAL_RESTITUTION** = **9** - * **PARAM_LINEAR_ORTHOGONAL_DAMPING** = **10** - * **PARAM_ANGULAR_LIMIT_UPPER** = **11** - * **PARAM_ANGULAR_LIMIT_LOWER** = **12** - * **PARAM_ANGULAR_LIMIT_SOFTNESS** = **13** - * **PARAM_ANGULAR_LIMIT_RESTITUTION** = **14** - * **PARAM_ANGULAR_LIMIT_DAMPING** = **15** - * **PARAM_ANGULAR_MOTION_SOFTNESS** = **16** - * **PARAM_ANGULAR_MOTION_RESTITUTION** = **17** - * **PARAM_ANGULAR_MOTION_DAMPING** = **18** - * **PARAM_ANGULAR_ORTHOGONAL_SOFTNESS** = **19** - * **PARAM_ANGULAR_ORTHOGONAL_RESTITUTION** = **20** - * **PARAM_ANGULAR_ORTHOGONAL_DAMPING** = **21** - * **PARAM_MAX** = **22** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_soundplayer2d.md b/class_soundplayer2d.md index 22603fa..505e8fd 100644 --- a/class_soundplayer2d.md +++ b/class_soundplayer2d.md @@ -1,25 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SoundPlayer2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for playing spatial 2D sound. - -### Member Functions - * void **[set_param](#set_param)** **(** [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[get_param](#get_param)** **(** [int](class_int) param **)** const - -### Numeric Constants - * **PARAM_VOLUME_DB** = **0** - * **PARAM_PITCH_SCALE** = **1** - * **PARAM_ATTENUATION_MIN_DISTANCE** = **2** - * **PARAM_ATTENUATION_MAX_DISTANCE** = **3** - * **PARAM_ATTENUATION_DISTANCE_EXP** = **4** - * **PARAM_MAX** = **5** - -### Description -Base class for playing spatial 2D sound. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_soundroomparams.md b/class_soundroomparams.md index 7361439..505e8fd 100644 --- a/class_soundroomparams.md +++ b/class_soundroomparams.md @@ -1,18 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SoundRoomParams -####**Inherits:** [Node](class_node) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_param](#set_param)** **(** [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[get_param](#get_param)** **(** [int](class_int) param **)** const - * void **[set_reverb_mode](#set_reverb_mode)** **(** [int](class_int) reverb_mode **)** - * [int](class_int) **[get_reverb_mode](#get_reverb_mode)** **(** **)** const - * void **[set_force_params_to_all_sources](#set_force_params_to_all_sources)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_forcing_params_to_all_sources](#is_forcing_params_to_all_sources)** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_spatial.md b/class_spatial.md index 0eaab83..505e8fd 100644 --- a/class_spatial.md +++ b/class_spatial.md @@ -1,82 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Spatial -####**Inherits:** [Node](class_node) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for all 3D nodes. - -### Member Functions - * void **[set_transform](#set_transform)** **(** [Transform](class_transform) local **)** - * [Transform](class_transform) **[get_transform](#get_transform)** **(** **)** const - * void **[set_translation](#set_translation)** **(** [Vector3](class_vector3) translation **)** - * [Vector3](class_vector3) **[get_translation](#get_translation)** **(** **)** const - * void **[set_rotation](#set_rotation)** **(** [Vector3](class_vector3) rotation **)** - * [Vector3](class_vector3) **[get_rotation](#get_rotation)** **(** **)** const - * void **[set_scale](#set_scale)** **(** [Vector3](class_vector3) scale **)** - * [Vector3](class_vector3) **[get_scale](#get_scale)** **(** **)** const - * void **[set_global_transform](#set_global_transform)** **(** [Transform](class_transform) global **)** - * [Transform](class_transform) **[get_global_transform](#get_global_transform)** **(** **)** const - * [Object](class_object) **[get_parent_spatial](#get_parent_spatial)** **(** **)** const - * void **[set_ignore_transform_notification](#set_ignore_transform_notification)** **(** [bool](class_bool) enabled **)** - * void **[set_as_toplevel](#set_as_toplevel)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_set_as_toplevel](#is_set_as_toplevel)** **(** **)** const - * [World](class_world) **[get_world](#get_world)** **(** **)** const - * void **[update_gizmo](#update_gizmo)** **(** **)** - * void **[set_gizmo](#set_gizmo)** **(** SpatialGizmo gizmo **)** - * SpatialGizmo **[get_gizmo](#get_gizmo)** **(** **)** const - * void **[show](#show)** **(** **)** - * void **[hide](#hide)** **(** **)** - * [bool](class_bool) **[is_visible](#is_visible)** **(** **)** const - * [bool](class_bool) **[is_hidden](#is_hidden)** **(** **)** const - * void **[rotate](#rotate)** **(** [Vector3](class_vector3) normal, [float](class_float) radians **)** - * void **[global_rotate](#global_rotate)** **(** [Vector3](class_vector3) normal, [float](class_float) radians **)** - * void **[rotate_x](#rotate_x)** **(** [float](class_float) radians **)** - * void **[rotate_y](#rotate_y)** **(** [float](class_float) radians **)** - * void **[rotate_z](#rotate_z)** **(** [float](class_float) radians **)** - * void **[translate](#translate)** **(** [Vector3](class_vector3) offset **)** - * void **[global_translate](#global_translate)** **(** [Vector3](class_vector3) offset **)** - * void **[orthonormalize](#orthonormalize)** **(** **)** - * void **[set_identity](#set_identity)** **(** **)** - * void **[look_at](#look_at)** **(** [Vector3](class_vector3) target, [Vector3](class_vector3) up **)** - * void **[look_at_from_pos](#look_at_from_pos)** **(** [Vector3](class_vector3) pos, [Vector3](class_vector3) target, [Vector3](class_vector3) up **)** - -### Signals - * **visibility_changed** **(** **)** - -### Numeric Constants - * **NOTIFICATION_TRANSFORM_CHANGED** = **29** - Spatial nodes receive this notifacation with their global transform changes. This means that either the current or a parent node changed it's transform. - * **NOTIFICATION_ENTER_WORLD** = **41** - * **NOTIFICATION_EXIT_WORLD** = **42** - * **NOTIFICATION_VISIBILITY_CHANGED** = **43** - -### Description -Spatial is the base for every type of 3D [Node](class_node). It contains a 3D [Transform](class_transform) which can be set or get as local or global. If a Spatial [Node](class_node) has Spatial children, their transforms will be relative to the parent. - -### Member Function Description - -#### set_transform - * void **set_transform** **(** [Transform](class_transform) local **)** - -Set the transform locally, relative to the parent spatial node. - -#### get_transform - * [Transform](class_transform) **get_transform** **(** **)** const - -Return the local transform, relative to the bone parent. - -#### set_global_transform - * void **set_global_transform** **(** [Transform](class_transform) global **)** - -Set the transform globally, relative to worldspace. - -#### get_global_transform - * [Transform](class_transform) **get_global_transform** **(** **)** const - -Return the gloal transform, relative to worldspace. - -#### get_parent_spatial - * [Object](class_object) **get_parent_spatial** **(** **)** const - -Return the parent [Spatial](class_spatial), or an empty [Object](class_object) if no parent exists or parent is not of type [Spatial. +http://docs.godotengine.org diff --git a/class_spatialplayer.md b/class_spatialplayer.md index b189483..505e8fd 100644 --- a/class_spatialplayer.md +++ b/class_spatialplayer.md @@ -1,24 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SpatialPlayer -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_param](#set_param)** **(** [int](class_int) param, [float](class_float) value **)** - * [float](class_float) **[get_param](#get_param)** **(** [int](class_int) param **)** const - -### Numeric Constants - * **PARAM_VOLUME_DB** = **0** - * **PARAM_PITCH_SCALE** = **1** - * **PARAM_ATTENUATION_MIN_DISTANCE** = **2** - * **PARAM_ATTENUATION_MAX_DISTANCE** = **3** - * **PARAM_ATTENUATION_DISTANCE_EXP** = **4** - * **PARAM_EMISSION_CONE_DEGREES** = **5** - * **PARAM_EMISSION_CONE_ATTENUATION_DB** = **6** - * **PARAM_MAX** = **7** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_spatialsampleplayer.md b/class_spatialsampleplayer.md index f53714c..505e8fd 100644 --- a/class_spatialsampleplayer.md +++ b/class_spatialsampleplayer.md @@ -1,26 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SpatialSamplePlayer -####**Inherits:** [SpatialPlayer](class_spatialplayer) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_sample_library](#set_sample_library)** **(** [SampleLibrary](class_samplelibrary) library **)** - * [SampleLibrary](class_samplelibrary) **[get_sample_library](#get_sample_library)** **(** **)** const - * void **[set_polyphony](#set_polyphony)** **(** [int](class_int) voices **)** - * [int](class_int) **[get_polyphony](#get_polyphony)** **(** **)** const - * [int](class_int) **[play](#play)** **(** [String](class_string) sample, [int](class_int) voice=-2 **)** - * void **[voice_set_pitch_scale](#voice_set_pitch_scale)** **(** [int](class_int) voice, [float](class_float) ratio **)** - * void **[voice_set_volume_scale_db](#voice_set_volume_scale_db)** **(** [int](class_int) voice, [float](class_float) db **)** - * [bool](class_bool) **[is_voice_active](#is_voice_active)** **(** [int](class_int) voice **)** const - * void **[stop_voice](#stop_voice)** **(** [int](class_int) voice **)** - * void **[stop_all](#stop_all)** **(** **)** - -### Numeric Constants - * **INVALID_VOICE** = **-1** - * **NEXT_VOICE** = **-2** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_spatialsound2dserver.md b/class_spatialsound2dserver.md index 7f7ade7..505e8fd 100644 --- a/class_spatialsound2dserver.md +++ b/class_spatialsound2dserver.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SpatialSound2DServer -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Server for Spatial 2D Sound. - -### Description -Server for Spatial 2D Sound. +http://docs.godotengine.org diff --git a/class_spatialsound2dserversw.md b/class_spatialsound2dserversw.md index 583d4a2..505e8fd 100644 --- a/class_spatialsound2dserversw.md +++ b/class_spatialsound2dserversw.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SpatialSound2DServerSW -####**Inherits:** [SpatialSound2DServer](class_spatialsound2dserver) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_spatialsoundserver.md b/class_spatialsoundserver.md index dac1c68..505e8fd 100644 --- a/class_spatialsoundserver.md +++ b/class_spatialsoundserver.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SpatialSoundServer -####**Inherits:** [Object](class_object) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_spatialsoundserversw.md b/class_spatialsoundserversw.md index 83a5642..505e8fd 100644 --- a/class_spatialsoundserversw.md +++ b/class_spatialsoundserversw.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SpatialSoundServerSW -####**Inherits:** [SpatialSoundServer](class_spatialsoundserver) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_spatialstreamplayer.md b/class_spatialstreamplayer.md index 4b7cdc4..505e8fd 100644 --- a/class_spatialstreamplayer.md +++ b/class_spatialstreamplayer.md @@ -1,23 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SpatialStreamPlayer -####**Inherits:** [SpatialPlayer](class_spatialplayer) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_stream](#set_stream)** **(** Stream stream **)** - * Stream **[get_stream](#get_stream)** **(** **)** const - * void **[play](#play)** **(** **)** - * void **[stop](#stop)** **(** **)** - * [bool](class_bool) **[is_playing](#is_playing)** **(** **)** const - * void **[set_loop](#set_loop)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[has_loop](#has_loop)** **(** **)** const - * [String](class_string) **[get_stream_name](#get_stream_name)** **(** **)** const - * [int](class_int) **[get_loop_count](#get_loop_count)** **(** **)** const - * [float](class_float) **[get_pos](#get_pos)** **(** **)** const - * void **[seek_pos](#seek_pos)** **(** [float](class_float) time **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_sphereshape.md b/class_sphereshape.md index 068e7b8..505e8fd 100644 --- a/class_sphereshape.md +++ b/class_sphereshape.md @@ -1,14 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SphereShape -####**Inherits:** [Shape](class_shape) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_radius](#set_radius)** **(** [float](class_float) radius **)** - * [float](class_float) **[get_radius](#get_radius)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_spinbox.md b/class_spinbox.md index 1bcf13d..505e8fd 100644 --- a/class_spinbox.md +++ b/class_spinbox.md @@ -1,47 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SpinBox -####**Inherits:** [Range](class_range) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Numerical input text field. - -### Member Functions - * void **[set_suffix](#set_suffix)** **(** [String](class_string) suffix **)** - * [String](class_string) **[get_suffix](#get_suffix)** **(** **)** const - * void **[set_prefix](#set_prefix)** **(** [String](class_string) prefix **)** - * [String](class_string) **[get_prefix](#get_prefix)** **(** **)** const - * void **[set_editable](#set_editable)** **(** [bool](class_bool) editable **)** - * [bool](class_bool) **[is_editable](#is_editable)** **(** **)** const - * [Object](class_object) **[get_line_edit](#get_line_edit)** **(** **)** - -### Description -SpinBox is a numerical input text field. It allows entering integers and floats. - -### Member Function Description - -#### set_suffix - * void **set_suffix** **(** [String](class_string) suffix **)** - -Set a specific suffix. - -#### get_suffix - * [String](class_string) **get_suffix** **(** **)** const - -Return the specific suffix. - -#### set_prefix - * void **set_prefix** **(** [String](class_string) prefix **)** - -Set a prefix. - -#### set_editable - * void **set_editable** **(** [bool](class_bool) editable **)** - -Set whether the spinbox is editable. - -#### is_editable - * [bool](class_bool) **is_editable** **(** **)** const - -Return if the spinbox is editable. +http://docs.godotengine.org diff --git a/class_splitcontainer.md b/class_splitcontainer.md index 9578ec9..505e8fd 100644 --- a/class_splitcontainer.md +++ b/class_splitcontainer.md @@ -1,41 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SplitContainer -####**Inherits:** [Container](class_container) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Container for splitting and adjusting. - -### Member Functions - * void **[set_split_offset](#set_split_offset)** **(** [int](class_int) offset **)** - * [int](class_int) **[get_split_offset](#get_split_offset)** **(** **)** const - * void **[set_collapsed](#set_collapsed)** **(** [bool](class_bool) collapsed **)** - * [bool](class_bool) **[is_collapsed](#is_collapsed)** **(** **)** const - * void **[set_dragger_visible](#set_dragger_visible)** **(** [bool](class_bool) visible **)** - * [bool](class_bool) **[is_dragger_visible](#is_dragger_visible)** **(** **)** const - -### Description -Container for splitting two controls vertically or horizontally, with a grabber that allows adjusting the split offset or ratio. - -### Member Function Description - -#### set_split_offset - * void **set_split_offset** **(** [int](class_int) offset **)** - -Set the split offset. - -#### get_split_offset - * [int](class_int) **get_split_offset** **(** **)** const - -Return the spluit offset; - -#### set_collapsed - * void **set_collapsed** **(** [bool](class_bool) collapsed **)** - -Set if the split must be collapsed. - -#### is_collapsed - * [bool](class_bool) **is_collapsed** **(** **)** const - -Return if the split is collapsed; +http://docs.godotengine.org diff --git a/class_spotlight.md b/class_spotlight.md index 3f3cadc..505e8fd 100644 --- a/class_spotlight.md +++ b/class_spotlight.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SpotLight -####**Inherits:** [Light](class_light) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Spotlight Light, such as a reflector spotlight or a latern. - -### Description -A SpotLight light is a type of [Light](class_light) node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light](class_light). TODO: Image of a spotlight. +http://docs.godotengine.org diff --git a/class_sprite.md b/class_sprite.md index f0dbad1..505e8fd 100644 --- a/class_sprite.md +++ b/class_sprite.md @@ -1,150 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Sprite -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -General purpose Sprite node. - -### Member Functions - * void **[set_texture](#set_texture)** **(** [Texture](class_texture) texture **)** - * [Texture](class_texture) **[get_texture](#get_texture)** **(** **)** const - * void **[set_centered](#set_centered)** **(** [bool](class_bool) centered **)** - * [bool](class_bool) **[is_centered](#is_centered)** **(** **)** const - * void **[set_offset](#set_offset)** **(** [Vector2](class_vector2) offset **)** - * [Vector2](class_vector2) **[get_offset](#get_offset)** **(** **)** const - * void **[set_flip_h](#set_flip_h)** **(** [bool](class_bool) flip_h **)** - * [bool](class_bool) **[is_flipped_h](#is_flipped_h)** **(** **)** const - * void **[set_flip_v](#set_flip_v)** **(** [bool](class_bool) flip_v **)** - * [bool](class_bool) **[is_flipped_v](#is_flipped_v)** **(** **)** const - * void **[set_region](#set_region)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_region](#is_region)** **(** **)** const - * void **[set_region_rect](#set_region_rect)** **(** [Rect2](class_rect2) rect **)** - * [Rect2](class_rect2) **[get_region_rect](#get_region_rect)** **(** **)** const - * void **[set_frame](#set_frame)** **(** [int](class_int) frame **)** - * [int](class_int) **[get_frame](#get_frame)** **(** **)** const - * void **[set_vframes](#set_vframes)** **(** [int](class_int) vframes **)** - * [int](class_int) **[get_vframes](#get_vframes)** **(** **)** const - * void **[set_hframes](#set_hframes)** **(** [int](class_int) hframes **)** - * [int](class_int) **[get_hframes](#get_hframes)** **(** **)** const - * void **[set_modulate](#set_modulate)** **(** [Color](class_color) modulate **)** - * [Color](class_color) **[get_modulate](#get_modulate)** **(** **)** const - -### Signals - * **frame_changed** **(** **)** - -### Description -General purpose Sprite node. This Sprite node can show any texture as a sprite. The texture can be used as a spritesheet for animation, or only a region from a bigger texture can referenced, like an atlas. - -### Member Function Description - -#### set_texture - * void **set_texture** **(** [Texture](class_texture) texture **)** - -Set the base texture for the sprite. - -#### get_texture - * [Texture](class_texture) **get_texture** **(** **)** const - -Return the base texture for the sprite. - -#### set_centered - * void **set_centered** **(** [bool](class_bool) centered **)** - -Set whether the sprite should be centered on the origin. - -#### is_centered - * [bool](class_bool) **is_centered** **(** **)** const - -Return if the sprite is centered at the local origin. - -#### set_offset - * void **set_offset** **(** [Vector2](class_vector2) offset **)** - -Set the sprite draw offset, useful for setting rotation pivots. - -#### get_offset - * [Vector2](class_vector2) **get_offset** **(** **)** const - -Return sprite draw offst. - -#### set_flip_h - * void **set_flip_h** **(** [bool](class_bool) flip_h **)** - -Set true to flip the sprite horizontaly. - -#### is_flipped_h - * [bool](class_bool) **is_flipped_h** **(** **)** const - -Return true if the sprite is flipped horizontally. - -#### set_flip_v - * void **set_flip_v** **(** [bool](class_bool) flip_v **)** - -Set true to flip the sprite vertically. - -#### is_flipped_v - * [bool](class_bool) **is_flipped_v** **(** **)** const - -Return true if the sprite is flipped vertically. - -#### set_region - * void **set_region** **(** [bool](class_bool) enabled **)** - -Set the sprite as a sub-region of a bigger texture. Useful for texture-atlases. - -#### is_region - * [bool](class_bool) **is_region** **(** **)** const - -Return if the sprite reads from a region. - -#### set_region_rect - * void **set_region_rect** **(** [Rect2](class_rect2) rect **)** - -Set the region rect to read from. - -#### get_region_rect - * [Rect2](class_rect2) **get_region_rect** **(** **)** const - -Return the region rect to read from. - -#### set_frame - * void **set_frame** **(** [int](class_int) frame **)** - -Set the texture frame for a sprite-sheet, works when vframes or hframes are greater than 1. - -#### get_frame - * [int](class_int) **get_frame** **(** **)** const - -Return the texture frame for a sprite-sheet, works when vframes or hframes are greater than 1. - -#### set_vframes - * void **set_vframes** **(** [int](class_int) vframes **)** - -Set the amount of vertical frames and converts the sprite into a sprite-sheet. This is useful for animation. - -#### get_vframes - * [int](class_int) **get_vframes** **(** **)** const - -Return the amount of vertical frames. See [set_vframes]. - -#### set_hframes - * void **set_hframes** **(** [int](class_int) hframes **)** - -Set the amount of horizontal frames and converts the sprite into a sprite-sheet. This is useful for animation. - -#### get_hframes - * [int](class_int) **get_hframes** **(** **)** const - -Return the amount of horizontal frames. See [set_hframes]. - -#### set_modulate - * void **set_modulate** **(** [Color](class_color) modulate **)** - -Set color modulation for the sprite. All sprite pixels are multiplied by this color. - -#### get_modulate - * [Color](class_color) **get_modulate** **(** **)** const - -Return color modulation for the sprite. All sprite pixels are multiplied by this color. +http://docs.godotengine.org diff --git a/class_sprite3d.md b/class_sprite3d.md index 2b1eb68..505e8fd 100644 --- a/class_sprite3d.md +++ b/class_sprite3d.md @@ -1,27 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Sprite3D -####**Inherits:** [SpriteBase3D](class_spritebase3d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_texture](#set_texture)** **(** [Texture](class_texture) texture **)** - * [Texture](class_texture) **[get_texture](#get_texture)** **(** **)** const - * void **[set_region](#set_region)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_region](#is_region)** **(** **)** const - * void **[set_region_rect](#set_region_rect)** **(** [Rect2](class_rect2) rect **)** - * [Rect2](class_rect2) **[get_region_rect](#get_region_rect)** **(** **)** const - * void **[set_frame](#set_frame)** **(** [int](class_int) frame **)** - * [int](class_int) **[get_frame](#get_frame)** **(** **)** const - * void **[set_vframes](#set_vframes)** **(** [int](class_int) vframes **)** - * [int](class_int) **[get_vframes](#get_vframes)** **(** **)** const - * void **[set_hframes](#set_hframes)** **(** [int](class_int) hframes **)** - * [int](class_int) **[get_hframes](#get_hframes)** **(** **)** const - -### Signals - * **frame_changed** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_spritebase3d.md b/class_spritebase3d.md index c73b282..505e8fd 100644 --- a/class_spritebase3d.md +++ b/class_spritebase3d.md @@ -1,41 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SpriteBase3D -####**Inherits:** [GeometryInstance](class_geometryinstance) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_centered](#set_centered)** **(** [bool](class_bool) centered **)** - * [bool](class_bool) **[is_centered](#is_centered)** **(** **)** const - * void **[set_offset](#set_offset)** **(** [Vector2](class_vector2) offset **)** - * [Vector2](class_vector2) **[get_offset](#get_offset)** **(** **)** const - * void **[set_flip_h](#set_flip_h)** **(** [bool](class_bool) flip_h **)** - * [bool](class_bool) **[is_flipped_h](#is_flipped_h)** **(** **)** const - * void **[set_flip_v](#set_flip_v)** **(** [bool](class_bool) flip_v **)** - * [bool](class_bool) **[is_flipped_v](#is_flipped_v)** **(** **)** const - * void **[set_modulate](#set_modulate)** **(** [Color](class_color) modulate **)** - * [Color](class_color) **[get_modulate](#get_modulate)** **(** **)** const - * void **[set_opacity](#set_opacity)** **(** [float](class_float) opacity **)** - * [float](class_float) **[get_opacity](#get_opacity)** **(** **)** const - * void **[set_pixel_size](#set_pixel_size)** **(** [float](class_float) pixel_size **)** - * [float](class_float) **[get_pixel_size](#get_pixel_size)** **(** **)** const - * void **[set_axis](#set_axis)** **(** [int](class_int) axis **)** - * [int](class_int) **[get_axis](#get_axis)** **(** **)** const - * void **[set_draw_flag](#set_draw_flag)** **(** [int](class_int) flag, [bool](class_bool) enabled **)** - * [bool](class_bool) **[get_draw_flag](#get_draw_flag)** **(** [int](class_int) flag **)** const - * void **[set_alpha_cut_mode](#set_alpha_cut_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_alpha_cut_mode](#get_alpha_cut_mode)** **(** **)** const - * [Rect2](class_rect2) **[get_item_rect](#get_item_rect)** **(** **)** const - -### Numeric Constants - * **FLAG_TRANSPARENT** = **0** - * **FLAG_SHADED** = **1** - * **FLAG_MAX** = **2** - * **ALPHA_CUT_DISABLED** = **0** - * **ALPHA_CUT_DISCARD** = **1** - * **ALPHA_CUT_OPAQUE_PREPASS** = **2** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_spriteframes.md b/class_spriteframes.md index 34a1d4a..505e8fd 100644 --- a/class_spriteframes.md +++ b/class_spriteframes.md @@ -1,46 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SpriteFrames -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Sprite frame library for AnimatedSprite. - -### Member Functions - * void **[add_frame](#add_frame)** **(** [Object](class_object) frame, [int](class_int) atpos=-1 **)** - * [int](class_int) **[get_frame_count](#get_frame_count)** **(** **)** const - * [Object](class_object) **[get_frame](#get_frame)** **(** [int](class_int) idx **)** const - * void **[set_frame](#set_frame)** **(** [int](class_int) idx, [Object](class_object) txt **)** - * void **[remove_frame](#remove_frame)** **(** [int](class_int) idx **)** - * void **[clear](#clear)** **(** **)** - -### Description -Sprite frame library for [AnimatedSprite](class_animatedsprite). - -### Member Function Description - -#### add_frame - * void **add_frame** **(** [Object](class_object) frame, [int](class_int) atpos=-1 **)** - -Add a frame (texture). - -#### get_frame_count - * [int](class_int) **get_frame_count** **(** **)** const - -Return the amount of frames. - -#### get_frame - * [Object](class_object) **get_frame** **(** [int](class_int) idx **)** const - -Return a texture (frame). - -#### remove_frame - * void **remove_frame** **(** [int](class_int) idx **)** - -Remove a frame - -#### clear - * void **clear** **(** **)** - -Clear the frames. +http://docs.godotengine.org diff --git a/class_staticbody.md b/class_staticbody.md index 1b11dce..505e8fd 100644 --- a/class_staticbody.md +++ b/class_staticbody.md @@ -1,23 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# StaticBody -####**Inherits:** [PhysicsBody](class_physicsbody) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -PhysicsBody for static collision objects. - -### Member Functions - * void **[set_constant_linear_velocity](#set_constant_linear_velocity)** **(** [Vector3](class_vector3) vel **)** - * void **[set_constant_angular_velocity](#set_constant_angular_velocity)** **(** [Vector3](class_vector3) vel **)** - * [Vector3](class_vector3) **[get_constant_linear_velocity](#get_constant_linear_velocity)** **(** **)** const - * [Vector3](class_vector3) **[get_constant_angular_velocity](#get_constant_angular_velocity)** **(** **)** const - * void **[set_friction](#set_friction)** **(** [float](class_float) friction **)** - * [float](class_float) **[get_friction](#get_friction)** **(** **)** const - * void **[set_bounce](#set_bounce)** **(** [float](class_float) bounce **)** - * [float](class_float) **[get_bounce](#get_bounce)** **(** **)** const - -### Description -StaticBody implements a static collision [Node](class_node), by utilizing a rigid body in the [PhysicsServer](class_physicsserver). Static bodies are used for static collision. For more information on physics body nodes, see [PhysicsBody](class_physicsbody). - -### Member Function Description +http://docs.godotengine.org diff --git a/class_staticbody2d.md b/class_staticbody2d.md index 03c6cdf..505e8fd 100644 --- a/class_staticbody2d.md +++ b/class_staticbody2d.md @@ -1,46 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# StaticBody2D -####**Inherits:** [PhysicsBody2D](class_physicsbody2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Static body for 2D Physics. - -### Member Functions - * void **[set_constant_linear_velocity](#set_constant_linear_velocity)** **(** [Vector2](class_vector2) vel **)** - * void **[set_constant_angular_velocity](#set_constant_angular_velocity)** **(** [float](class_float) vel **)** - * [Vector2](class_vector2) **[get_constant_linear_velocity](#get_constant_linear_velocity)** **(** **)** const - * [float](class_float) **[get_constant_angular_velocity](#get_constant_angular_velocity)** **(** **)** const - * void **[set_friction](#set_friction)** **(** [float](class_float) friction **)** - * [float](class_float) **[get_friction](#get_friction)** **(** **)** const - * void **[set_bounce](#set_bounce)** **(** [float](class_float) bounce **)** - * [float](class_float) **[get_bounce](#get_bounce)** **(** **)** const - -### Description -Static body for 2D Physics. A static body is a simple body that is not intended to move. They don't consume any CPU resources in contrast to a [RigidBody2D](class_rigidbody2d) so they are great for scenaro collision. - - A static body also can be animated by using simulated motion mode, this is useful for implementing functionalities such as moving platforms, when this mode is active the body can be animated and automatically compute linear and angular velocity to apply in that frame and to influence other bodies. - Alternatively, a constant linear or angular velocity can be set for the static body, so even if it doesn't move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels). - -### Member Function Description - -#### set_constant_linear_velocity - * void **set_constant_linear_velocity** **(** [Vector2](class_vector2) vel **)** - -Set a constant linear velocity for the body. - -#### set_constant_angular_velocity - * void **set_constant_angular_velocity** **(** [float](class_float) vel **)** - -Set a constant angular velocity for the body. - -#### get_constant_linear_velocity - * [Vector2](class_vector2) **get_constant_linear_velocity** **(** **)** const - -Return the constant linear velocity for the body. - -#### get_constant_angular_velocity - * [float](class_float) **get_constant_angular_velocity** **(** **)** const - -Return the constant angular velocity for the body. +http://docs.godotengine.org diff --git a/class_streampeer.md b/class_streampeer.md index ac51c49..505e8fd 100644 --- a/class_streampeer.md +++ b/class_streampeer.md @@ -1,39 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# StreamPeer -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Abstraction and base class for stream-based protocols. - -### Member Functions - * [int](class_int) **[put_data](#put_data)** **(** [RawArray](class_rawarray) data **)** - * [Array](class_array) **[put_partial_data](#put_partial_data)** **(** [RawArray](class_rawarray) data **)** - * [Array](class_array) **[get_data](#get_data)** **(** [int](class_int) bytes **)** - * [Array](class_array) **[get_partial_data](#get_partial_data)** **(** [int](class_int) bytes **)** - -### Description -StreamPeer is an abstration and base class for stream-based protocols (such as TCP or Unix Sockets). It provides an API for sending and receiving data through streams as raw data or strings. - -### Member Function Description - -#### put_data - * [int](class_int) **put_data** **(** [RawArray](class_rawarray) data **)** - -Send a chunk of data through the connection, blocking if necesary until the data is done sending. This function returns an [Error] code. - -#### put_partial_data - * [Array](class_array) **put_partial_data** **(** [RawArray](class_rawarray) data **)** - -Send a chunk of data through the connection, if all the data could not be sent at once, only part of it will. This function returns two values, an [Error] code and an integer, describing how much data was actually sent. - -#### get_data - * [Array](class_array) **get_data** **(** [int](class_int) bytes **)** - -Return a chunk data with the received bytes. The amount of bytes to be received can be requested in the "bytes" argument. If not enough bytes are available, the function will block until the desired amount is received. This function returns two values, an [Error] code and a data array. - -#### get_partial_data - * [Array](class_array) **get_partial_data** **(** [int](class_int) bytes **)** - -Return a chunk data with the received bytes. The amount of bytes to be received can be requested in the "bytes" argument. If not enough bytes are available, the function will return how many were actually received. This function returns two values, an [Error] code, and a data array. +http://docs.godotengine.org diff --git a/class_streampeerssl.md b/class_streampeerssl.md index 381246c..505e8fd 100644 --- a/class_streampeerssl.md +++ b/class_streampeerssl.md @@ -1,22 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# StreamPeerSSL -####**Inherits:** [StreamPeer](class_streampeer) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * Error **[accept](#accept)** **(** [StreamPeer](class_streampeer) stream **)** - * Error **[connect](#connect)** **(** [StreamPeer](class_streampeer) stream, [bool](class_bool) validate_certs=false, [String](class_string) for_hostname="" **)** - * [int](class_int) **[get_status](#get_status)** **(** **)** const - * void **[disconnect](#disconnect)** **(** **)** - -### Numeric Constants - * **STATUS_DISCONNECTED** = **0** - * **STATUS_CONNECTED** = **1** - * **STATUS_ERROR_NO_CERTIFICATE** = **2** - * **STATUS_ERROR_HOSTNAME_MISMATCH** = **3** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_streampeertcp.md b/class_streampeertcp.md index 2889ec6..505e8fd 100644 --- a/class_streampeertcp.md +++ b/class_streampeertcp.md @@ -1,27 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# StreamPeerTCP -####**Inherits:** [StreamPeer](class_streampeer) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -TCP Stream peer. - -### Member Functions - * [int](class_int) **[connect](#connect)** **(** [String](class_string) host, [int](class_int) port **)** - * [bool](class_bool) **[is_connected](#is_connected)** **(** **)** const - * [int](class_int) **[get_status](#get_status)** **(** **)** const - * [String](class_string) **[get_connected_host](#get_connected_host)** **(** **)** const - * [int](class_int) **[get_connected_port](#get_connected_port)** **(** **)** const - * void **[disconnect](#disconnect)** **(** **)** - -### Numeric Constants - * **STATUS_NONE** = **0** - * **STATUS_CONNECTING** = **1** - * **STATUS_CONNECTED** = **2** - * **STATUS_ERROR** = **3** - -### Description -TCP Stream peer. This object can be used to connect to TCP servers, or also is returned by a tcp server. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_streamplayer.md b/class_streamplayer.md index 484617f..505e8fd 100644 --- a/class_streamplayer.md +++ b/class_streamplayer.md @@ -1,35 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# StreamPlayer -####**Inherits:** [Node](class_node) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for audio stream playback. - -### Member Functions - * void **[set_stream](#set_stream)** **(** Stream stream **)** - * Stream **[get_stream](#get_stream)** **(** **)** const - * void **[play](#play)** **(** **)** - * void **[stop](#stop)** **(** **)** - * [bool](class_bool) **[is_playing](#is_playing)** **(** **)** const - * void **[set_paused](#set_paused)** **(** [bool](class_bool) paused **)** - * [bool](class_bool) **[is_paused](#is_paused)** **(** **)** const - * void **[set_loop](#set_loop)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[has_loop](#has_loop)** **(** **)** const - * void **[set_volume](#set_volume)** **(** [float](class_float) volume **)** - * [float](class_float) **[get_volume](#get_volume)** **(** **)** const - * void **[set_volume_db](#set_volume_db)** **(** [float](class_float) db **)** - * [float](class_float) **[get_volume_db](#get_volume_db)** **(** **)** const - * [String](class_string) **[get_stream_name](#get_stream_name)** **(** **)** const - * [int](class_int) **[get_loop_count](#get_loop_count)** **(** **)** const - * [float](class_float) **[get_pos](#get_pos)** **(** **)** const - * void **[seek_pos](#seek_pos)** **(** [float](class_float) time **)** - * void **[set_autoplay](#set_autoplay)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[has_autoplay](#has_autoplay)** **(** **)** const - * [float](class_float) **[get_length](#get_length)** **(** **)** const - -### Description -Base class for audio stream playback. Audio stream players inherit from it. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_string.md b/class_string.md index 4c64466..505e8fd 100644 --- a/class_string.md +++ b/class_string.md @@ -1,223 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# String -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Built-In string class. - -### Member Functions - * [String](class_string) **[basename](#basename)** **(** **)** - * [bool](class_bool) **[begins_with](#begins_with)** **(** [String](class_string) text **)** - * [String](class_string) **[capitalize](#capitalize)** **(** **)** - * [int](class_int) **[casecmp_to](#casecmp_to)** **(** [String](class_string) to **)** - * [bool](class_bool) **[empty](#empty)** **(** **)** - * [String](class_string) **[extension](#extension)** **(** **)** - * [int](class_int) **[find](#find)** **(** [String](class_string) what, [int](class_int) from=0 **)** - * [int](class_int) **[find_last](#find_last)** **(** [String](class_string) what **)** - * [int](class_int) **[findn](#findn)** **(** [String](class_string) what, [int](class_int) from=0 **)** - * [String](class_string) **[get_base_dir](#get_base_dir)** **(** **)** - * [String](class_string) **[get_file](#get_file)** **(** **)** - * [int](class_int) **[hash](#hash)** **(** **)** - * [int](class_int) **[hex_to_int](#hex_to_int)** **(** **)** - * [String](class_string) **[insert](#insert)** **(** [int](class_int) pos, [String](class_string) what **)** - * [bool](class_bool) **[is_abs_path](#is_abs_path)** **(** **)** - * [bool](class_bool) **[is_rel_path](#is_rel_path)** **(** **)** - * [bool](class_bool) **[is_valid_float](#is_valid_float)** **(** **)** - * [bool](class_bool) **[is_valid_html_color](#is_valid_html_color)** **(** **)** - * [bool](class_bool) **[is_valid_identifier](#is_valid_identifier)** **(** **)** - * [bool](class_bool) **[is_valid_integer](#is_valid_integer)** **(** **)** - * [bool](class_bool) **[is_valid_ip_address](#is_valid_ip_address)** **(** **)** - * [String](class_string) **[left](#left)** **(** [int](class_int) pos **)** - * [int](class_int) **[length](#length)** **(** **)** - * [bool](class_bool) **[match](#match)** **(** [String](class_string) expr **)** - * [bool](class_bool) **[matchn](#matchn)** **(** [String](class_string) expr **)** - * [RawArray](class_rawarray) **[md5_buffer](#md5_buffer)** **(** **)** - * [String](class_string) **[md5_text](#md5_text)** **(** **)** - * [int](class_int) **[nocasecmp_to](#nocasecmp_to)** **(** [String](class_string) to **)** - * [String](class_string) **[ord_at](#ord_at)** **(** [int](class_int) at **)** - * [String](class_string) **[pad_decimals](#pad_decimals)** **(** [int](class_int) digits **)** - * [String](class_string) **[pad_zeros](#pad_zeros)** **(** [int](class_int) digits **)** - * [String](class_string) **[percent_decode](#percent_decode)** **(** **)** - * [String](class_string) **[percent_encode](#percent_encode)** **(** **)** - * [String](class_string) **[plus_file](#plus_file)** **(** [String](class_string) file **)** - * [String](class_string) **[replace](#replace)** **(** [String](class_string) what, [String](class_string) forwhat **)** - * [String](class_string) **[replacen](#replacen)** **(** [String](class_string) what, [String](class_string) forwhat **)** - * [int](class_int) **[rfind](#rfind)** **(** [String](class_string) what, [int](class_int) from=-1 **)** - * [int](class_int) **[rfindn](#rfindn)** **(** [String](class_string) what, [int](class_int) from=-1 **)** - * [String](class_string) **[right](#right)** **(** [int](class_int) pos **)** - * [StringArray](class_stringarray) **[split](#split)** **(** [String](class_string) divisor, [bool](class_bool) allow_empty=True **)** - * [RealArray](class_realarray) **[split_floats](#split_floats)** **(** [String](class_string) divisor, [bool](class_bool) allow_empty=True **)** - * [String](class_string) **[strip_edges](#strip_edges)** **(** **)** - * [String](class_string) **[substr](#substr)** **(** [int](class_int) from, [int](class_int) len **)** - * [float](class_float) **[to_float](#to_float)** **(** **)** - * [int](class_int) **[to_int](#to_int)** **(** **)** - * [String](class_string) **[to_lower](#to_lower)** **(** **)** - * [String](class_string) **[to_upper](#to_upper)** **(** **)** - * [String](class_string) **[xml_escape](#xml_escape)** **(** **)** - * [String](class_string) **[xml_unescape](#xml_unescape)** **(** **)** - -### Description -This is the built in string class (and the one used by GDScript). It supports Unicode and provides all necesary means for string handling. Strings are reference counted and use a copy-on-write approach, so passing them around is cheap in resources. - -### Member Function Description - -#### basename - * [String](class_string) **basename** **(** **)** - -If the string is a path to a file, return the path to the file without the extension. - -#### begins_with - * [bool](class_bool) **begins_with** **(** [String](class_string) text **)** - -Return true if the strings begins with the given string. - -#### capitalize - * [String](class_string) **capitalize** **(** **)** - -Return the string in uppercase. - -#### casecmp_to - * [int](class_int) **casecmp_to** **(** [String](class_string) to **)** - -Perform a case-sensitive comparison to antoher string, return -1 if less, 0 if equal and +1 if greater. - -#### empty - * [bool](class_bool) **empty** **(** **)** - -Return true if the string is empty. - -#### extension - * [String](class_string) **extension** **(** **)** - -If the string is a path to a file, return the extension. - -#### find - * [int](class_int) **find** **(** [String](class_string) what, [int](class_int) from=0 **)** - -Find the first occurence of a substring, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed. - -#### find_last - * [int](class_int) **find_last** **(** [String](class_string) what **)** - -Find the last occurence of a substring, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed. - -#### findn - * [int](class_int) **findn** **(** [String](class_string) what, [int](class_int) from=0 **)** - -Find the first occurence of a substring but search as case-insensitive, return the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed. - -#### get_base_dir - * [String](class_string) **get_base_dir** **(** **)** - -If the string is a path to a file, return the base directory. - -#### get_file - * [String](class_string) **get_file** **(** **)** - -If the string is a path to a file, return the file and ignore the base directory. - -#### hash - * [int](class_int) **hash** **(** **)** - -Hash the string and return a 32 bits integer. - -#### insert - * [String](class_string) **insert** **(** [int](class_int) pos, [String](class_string) what **)** - -Insert a substring at a given position. - -#### is_abs_path - * [bool](class_bool) **is_abs_path** **(** **)** - -If the string is a path to a file or directory, return true if the path is absolute. - -#### is_rel_path - * [bool](class_bool) **is_rel_path** **(** **)** - -If the string is a path to a file or directory, return true if the path is relative. - -#### left - * [String](class_string) **left** **(** [int](class_int) pos **)** - -Return an amount of characters from the left of the string. - -#### length - * [int](class_int) **length** **(** **)** - -Return the length of the string in characters. - -#### match - * [bool](class_bool) **match** **(** [String](class_string) expr **)** - -Do a simple expression matching, using ? and * wildcards. - -#### matchn - * [bool](class_bool) **matchn** **(** [String](class_string) expr **)** - -Do a simple, case insensitive, expression matching, using ? and * wildcards. - -#### nocasecmp_to - * [int](class_int) **nocasecmp_to** **(** [String](class_string) to **)** - -Perform a case-insensitive comparison to antoher string, return -1 if less, 0 if equal and +1 if greater. - -#### replace - * [String](class_string) **replace** **(** [String](class_string) what, [String](class_string) forwhat **)** - -Replace occurrences of a substring for different ones inside the string. - -#### replacen - * [String](class_string) **replacen** **(** [String](class_string) what, [String](class_string) forwhat **)** - -Replace occurrences of a substring for different ones inside the string, but search case-insensitive. - -#### rfind - * [int](class_int) **rfind** **(** [String](class_string) what, [int](class_int) from=-1 **)** - -Perform a search for a substring, but start from the end of the string instead of the begining. - -#### rfindn - * [int](class_int) **rfindn** **(** [String](class_string) what, [int](class_int) from=-1 **)** - -Perform a search for a substring, but start from the end of the string instead of the begining. Also search case-insensitive. - -#### right - * [String](class_string) **right** **(** [int](class_int) pos **)** - -Return the right side of the string from a given position. - -#### split - * [StringArray](class_stringarray) **split** **(** [String](class_string) divisor, [bool](class_bool) allow_empty=True **)** - -Split the string by a divisor string, return an array of the substrings. Example "One,Two,Three" will return ["One","Two","Three"] if split by ",". - -#### split_floats - * [RealArray](class_realarray) **split_floats** **(** [String](class_string) divisor, [bool](class_bool) allow_empty=True **)** - -Split the string in floats by using a divisor string, return an array of the substrings. Example "1,2.5,3" will return [1,2.5,3] if split by ",". - -#### strip_edges - * [String](class_string) **strip_edges** **(** **)** - -Return a copy of the string stripped of any non-printable character at the begining and the end. - -#### to_lower - * [String](class_string) **to_lower** **(** **)** - -Return the string converted to lowercase. - -#### to_upper - * [String](class_string) **to_upper** **(** **)** - -Return the string converted to uppercase. - -#### xml_escape - * [String](class_string) **xml_escape** **(** **)** - -Perform XML escaping on the string. - -#### xml_unescape - * [String](class_string) **xml_unescape** **(** **)** - -Perform XML un-escaping of the string. +http://docs.godotengine.org diff --git a/class_stringarray.md b/class_stringarray.md index 1f095c2..505e8fd 100644 --- a/class_stringarray.md +++ b/class_stringarray.md @@ -1,20 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# StringArray -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -String Array . - -### Member Functions - * [String](class_string) **[get](#get)** **(** [int](class_int) idx **)** - * void **[push_back](#push_back)** **(** [String](class_string) string **)** - * void **[resize](#resize)** **(** [int](class_int) idx **)** - * void **[set](#set)** **(** [int](class_int) idx, [String](class_string) string **)** - * [int](class_int) **[size](#size)** **(** **)** - * [StringArray](class_stringarray) **[StringArray](#StringArray)** **(** [Array](class_array) from **)** - -### Description -String Array. Array of strings. Can only contain strings. Optimized for memory usage, cant fragment the memory. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_stylebox.md b/class_stylebox.md index 99eb360..505e8fd 100644 --- a/class_stylebox.md +++ b/class_stylebox.md @@ -1,53 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# StyleBox -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for dawing stylized boxes for the UI. - -### Member Functions - * [bool](class_bool) **[test_mask](#test_mask)** **(** [Vector2](class_vector2) point, [Rect2](class_rect2) rect **)** const - * void **[set_default_margin](#set_default_margin)** **(** [int](class_int) margin, [float](class_float) offset **)** - * [float](class_float) **[get_default_margin](#get_default_margin)** **(** [int](class_int) margin **)** const - * [float](class_float) **[get_margin](#get_margin)** **(** [int](class_int) margin **)** const - * [Vector2](class_vector2) **[get_minimum_size](#get_minimum_size)** **(** **)** const - * [Vector2](class_vector2) **[get_center_size](#get_center_size)** **(** **)** const - * [Vector2](class_vector2) **[get_offset](#get_offset)** **(** **)** const - * void **[draw](#draw)** **(** [RID](class_rid) arg0, [Rect2](class_rect2) arg1 **)** const - -### Description -StyleBox is [Resource](class_resource) that provides an abstract base class for dawing stylized boxes for the UI. StyleBoxes are used for dawing the styles of buttons, line edit backgrounds, tree backgrounds, etc. and also for testing a transparency mask for pointer signals. If mask test fails on a StyleBox assigned as mask to a control, clicks and motion signals will go through it to the one below. - -### Member Function Description - -#### test_mask - * [bool](class_bool) **test_mask** **(** [Vector2](class_vector2) point, [Rect2](class_rect2) rect **)** const - -Test a position in a rectangle, return wether it pases the mask test. - -#### set_default_margin - * void **set_default_margin** **(** [int](class_int) margin, [float](class_float) offset **)** - -Set the default offset "offset" of the margin "margin" (see MARGIN_* enum) for a StyleBox, Controls that draw styleboxes with context inside need to know the margin, so the border of the stylebox is not occluded. - -#### get_default_margin - * [float](class_float) **get_default_margin** **(** [int](class_int) margin **)** const - -Return the default offset of the margin "margin" (see MARGIN_* enum) of a StyleBox, Controls that draw styleboxes with context inside need to know the margin, so the border of the stylebox is not occluded. - -#### get_margin - * [float](class_float) **get_margin** **(** [int](class_int) margin **)** const - -Return the offset of margin "margin" (see MARGIN_* enum). - -#### get_minimum_size - * [Vector2](class_vector2) **get_minimum_size** **(** **)** const - -Return the minimum size that this stylebox can be shrunk to. - -#### get_offset - * [Vector2](class_vector2) **get_offset** **(** **)** const - -Return the "offset" of a stylebox, this is a helper function, like writing Point2( style.get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP) ) +http://docs.godotengine.org diff --git a/class_styleboxempty.md b/class_styleboxempty.md index fa94513..505e8fd 100644 --- a/class_styleboxempty.md +++ b/class_styleboxempty.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# StyleBoxEmpty -####**Inherits:** [StyleBox](class_stylebox) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Empty stylebox (does not display anything). - -### Description -Empty stylebox (really does not display anything). +http://docs.godotengine.org diff --git a/class_styleboxflat.md b/class_styleboxflat.md index f74b238..505e8fd 100644 --- a/class_styleboxflat.md +++ b/class_styleboxflat.md @@ -1,27 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# StyleBoxFlat -####**Inherits:** [StyleBox](class_stylebox) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Stylebox of a single color. - -### Member Functions - * void **[set_bg_color](#set_bg_color)** **(** [Color](class_color) color **)** - * [Color](class_color) **[get_bg_color](#get_bg_color)** **(** **)** const - * void **[set_light_color](#set_light_color)** **(** [Color](class_color) color **)** - * [Color](class_color) **[get_light_color](#get_light_color)** **(** **)** const - * void **[set_dark_color](#set_dark_color)** **(** [Color](class_color) color **)** - * [Color](class_color) **[get_dark_color](#get_dark_color)** **(** **)** const - * void **[set_border_size](#set_border_size)** **(** [int](class_int) size **)** - * [int](class_int) **[get_border_size](#get_border_size)** **(** **)** const - * void **[set_border_blend](#set_border_blend)** **(** [bool](class_bool) blend **)** - * [bool](class_bool) **[get_border_blend](#get_border_blend)** **(** **)** const - * void **[set_draw_center](#set_draw_center)** **(** [bool](class_bool) size **)** - * [bool](class_bool) **[get_draw_center](#get_draw_center)** **(** **)** const - -### Description -Stylebox of a single color. Displays the stylebox of a single color, alternatively a border with light/dark colors can be assigned. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_styleboximagemask.md b/class_styleboximagemask.md index de870a3..505e8fd 100644 --- a/class_styleboximagemask.md +++ b/class_styleboximagemask.md @@ -1,51 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# StyleBoxImageMask -####**Inherits:** [StyleBox](class_stylebox) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Image mask based StyleBox, for mask test. - -### Member Functions - * void **[set_image](#set_image)** **(** [Image](class_image) image **)** - * [Image](class_image) **[get_image](#get_image)** **(** **)** const - * void **[set_expand](#set_expand)** **(** [bool](class_bool) expand **)** - * [bool](class_bool) **[get_expand](#get_expand)** **(** **)** const - * void **[set_expand_margin_size](#set_expand_margin_size)** **(** [int](class_int) margin, [float](class_float) size **)** - * [float](class_float) **[get_expand_margin_size](#get_expand_margin_size)** **(** [int](class_int) arg0 **)** const - -### Description -This StyleBox is similar to [StyleBoxTexture](class_styleboxtexture), but only meant to be used for mask testing. It takes an image and applies stretch rules to determine if the poit clicked is masked or not. - -### Member Function Description - -#### set_image - * void **set_image** **(** [Image](class_image) image **)** - -Set the image used for mask testing. Pixels (converted to grey) that have a value, less than 0.5 will fail the test. - -#### get_image - * [Image](class_image) **get_image** **(** **)** const - -Return the image used for mask testing. (see [set_imag](#set_imag)). - -#### set_expand - * void **set_expand** **(** [bool](class_bool) expand **)** - -Set the expand property (default). When expanding, the image will use the same rules as [StyleBoxTexture](class_styleboxtexture) for expand. If not expanding, the image will always be tested at its original size. - -#### get_expand - * [bool](class_bool) **get_expand** **(** **)** const - -Return wether the expand property is set(default). When expanding, the image will use the same rules as [StyleBoxTexture](class_styleboxtexture) for expand. If not expanding, the image will always be tested at its original size. - -#### set_expand_margin_size - * void **set_expand_margin_size** **(** [int](class_int) margin, [float](class_float) size **)** - -Set an expand margin size (from enum MARGIN_*). Parts of the image below the size of the margin (and in the direction of the margin) will not expand. - -#### get_expand_margin_size - * [float](class_float) **get_expand_margin_size** **(** [int](class_int) arg0 **)** const - -Return the expand margin size (from enum MARGIN_*). Parts of the image below the size of the margin (and in the direction of the margin) will not expand. +http://docs.godotengine.org diff --git a/class_styleboxtexture.md b/class_styleboxtexture.md index 8dbe5c0..505e8fd 100644 --- a/class_styleboxtexture.md +++ b/class_styleboxtexture.md @@ -1,23 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# StyleBoxTexture -####**Inherits:** [StyleBox](class_stylebox) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Texture Based 3x3 scale style. - -### Member Functions - * void **[set_texture](#set_texture)** **(** [Texture](class_texture) texture **)** - * [Texture](class_texture) **[get_texture](#get_texture)** **(** **)** const - * void **[set_margin_size](#set_margin_size)** **(** [int](class_int) margin, [float](class_float) size **)** - * [float](class_float) **[get_margin_size](#get_margin_size)** **(** [int](class_int) arg0 **)** const - * void **[set_expand_margin_size](#set_expand_margin_size)** **(** [int](class_int) margin, [float](class_float) size **)** - * [float](class_float) **[get_expand_margin_size](#get_expand_margin_size)** **(** [int](class_int) arg0 **)** const - * void **[set_draw_center](#set_draw_center)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_draw_center](#get_draw_center)** **(** **)** const - -### Description -Texture Based 3x3 scale style. This stylebox performs a 3x3 scaling of a texture, where only the center cell is fully stretched. This allows for the easy creation of bordered styles. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_surfacetool.md b/class_surfacetool.md index 5d8a4c0..505e8fd 100644 --- a/class_surfacetool.md +++ b/class_surfacetool.md @@ -1,31 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# SurfaceTool -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Helper tool to create geometry. - -### Member Functions - * void **[begin](#begin)** **(** [int](class_int) primitive **)** - * void **[add_vertex](#add_vertex)** **(** [Vector3](class_vector3) vertex **)** - * void **[add_color](#add_color)** **(** [Color](class_color) color **)** - * void **[add_normal](#add_normal)** **(** [Vector3](class_vector3) normal **)** - * void **[add_tangent](#add_tangent)** **(** [Plane](class_plane) tangent **)** - * void **[add_uv](#add_uv)** **(** [Vector2](class_vector2) uv **)** - * void **[add_uv2](#add_uv2)** **(** [Vector2](class_vector2) uv2 **)** - * void **[add_bones](#add_bones)** **(** [IntArray](class_intarray) bones **)** - * void **[add_weights](#add_weights)** **(** [RealArray](class_realarray) weights **)** - * void **[add_smooth_group](#add_smooth_group)** **(** [bool](class_bool) smooth **)** - * void **[set_material](#set_material)** **(** [Material](class_material) material **)** - * void **[index](#index)** **(** **)** - * void **[deindex](#deindex)** **(** **)** - * void **[generate_normals](#generate_normals)** **(** **)** - * [Mesh](class_mesh) **[commit](#commit)** **(** [Mesh](class_mesh) existing=Object() **)** - * void **[clear](#clear)** **(** **)** - -### Description -Helper tool to create geometry. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_tabcontainer.md b/class_tabcontainer.md index bea8fcf..505e8fd 100644 --- a/class_tabcontainer.md +++ b/class_tabcontainer.md @@ -1,81 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# TabContainer -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Tabbed Container. - -### Member Functions - * [int](class_int) **[get_tab_count](#get_tab_count)** **(** **)** const - * void **[set_current_tab](#set_current_tab)** **(** [int](class_int) tab_idx **)** - * [int](class_int) **[get_current_tab](#get_current_tab)** **(** **)** const - * void **[set_tab_align](#set_tab_align)** **(** [int](class_int) align **)** - * [int](class_int) **[get_tab_align](#get_tab_align)** **(** **)** const - * void **[set_tabs_visible](#set_tabs_visible)** **(** [bool](class_bool) visible **)** - * [bool](class_bool) **[are_tabs_visible](#are_tabs_visible)** **(** **)** const - * void **[set_tab_title](#set_tab_title)** **(** [int](class_int) tab_idx, [String](class_string) title **)** - * [String](class_string) **[get_tab_title](#get_tab_title)** **(** [int](class_int) tab_idx **)** const - * void **[set_tab_icon](#set_tab_icon)** **(** [int](class_int) tab_idx, [Texture](class_texture) icon **)** - * [Texture](class_texture) **[get_tab_icon](#get_tab_icon)** **(** [int](class_int) tab_idx **)** const - -### Signals - * **tab_changed** **(** [int](class_int) tab **)** - -### Description -Tabbed Container. Contains several children controls, but shows only one at the same time. Clicking ont he top tabs allows to change the current visible one. - - Children controls of this one automatically. - -### Member Function Description - -#### get_tab_count - * [int](class_int) **get_tab_count** **(** **)** const - -Return the amount of tabs. - -#### set_current_tab - * void **set_current_tab** **(** [int](class_int) tab_idx **)** - -Bring a tab (and the Control it represents) to the front, and hide the rest. - -#### get_current_tab - * [int](class_int) **get_current_tab** **(** **)** const - -Return the current tab that is being showed. - -#### set_tab_align - * void **set_tab_align** **(** [int](class_int) align **)** - -Set tab alignment, from the ALIGN_* enum. Moves tabs to the left, right or center. - -#### get_tab_align - * [int](class_int) **get_tab_align** **(** **)** const - -Return tab alignment, from the ALIGN_* enum - -#### set_tabs_visible - * void **set_tabs_visible** **(** [bool](class_bool) visible **)** - -Set whether the tabs should be visible or hidden. - -#### are_tabs_visible - * [bool](class_bool) **are_tabs_visible** **(** **)** const - -Return whether the tabs should be visible or hidden. - -#### set_tab_title - * void **set_tab_title** **(** [int](class_int) tab_idx, [String](class_string) title **)** - -Set a title for the tab. Tab titles are by default the children node name, but this can be overriden. - -#### get_tab_title - * [String](class_string) **get_tab_title** **(** [int](class_int) tab_idx **)** const - -Return the title for the tab. Tab titles are by default the children node name, but this can be overriden. - -#### set_tab_icon - * void **set_tab_icon** **(** [int](class_int) tab_idx, [Texture](class_texture) icon **)** - -Set an icon for a tab. +http://docs.godotengine.org diff --git a/class_tabs.md b/class_tabs.md index ebb7fd3..505e8fd 100644 --- a/class_tabs.md +++ b/class_tabs.md @@ -1,27 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Tabs -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Tabs Control. - -### Member Functions - * [int](class_int) **[get_tab_count](#get_tab_count)** **(** **)** const - * void **[set_current_tab](#set_current_tab)** **(** [int](class_int) tab_idx **)** - * [int](class_int) **[get_current_tab](#get_current_tab)** **(** **)** const - * void **[set_tab_title](#set_tab_title)** **(** [int](class_int) tab_idx, [String](class_string) title **)** - * [String](class_string) **[get_tab_title](#get_tab_title)** **(** [int](class_int) tab_idx **)** const - * void **[set_tab_icon](#set_tab_icon)** **(** [int](class_int) tab_idx, [Texture](class_texture) icon **)** - * [Texture](class_texture) **[get_tab_icon](#get_tab_icon)** **(** [int](class_int) tab_idx **)** const - * void **[remove_tab](#remove_tab)** **(** [int](class_int) tab_idx **)** - * void **[add_tab](#add_tab)** **(** [String](class_string) title, [Texture](class_texture) icon **)** - -### Signals - * **tab_changed** **(** [int](class_int) tab **)** - -### Description -Simple tabs control, similar to [TabContainer](class_tabcontainer) but is only in charge of drawing tabs, not interact with children. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_tcp_server.md b/class_tcp_server.md index f956847..505e8fd 100644 --- a/class_tcp_server.md +++ b/class_tcp_server.md @@ -1,39 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# TCP_Server -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -TCP Server. - -### Member Functions - * [int](class_int) **[listen](#listen)** **(** [int](class_int) port, [StringArray](class_stringarray) accepted_hosts=StringArray() **)** - * [bool](class_bool) **[is_connection_available](#is_connection_available)** **(** **)** const - * [Object](class_object) **[take_connection](#take_connection)** **(** **)** - * void **[stop](#stop)** **(** **)** - -### Description -TCP Server class. Listens to connections on a port and returns a StreamPeerTCP when got a connection. - -### Member Function Description - -#### listen - * [int](class_int) **listen** **(** [int](class_int) port, [StringArray](class_stringarray) accepted_hosts=StringArray() **)** - -Listen on a port, alternatively give a white-list of accepted hosts. - -#### is_connection_available - * [bool](class_bool) **is_connection_available** **(** **)** const - -Return true if a connection is available for taking. - -#### take_connection - * [Object](class_object) **take_connection** **(** **)** - -If a connection is available, return a StreamPeerTCP with the connection/ - -#### stop - * void **stop** **(** **)** - -Stop listening. +http://docs.godotengine.org diff --git a/class_testcube.md b/class_testcube.md index e6d1877..505e8fd 100644 --- a/class_testcube.md +++ b/class_testcube.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# TestCube -####**Inherits:** [GeometryInstance](class_geometryinstance) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_textedit.md b/class_textedit.md index 8326562..505e8fd 100644 --- a/class_textedit.md +++ b/class_textedit.md @@ -1,230 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# TextEdit -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Multiline text editing control. - -### Member Functions - * void **[set_text](#set_text)** **(** [String](class_string) text **)** - * void **[insert_text_at_cursor](#insert_text_at_cursor)** **(** [String](class_string) text **)** - * [int](class_int) **[get_line_count](#get_line_count)** **(** **)** const - * [String](class_string) **[get_text](#get_text)** **(** **)** - * [String](class_string) **[get_line](#get_line)** **(** [int](class_int) arg0 **)** const - * void **[cursor_set_column](#cursor_set_column)** **(** [int](class_int) column **)** - * void **[cursor_set_line](#cursor_set_line)** **(** [int](class_int) line **)** - * [int](class_int) **[cursor_get_column](#cursor_get_column)** **(** **)** const - * [int](class_int) **[cursor_get_line](#cursor_get_line)** **(** **)** const - * void **[set_readonly](#set_readonly)** **(** [bool](class_bool) enable **)** - * void **[set_wrap](#set_wrap)** **(** [bool](class_bool) enable **)** - * void **[set_max_chars](#set_max_chars)** **(** [int](class_int) amount **)** - * void **[cut](#cut)** **(** **)** - * void **[copy](#copy)** **(** **)** - * void **[paste](#paste)** **(** **)** - * void **[select_all](#select_all)** **(** **)** - * void **[select](#select)** **(** [int](class_int) from_line, [int](class_int) from_column, [int](class_int) to_line, [int](class_int) to_column **)** - * [bool](class_bool) **[is_selection_active](#is_selection_active)** **(** **)** const - * [int](class_int) **[get_selection_from_line](#get_selection_from_line)** **(** **)** const - * [int](class_int) **[get_selection_from_column](#get_selection_from_column)** **(** **)** const - * [int](class_int) **[get_selection_to_line](#get_selection_to_line)** **(** **)** const - * [int](class_int) **[get_selection_to_column](#get_selection_to_column)** **(** **)** const - * [String](class_string) **[get_selection_text](#get_selection_text)** **(** **)** const - * [String](class_string) **[get_word_under_cursor](#get_word_under_cursor)** **(** **)** const - * [IntArray](class_intarray) **[search](#search)** **(** [String](class_string) flags, [int](class_int) from_line, [int](class_int) from_column, [int](class_int) to_line **)** const - * void **[undo](#undo)** **(** **)** - * void **[redo](#redo)** **(** **)** - * void **[clear_undo_history](#clear_undo_history)** **(** **)** - * void **[set_syntax_coloring](#set_syntax_coloring)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_syntax_coloring_enabled](#is_syntax_coloring_enabled)** **(** **)** const - * void **[add_keyword_color](#add_keyword_color)** **(** [String](class_string) keyword, [Color](class_color) color **)** - * void **[add_color_region](#add_color_region)** **(** [String](class_string) begin_key, [String](class_string) end_key, [Color](class_color) color, [bool](class_bool) line_only=false **)** - * void **[set_symbol_color](#set_symbol_color)** **(** [Color](class_color) color **)** - * void **[set_custom_bg_color](#set_custom_bg_color)** **(** [Color](class_color) color **)** - * void **[clear_colors](#clear_colors)** **(** **)** - -### Signals - * **text_changed** **(** **)** - * **cursor_changed** **(** **)** - * **request_completion** **(** **)** - -### Numeric Constants - * **SEARCH_MATCH_CASE** = **1** - Match case when searching. - * **SEARCH_WHOLE_WORDS** = **2** - Match whole words when searching. - * **SEARCH_BACKWARDS** = **4** - Search from end to begining. - -### Description -TextEdit is meant for editing large, multiline text. It also has facilities for editing code, such as syntax highlighting support and multiple levels of undo/redo. - -### Member Function Description - -#### set_text - * void **set_text** **(** [String](class_string) text **)** - -Set the entire text. - -#### insert_text_at_cursor - * void **insert_text_at_cursor** **(** [String](class_string) text **)** - -Insert a given text at the cursor position. - -#### get_line_count - * [int](class_int) **get_line_count** **(** **)** const - -Return the amount of total lines in the text. - -#### get_text - * [String](class_string) **get_text** **(** **)** - -Return the whole text. - -#### get_line - * [String](class_string) **get_line** **(** [int](class_int) arg0 **)** const - -Return the text of a specific line. - -#### cursor_set_column - * void **cursor_set_column** **(** [int](class_int) column **)** - -Set the current column of the text editor. - -#### cursor_set_line - * void **cursor_set_line** **(** [int](class_int) line **)** - -Set the current line of the text editor. - -#### cursor_get_column - * [int](class_int) **cursor_get_column** **(** **)** const - -Return the column the editing cursor is at. - -#### cursor_get_line - * [int](class_int) **cursor_get_line** **(** **)** const - -Return the line the editing cursor is at. - -#### set_readonly - * void **set_readonly** **(** [bool](class_bool) enable **)** - -Set the text editor as read-only. Text can be displayed but not edited. - -#### set_wrap - * void **set_wrap** **(** [bool](class_bool) enable **)** - -Enable text wrapping when it goes beyond he edge of what is visible. - -#### set_max_chars - * void **set_max_chars** **(** [int](class_int) amount **)** - -Set the maximum amount of characters editable. - -#### cut - * void **cut** **(** **)** - -Cut the current selection. - -#### copy - * void **copy** **(** **)** - -Copy the current selection. - -#### paste - * void **paste** **(** **)** - -Paste the current selection. - -#### select_all - * void **select_all** **(** **)** - -Select all the text. - -#### select - * void **select** **(** [int](class_int) from_line, [int](class_int) from_column, [int](class_int) to_line, [int](class_int) to_column **)** - -Perform selection, from line/column to line/column. - -#### is_selection_active - * [bool](class_bool) **is_selection_active** **(** **)** const - -Return true if the selection is active. - -#### get_selection_from_line - * [int](class_int) **get_selection_from_line** **(** **)** const - -Return the selection begin line. - -#### get_selection_from_column - * [int](class_int) **get_selection_from_column** **(** **)** const - -Return the selection begin column. - -#### get_selection_to_line - * [int](class_int) **get_selection_to_line** **(** **)** const - -Return the selection end line. - -#### get_selection_to_column - * [int](class_int) **get_selection_to_column** **(** **)** const - -Return the selection end column. - -#### get_selection_text - * [String](class_string) **get_selection_text** **(** **)** const - -Return the text inside the selection. - -#### search - * [IntArray](class_intarray) **search** **(** [String](class_string) flags, [int](class_int) from_line, [int](class_int) from_column, [int](class_int) to_line **)** const - -Perform a search inside the text. Search flags can be specified in the SEARCH_* enum. - -#### undo - * void **undo** **(** **)** - -Perform undo operation. - -#### redo - * void **redo** **(** **)** - -Perform redo operation. - -#### clear_undo_history - * void **clear_undo_history** **(** **)** - -Clear the undo history. - -#### set_syntax_coloring - * void **set_syntax_coloring** **(** [bool](class_bool) enable **)** - -Set to enable the syntax coloring. - -#### is_syntax_coloring_enabled - * [bool](class_bool) **is_syntax_coloring_enabled** **(** **)** const - -Return true if the syntax coloring is enabled. - -#### add_keyword_color - * void **add_keyword_color** **(** [String](class_string) keyword, [Color](class_color) color **)** - -Add a keyword and it's color. - -#### add_color_region - * void **add_color_region** **(** [String](class_string) begin_key, [String](class_string) end_key, [Color](class_color) color, [bool](class_bool) line_only=false **)** - -Add color region (given the delimiters) and it's colors. - -#### set_symbol_color - * void **set_symbol_color** **(** [Color](class_color) color **)** - -Set the color for symbols. - -#### set_custom_bg_color - * void **set_custom_bg_color** **(** [Color](class_color) color **)** - -Set a custom background color. A background color with alpha==0 disables this. - -#### clear_colors - * void **clear_colors** **(** **)** - -Clear all the syntax coloring information. +http://docs.godotengine.org diff --git a/class_texture.md b/class_texture.md index 2b98190..505e8fd 100644 --- a/class_texture.md +++ b/class_texture.md @@ -1,64 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Texture -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Texture for 2D and 3D. - -### Member Functions - * [int](class_int) **[get_width](#get_width)** **(** **)** const - * [int](class_int) **[get_height](#get_height)** **(** **)** const - * [Vector2](class_vector2) **[get_size](#get_size)** **(** **)** const - * [RID](class_rid) **[get_rid](#get_rid)** **(** **)** const - * [bool](class_bool) **[has_alpha](#has_alpha)** **(** **)** const - * void **[set_flags](#set_flags)** **(** [int](class_int) flags **)** - * [int](class_int) **[get_flags](#get_flags)** **(** **)** const - * void **[draw](#draw)** **(** [RID](class_rid) canvas_item, [Vector2](class_vector2) pos, [Color](class_color) modulate=Color(1,1,1,1), [bool](class_bool) arg3=false **)** const - * void **[draw_rect](#draw_rect)** **(** [RID](class_rid) canvas_item, [Rect2](class_rect2) rect, [bool](class_bool) tile, [Color](class_color) modulate=Color(1,1,1,1), [bool](class_bool) arg4=false **)** const - * void **[draw_rect_region](#draw_rect_region)** **(** [RID](class_rid) canvas_item, [Rect2](class_rect2) rect, [Rect2](class_rect2) src_rect, [Color](class_color) modulate=Color(1,1,1,1), [bool](class_bool) arg4=false **)** const - -### Numeric Constants - * **FLAG_MIPMAPS** = **1** - Generate mipmaps. - * **FLAG_REPEAT** = **2** - Repeat (instead of clamp to edge). - * **FLAG_FILTER** = **4** - Turn on magnifying filter. - * **FLAG_VIDEO_SURFACE** = **4096** - Texture is a video surface - * **FLAGS_DEFAULT** = **7** - Default flags - * **FLAG_ANISOTROPIC_FILTER** = **8** - * **FLAG_CONVERT_TO_LINEAR** = **16** - -### Description -A texture works by registering an image in the video hardware, which then can be used in 3D models or 2D [Sprite](class_sprite) or GUI [Control](class_control)s. - -### Member Function Description - -#### get_width - * [int](class_int) **get_width** **(** **)** const - -Return the texture width. - -#### get_height - * [int](class_int) **get_height** **(** **)** const - -Return the texture height. - -#### get_size - * [Vector2](class_vector2) **get_size** **(** **)** const - -Return the texture size. - -#### get_rid - * [RID](class_rid) **get_rid** **(** **)** const - -Return the texture RID as used in the [VisualServer](class_visualserver). - -#### set_flags - * void **set_flags** **(** [int](class_int) flags **)** - -Change the texture flags. - -#### get_flags - * [int](class_int) **get_flags** **(** **)** const - -Return the current texture flags. +http://docs.godotengine.org diff --git a/class_texturebutton.md b/class_texturebutton.md index 0310726..505e8fd 100644 --- a/class_texturebutton.md +++ b/class_texturebutton.md @@ -1,33 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# TextureButton -####**Inherits:** [BaseButton](class_basebutton) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Button that can be themed with textures. - -### Member Functions - * void **[set_normal_texture](#set_normal_texture)** **(** [Texture](class_texture) texture **)** - * void **[set_pressed_texture](#set_pressed_texture)** **(** [Texture](class_texture) texture **)** - * void **[set_hover_texture](#set_hover_texture)** **(** [Texture](class_texture) texture **)** - * void **[set_disabled_texture](#set_disabled_texture)** **(** [Texture](class_texture) texture **)** - * void **[set_focused_texture](#set_focused_texture)** **(** [Texture](class_texture) texture **)** - * void **[set_click_mask](#set_click_mask)** **(** [BitMap](class_bitmap) mask **)** - * void **[set_scale](#set_scale)** **(** [Vector2](class_vector2) scale **)** - * void **[set_modulate](#set_modulate)** **(** [Color](class_color) color **)** - * [Texture](class_texture) **[get_normal_texture](#get_normal_texture)** **(** **)** const - * [Texture](class_texture) **[get_pressed_texture](#get_pressed_texture)** **(** **)** const - * [Texture](class_texture) **[get_hover_texture](#get_hover_texture)** **(** **)** const - * [Texture](class_texture) **[get_disabled_texture](#get_disabled_texture)** **(** **)** const - * [Texture](class_texture) **[get_focused_texture](#get_focused_texture)** **(** **)** const - * [BitMap](class_bitmap) **[get_click_mask](#get_click_mask)** **(** **)** const - * [Vector2](class_vector2) **[get_scale](#get_scale)** **(** **)** const - * [Color](class_color) **[get_modulate](#get_modulate)** **(** **)** const - -### Description -Button that can be themed with textures. This is like a regular [Button](class_button) but can be themed by assigning textures to it. This button is intended to be easy to theme, however a regular button can expand (that uses styleboxes) and still be better if the interface is expect to have internationalization of texts. - - Only the normal texture is required, the others are optional. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_textureframe.md b/class_textureframe.md index bc95b23..505e8fd 100644 --- a/class_textureframe.md +++ b/class_textureframe.md @@ -1,21 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# TextureFrame -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Control Frame that draws a texture. - -### Member Functions - * void **[set_texture](#set_texture)** **(** [Object](class_object) texture **)** - * [Object](class_object) **[get_texture](#get_texture)** **(** **)** const - * void **[set_modulate](#set_modulate)** **(** [Color](class_color) modulate **)** - * [Color](class_color) **[get_modulate](#get_modulate)** **(** **)** const - * void **[set_expand](#set_expand)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[has_expand](#has_expand)** **(** **)** const - -### Description -Control frame that simply draws an assigned texture. It can stretch or not. It's a simple way to just show an image in a UI. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_textureprogress.md b/class_textureprogress.md index 0af403b..505e8fd 100644 --- a/class_textureprogress.md +++ b/class_textureprogress.md @@ -1,21 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# TextureProgress -####**Inherits:** [Range](class_range) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Textured progress bar implementation. - -### Member Functions - * void **[set_under_texture](#set_under_texture)** **(** [Object](class_object) tex **)** - * [Object](class_object) **[get_under_texture](#get_under_texture)** **(** **)** const - * void **[set_progress_texture](#set_progress_texture)** **(** [Object](class_object) tex **)** - * [Object](class_object) **[get_progress_texture](#get_progress_texture)** **(** **)** const - * void **[set_over_texture](#set_over_texture)** **(** [Object](class_object) tex **)** - * [Object](class_object) **[get_over_texture](#get_over_texture)** **(** **)** const - -### Description -[ProgressBar](class_progressbar) implementation that is easier to theme (by just passing a few textures). - -### Member Function Description +http://docs.godotengine.org diff --git a/class_theme.md b/class_theme.md index bb12ac1..505e8fd 100644 --- a/class_theme.md +++ b/class_theme.md @@ -1,46 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Theme -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Theme for controls. - -### Member Functions - * void **[set_icon](#set_icon)** **(** [String](class_string) name, [String](class_string) type, [Texture](class_texture) texture **)** - * [Texture](class_texture) **[get_icon](#get_icon)** **(** [String](class_string) name, [String](class_string) type **)** const - * [bool](class_bool) **[has_icon](#has_icon)** **(** [String](class_string) name, [String](class_string) type **)** const - * void **[clear_icon](#clear_icon)** **(** [String](class_string) name, [String](class_string) type **)** - * [StringArray](class_stringarray) **[get_icon_list](#get_icon_list)** **(** [String](class_string) arg0 **)** const - * void **[set_stylebox](#set_stylebox)** **(** [String](class_string) name, [String](class_string) type, [StyleBox](class_stylebox) texture **)** - * [StyleBox](class_stylebox) **[get_stylebox](#get_stylebox)** **(** [String](class_string) name, [String](class_string) type **)** const - * [bool](class_bool) **[has_stylebox](#has_stylebox)** **(** [String](class_string) name, [String](class_string) type **)** const - * void **[clear_stylebox](#clear_stylebox)** **(** [String](class_string) name, [String](class_string) type **)** - * [StringArray](class_stringarray) **[get_stylebox_list](#get_stylebox_list)** **(** [String](class_string) arg0 **)** const - * void **[set_font](#set_font)** **(** [String](class_string) name, [String](class_string) type, [Font](class_font) font **)** - * [Font](class_font) **[get_font](#get_font)** **(** [String](class_string) name, [String](class_string) type **)** const - * [bool](class_bool) **[has_font](#has_font)** **(** [String](class_string) name, [String](class_string) type **)** const - * void **[clear_font](#clear_font)** **(** [String](class_string) name, [String](class_string) type **)** - * [StringArray](class_stringarray) **[get_font_list](#get_font_list)** **(** [String](class_string) arg0 **)** const - * void **[set_color](#set_color)** **(** [String](class_string) name, [String](class_string) type, [Color](class_color) color **)** - * [Color](class_color) **[get_color](#get_color)** **(** [String](class_string) name, [String](class_string) type **)** const - * [bool](class_bool) **[has_color](#has_color)** **(** [String](class_string) name, [String](class_string) type **)** const - * void **[clear_color](#clear_color)** **(** [String](class_string) name, [String](class_string) type **)** - * [StringArray](class_stringarray) **[get_color_list](#get_color_list)** **(** [String](class_string) arg0 **)** const - * void **[set_constant](#set_constant)** **(** [String](class_string) name, [String](class_string) type, [int](class_int) constant **)** - * [int](class_int) **[get_constant](#get_constant)** **(** [String](class_string) name, [String](class_string) type **)** const - * [bool](class_bool) **[has_constant](#has_constant)** **(** [String](class_string) name, [String](class_string) type **)** const - * void **[clear_constant](#clear_constant)** **(** [String](class_string) name, [String](class_string) type **)** - * [StringArray](class_stringarray) **[get_constant_list](#get_constant_list)** **(** [String](class_string) arg0 **)** const - * void **[set_default_font](#set_default_font)** **(** [Object](class_object) font **)** - * [Object](class_object) **[get_default_font](#get_default_font)** **(** **)** const - * [StringArray](class_stringarray) **[get_type_list](#get_type_list)** **(** [String](class_string) arg0 **)** const - * void **[copy_default_theme](#copy_default_theme)** **(** **)** - -### Description -Theme for skinning controls. Controls can be skinned individually, but for complex applications it's more efficient to just create a global theme that defines everything. This theme can be applied to any [Control](class_control), and it and the children will automatically use it. - - Theme resources can be alternatively loaded by writing them in a .theme file, see wiki for more info. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_thread.md b/class_thread.md index e985201..505e8fd 100644 --- a/class_thread.md +++ b/class_thread.md @@ -1,21 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Thread -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * Error **[start](#start)** **(** [Object](class_object) instance, [String](class_string) method, var userdata=NULL, [int](class_int) priority=1 **)** - * [String](class_string) **[get_id](#get_id)** **(** **)** const - * [bool](class_bool) **[is_active](#is_active)** **(** **)** const - * void **[wait_to_finish](#wait_to_finish)** **(** **)** - -### Numeric Constants - * **PRIORITY_LOW** = **0** - * **PRIORITY_NORMAL** = **1** - * **PRIORITY_HIGH** = **2** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_tilemap.md b/class_tilemap.md index 164f5fb..505e8fd 100644 --- a/class_tilemap.md +++ b/class_tilemap.md @@ -1,138 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# TileMap -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Node for 2D Tile-Based games. - -### Member Functions - * void **[set_tileset](#set_tileset)** **(** [TileSet](class_tileset) tileset **)** - * [TileSet](class_tileset) **[get_tileset](#get_tileset)** **(** **)** const - * void **[set_mode](#set_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_mode](#get_mode)** **(** **)** const - * void **[set_half_offset](#set_half_offset)** **(** [int](class_int) half_offset **)** - * [int](class_int) **[get_half_offset](#get_half_offset)** **(** **)** const - * void **[set_custom_transform](#set_custom_transform)** **(** [Matrix32](class_matrix32) custom_transform **)** - * [Matrix32](class_matrix32) **[get_custom_transform](#get_custom_transform)** **(** **)** const - * void **[set_cell_size](#set_cell_size)** **(** [Vector2](class_vector2) size **)** - * [Vector2](class_vector2) **[get_cell_size](#get_cell_size)** **(** **)** const - * void **[set_quadrant_size](#set_quadrant_size)** **(** [int](class_int) size **)** - * [int](class_int) **[get_quadrant_size](#get_quadrant_size)** **(** **)** const - * void **[set_tile_origin](#set_tile_origin)** **(** [int](class_int) origin **)** - * [int](class_int) **[get_tile_origin](#get_tile_origin)** **(** **)** const - * void **[set_center_x](#set_center_x)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_center_x](#get_center_x)** **(** **)** const - * void **[set_center_y](#set_center_y)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_center_y](#get_center_y)** **(** **)** const - * void **[set_y_sort_mode](#set_y_sort_mode)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_y_sort_mode_enabled](#is_y_sort_mode_enabled)** **(** **)** const - * void **[set_collision_use_kinematic](#set_collision_use_kinematic)** **(** [bool](class_bool) use_kinematic **)** - * [bool](class_bool) **[get_collision_use_kinematic](#get_collision_use_kinematic)** **(** **)** const - * void **[set_collision_layer](#set_collision_layer)** **(** [int](class_int) mask **)** - * [int](class_int) **[get_collision_layer](#get_collision_layer)** **(** **)** const - * void **[set_collision_mask](#set_collision_mask)** **(** [int](class_int) mask **)** - * [int](class_int) **[get_collision_mask](#get_collision_mask)** **(** **)** const - * void **[set_collision_friction](#set_collision_friction)** **(** [float](class_float) value **)** - * [float](class_float) **[get_collision_friction](#get_collision_friction)** **(** **)** const - * void **[set_collision_bounce](#set_collision_bounce)** **(** [float](class_float) value **)** - * [float](class_float) **[get_collision_bounce](#get_collision_bounce)** **(** **)** const - * void **[set_cell](#set_cell)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) tile, [bool](class_bool) flip_x=false, [bool](class_bool) flip_y=false, [bool](class_bool) transpose=false **)** - * [int](class_int) **[get_cell](#get_cell)** **(** [int](class_int) x, [int](class_int) y **)** const - * [bool](class_bool) **[is_cell_x_flipped](#is_cell_x_flipped)** **(** [int](class_int) x, [int](class_int) y **)** const - * [bool](class_bool) **[is_cell_y_flipped](#is_cell_y_flipped)** **(** [int](class_int) x, [int](class_int) y **)** const - * void **[clear](#clear)** **(** **)** - * [Array](class_array) **[get_used_cells](#get_used_cells)** **(** **)** const - * [Vector2](class_vector2) **[map_to_world](#map_to_world)** **(** [Vector2](class_vector2) mappos, [bool](class_bool) ignore_half_ofs=false **)** const - * [Vector2](class_vector2) **[world_to_map](#world_to_map)** **(** [Vector2](class_vector2) worldpos **)** const - -### Signals - * **settings_changed** **(** **)** - -### Numeric Constants - * **INVALID_CELL** = **-1** - Returned when a cell doesn't exist. - * **MODE_SQUARE** = **0** - * **MODE_ISOMETRIC** = **1** - * **MODE_CUSTOM** = **2** - * **HALF_OFFSET_X** = **0** - * **HALF_OFFSET_Y** = **1** - * **HALF_OFFSET_DISABLED** = **2** - * **TILE_ORIGIN_TOP_LEFT** = **0** - * **TILE_ORIGIN_CENTER** = **1** - -### Description -Node for 2D Tile-Based games. Tilemaps use a TileSet which contain a list of tiles (textures, their rect and a collision) and are used to create complex grid-based maps. - To optimize drawing and culling (sort of like [GridMap](class_gridmap)), you can specify a quadrant size, so chunks of the map will be batched together the time of drawing. - -### Member Function Description - -#### set_tileset - * void **set_tileset** **(** [TileSet](class_tileset) tileset **)** - -Set the current tileset. - -#### get_tileset - * [TileSet](class_tileset) **get_tileset** **(** **)** const - -Return the current tileset. - -#### set_cell_size - * void **set_cell_size** **(** [Vector2](class_vector2) size **)** - -Set the cell size. - -#### get_cell_size - * [Vector2](class_vector2) **get_cell_size** **(** **)** const - -Return the cell size. - -#### set_quadrant_size - * void **set_quadrant_size** **(** [int](class_int) size **)** - -Set the quadrant size, this optimizes drawing by batching chunks of map at draw/cull time. - -#### get_quadrant_size - * [int](class_int) **get_quadrant_size** **(** **)** const - -Return the quadrant size, this optimizes drawing by batching chunks of map at draw/cull time. - -#### set_center_x - * void **set_center_x** **(** [bool](class_bool) enable **)** - -Set tiles to be centered in x coordinate. (by default this is false and they are drawn from upper left cell corner). - -#### get_center_x - * [bool](class_bool) **get_center_x** **(** **)** const - -Return true if tiles are to be centered in x coordinate (by default this is false and they are drawn from upper left cell corner). - -#### set_center_y - * void **set_center_y** **(** [bool](class_bool) enable **)** - -Set tiles to be centered in y coordinate. (by default this is false and they are drawn from upper left cell corner). - -#### get_center_y - * [bool](class_bool) **get_center_y** **(** **)** const - -Return true if tiles are to be centered in y coordinate (by default this is false and they are drawn from upper left cell corner). - -#### get_cell - * [int](class_int) **get_cell** **(** [int](class_int) x, [int](class_int) y **)** const - -Return the contents of a cell. - -#### is_cell_x_flipped - * [bool](class_bool) **is_cell_x_flipped** **(** [int](class_int) x, [int](class_int) y **)** const - -Return if a given cell is flipped in x axis. - -#### is_cell_y_flipped - * [bool](class_bool) **is_cell_y_flipped** **(** [int](class_int) x, [int](class_int) y **)** const - -Return if a given cell is flipped in y axis. - -#### clear - * void **clear** **(** **)** - -Clear all cells. +http://docs.godotengine.org diff --git a/class_tileset.md b/class_tileset.md index f6de876..505e8fd 100644 --- a/class_tileset.md +++ b/class_tileset.md @@ -1,110 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# TileSet -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Tile library for tilemaps. - -### Member Functions - * void **[create_tile](#create_tile)** **(** [int](class_int) id **)** - * void **[tile_set_name](#tile_set_name)** **(** [int](class_int) id, [String](class_string) name **)** - * [String](class_string) **[tile_get_name](#tile_get_name)** **(** [int](class_int) id **)** const - * void **[tile_set_texture](#tile_set_texture)** **(** [int](class_int) id, [Texture](class_texture) texture **)** - * [Texture](class_texture) **[tile_get_texture](#tile_get_texture)** **(** [int](class_int) id **)** const - * void **[tile_set_material](#tile_set_material)** **(** [int](class_int) id, [CanvasItemMaterial](class_canvasitemmaterial) material **)** - * [CanvasItemMaterial](class_canvasitemmaterial) **[tile_get_material](#tile_get_material)** **(** [int](class_int) id **)** const - * void **[tile_set_texture_offset](#tile_set_texture_offset)** **(** [int](class_int) id, [Vector2](class_vector2) texture_offset **)** - * [Vector2](class_vector2) **[tile_get_texture_offset](#tile_get_texture_offset)** **(** [int](class_int) id **)** const - * void **[tile_set_shape_offset](#tile_set_shape_offset)** **(** [int](class_int) id, [Vector2](class_vector2) shape_offset **)** - * [Vector2](class_vector2) **[tile_get_shape_offset](#tile_get_shape_offset)** **(** [int](class_int) id **)** const - * void **[tile_set_region](#tile_set_region)** **(** [int](class_int) id, [Rect2](class_rect2) region **)** - * [Rect2](class_rect2) **[tile_get_region](#tile_get_region)** **(** [int](class_int) id **)** const - * void **[tile_set_shape](#tile_set_shape)** **(** [int](class_int) id, [Shape2D](class_shape2d) shape **)** - * [Shape2D](class_shape2d) **[tile_get_shape](#tile_get_shape)** **(** [int](class_int) id **)** const - * void **[tile_set_shapes](#tile_set_shapes)** **(** [int](class_int) id, [Array](class_array) shapes **)** - * [Array](class_array) **[tile_get_shapes](#tile_get_shapes)** **(** [int](class_int) id **)** const - * void **[tile_set_navigation_polygon](#tile_set_navigation_polygon)** **(** [int](class_int) id, [NavigationPolygon](class_navigationpolygon) navigation_polygon **)** - * [NavigationPolygon](class_navigationpolygon) **[tile_get_navigation_polygon](#tile_get_navigation_polygon)** **(** [int](class_int) id **)** const - * void **[tile_set_navigation_polygon_offset](#tile_set_navigation_polygon_offset)** **(** [int](class_int) id, [Vector2](class_vector2) navigation_polygon_offset **)** - * [Vector2](class_vector2) **[tile_get_navigation_polygon_offset](#tile_get_navigation_polygon_offset)** **(** [int](class_int) id **)** const - * void **[tile_set_light_occluder](#tile_set_light_occluder)** **(** [int](class_int) id, [OccluderPolygon2D](class_occluderpolygon2d) light_occluder **)** - * [OccluderPolygon2D](class_occluderpolygon2d) **[tile_get_light_occluder](#tile_get_light_occluder)** **(** [int](class_int) id **)** const - * void **[tile_set_occluder_offset](#tile_set_occluder_offset)** **(** [int](class_int) id, [Vector2](class_vector2) occluder_offset **)** - * [Vector2](class_vector2) **[tile_get_occluder_offset](#tile_get_occluder_offset)** **(** [int](class_int) id **)** const - * void **[remove_tile](#remove_tile)** **(** [int](class_int) id **)** - * void **[clear](#clear)** **(** **)** - * [int](class_int) **[get_last_unused_tile_id](#get_last_unused_tile_id)** **(** **)** const - * [int](class_int) **[find_tile_by_name](#find_tile_by_name)** **(** [String](class_string) name **)** const - * [Array](class_array) **[get_tiles_ids](#get_tiles_ids)** **(** **)** const - -### Description -A TileSet is a library of tiles for a [TileMap](class_tilemap). It contains a list of tiles, each consisting of a sprite and optional collision shapes. - -### Member Function Description - -#### create_tile - * void **create_tile** **(** [int](class_int) id **)** - -Create a new tile, the ID must be specified. - -#### tile_set_name - * void **tile_set_name** **(** [int](class_int) id, [String](class_string) name **)** - -Set the name of a tile, for decriptive purposes. - -#### tile_get_name - * [String](class_string) **tile_get_name** **(** [int](class_int) id **)** const - -Return the name of a tile, for decriptive purposes. - -#### tile_set_texture - * void **tile_set_texture** **(** [int](class_int) id, [Texture](class_texture) texture **)** - -Set the texture of the tile. - -#### tile_get_texture - * [Texture](class_texture) **tile_get_texture** **(** [int](class_int) id **)** const - -Return the texture of the tile. - -#### tile_set_region - * void **tile_set_region** **(** [int](class_int) id, [Rect2](class_rect2) region **)** - -Set the tile sub-region in the texture. This is common in texture atlases. - -#### tile_get_region - * [Rect2](class_rect2) **tile_get_region** **(** [int](class_int) id **)** const - -Return the tile sub-region in the texture. This is common in texture atlases. - -#### tile_set_shape - * void **tile_set_shape** **(** [int](class_int) id, [Shape2D](class_shape2d) shape **)** - -Set a shape for the tile, enabling physics to collide it. - -#### tile_get_shape - * [Shape2D](class_shape2d) **tile_get_shape** **(** [int](class_int) id **)** const - -Return the shape of the tile. - -#### remove_tile - * void **remove_tile** **(** [int](class_int) id **)** - -Remove a tile, by integer id. - -#### clear - * void **clear** **(** **)** - -Clear all tiles. - -#### get_last_unused_tile_id - * [int](class_int) **get_last_unused_tile_id** **(** **)** const - -Find an empty id for creating a new tile. - -#### find_tile_by_name - * [int](class_int) **find_tile_by_name** **(** [String](class_string) name **)** const - -Find the first tile with the given name. +http://docs.godotengine.org diff --git a/class_timer.md b/class_timer.md index 5e416ac..505e8fd 100644 --- a/class_timer.md +++ b/class_timer.md @@ -1,74 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Timer -####**Inherits:** [Node](class_node) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_wait_time](#set_wait_time)** **(** [float](class_float) time_sec **)** - * [float](class_float) **[get_wait_time](#get_wait_time)** **(** **)** const - * void **[set_one_shot](#set_one_shot)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_one_shot](#is_one_shot)** **(** **)** const - * void **[set_autostart](#set_autostart)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[has_autostart](#has_autostart)** **(** **)** const - * void **[start](#start)** **(** **)** - * void **[stop](#stop)** **(** **)** - * [float](class_float) **[get_time_left](#get_time_left)** **(** **)** const - * void **[set_timer_process_mode](#set_timer_process_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_timer_process_mode](#get_timer_process_mode)** **(** **)** const - -### Signals - * **timeout** **(** **)** - -### Description -Timer node. This is a simple node that will emit a timeout callback when the timer runs out. It can optinally be set to loop. - -### Member Function Description - -#### set_wait_time - * void **set_wait_time** **(** [float](class_float) time_sec **)** - -Set wait time. When the time is over, it will emit timeout signal. - -#### get_wait_time - * [float](class_float) **get_wait_time** **(** **)** const - -Return the wait time. When the time is over, it will emit timeout signal. - -#### set_one_shot - * void **set_one_shot** **(** [bool](class_bool) enable **)** - -Set as one-shot. If true, timer will stop after timeout, otherwise it will automatically restart. - -#### is_one_shot - * [bool](class_bool) **is_one_shot** **(** **)** const - -Return true if is set as one-shot. If true, timer will stop after timeout, otherwise it will automatically restart. - -#### set_autostart - * void **set_autostart** **(** [bool](class_bool) enable **)** - -Set to automatically start when entering the scene. - -#### has_autostart - * [bool](class_bool) **has_autostart** **(** **)** const - -Return true if set to automatically start when entering the scene. - -#### start - * void **start** **(** **)** - -Start the timer. - -#### stop - * void **stop** **(** **)** - -Stop (cancel) the timer. - -#### get_time_left - * [float](class_float) **get_time_left** **(** **)** const - -Return the time left for timeout if the timer is active. +http://docs.godotengine.org diff --git a/class_toolbutton.md b/class_toolbutton.md index dc16f75..505e8fd 100644 --- a/class_toolbutton.md +++ b/class_toolbutton.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ToolButton -####**Inherits:** [Button](class_button) -####**Category:** Core - -### Brief Description +Godot documentation has moved, and can now be found at: +http://docs.godotengine.org diff --git a/class_touchscreenbutton.md b/class_touchscreenbutton.md index 7794540..505e8fd 100644 --- a/class_touchscreenbutton.md +++ b/class_touchscreenbutton.md @@ -1,29 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# TouchScreenButton -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_texture](#set_texture)** **(** [Object](class_object) texture **)** - * [Object](class_object) **[get_texture](#get_texture)** **(** **)** const - * void **[set_texture_pressed](#set_texture_pressed)** **(** [Object](class_object) texture_pressed **)** - * [Object](class_object) **[get_texture_pressed](#get_texture_pressed)** **(** **)** const - * void **[set_bitmask](#set_bitmask)** **(** [Object](class_object) bitmask **)** - * [Object](class_object) **[get_bitmask](#get_bitmask)** **(** **)** const - * void **[set_action](#set_action)** **(** [String](class_string) action **)** - * [String](class_string) **[get_action](#get_action)** **(** **)** const - * void **[set_visibility_mode](#set_visibility_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_visibility_mode](#get_visibility_mode)** **(** **)** const - * void **[set_passby_press](#set_passby_press)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_passby_press_enabled](#is_passby_press_enabled)** **(** **)** const - * [bool](class_bool) **[is_pressed](#is_pressed)** **(** **)** const - -### Signals - * **released** **(** **)** - * **pressed** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_transform.md b/class_transform.md index 721fd97..505e8fd 100644 --- a/class_transform.md +++ b/class_transform.md @@ -1,47 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Transform -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -3D Transformation. - -### Member Functions - * [Transform](class_transform) **[affine_inverse](#affine_inverse)** **(** **)** - * [Transform](class_transform) **[inverse](#inverse)** **(** **)** - * [Transform](class_transform) **[looking_at](#looking_at)** **(** [Vector3](class_vector3) target, [Vector3](class_vector3) up **)** - * [Transform](class_transform) **[orthonormalized](#orthonormalized)** **(** **)** - * [Transform](class_transform) **[rotated](#rotated)** **(** [Vector3](class_vector3) axis, [float](class_float) phi **)** - * [Transform](class_transform) **[scaled](#scaled)** **(** [Vector3](class_vector3) scale **)** - * [Transform](class_transform) **[translated](#translated)** **(** [Vector3](class_vector3) ofs **)** - * var **[xform](#xform)** **(** var v **)** - * var **[xform_inv](#xform_inv)** **(** var v **)** - * [Transform](class_transform) **[Transform](#Transform)** **(** [Vector3](class_vector3) x_axis, [Vector3](class_vector3) y_axis, [Vector3](class_vector3) z_axis, [Vector3](class_vector3) origin **)** - * [Transform](class_transform) **[Transform](#Transform)** **(** [Matrix3](class_matrix3) basis, [Vector3](class_vector3) origin **)** - * [Transform](class_transform) **[Transform](#Transform)** **(** [Matrix32](class_matrix32) from **)** - * [Transform](class_transform) **[Transform](#Transform)** **(** [Quat](class_quat) from **)** - * [Transform](class_transform) **[Transform](#Transform)** **(** [Matrix3](class_matrix3) from **)** - -### Member Variables - * [Matrix3](class_matrix3) **basis** - * [Vector3](class_vector3) **origin** - -### Description -Transform is used to store transformations, including translations. It consists of a Matrix3 "basis" and Vector3 "origin". Transform is used to represent transformations of any object in space. It is similar to a 4x3 matrix. - -### Member Function Description - -#### inverse - * [Transform](class_transform) **inverse** **(** **)** - -Returns the inverse of the transform. - -#### xform - * var **xform** **(** var v **)** - -Transforms vector "v" by this transform. - -#### xform_inv - * var **xform_inv** **(** var v **)** - -Inverse-transforms vector "v" by this transform. +http://docs.godotengine.org diff --git a/class_translation.md b/class_translation.md index 5951539..505e8fd 100644 --- a/class_translation.md +++ b/class_translation.md @@ -1,52 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Translation -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Language Translation. - -### Member Functions - * void **[set_locale](#set_locale)** **(** [String](class_string) locale **)** - * [String](class_string) **[get_locale](#get_locale)** **(** **)** const - * void **[add_message](#add_message)** **(** [String](class_string) src_message, [String](class_string) xlated_message **)** - * [String](class_string) **[get_message](#get_message)** **(** [String](class_string) src_message **)** const - * void **[erase_message](#erase_message)** **(** [String](class_string) src_message **)** - * [StringArray](class_stringarray) **[get_message_list](#get_message_list)** **(** **)** const - * [int](class_int) **[get_message_count](#get_message_count)** **(** **)** const - -### Description -Translations are resources that can be loaded/unloaded on demand. They map a string to another string. - -### Member Function Description - -#### set_locale - * void **set_locale** **(** [String](class_string) locale **)** - -Set the locale of the translation. - -#### get_locale - * [String](class_string) **get_locale** **(** **)** const - -Return the locale of the translation. - -#### add_message - * void **add_message** **(** [String](class_string) src_message, [String](class_string) xlated_message **)** - -Add a message for translation. - -#### get_message - * [String](class_string) **get_message** **(** [String](class_string) src_message **)** const - -Return a message for translation. - -#### erase_message - * void **erase_message** **(** [String](class_string) src_message **)** - -Erase a message. - -#### get_message_list - * [StringArray](class_stringarray) **get_message_list** **(** **)** const - -Return all the messages (keys). +http://docs.godotengine.org diff --git a/class_translationserver.md b/class_translationserver.md index 7c263e2..505e8fd 100644 --- a/class_translationserver.md +++ b/class_translationserver.md @@ -1,18 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# TranslationServer -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Server that manages all translations. Translations can be set to it and removed from it. - -### Member Functions - * void **[set_locale](#set_locale)** **(** [String](class_string) locale **)** - * [String](class_string) **[get_locale](#get_locale)** **(** **)** const - * [String](class_string) **[translate](#translate)** **(** [String](class_string) arg0 **)** const - * void **[add_translation](#add_translation)** **(** [Object](class_object) arg0 **)** - * void **[remove_translation](#remove_translation)** **(** [Object](class_object) arg0 **)** - * void **[clear](#clear)** **(** **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_tree.md b/class_tree.md index fd0f36f..505e8fd 100644 --- a/class_tree.md +++ b/class_tree.md @@ -1,51 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Tree -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[clear](#clear)** **(** **)** - * [TreeItem](class_treeitem) **[create_item](#create_item)** **(** [TreeItem](class_treeitem) parent=Object() **)** - * [TreeItem](class_treeitem) **[get_root](#get_root)** **(** **)** - * void **[set_column_min_width](#set_column_min_width)** **(** [int](class_int) arg0, [int](class_int) arg1 **)** - * void **[set_column_expand](#set_column_expand)** **(** [int](class_int) arg0, [bool](class_bool) arg1 **)** - * [int](class_int) **[get_column_width](#get_column_width)** **(** [int](class_int) arg0 **)** const - * void **[set_hide_root](#set_hide_root)** **(** [bool](class_bool) arg0 **)** - * [TreeItem](class_treeitem) **[get_next_selected](#get_next_selected)** **(** [TreeItem](class_treeitem) from **)** - * [TreeItem](class_treeitem) **[get_selected](#get_selected)** **(** **)** const - * [int](class_int) **[get_selected_column](#get_selected_column)** **(** **)** const - * [int](class_int) **[get_pressed_button](#get_pressed_button)** **(** **)** const - * void **[set_select_mode](#set_select_mode)** **(** [int](class_int) mode **)** - * void **[set_columns](#set_columns)** **(** [int](class_int) amount **)** - * [int](class_int) **[get_columns](#get_columns)** **(** **)** const - * [TreeItem](class_treeitem) **[get_edited](#get_edited)** **(** **)** const - * [int](class_int) **[get_edited_column](#get_edited_column)** **(** **)** const - * [Rect2](class_rect2) **[get_custom_popup_rect](#get_custom_popup_rect)** **(** **)** const - * [Rect2](class_rect2) **[get_item_area_rect](#get_item_area_rect)** **(** [TreeItem](class_treeitem) item, [int](class_int) column=-1 **)** const - * void **[ensure_cursor_is_visible](#ensure_cursor_is_visible)** **(** **)** - * void **[set_column_titles_visible](#set_column_titles_visible)** **(** [bool](class_bool) visible **)** - * [bool](class_bool) **[are_column_titles_visible](#are_column_titles_visible)** **(** **)** const - * void **[set_column_title](#set_column_title)** **(** [int](class_int) column, [String](class_string) title **)** - * [String](class_string) **[get_column_title](#get_column_title)** **(** [int](class_int) column **)** const - * [Vector2](class_vector2) **[get_scroll](#get_scroll)** **(** **)** const - -### Signals - * **item_activated** **(** **)** - * **multi_selected** **(** [Object](class_object) item, [int](class_int) column, [bool](class_bool) selected **)** - * **custom_popup_edited** **(** [bool](class_bool) arrow_clicked **)** - * **item_collapsed** **(** [Object](class_object) item **)** - * **item_edited** **(** **)** - * **item_selected** **(** **)** - * **cell_selected** **(** **)** - * **button_pressed** **(** [Object](class_object) item, [int](class_int) column, [int](class_int) id **)** - -### Numeric Constants - * **SELECT_SINGLE** = **0** - * **SELECT_ROW** = **1** - * **SELECT_MULTI** = **2** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_treeitem.md b/class_treeitem.md index 56d7077..505e8fd 100644 --- a/class_treeitem.md +++ b/class_treeitem.md @@ -1,67 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# TreeItem -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_cell_mode](#set_cell_mode)** **(** [int](class_int) column, [int](class_int) mode **)** - * [int](class_int) **[get_cell_mode](#get_cell_mode)** **(** [int](class_int) column **)** const - * void **[set_checked](#set_checked)** **(** [int](class_int) column, [bool](class_bool) checked **)** - * [bool](class_bool) **[is_checked](#is_checked)** **(** [int](class_int) column **)** const - * void **[set_text](#set_text)** **(** [int](class_int) column, [String](class_string) text **)** - * [String](class_string) **[get_text](#get_text)** **(** [int](class_int) column **)** const - * void **[set_icon](#set_icon)** **(** [int](class_int) column, [Texture](class_texture) texture **)** - * [Texture](class_texture) **[get_icon](#get_icon)** **(** [int](class_int) column **)** const - * void **[set_icon_region](#set_icon_region)** **(** [int](class_int) column, [Rect2](class_rect2) region **)** - * [Rect2](class_rect2) **[get_icon_region](#get_icon_region)** **(** [int](class_int) column **)** const - * void **[set_icon_max_width](#set_icon_max_width)** **(** [int](class_int) column, [int](class_int) width **)** - * [int](class_int) **[get_icon_max_width](#get_icon_max_width)** **(** [int](class_int) column **)** const - * void **[set_range](#set_range)** **(** [int](class_int) column, [float](class_float) value **)** - * [float](class_float) **[get_range](#get_range)** **(** [int](class_int) column **)** const - * void **[set_range_config](#set_range_config)** **(** [int](class_int) column, [float](class_float) min, [float](class_float) max, [float](class_float) step, [bool](class_bool) expr=false **)** - * [Dictionary](class_dictionary) **[get_range_config](#get_range_config)** **(** [int](class_int) column **)** - * void **[set_metadata](#set_metadata)** **(** [int](class_int) column, var meta **)** - * void **[get_metadata](#get_metadata)** **(** [int](class_int) column **)** const - * void **[set_custom_draw](#set_custom_draw)** **(** [int](class_int) column, [Object](class_object) object, [String](class_string) callback **)** - * void **[set_collapsed](#set_collapsed)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_collapsed](#is_collapsed)** **(** **)** - * [TreeItem](class_treeitem) **[get_next](#get_next)** **(** **)** - * [TreeItem](class_treeitem) **[get_prev](#get_prev)** **(** **)** - * [TreeItem](class_treeitem) **[get_parent](#get_parent)** **(** **)** - * [TreeItem](class_treeitem) **[get_children](#get_children)** **(** **)** - * [TreeItem](class_treeitem) **[get_next_visible](#get_next_visible)** **(** **)** - * [TreeItem](class_treeitem) **[get_prev_visible](#get_prev_visible)** **(** **)** - * void **[remove_child](#remove_child)** **(** [Object](class_object) child **)** - * void **[set_selectable](#set_selectable)** **(** [int](class_int) column, [bool](class_bool) selectable **)** - * [bool](class_bool) **[is_selectable](#is_selectable)** **(** [int](class_int) column **)** const - * [bool](class_bool) **[is_selected](#is_selected)** **(** [int](class_int) column **)** - * void **[select](#select)** **(** [int](class_int) column **)** - * void **[deselect](#deselect)** **(** [int](class_int) column **)** - * void **[set_editable](#set_editable)** **(** [int](class_int) column, [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_editable](#is_editable)** **(** [int](class_int) column **)** - * void **[set_custom_color](#set_custom_color)** **(** [int](class_int) column, [Color](class_color) color **)** - * void **[clear_custom_color](#clear_custom_color)** **(** [int](class_int) column **)** - * void **[set_custom_bg_color](#set_custom_bg_color)** **(** [int](class_int) column, [Color](class_color) color **)** - * void **[clear_custom_bg_color](#clear_custom_bg_color)** **(** [int](class_int) column **)** - * [Color](class_color) **[get_custom_bg_color](#get_custom_bg_color)** **(** [int](class_int) column **)** const - * void **[add_button](#add_button)** **(** [int](class_int) column, [Texture](class_texture) button, [int](class_int) arg2 **)** - * [int](class_int) **[get_button_count](#get_button_count)** **(** [int](class_int) column **)** const - * [Texture](class_texture) **[get_button](#get_button)** **(** [int](class_int) column, [int](class_int) button_idx **)** const - * void **[erase_button](#erase_button)** **(** [int](class_int) column, [int](class_int) button_idx **)** - * void **[set_tooltip](#set_tooltip)** **(** [int](class_int) column, [String](class_string) tooltip **)** - * [String](class_string) **[get_tooltip](#get_tooltip)** **(** [int](class_int) column **)** const - * void **[move_to_top](#move_to_top)** **(** **)** - * void **[move_to_bottom](#move_to_bottom)** **(** **)** - -### Numeric Constants - * **CELL_MODE_STRING** = **0** - * **CELL_MODE_CHECK** = **1** - * **CELL_MODE_RANGE** = **2** - * **CELL_MODE_ICON** = **3** - * **CELL_MODE_CUSTOM** = **4** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_tween.md b/class_tween.md index 9b28892..505e8fd 100644 --- a/class_tween.md +++ b/class_tween.md @@ -1,64 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Tween -####**Inherits:** [Node](class_node) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [bool](class_bool) **[is_active](#is_active)** **(** **)** const - * void **[set_active](#set_active)** **(** [bool](class_bool) active **)** - * [bool](class_bool) **[is_repeat](#is_repeat)** **(** **)** const - * void **[set_repeat](#set_repeat)** **(** [bool](class_bool) repeat **)** - * void **[set_speed](#set_speed)** **(** [float](class_float) speed **)** - * [float](class_float) **[get_speed](#get_speed)** **(** **)** const - * void **[set_tween_process_mode](#set_tween_process_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_tween_process_mode](#get_tween_process_mode)** **(** **)** const - * [bool](class_bool) **[start](#start)** **(** **)** - * [bool](class_bool) **[reset](#reset)** **(** [Object](class_object) object, [String](class_string) key **)** - * [bool](class_bool) **[reset_all](#reset_all)** **(** **)** - * [bool](class_bool) **[stop](#stop)** **(** [Object](class_object) object, [String](class_string) key **)** - * [bool](class_bool) **[stop_all](#stop_all)** **(** **)** - * [bool](class_bool) **[resume](#resume)** **(** [Object](class_object) object, [String](class_string) key **)** - * [bool](class_bool) **[resume_all](#resume_all)** **(** **)** - * [bool](class_bool) **[remove](#remove)** **(** [Object](class_object) object, [String](class_string) key **)** - * [bool](class_bool) **[remove_all](#remove_all)** **(** **)** - * [bool](class_bool) **[seek](#seek)** **(** [float](class_float) time **)** - * [float](class_float) **[tell](#tell)** **(** **)** const - * [float](class_float) **[get_runtime](#get_runtime)** **(** **)** const - * [bool](class_bool) **[interpolate_property](#interpolate_property)** **(** [Object](class_object) object, [String](class_string) property, var initial_val, var final_val, [float](class_float) times_in_sec, [int](class_int) trans_type, [int](class_int) ease_type, [float](class_float) delay=0 **)** - * [bool](class_bool) **[interpolate_method](#interpolate_method)** **(** [Object](class_object) object, [String](class_string) method, var initial_val, var final_val, [float](class_float) times_in_sec, [int](class_int) trans_type, [int](class_int) ease_type, [float](class_float) delay=0 **)** - * [bool](class_bool) **[interpolate_callback](#interpolate_callback)** **(** [Object](class_object) object, [float](class_float) times_in_sec, [String](class_string) callback, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL, var arg5=NULL **)** - * [bool](class_bool) **[interpolate_deferred_callback](#interpolate_deferred_callback)** **(** [Object](class_object) object, [float](class_float) times_in_sec, [String](class_string) callback, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL, var arg5=NULL **)** - * [bool](class_bool) **[follow_property](#follow_property)** **(** [Object](class_object) object, [String](class_string) property, var initial_val, [Object](class_object) target, [String](class_string) target_property, [float](class_float) times_in_sec, [int](class_int) trans_type, [int](class_int) ease_type, [float](class_float) delay=0 **)** - * [bool](class_bool) **[follow_method](#follow_method)** **(** [Object](class_object) object, [String](class_string) method, var initial_val, [Object](class_object) target, [String](class_string) target_method, [float](class_float) times_in_sec, [int](class_int) trans_type, [int](class_int) ease_type, [float](class_float) delay=0 **)** - * [bool](class_bool) **[targeting_property](#targeting_property)** **(** [Object](class_object) object, [String](class_string) property, [Object](class_object) initial, [String](class_string) initial_val, var final_val, [float](class_float) times_in_sec, [int](class_int) trans_type, [int](class_int) ease_type, [float](class_float) delay=0 **)** - * [bool](class_bool) **[targeting_method](#targeting_method)** **(** [Object](class_object) object, [String](class_string) method, [Object](class_object) initial, [String](class_string) initial_method, var final_val, [float](class_float) times_in_sec, [int](class_int) trans_type, [int](class_int) ease_type, [float](class_float) delay=0 **)** - -### Signals - * **tween_complete** **(** [Object](class_object) object, [String](class_string) key **)** - * **tween_step** **(** [Object](class_object) object, [String](class_string) key, [float](class_float) elapsed, [Object](class_object) value **)** - * **tween_start** **(** [Object](class_object) object, [String](class_string) key **)** - -### Numeric Constants - * **TWEEN_PROCESS_FIXED** = **0** - * **TWEEN_PROCESS_IDLE** = **1** - * **TRANS_LINEAR** = **0** - * **TRANS_SINE** = **1** - * **TRANS_QUINT** = **2** - * **TRANS_QUART** = **3** - * **TRANS_QUAD** = **4** - * **TRANS_EXPO** = **5** - * **TRANS_ELASTIC** = **6** - * **TRANS_CUBIC** = **7** - * **TRANS_CIRC** = **8** - * **TRANS_BOUNCE** = **9** - * **TRANS_BACK** = **10** - * **EASE_IN** = **0** - * **EASE_OUT** = **1** - * **EASE_IN_OUT** = **2** - * **EASE_OUT_IN** = **3** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_unshadedmaterial.md b/class_unshadedmaterial.md index 69ca7c0..505e8fd 100644 --- a/class_unshadedmaterial.md +++ b/class_unshadedmaterial.md @@ -1,21 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# UnshadedMaterial -####**Inherits:** [Material](class_material) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_texture](#set_texture)** **(** [Object](class_object) texture **)** - * [Texture](class_texture) **[get_texture](#get_texture)** **(** **)** const - * void **[set_use_alpha](#set_use_alpha)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_using_alpha](#is_using_alpha)** **(** **)** const - * void **[set_use_color_array](#set_use_color_array)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_using_color_array](#is_using_color_array)** **(** **)** const - -### Member Function Description - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_vboxcontainer.md b/class_vboxcontainer.md index 739773d..505e8fd 100644 --- a/class_vboxcontainer.md +++ b/class_vboxcontainer.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VBoxContainer -####**Inherits:** [BoxContainer](class_boxcontainer) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Vertical box container. - -### Description -Vertical box container. See [BoxContainer](class_boxcontainer). +http://docs.godotengine.org diff --git a/class_vbuttonarray.md b/class_vbuttonarray.md index c6eacca..505e8fd 100644 --- a/class_vbuttonarray.md +++ b/class_vbuttonarray.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VButtonArray -####**Inherits:** [ButtonArray](class_buttonarray) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Vertical button array. - -### Description -Vertical button array. See [ButtonArray](class_buttonarray). +http://docs.godotengine.org diff --git a/class_vector2.md b/class_vector2.md index 0bf4e60..505e8fd 100644 --- a/class_vector2.md +++ b/class_vector2.md @@ -1,67 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Vector2 -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Vector used for 2D Math. - -### Member Functions - * [float](class_float) **[angle_to](#angle_to)** **(** [Vector2](class_vector2) to **)** - * [float](class_float) **[angle_to_point](#angle_to_point)** **(** [Vector2](class_vector2) to **)** - * [float](class_float) **[atan2](#atan2)** **(** **)** - * [Vector2](class_vector2) **[cubic_interpolate](#cubic_interpolate)** **(** [Vector2](class_vector2) b, [Vector2](class_vector2) pre_a, [Vector2](class_vector2) post_b, [float](class_float) t **)** - * [float](class_float) **[distance_squared_to](#distance_squared_to)** **(** [Vector2](class_vector2) to **)** - * [float](class_float) **[distance_to](#distance_to)** **(** [Vector2](class_vector2) to **)** - * [float](class_float) **[dot](#dot)** **(** [Vector2](class_vector2) with **)** - * [Vector2](class_vector2) **[floor](#floor)** **(** **)** - * [Vector2](class_vector2) **[floorf](#floorf)** **(** **)** - * [float](class_float) **[get_aspect](#get_aspect)** **(** **)** - * [float](class_float) **[length](#length)** **(** **)** - * [float](class_float) **[length_squared](#length_squared)** **(** **)** - * [Vector2](class_vector2) **[linear_interpolate](#linear_interpolate)** **(** [Vector2](class_vector2) b, [float](class_float) t **)** - * [Vector2](class_vector2) **[normalized](#normalized)** **(** **)** - * [Vector2](class_vector2) **[reflect](#reflect)** **(** [Vector2](class_vector2) vec **)** - * [Vector2](class_vector2) **[rotated](#rotated)** **(** [float](class_float) phi **)** - * [Vector2](class_vector2) **[slide](#slide)** **(** [Vector2](class_vector2) vec **)** - * [Vector2](class_vector2) **[snapped](#snapped)** **(** [Vector2](class_vector2) by **)** - * [Vector2](class_vector2) **[tangent](#tangent)** **(** **)** - * [Vector2](class_vector2) **[Vector2](#Vector2)** **(** [float](class_float) x, [float](class_float) y **)** - -### Member Variables - * [float](class_float) **x** - * [float](class_float) **y** - * [float](class_float) **width** - * [float](class_float) **height** - -### Member Function Description - -#### distance_to - * [float](class_float) **distance_to** **(** [Vector2](class_vector2) to **)** - -Returns the distance to vector "b". - -#### dot - * [float](class_float) **dot** **(** [Vector2](class_vector2) with **)** - -Returns the dot product with vector "b". - -#### floor - * [Vector2](class_vector2) **floor** **(** **)** - -Remove the fractional part of x and y. - -#### length - * [float](class_float) **length** **(** **)** - -Returns the length of the vector. - -#### linear_interpolate - * [Vector2](class_vector2) **linear_interpolate** **(** [Vector2](class_vector2) b, [float](class_float) t **)** - -Returns the result of the linear interpolation between this vector and "b", by amount "i". - -#### normalized - * [Vector2](class_vector2) **normalized** **(** **)** - -Returns a normalized vector to unit length. +http://docs.godotengine.org diff --git a/class_vector2array.md b/class_vector2array.md index f05c962..505e8fd 100644 --- a/class_vector2array.md +++ b/class_vector2array.md @@ -1,17 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Vector2Array -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [Vector2](class_vector2) **[get](#get)** **(** [int](class_int) idx **)** - * void **[push_back](#push_back)** **(** [Vector2](class_vector2) vector2 **)** - * void **[resize](#resize)** **(** [int](class_int) idx **)** - * void **[set](#set)** **(** [int](class_int) idx, [Vector2](class_vector2) vector2 **)** - * [int](class_int) **[size](#size)** **(** **)** - * [Vector2Array](class_vector2array) **[Vector2Array](#Vector2Array)** **(** [Array](class_array) from **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_vector3.md b/class_vector3.md index a2e2120..505e8fd 100644 --- a/class_vector3.md +++ b/class_vector3.md @@ -1,97 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Vector3 -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description -Vector class, which performs basic 3D vector math operations. - -### Member Functions - * [Vector3](class_vector3) **[abs](#abs)** **(** **)** - * [Vector3](class_vector3) **[cross](#cross)** **(** [Vector3](class_vector3) b **)** - * [Vector3](class_vector3) **[cubic_interpolate](#cubic_interpolate)** **(** [Vector3](class_vector3) b, [Vector3](class_vector3) pre_a, [Vector3](class_vector3) post_b, [float](class_float) t **)** - * [float](class_float) **[distance_squared_to](#distance_squared_to)** **(** [Vector3](class_vector3) b **)** - * [float](class_float) **[distance_to](#distance_to)** **(** [Vector3](class_vector3) b **)** - * [float](class_float) **[dot](#dot)** **(** [Vector3](class_vector3) b **)** - * [Vector3](class_vector3) **[inverse](#inverse)** **(** **)** - * [float](class_float) **[length](#length)** **(** **)** - * [float](class_float) **[length_squared](#length_squared)** **(** **)** - * [Vector3](class_vector3) **[linear_interpolate](#linear_interpolate)** **(** [Vector3](class_vector3) b, [float](class_float) t **)** - * [int](class_int) **[max_axis](#max_axis)** **(** **)** - * [int](class_int) **[min_axis](#min_axis)** **(** **)** - * [Vector3](class_vector3) **[normalized](#normalized)** **(** **)** - * [Vector3](class_vector3) **[reflect](#reflect)** **(** [Vector3](class_vector3) by **)** - * [Vector3](class_vector3) **[rotated](#rotated)** **(** [Vector3](class_vector3) axis, [float](class_float) phi **)** - * [Vector3](class_vector3) **[slide](#slide)** **(** [Vector3](class_vector3) by **)** - * [Vector3](class_vector3) **[snapped](#snapped)** **(** [float](class_float) by **)** - * [Vector3](class_vector3) **[Vector3](#Vector3)** **(** [float](class_float) x, [float](class_float) y, [float](class_float) z **)** - -### Member Variables - * [float](class_float) **x** - * [float](class_float) **y** - * [float](class_float) **z** - -### Numeric Constants - * **AXIS_X** = **0** - * **AXIS_Y** = **1** - * **AXIS_Z** = **2** - -### Description -Vector3 is one of the core classes of the engine, and includes several built-in helper functions to perform basic vecor math operations. - -### Member Function Description - -#### cross - * [Vector3](class_vector3) **cross** **(** [Vector3](class_vector3) b **)** - -Return the cross product with b. - -#### cubic_interpolate - * [Vector3](class_vector3) **cubic_interpolate** **(** [Vector3](class_vector3) b, [Vector3](class_vector3) pre_a, [Vector3](class_vector3) post_b, [float](class_float) t **)** - -Perform a cubic interpolation between vectors a,b,c,d (b is current), by the given amount (i). - -#### distance_squared_to - * [float](class_float) **distance_squared_to** **(** [Vector3](class_vector3) b **)** - -Return the squared distance (distance minus the last square root) to b. - -#### distance_to - * [float](class_float) **distance_to** **(** [Vector3](class_vector3) b **)** - -Return the distance to b. - -#### dot - * [float](class_float) **dot** **(** [Vector3](class_vector3) b **)** - -Return the dot product with b. - -#### inverse - * [Vector3](class_vector3) **inverse** **(** **)** - -Returns the inverse of the vector. this is the same as Vector3( 1.0 / v.x, 1.0 / v.y, 1.0 / v.z ) - -#### length - * [float](class_float) **length** **(** **)** - -Return the length of the vector. - -#### length_squared - * [float](class_float) **length_squared** **(** **)** - -Return the length of the vector, without the square root step. - -#### linear_interpolate - * [Vector3](class_vector3) **linear_interpolate** **(** [Vector3](class_vector3) b, [float](class_float) t **)** - -Linearly interpolates the vector to a given one (b), by the given amount (i) - -#### normalized - * [Vector3](class_vector3) **normalized** **(** **)** - -Return a copy of the normalized vector to unit length. This is the same as v / v.length() - -#### snapped - * [Vector3](class_vector3) **snapped** **(** [float](class_float) by **)** - -Return a copy of the vector, snapped to the lowest neared multiple. +http://docs.godotengine.org diff --git a/class_vector3array.md b/class_vector3array.md index e3cde25..505e8fd 100644 --- a/class_vector3array.md +++ b/class_vector3array.md @@ -1,17 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Vector3Array -####**Category:** Built-In Types +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [Vector3](class_vector3) **[get](#get)** **(** [int](class_int) idx **)** - * void **[push_back](#push_back)** **(** [Vector3](class_vector3) vector3 **)** - * void **[resize](#resize)** **(** [int](class_int) idx **)** - * void **[set](#set)** **(** [int](class_int) idx, [Vector3](class_vector3) vector3 **)** - * [int](class_int) **[size](#size)** **(** **)** - * [Vector3Array](class_vector3array) **[Vector3Array](#Vector3Array)** **(** [Array](class_array) from **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_vehiclebody.md b/class_vehiclebody.md index 99d826b..505e8fd 100644 --- a/class_vehiclebody.md +++ b/class_vehiclebody.md @@ -1,22 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VehicleBody -####**Inherits:** [PhysicsBody](class_physicsbody) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_mass](#set_mass)** **(** [float](class_float) mass **)** - * [float](class_float) **[get_mass](#get_mass)** **(** **)** const - * void **[set_friction](#set_friction)** **(** [float](class_float) friction **)** - * [float](class_float) **[get_friction](#get_friction)** **(** **)** const - * void **[set_engine_force](#set_engine_force)** **(** [float](class_float) engine_force **)** - * [float](class_float) **[get_engine_force](#get_engine_force)** **(** **)** const - * void **[set_brake](#set_brake)** **(** [float](class_float) brake **)** - * [float](class_float) **[get_brake](#get_brake)** **(** **)** const - * void **[set_steering](#set_steering)** **(** [float](class_float) steering **)** - * [float](class_float) **[get_steering](#get_steering)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_vehiclewheel.md b/class_vehiclewheel.md index 13a7728..505e8fd 100644 --- a/class_vehiclewheel.md +++ b/class_vehiclewheel.md @@ -1,32 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VehicleWheel -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_radius](#set_radius)** **(** [float](class_float) length **)** - * [float](class_float) **[get_radius](#get_radius)** **(** **)** const - * void **[set_suspension_rest_length](#set_suspension_rest_length)** **(** [float](class_float) length **)** - * [float](class_float) **[get_suspension_rest_length](#get_suspension_rest_length)** **(** **)** const - * void **[set_suspension_travel](#set_suspension_travel)** **(** [float](class_float) length **)** - * [float](class_float) **[get_suspension_travel](#get_suspension_travel)** **(** **)** const - * void **[set_suspension_stiffness](#set_suspension_stiffness)** **(** [float](class_float) length **)** - * [float](class_float) **[get_suspension_stiffness](#get_suspension_stiffness)** **(** **)** const - * void **[set_suspension_max_force](#set_suspension_max_force)** **(** [float](class_float) length **)** - * [float](class_float) **[get_suspension_max_force](#get_suspension_max_force)** **(** **)** const - * void **[set_damping_compression](#set_damping_compression)** **(** [float](class_float) length **)** - * [float](class_float) **[get_damping_compression](#get_damping_compression)** **(** **)** const - * void **[set_damping_relaxation](#set_damping_relaxation)** **(** [float](class_float) length **)** - * [float](class_float) **[get_damping_relaxation](#get_damping_relaxation)** **(** **)** const - * void **[set_use_as_traction](#set_use_as_traction)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_used_as_traction](#is_used_as_traction)** **(** **)** const - * void **[set_use_as_steering](#set_use_as_steering)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_used_as_steering](#is_used_as_steering)** **(** **)** const - * void **[set_friction_slip](#set_friction_slip)** **(** [float](class_float) length **)** - * [float](class_float) **[get_friction_slip](#get_friction_slip)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_videoplayer.md b/class_videoplayer.md index c6e3432..505e8fd 100644 --- a/class_videoplayer.md +++ b/class_videoplayer.md @@ -1,29 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VideoPlayer -####**Inherits:** [Control](class_control) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_stream](#set_stream)** **(** Stream stream **)** - * Stream **[get_stream](#get_stream)** **(** **)** const - * void **[play](#play)** **(** **)** - * void **[stop](#stop)** **(** **)** - * [bool](class_bool) **[is_playing](#is_playing)** **(** **)** const - * void **[set_paused](#set_paused)** **(** [bool](class_bool) paused **)** - * [bool](class_bool) **[is_paused](#is_paused)** **(** **)** const - * void **[set_volume](#set_volume)** **(** [float](class_float) volume **)** - * [float](class_float) **[get_volume](#get_volume)** **(** **)** const - * void **[set_volume_db](#set_volume_db)** **(** [float](class_float) db **)** - * [float](class_float) **[get_volume_db](#get_volume_db)** **(** **)** const - * [String](class_string) **[get_stream_name](#get_stream_name)** **(** **)** const - * [float](class_float) **[get_stream_pos](#get_stream_pos)** **(** **)** const - * void **[set_autoplay](#set_autoplay)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[has_autoplay](#has_autoplay)** **(** **)** const - * void **[set_expand](#set_expand)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[has_expand](#has_expand)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_videostream.md b/class_videostream.md index e1aa1c1..505e8fd 100644 --- a/class_videostream.md +++ b/class_videostream.md @@ -1,16 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VideoStream -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[get_pending_frame_count](#get_pending_frame_count)** **(** **)** const - * void **[pop_frame](#pop_frame)** **(** [Object](class_object) arg0 **)** - * [Image](class_image) **[peek_frame](#peek_frame)** **(** **)** const - * void **[set_audio_track](#set_audio_track)** **(** [int](class_int) idx **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_videostreamtheora.md b/class_videostreamtheora.md index 463dc73..505e8fd 100644 --- a/class_videostreamtheora.md +++ b/class_videostreamtheora.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VideoStreamTheora -####**Inherits:** [VideoStream](class_videostream) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/class_viewport.md b/class_viewport.md index a509d7a..505e8fd 100644 --- a/class_viewport.md +++ b/class_viewport.md @@ -1,115 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Viewport -####**Inherits:** [Node](class_node) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Creates a sub-view into the screen. - -### Member Functions - * void **[set_rect](#set_rect)** **(** [Rect2](class_rect2) rect **)** - * [Rect2](class_rect2) **[get_rect](#get_rect)** **(** **)** const - * [World2D](class_world2d) **[find_world_2d](#find_world_2d)** **(** **)** const - * void **[set_world](#set_world)** **(** [World](class_world) world **)** - * [World](class_world) **[get_world](#get_world)** **(** **)** const - * [World](class_world) **[find_world](#find_world)** **(** **)** const - * void **[set_canvas_transform](#set_canvas_transform)** **(** [Matrix32](class_matrix32) xform **)** - * [Matrix32](class_matrix32) **[get_canvas_transform](#get_canvas_transform)** **(** **)** const - * void **[set_global_canvas_transform](#set_global_canvas_transform)** **(** [Matrix32](class_matrix32) xform **)** - * [Matrix32](class_matrix32) **[get_global_canvas_transform](#get_global_canvas_transform)** **(** **)** const - * [Matrix32](class_matrix32) **[get_final_transform](#get_final_transform)** **(** **)** const - * [Rect2](class_rect2) **[get_visible_rect](#get_visible_rect)** **(** **)** const - * void **[set_transparent_background](#set_transparent_background)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[has_transparent_background](#has_transparent_background)** **(** **)** const - * void **[set_size_override](#set_size_override)** **(** [bool](class_bool) enable, [Vector2](class_vector2) size=Vector2(-1,-1), [Vector2](class_vector2) margin=Vector2(0,0) **)** - * [Vector2](class_vector2) **[get_size_override](#get_size_override)** **(** **)** const - * [bool](class_bool) **[is_size_override_enabled](#is_size_override_enabled)** **(** **)** const - * void **[set_size_override_stretch](#set_size_override_stretch)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_size_override_stretch_enabled](#is_size_override_stretch_enabled)** **(** **)** const - * void **[queue_screen_capture](#queue_screen_capture)** **(** **)** - * [Image](class_image) **[get_screen_capture](#get_screen_capture)** **(** **)** const - * void **[set_as_render_target](#set_as_render_target)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_set_as_render_target](#is_set_as_render_target)** **(** **)** const - * void **[set_render_target_vflip](#set_render_target_vflip)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_render_target_vflip](#get_render_target_vflip)** **(** **)** const - * void **[set_render_target_clear_on_new_frame](#set_render_target_clear_on_new_frame)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_render_target_clear_on_new_frame](#get_render_target_clear_on_new_frame)** **(** **)** const - * void **[render_target_clear](#render_target_clear)** **(** **)** - * void **[set_render_target_filter](#set_render_target_filter)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_render_target_filter](#get_render_target_filter)** **(** **)** const - * void **[set_render_target_gen_mipmaps](#set_render_target_gen_mipmaps)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_render_target_gen_mipmaps](#get_render_target_gen_mipmaps)** **(** **)** const - * void **[set_render_target_update_mode](#set_render_target_update_mode)** **(** [int](class_int) mode **)** - * [int](class_int) **[get_render_target_update_mode](#get_render_target_update_mode)** **(** **)** const - * [RenderTargetTexture](class_rendertargettexture) **[get_render_target_texture](#get_render_target_texture)** **(** **)** const - * void **[set_physics_object_picking](#set_physics_object_picking)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[get_physics_object_picking](#get_physics_object_picking)** **(** **)** - * [RID](class_rid) **[get_viewport](#get_viewport)** **(** **)** const - * void **[input](#input)** **(** [InputEvent](class_inputevent) local_event **)** - * void **[unhandled_input](#unhandled_input)** **(** [InputEvent](class_inputevent) local_event **)** - * void **[update_worlds](#update_worlds)** **(** **)** - * void **[set_use_own_world](#set_use_own_world)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_using_own_world](#is_using_own_world)** **(** **)** const - * [Camera](class_camera) **[get_camera](#get_camera)** **(** **)** const - * void **[set_as_audio_listener](#set_as_audio_listener)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_audio_listener](#is_audio_listener)** **(** **)** const - * void **[set_as_audio_listener_2d](#set_as_audio_listener_2d)** **(** [bool](class_bool) enable **)** - * [bool](class_bool) **[is_audio_listener_2d](#is_audio_listener_2d)** **(** **)** const - * void **[set_render_target_to_screen_rect](#set_render_target_to_screen_rect)** **(** [Rect2](class_rect2) arg0 **)** - * [Vector2](class_vector2) **[get_mouse_pos](#get_mouse_pos)** **(** **)** const - * void **[warp_mouse](#warp_mouse)** **(** [Vector2](class_vector2) to_pos **)** - -### Signals - * **size_changed** **(** **)** - -### Numeric Constants - * **RENDER_TARGET_UPDATE_DISABLED** = **0** - * **RENDER_TARGET_UPDATE_ONCE** = **1** - * **RENDER_TARGET_UPDATE_WHEN_VISIBLE** = **2** - * **RENDER_TARGET_UPDATE_ALWAYS** = **3** - -### Description -A Viewport creates a different view into the screen, or a sub-view inside another viewport. Children 2D Nodes will display on it, and children Camera 3D nodes will renderon it too. - - Optionally, a viewport can have it's own 2D or 3D world, so they don't share what they draw with other viewports. - - If a viewport is a child of a [Control](class_control), it will automatically take up it's same rect and position, otherwise they must be set manually. - - Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it. - - Also, viewports can be assigned to different screens in the situation while devices have multiple screens. - - Finaly, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw. - -### Member Function Description - -#### set_rect - * void **set_rect** **(** [Rect2](class_rect2) rect **)** - -Set the viewport rect. If the viewport is child of a control, it will use the same as the parent. - -#### get_rect - * [Rect2](class_rect2) **get_rect** **(** **)** const - -Return the viewport rect. If the viewport is child of a control, it will use the same as the parent, otherwise if the rect is empty, the viewport will use all the allowed space. - -#### get_visible_rect - * [Rect2](class_rect2) **get_visible_rect** **(** **)** const - -Return the final, visuble rect in global screen coordinates. - -#### set_transparent_background - * void **set_transparent_background** **(** [bool](class_bool) enable **)** - -Keep whathver the parent viewport has drawn - -#### has_transparent_background - * [bool](class_bool) **has_transparent_background** **(** **)** const - -If this viewport is a child of another viewport, keep the previously drawn background visible. - -#### get_viewport - * [RID](class_rid) **get_viewport** **(** **)** const - -Get the viewport RID from the visual server. +http://docs.godotengine.org diff --git a/class_viewportsprite.md b/class_viewportsprite.md index 4960208..505e8fd 100644 --- a/class_viewportsprite.md +++ b/class_viewportsprite.md @@ -1,20 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# ViewportSprite -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_viewport_path](#set_viewport_path)** **(** [NodePath](class_nodepath) path **)** - * [NodePath](class_nodepath) **[get_viewport_path](#get_viewport_path)** **(** **)** const - * void **[set_centered](#set_centered)** **(** [bool](class_bool) centered **)** - * [bool](class_bool) **[is_centered](#is_centered)** **(** **)** const - * void **[set_offset](#set_offset)** **(** [Vector2](class_vector2) offset **)** - * [Vector2](class_vector2) **[get_offset](#get_offset)** **(** **)** const - * void **[set_modulate](#set_modulate)** **(** [Color](class_color) modulate **)** - * [Color](class_color) **[get_modulate](#get_modulate)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_visibilityenabler.md b/class_visibilityenabler.md index ad7fb49..505e8fd 100644 --- a/class_visibilityenabler.md +++ b/class_visibilityenabler.md @@ -1,19 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VisibilityEnabler -####**Inherits:** [VisibilityNotifier](class_visibilitynotifier) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_enabler](#set_enabler)** **(** [int](class_int) enabler, [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_enabler_enabled](#is_enabler_enabled)** **(** [int](class_int) enabler **)** const - -### Numeric Constants - * **ENABLER_FREEZE_BODIES** = **1** - * **ENABLER_PAUSE_ANIMATIONS** = **0** - * **ENABLER_MAX** = **2** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_visibilityenabler2d.md b/class_visibilityenabler2d.md index 3257f9e..505e8fd 100644 --- a/class_visibilityenabler2d.md +++ b/class_visibilityenabler2d.md @@ -1,20 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VisibilityEnabler2D -####**Inherits:** [VisibilityNotifier2D](class_visibilitynotifier2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_enabler](#set_enabler)** **(** [int](class_int) enabler, [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_enabler_enabled](#is_enabler_enabled)** **(** [int](class_int) enabler **)** const - -### Numeric Constants - * **ENABLER_FREEZE_BODIES** = **1** - * **ENABLER_PAUSE_ANIMATIONS** = **0** - * **ENABLER_PAUSE_PARTICLES** = **2** - * **ENABLER_MAX** = **3** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_visibilitynotifier.md b/class_visibilitynotifier.md index 8523914..505e8fd 100644 --- a/class_visibilitynotifier.md +++ b/class_visibilitynotifier.md @@ -1,21 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VisibilityNotifier -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_aabb](#set_aabb)** **(** [AABB](class_aabb) rect **)** - * [AABB](class_aabb) **[get_aabb](#get_aabb)** **(** **)** const - * [bool](class_bool) **[is_on_screen](#is_on_screen)** **(** **)** const - -### Signals - * **enter_screen** **(** **)** - * **enter_camera** **(** [Object](class_object) camera **)** - * **exit_screen** **(** **)** - * **exit_camera** **(** [Object](class_object) camera **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_visibilitynotifier2d.md b/class_visibilitynotifier2d.md index fa6bde6..505e8fd 100644 --- a/class_visibilitynotifier2d.md +++ b/class_visibilitynotifier2d.md @@ -1,21 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VisibilityNotifier2D -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_rect](#set_rect)** **(** [Rect2](class_rect2) rect **)** - * [Rect2](class_rect2) **[get_rect](#get_rect)** **(** **)** const - * [bool](class_bool) **[is_on_screen](#is_on_screen)** **(** **)** const - -### Signals - * **enter_screen** **(** **)** - * **enter_viewport** **(** [Object](class_object) viewport **)** - * **exit_screen** **(** **)** - * **exit_viewport** **(** [Object](class_object) viewport **)** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_visualinstance.md b/class_visualinstance.md index d699a9c..505e8fd 100644 --- a/class_visualinstance.md +++ b/class_visualinstance.md @@ -1,15 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VisualInstance -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_base](#set_base)** **(** [RID](class_rid) base **)** - * void **[set_layer_mask](#set_layer_mask)** **(** [int](class_int) mask **)** - * [int](class_int) **[get_layer_mask](#get_layer_mask)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_visualserver.md b/class_visualserver.md index 799bb92..505e8fd 100644 --- a/class_visualserver.md +++ b/class_visualserver.md @@ -1,291 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VisualServer -####**Inherits:** [Object](class_object) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Server for anything visible. - -### Member Functions - * [RID](class_rid) **[texture_create](#texture_create)** **(** **)** - * [RID](class_rid) **[texture_create_from_image](#texture_create_from_image)** **(** [Image](class_image) arg0, [int](class_int) arg1=7 **)** - * void **[texture_set_flags](#texture_set_flags)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** - * [int](class_int) **[texture_get_flags](#texture_get_flags)** **(** [RID](class_rid) arg0 **)** const - * [int](class_int) **[texture_get_width](#texture_get_width)** **(** [RID](class_rid) arg0 **)** const - * [int](class_int) **[texture_get_height](#texture_get_height)** **(** [RID](class_rid) arg0 **)** const - * [RID](class_rid) **[shader_create](#shader_create)** **(** [int](class_int) mode=0 **)** - * void **[shader_set_mode](#shader_set_mode)** **(** [RID](class_rid) shader, [int](class_int) mode **)** - * [RID](class_rid) **[material_create](#material_create)** **(** **)** - * void **[material_set_shader](#material_set_shader)** **(** [RID](class_rid) shader, [RID](class_rid) arg1 **)** - * [RID](class_rid) **[material_get_shader](#material_get_shader)** **(** [RID](class_rid) arg0 **)** const - * void **[material_set_param](#material_set_param)** **(** [RID](class_rid) arg0, [String](class_string) arg1, var arg2 **)** - * void **[material_get_param](#material_get_param)** **(** [RID](class_rid) arg0, [String](class_string) arg1 **)** const - * void **[material_set_flag](#material_set_flag)** **(** [RID](class_rid) arg0, [int](class_int) arg1, [bool](class_bool) arg2 **)** - * [bool](class_bool) **[material_get_flag](#material_get_flag)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * void **[material_set_blend_mode](#material_set_blend_mode)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** - * [int](class_int) **[material_get_blend_mode](#material_get_blend_mode)** **(** [RID](class_rid) arg0 **)** const - * void **[material_set_line_width](#material_set_line_width)** **(** [RID](class_rid) arg0, [float](class_float) arg1 **)** - * [float](class_float) **[material_get_line_width](#material_get_line_width)** **(** [RID](class_rid) arg0 **)** const - * [RID](class_rid) **[mesh_create](#mesh_create)** **(** **)** - * void **[mesh_add_surface](#mesh_add_surface)** **(** [RID](class_rid) arg0, [int](class_int) arg1, [Array](class_array) arg2, [Array](class_array) arg3, [bool](class_bool) arg4=-1 **)** - * void **[mesh_surface_set_material](#mesh_surface_set_material)** **(** [RID](class_rid) arg0, [int](class_int) arg1, [RID](class_rid) arg2, [bool](class_bool) arg3=false **)** - * [RID](class_rid) **[mesh_surface_get_material](#mesh_surface_get_material)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * [int](class_int) **[mesh_surface_get_array_len](#mesh_surface_get_array_len)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * [int](class_int) **[mesh_surface_get_array_index_len](#mesh_surface_get_array_index_len)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * [int](class_int) **[mesh_surface_get_format](#mesh_surface_get_format)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * [int](class_int) **[mesh_surface_get_primitive_type](#mesh_surface_get_primitive_type)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * void **[mesh_remove_surface](#mesh_remove_surface)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** - * [int](class_int) **[mesh_get_surface_count](#mesh_get_surface_count)** **(** [RID](class_rid) arg0 **)** const - * [RID](class_rid) **[multimesh_create](#multimesh_create)** **(** **)** - * void **[multimesh_set_mesh](#multimesh_set_mesh)** **(** [RID](class_rid) arg0, [RID](class_rid) arg1 **)** - * void **[multimesh_set_aabb](#multimesh_set_aabb)** **(** [RID](class_rid) arg0, [AABB](class_aabb) arg1 **)** - * void **[multimesh_instance_set_transform](#multimesh_instance_set_transform)** **(** [RID](class_rid) arg0, [int](class_int) arg1, [Transform](class_transform) arg2 **)** - * void **[multimesh_instance_set_color](#multimesh_instance_set_color)** **(** [RID](class_rid) arg0, [int](class_int) arg1, [Color](class_color) arg2 **)** - * [RID](class_rid) **[multimesh_get_mesh](#multimesh_get_mesh)** **(** [RID](class_rid) arg0 **)** const - * [AABB](class_aabb) **[multimesh_get_aabb](#multimesh_get_aabb)** **(** [RID](class_rid) arg0, [AABB](class_aabb) arg1 **)** const - * [Transform](class_transform) **[multimesh_instance_get_transform](#multimesh_instance_get_transform)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * [Color](class_color) **[multimesh_instance_get_color](#multimesh_instance_get_color)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * [RID](class_rid) **[particles_create](#particles_create)** **(** **)** - * void **[particles_set_amount](#particles_set_amount)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** - * [int](class_int) **[particles_get_amount](#particles_get_amount)** **(** [RID](class_rid) arg0 **)** const - * void **[particles_set_emitting](#particles_set_emitting)** **(** [RID](class_rid) arg0, [bool](class_bool) arg1 **)** - * [bool](class_bool) **[particles_is_emitting](#particles_is_emitting)** **(** [RID](class_rid) arg0 **)** const - * void **[particles_set_visibility_aabb](#particles_set_visibility_aabb)** **(** [RID](class_rid) arg0, [AABB](class_aabb) arg1 **)** - * [AABB](class_aabb) **[particles_get_visibility_aabb](#particles_get_visibility_aabb)** **(** [RID](class_rid) arg0 **)** const - * void **[particles_set_variable](#particles_set_variable)** **(** [RID](class_rid) arg0, [int](class_int) arg1, [float](class_float) arg2 **)** - * [float](class_float) **[particles_get_variable](#particles_get_variable)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * void **[particles_set_randomness](#particles_set_randomness)** **(** [RID](class_rid) arg0, [int](class_int) arg1, [float](class_float) arg2 **)** - * [float](class_float) **[particles_get_randomness](#particles_get_randomness)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * void **[particles_set_color_phases](#particles_set_color_phases)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** - * [int](class_int) **[particles_get_color_phases](#particles_get_color_phases)** **(** [RID](class_rid) arg0 **)** const - * void **[particles_set_color_phase_pos](#particles_set_color_phase_pos)** **(** [RID](class_rid) arg0, [int](class_int) arg1, [float](class_float) arg2 **)** - * [float](class_float) **[particles_get_color_phase_pos](#particles_get_color_phase_pos)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * void **[particles_set_color_phase_color](#particles_set_color_phase_color)** **(** [RID](class_rid) arg0, [int](class_int) arg1, [Color](class_color) arg2 **)** - * [Color](class_color) **[particles_get_color_phase_color](#particles_get_color_phase_color)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * void **[particles_set_attractors](#particles_set_attractors)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** - * [int](class_int) **[particles_get_attractors](#particles_get_attractors)** **(** [RID](class_rid) arg0 **)** const - * void **[particles_set_attractor_pos](#particles_set_attractor_pos)** **(** [RID](class_rid) arg0, [int](class_int) arg1, [Vector3](class_vector3) arg2 **)** - * [Vector3](class_vector3) **[particles_get_attractor_pos](#particles_get_attractor_pos)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * void **[particles_set_attractor_strength](#particles_set_attractor_strength)** **(** [RID](class_rid) arg0, [int](class_int) arg1, [float](class_float) arg2 **)** - * [float](class_float) **[particles_get_attractor_strength](#particles_get_attractor_strength)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * void **[particles_set_material](#particles_set_material)** **(** [RID](class_rid) arg0, [RID](class_rid) arg1, [bool](class_bool) arg2=false **)** - * void **[particles_set_height_from_velocity](#particles_set_height_from_velocity)** **(** [RID](class_rid) arg0, [bool](class_bool) arg1 **)** - * [bool](class_bool) **[particles_has_height_from_velocity](#particles_has_height_from_velocity)** **(** [RID](class_rid) arg0 **)** const - * [RID](class_rid) **[light_create](#light_create)** **(** [int](class_int) arg0 **)** - * [int](class_int) **[light_get_type](#light_get_type)** **(** [RID](class_rid) arg0 **)** const - * void **[light_set_color](#light_set_color)** **(** [RID](class_rid) arg0, [int](class_int) arg1, [Color](class_color) arg2 **)** - * [Color](class_color) **[light_get_color](#light_get_color)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * void **[light_set_shadow](#light_set_shadow)** **(** [RID](class_rid) arg0, [bool](class_bool) arg1 **)** - * [bool](class_bool) **[light_has_shadow](#light_has_shadow)** **(** [RID](class_rid) arg0 **)** const - * void **[light_set_volumetric](#light_set_volumetric)** **(** [RID](class_rid) arg0, [bool](class_bool) arg1 **)** - * [bool](class_bool) **[light_is_volumetric](#light_is_volumetric)** **(** [RID](class_rid) arg0 **)** const - * void **[light_set_projector](#light_set_projector)** **(** [RID](class_rid) arg0, [RID](class_rid) arg1 **)** - * [RID](class_rid) **[light_get_projector](#light_get_projector)** **(** [RID](class_rid) arg0 **)** const - * void **[light_set_var](#light_set_var)** **(** [RID](class_rid) arg0, [int](class_int) arg1, [float](class_float) arg2 **)** - * [float](class_float) **[light_get_var](#light_get_var)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** const - * [RID](class_rid) **[skeleton_create](#skeleton_create)** **(** **)** - * void **[skeleton_resize](#skeleton_resize)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** - * [int](class_int) **[skeleton_get_bone_count](#skeleton_get_bone_count)** **(** [RID](class_rid) arg0 **)** const - * void **[skeleton_bone_set_transform](#skeleton_bone_set_transform)** **(** [RID](class_rid) arg0, [int](class_int) arg1, [Transform](class_transform) arg2 **)** - * [Transform](class_transform) **[skeleton_bone_get_transform](#skeleton_bone_get_transform)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** - * [RID](class_rid) **[room_create](#room_create)** **(** **)** - * void **[room_set_bounds](#room_set_bounds)** **(** [RID](class_rid) arg0, [Dictionary](class_dictionary) arg1 **)** - * [Dictionary](class_dictionary) **[room_get_bounds](#room_get_bounds)** **(** [RID](class_rid) arg0 **)** const - * [RID](class_rid) **[portal_create](#portal_create)** **(** **)** - * void **[portal_set_shape](#portal_set_shape)** **(** [RID](class_rid) arg0, [Vector2Array](class_vector2array) arg1 **)** - * [Vector2Array](class_vector2array) **[portal_get_shape](#portal_get_shape)** **(** [RID](class_rid) arg0 **)** const - * void **[portal_set_enabled](#portal_set_enabled)** **(** [RID](class_rid) arg0, [bool](class_bool) arg1 **)** - * [bool](class_bool) **[portal_is_enabled](#portal_is_enabled)** **(** [RID](class_rid) arg0 **)** const - * void **[portal_set_disable_distance](#portal_set_disable_distance)** **(** [RID](class_rid) arg0, [float](class_float) arg1 **)** - * [float](class_float) **[portal_get_disable_distance](#portal_get_disable_distance)** **(** [RID](class_rid) arg0 **)** const - * void **[portal_set_disabled_color](#portal_set_disabled_color)** **(** [RID](class_rid) arg0, [Color](class_color) arg1 **)** - * [Color](class_color) **[portal_get_disabled_color](#portal_get_disabled_color)** **(** [RID](class_rid) arg0 **)** const - * [RID](class_rid) **[camera_create](#camera_create)** **(** **)** - * void **[camera_set_perspective](#camera_set_perspective)** **(** [RID](class_rid) arg0, [float](class_float) arg1, [float](class_float) arg2, [float](class_float) arg3 **)** - * void **[camera_set_orthogonal](#camera_set_orthogonal)** **(** [RID](class_rid) arg0, [float](class_float) arg1, [float](class_float) arg2, [float](class_float) arg3 **)** - * void **[camera_set_transform](#camera_set_transform)** **(** [RID](class_rid) arg0, [Transform](class_transform) arg1 **)** - * [RID](class_rid) **[viewport_create](#viewport_create)** **(** **)** - * void **[viewport_set_rect](#viewport_set_rect)** **(** [RID](class_rid) arg0, [Rect2](class_rect2) arg1 **)** - * [Rect2](class_rect2) **[viewport_get_rect](#viewport_get_rect)** **(** [RID](class_rid) arg0 **)** const - * void **[viewport_attach_camera](#viewport_attach_camera)** **(** [RID](class_rid) arg0, [RID](class_rid) arg1=RID() **)** - * [RID](class_rid) **[viewport_get_attached_camera](#viewport_get_attached_camera)** **(** [RID](class_rid) arg0 **)** const - * [RID](class_rid) **[viewport_get_scenario](#viewport_get_scenario)** **(** [RID](class_rid) arg0 **)** const - * void **[viewport_attach_canvas](#viewport_attach_canvas)** **(** [RID](class_rid) arg0, [RID](class_rid) arg1 **)** - * void **[viewport_remove_canvas](#viewport_remove_canvas)** **(** [RID](class_rid) arg0, [RID](class_rid) arg1 **)** - * void **[viewport_set_global_canvas_transform](#viewport_set_global_canvas_transform)** **(** [RID](class_rid) arg0, [Matrix32](class_matrix32) arg1 **)** - * [RID](class_rid) **[scenario_create](#scenario_create)** **(** **)** - * void **[scenario_set_debug](#scenario_set_debug)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** - * [RID](class_rid) **[instance_create](#instance_create)** **(** **)** - * [RID](class_rid) **[instance_get_base](#instance_get_base)** **(** [RID](class_rid) arg0 **)** const - * [RID](class_rid) **[instance_get_base_aabb](#instance_get_base_aabb)** **(** [RID](class_rid) arg0 **)** const - * void **[instance_set_transform](#instance_set_transform)** **(** [RID](class_rid) arg0, [Transform](class_transform) arg1 **)** - * [Transform](class_transform) **[instance_get_transform](#instance_get_transform)** **(** [RID](class_rid) arg0 **)** const - * void **[instance_attach_object_instance_ID](#instance_attach_object_instance_ID)** **(** [RID](class_rid) arg0, [int](class_int) arg1 **)** - * [int](class_int) **[instance_get_object_instance_ID](#instance_get_object_instance_ID)** **(** [RID](class_rid) arg0 **)** const - * void **[instance_attach_skeleton](#instance_attach_skeleton)** **(** [RID](class_rid) arg0, [RID](class_rid) arg1 **)** - * [RID](class_rid) **[instance_get_skeleton](#instance_get_skeleton)** **(** [RID](class_rid) arg0 **)** const - * void **[instance_set_room](#instance_set_room)** **(** [RID](class_rid) arg0, [RID](class_rid) arg1 **)** - * [RID](class_rid) **[instance_get_room](#instance_get_room)** **(** [RID](class_rid) arg0 **)** const - * void **[instance_set_exterior](#instance_set_exterior)** **(** [RID](class_rid) arg0, [bool](class_bool) arg1 **)** - * [bool](class_bool) **[instance_is_exterior](#instance_is_exterior)** **(** [RID](class_rid) arg0 **)** const - * [Array](class_array) **[instances_cull_aabb](#instances_cull_aabb)** **(** [AABB](class_aabb) arg0, [RID](class_rid) arg1 **)** const - * [Array](class_array) **[instances_cull_ray](#instances_cull_ray)** **(** [Vector3](class_vector3) arg0, [Vector3](class_vector3) arg1, [RID](class_rid) arg2 **)** const - * [Array](class_array) **[instances_cull_convex](#instances_cull_convex)** **(** [Array](class_array) arg0, [RID](class_rid) arg1 **)** const - * [RID](class_rid) **[instance_geometry_override_material_param](#instance_geometry_override_material_param)** **(** [RID](class_rid) arg0 **)** const - * [RID](class_rid) **[instance_geometry_get_material_param](#instance_geometry_get_material_param)** **(** [RID](class_rid) arg0 **)** const - * [RID](class_rid) **[get_test_cube](#get_test_cube)** **(** **)** - * [RID](class_rid) **[canvas_create](#canvas_create)** **(** **)** - * [RID](class_rid) **[canvas_item_create](#canvas_item_create)** **(** **)** - * void **[canvas_item_set_parent](#canvas_item_set_parent)** **(** [RID](class_rid) arg0, [RID](class_rid) arg1 **)** - * [RID](class_rid) **[canvas_item_get_parent](#canvas_item_get_parent)** **(** [RID](class_rid) arg0 **)** const - * void **[canvas_item_set_transform](#canvas_item_set_transform)** **(** [RID](class_rid) arg0, [Matrix32](class_matrix32) arg1 **)** - * void **[canvas_item_set_custom_rect](#canvas_item_set_custom_rect)** **(** [RID](class_rid) arg0, [bool](class_bool) arg1, [Rect2](class_rect2) arg2 **)** - * void **[canvas_item_set_clip](#canvas_item_set_clip)** **(** [RID](class_rid) arg0, [bool](class_bool) arg1 **)** - * void **[canvas_item_set_opacity](#canvas_item_set_opacity)** **(** [RID](class_rid) arg0, [float](class_float) arg1 **)** - * [float](class_float) **[canvas_item_get_opacity](#canvas_item_get_opacity)** **(** [RID](class_rid) arg0, [float](class_float) arg1 **)** const - * void **[canvas_item_set_self_opacity](#canvas_item_set_self_opacity)** **(** [RID](class_rid) arg0, [float](class_float) arg1 **)** - * [float](class_float) **[canvas_item_get_self_opacity](#canvas_item_get_self_opacity)** **(** [RID](class_rid) arg0, [float](class_float) arg1 **)** const - * void **[canvas_item_add_line](#canvas_item_add_line)** **(** [RID](class_rid) arg0, [Vector2](class_vector2) arg1, [Vector2](class_vector2) arg2, [Color](class_color) arg3, [float](class_float) arg4=1 **)** - * void **[canvas_item_add_rect](#canvas_item_add_rect)** **(** [RID](class_rid) arg0, [Rect2](class_rect2) arg1, [Color](class_color) arg2 **)** - * void **[canvas_item_add_texture_rect](#canvas_item_add_texture_rect)** **(** [RID](class_rid) arg0, [Rect2](class_rect2) arg1, [RID](class_rid) arg2, [bool](class_bool) arg3, [Color](class_color) arg4=Color(1,1,1,1), [bool](class_bool) arg5=false **)** - * void **[canvas_item_add_texture_rect_region](#canvas_item_add_texture_rect_region)** **(** [RID](class_rid) arg0, [Rect2](class_rect2) arg1, [RID](class_rid) arg2, [Rect2](class_rect2) arg3, [Color](class_color) arg4=Color(1,1,1,1), [bool](class_bool) arg5=false **)** - * void **[canvas_item_add_style_box](#canvas_item_add_style_box)** **(** [RID](class_rid) arg0, [Rect2](class_rect2) arg1, [RID](class_rid) arg2, [RealArray](class_realarray) arg3, [Color](class_color) arg4=Color(1,1,1,1) **)** - * void **[canvas_item_add_circle](#canvas_item_add_circle)** **(** [RID](class_rid) arg0, [Vector2](class_vector2) arg1, [float](class_float) arg2, [Color](class_color) arg3 **)** - * void **[viewport_set_canvas_transform](#viewport_set_canvas_transform)** **(** [RID](class_rid) arg0, [RID](class_rid) arg1, [Matrix32](class_matrix32) arg2 **)** - * void **[canvas_item_clear](#canvas_item_clear)** **(** [RID](class_rid) arg0 **)** - * void **[canvas_item_raise](#canvas_item_raise)** **(** [RID](class_rid) arg0 **)** - * void **[cursor_set_rotation](#cursor_set_rotation)** **(** [float](class_float) arg0, [int](class_int) arg1 **)** - * void **[cursor_set_texture](#cursor_set_texture)** **(** [RID](class_rid) arg0, [Vector2](class_vector2) arg1, [int](class_int) arg2 **)** - * void **[cursor_set_visible](#cursor_set_visible)** **(** [bool](class_bool) arg0, [int](class_int) arg1 **)** - * void **[cursor_set_pos](#cursor_set_pos)** **(** [Vector2](class_vector2) arg0, [int](class_int) arg1 **)** - * void **[black_bars_set_margins](#black_bars_set_margins)** **(** [int](class_int) left, [int](class_int) top, [int](class_int) right, [int](class_int) bottom **)** - * void **[black_bars_set_images](#black_bars_set_images)** **(** [RID](class_rid) left, [RID](class_rid) top, [RID](class_rid) right, [RID](class_rid) bottom **)** - * [RID](class_rid) **[make_sphere_mesh](#make_sphere_mesh)** **(** [int](class_int) arg0, [int](class_int) arg1, [float](class_float) arg2 **)** - * void **[mesh_add_surface_from_planes](#mesh_add_surface_from_planes)** **(** [RID](class_rid) arg0, [Array](class_array) arg1 **)** - * void **[draw](#draw)** **(** **)** - * void **[flush](#flush)** **(** **)** - * void **[free](#free)** **(** [RID](class_rid) arg0 **)** - * void **[set_default_clear_color](#set_default_clear_color)** **(** [Color](class_color) arg0 **)** - * [int](class_int) **[get_render_info](#get_render_info)** **(** [int](class_int) arg0 **)** - -### Numeric Constants - * **NO_INDEX_ARRAY** = **-1** - * **CUSTOM_ARRAY_SIZE** = **8** - * **ARRAY_WEIGHTS_SIZE** = **4** - * **MAX_PARTICLE_COLOR_PHASES** = **4** - * **MAX_PARTICLE_ATTRACTORS** = **4** - * **MAX_CURSORS** = **8** - * **TEXTURE_FLAG_MIPMAPS** = **1** - * **TEXTURE_FLAG_REPEAT** = **2** - * **TEXTURE_FLAG_FILTER** = **4** - * **TEXTURE_FLAG_CUBEMAP** = **2048** - * **TEXTURE_FLAGS_DEFAULT** = **7** - * **CUBEMAP_LEFT** = **0** - * **CUBEMAP_RIGHT** = **1** - * **CUBEMAP_BOTTOM** = **2** - * **CUBEMAP_TOP** = **3** - * **CUBEMAP_FRONT** = **4** - * **CUBEMAP_BACK** = **5** - * **SHADER_MATERIAL** = **0** - * **SHADER_POST_PROCESS** = **2** - * **MATERIAL_FLAG_VISIBLE** = **0** - * **MATERIAL_FLAG_DOUBLE_SIDED** = **1** - * **MATERIAL_FLAG_INVERT_FACES** = **2** - * **MATERIAL_FLAG_UNSHADED** = **3** - * **MATERIAL_FLAG_ONTOP** = **4** - * **MATERIAL_FLAG_MAX** = **7** - * **MATERIAL_BLEND_MODE_MIX** = **0** - * **MATERIAL_BLEND_MODE_ADD** = **1** - * **MATERIAL_BLEND_MODE_SUB** = **2** - * **MATERIAL_BLEND_MODE_MUL** = **3** - * **FIXED_MATERIAL_PARAM_DIFFUSE** = **0** - * **FIXED_MATERIAL_PARAM_DETAIL** = **1** - * **FIXED_MATERIAL_PARAM_SPECULAR** = **2** - * **FIXED_MATERIAL_PARAM_EMISSION** = **3** - * **FIXED_MATERIAL_PARAM_SPECULAR_EXP** = **4** - * **FIXED_MATERIAL_PARAM_GLOW** = **5** - * **FIXED_MATERIAL_PARAM_NORMAL** = **6** - * **FIXED_MATERIAL_PARAM_SHADE_PARAM** = **7** - * **FIXED_MATERIAL_PARAM_MAX** = **8** - * **FIXED_MATERIAL_TEXCOORD_SPHERE** = **3** - * **FIXED_MATERIAL_TEXCOORD_UV** = **0** - * **FIXED_MATERIAL_TEXCOORD_UV_TRANSFORM** = **1** - * **FIXED_MATERIAL_TEXCOORD_UV2** = **2** - * **ARRAY_VERTEX** = **0** - * **ARRAY_NORMAL** = **1** - * **ARRAY_TANGENT** = **2** - * **ARRAY_COLOR** = **3** - * **ARRAY_TEX_UV** = **4** - * **ARRAY_BONES** = **6** - * **ARRAY_WEIGHTS** = **7** - * **ARRAY_INDEX** = **8** - * **ARRAY_MAX** = **9** - * **ARRAY_FORMAT_VERTEX** = **1** - * **ARRAY_FORMAT_NORMAL** = **2** - * **ARRAY_FORMAT_TANGENT** = **4** - * **ARRAY_FORMAT_COLOR** = **8** - * **ARRAY_FORMAT_TEX_UV** = **16** - * **ARRAY_FORMAT_BONES** = **64** - * **ARRAY_FORMAT_WEIGHTS** = **128** - * **ARRAY_FORMAT_INDEX** = **256** - * **PRIMITIVE_POINTS** = **0** - * **PRIMITIVE_LINES** = **1** - * **PRIMITIVE_LINE_STRIP** = **2** - * **PRIMITIVE_LINE_LOOP** = **3** - * **PRIMITIVE_TRIANGLES** = **4** - * **PRIMITIVE_TRIANGLE_STRIP** = **5** - * **PRIMITIVE_TRIANGLE_FAN** = **6** - * **PRIMITIVE_MAX** = **7** - * **PARTICLE_LIFETIME** = **0** - * **PARTICLE_SPREAD** = **1** - * **PARTICLE_GRAVITY** = **2** - * **PARTICLE_LINEAR_VELOCITY** = **3** - * **PARTICLE_ANGULAR_VELOCITY** = **4** - * **PARTICLE_LINEAR_ACCELERATION** = **5** - * **PARTICLE_RADIAL_ACCELERATION** = **6** - * **PARTICLE_TANGENTIAL_ACCELERATION** = **7** - * **PARTICLE_INITIAL_SIZE** = **9** - * **PARTICLE_FINAL_SIZE** = **10** - * **PARTICLE_INITIAL_ANGLE** = **11** - * **PARTICLE_HEIGHT** = **12** - * **PARTICLE_HEIGHT_SPEED_SCALE** = **13** - * **PARTICLE_VAR_MAX** = **14** - * **LIGHT_DIRECTIONAL** = **0** - * **LIGHT_OMNI** = **1** - * **LIGHT_SPOT** = **2** - * **LIGHT_COLOR_DIFFUSE** = **0** - * **LIGHT_COLOR_SPECULAR** = **1** - * **LIGHT_PARAM_SPOT_ATTENUATION** = **0** - * **LIGHT_PARAM_SPOT_ANGLE** = **1** - * **LIGHT_PARAM_RADIUS** = **2** - * **LIGHT_PARAM_ENERGY** = **3** - * **LIGHT_PARAM_ATTENUATION** = **4** - * **LIGHT_PARAM_MAX** = **10** - * **SCENARIO_DEBUG_DISABLED** = **0** - * **SCENARIO_DEBUG_WIREFRAME** = **1** - * **SCENARIO_DEBUG_OVERDRAW** = **2** - * **INSTANCE_MESH** = **1** - * **INSTANCE_MULTIMESH** = **2** - * **INSTANCE_PARTICLES** = **4** - * **INSTANCE_LIGHT** = **5** - * **INSTANCE_ROOM** = **6** - * **INSTANCE_PORTAL** = **7** - * **INSTANCE_GEOMETRY_MASK** = **30** - * **INFO_OBJECTS_IN_FRAME** = **0** - * **INFO_VERTICES_IN_FRAME** = **1** - * **INFO_MATERIAL_CHANGES_IN_FRAME** = **2** - * **INFO_SHADER_CHANGES_IN_FRAME** = **3** - * **INFO_SURFACE_CHANGES_IN_FRAME** = **4** - * **INFO_DRAW_CALLS_IN_FRAME** = **5** - * **INFO_USAGE_VIDEO_MEM_TOTAL** = **6** - * **INFO_VIDEO_MEM_USED** = **7** - * **INFO_TEXTURE_MEM_USED** = **8** - * **INFO_VERTEX_MEM_USED** = **9** - -### Description -Server for anything visible. The visual server is the API backend for everything visible. The whole scene system mounts on it to display. - - The visual server is completely opaque, the internals are entirely implementation specific and cannot be accessed. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_vscrollbar.md b/class_vscrollbar.md index 6b340a6..505e8fd 100644 --- a/class_vscrollbar.md +++ b/class_vscrollbar.md @@ -1,8 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VScrollBar -####**Inherits:** [ScrollBar](class_scrollbar) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Vertical version of [ScrollBar](class_scrollbar), which goes from left (min) to right (max). +http://docs.godotengine.org diff --git a/class_vseparator.md b/class_vseparator.md index adaf1e7..505e8fd 100644 --- a/class_vseparator.md +++ b/class_vseparator.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VSeparator -####**Inherits:** [Separator](class_separator) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Vertical version of [Separator](class_separator). - -### Description -Vertical version of [Separator](class_separator). It is used to separate objects horizontally, though (but it looks vertical!). +http://docs.godotengine.org diff --git a/class_vslider.md b/class_vslider.md index d90ee9e..505e8fd 100644 --- a/class_vslider.md +++ b/class_vslider.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VSlider -####**Inherits:** [Slider](class_slider) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Vertical slider. - -### Description -Vertical slider. See [Slider](class_slider). This one goes from left (min) to right (max). +http://docs.godotengine.org diff --git a/class_vsplitcontainer.md b/class_vsplitcontainer.md index 562617f..505e8fd 100644 --- a/class_vsplitcontainer.md +++ b/class_vsplitcontainer.md @@ -1,11 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# VSplitContainer -####**Inherits:** [SplitContainer](class_splitcontainer) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Vertical split container. - -### Description -Vertical split container. See [SplitContainer](class_splitcontainer). This goes from left to right. +http://docs.godotengine.org diff --git a/class_weakref.md b/class_weakref.md index 2c146f9..505e8fd 100644 --- a/class_weakref.md +++ b/class_weakref.md @@ -1,13 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# WeakRef -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[get_ref](#get_ref)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_windowdialog.md b/class_windowdialog.md index 644cdba..505e8fd 100644 --- a/class_windowdialog.md +++ b/class_windowdialog.md @@ -1,33 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# WindowDialog -####**Inherits:** [Popup](class_popup) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Base class for window dialogs. - -### Member Functions - * void **[set_title](#set_title)** **(** [String](class_string) title **)** - * [String](class_string) **[get_title](#get_title)** **(** **)** const - * [TextureButton](class_texturebutton) **[get_close_button](#get_close_button)** **(** **)** - -### Description -Windowdialog is the base class for all window-based dialogs. It's a by-default toplevel [Control](class_control) that draws a window decoration and allows motion and resizing. - -### Member Function Description - -#### set_title - * void **set_title** **(** [String](class_string) title **)** - -Set the title of the window. - -#### get_title - * [String](class_string) **get_title** **(** **)** const - -Return the title of the window. - -#### get_close_button - * [TextureButton](class_texturebutton) **get_close_button** **(** **)** - -Return the close [TextureButton](class_texturebutton). +http://docs.godotengine.org diff --git a/class_world.md b/class_world.md index bb6d766..505e8fd 100644 --- a/class_world.md +++ b/class_world.md @@ -1,21 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# World -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Class that has everything pertaining to a world. - -### Member Functions - * [RID](class_rid) **[get_space](#get_space)** **(** **)** const - * [RID](class_rid) **[get_scenario](#get_scenario)** **(** **)** const - * [RID](class_rid) **[get_sound_space](#get_sound_space)** **(** **)** const - * void **[set_environment](#set_environment)** **(** [Environment](class_environment) env **)** - * [Environment](class_environment) **[get_environment](#get_environment)** **(** **)** const - * [PhysicsDirectSpaceState](class_physicsdirectspacestate) **[get_direct_space_state](#get_direct_space_state)** **(** **)** - -### Description -Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_world2d.md b/class_world2d.md index f92cb36..505e8fd 100644 --- a/class_world2d.md +++ b/class_world2d.md @@ -1,19 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# World2D -####**Inherits:** [Resource](class_resource) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description -Class that has everything pertaining to a 2D world. - -### Member Functions - * [RID](class_rid) **[get_canvas](#get_canvas)** **(** **)** - * [RID](class_rid) **[get_space](#get_space)** **(** **)** - * [RID](class_rid) **[get_sound_space](#get_sound_space)** **(** **)** - * [Physics2DDirectSpaceState](class_physics2ddirectspacestate) **[get_direct_space_state](#get_direct_space_state)** **(** **)** - -### Description -Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world. - -### Member Function Description +http://docs.godotengine.org diff --git a/class_worldenvironment.md b/class_worldenvironment.md index e25bb56..505e8fd 100644 --- a/class_worldenvironment.md +++ b/class_worldenvironment.md @@ -1,14 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# WorldEnvironment -####**Inherits:** [Spatial](class_spatial) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_environment](#set_environment)** **(** [Environment](class_environment) env **)** - * [Environment](class_environment) **[get_environment](#get_environment)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/class_xmlparser.md b/class_xmlparser.md index 809f73d..505e8fd 100644 --- a/class_xmlparser.md +++ b/class_xmlparser.md @@ -1,38 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# XMLParser -####**Inherits:** [Reference](class_reference) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * [int](class_int) **[read](#read)** **(** **)** - * [int](class_int) **[get_node_type](#get_node_type)** **(** **)** - * [String](class_string) **[get_node_name](#get_node_name)** **(** **)** const - * [String](class_string) **[get_node_data](#get_node_data)** **(** **)** const - * [int](class_int) **[get_node_offset](#get_node_offset)** **(** **)** const - * [int](class_int) **[get_attribute_count](#get_attribute_count)** **(** **)** const - * [String](class_string) **[get_attribute_name](#get_attribute_name)** **(** [int](class_int) arg0 **)** const - * [String](class_string) **[get_attribute_value](#get_attribute_value)** **(** [int](class_int) arg0 **)** const - * [bool](class_bool) **[has_attribute](#has_attribute)** **(** [String](class_string) arg0 **)** const - * [String](class_string) **[get_named_attribute_value](#get_named_attribute_value)** **(** [String](class_string) arg0 **)** const - * [String](class_string) **[get_named_attribute_value_safe](#get_named_attribute_value_safe)** **(** [String](class_string) arg0 **)** const - * [bool](class_bool) **[is_empty](#is_empty)** **(** **)** const - * [int](class_int) **[get_current_line](#get_current_line)** **(** **)** const - * void **[skip_section](#skip_section)** **(** **)** - * [int](class_int) **[seek](#seek)** **(** [int](class_int) arg0 **)** - * [int](class_int) **[open](#open)** **(** [String](class_string) file **)** - * [int](class_int) **[open_buffer](#open_buffer)** **(** [RawArray](class_rawarray) buffer **)** - -### Numeric Constants - * **NODE_NONE** = **0** - * **NODE_ELEMENT** = **1** - * **NODE_ELEMENT_END** = **2** - * **NODE_TEXT** = **3** - * **NODE_COMMENT** = **4** - * **NODE_CDATA** = **5** - * **NODE_UNKNOWN** = **6** - -### Member Function Description +http://docs.godotengine.org diff --git a/class_ysort.md b/class_ysort.md index 4149c90..505e8fd 100644 --- a/class_ysort.md +++ b/class_ysort.md @@ -1,14 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# YSort -####**Inherits:** [Node2D](class_node2d) -####**Category:** Core +Godot documentation has moved, and can now be found at: -### Brief Description - - -### Member Functions - * void **[set_sort_enabled](#set_sort_enabled)** **(** [bool](class_bool) enabled **)** - * [bool](class_bool) **[is_sort_enabled](#is_sort_enabled)** **(** **)** const - -### Member Function Description +http://docs.godotengine.org diff --git a/clearcolor.png b/clearcolor.png deleted file mode 100644 index c505006..0000000 Binary files a/clearcolor.png and /dev/null differ diff --git a/command_line.md b/command_line.md index 8fbc650..505e8fd 100644 --- a/command_line.md +++ b/command_line.md @@ -1,114 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Command Line Tutorial - -Some developers like using the command line extensively. Godot is designed to be friendly to them, so here are the steps for working entirely from the command line. Given the engine relies on little to no external libraries, initialization times are pretty fast, making it suitable for this workflow. - -### Path - -It is recommended that your godot binary is in your path, so it can be executed easily from any place by typing "godot". - -### Creating a Project - -Creating a project from the command line is simple, just navigate the shell to the desired place and just make an engine.cfg file exist, even if empty. - -``` - -user@host:~$ mkdir newgame -user@host:~$ cd newgame -user@host:~/newgame$ touch engine.cfg - -``` - -That alone makes for an empty Godot project. - -### Running the Editor - -Running the editor is done by executing godot with the '-e' flag. This must be done from within the project directory, or a subdirectory, otherwise the command is ignored and the project manager appears. - -``` -user@host:~/newgame$ godot -e -``` - -If a scene has been created and saved, it can be edited later by running the same code with that scene as argument. - -``` -user@host:~/newgame$ godot -e scene.xml -``` - -### Erasing a Scene - -Godot is friends with your filesystem, and will not create extra metadata files, simply use ´rm' to erase a file. Make sure nothing references that scene, or else an error will be thrown upon opening. - -``` -user@host:~/newgame$ rm scene.xml -``` - -### Running the Game - -To run the game, simply execute Godot within the project directory or subdirectory. - -``` -user@host:~/newgame$ godot -``` - -When a specific scene needs to be tested, pass that scene to the command line. - -``` -user@host:~/newgame$ godot scene.xml -``` - -### Debugging - -Catching errors in the command line can be a difficult task because they just fly by. For this, a command line debugger is provided by adding '-d'. It works for both running the game or a simple scene. - -``` -user@host:~/newgame$ godot -d -``` - -``` -user@host:~/newgame$ godot -d scene.xml -``` - -### Exporting - -Exporting the project from the command line is also supported. This is specially useful for continuous integration setups. The version of Godot that is headless (no video) is ideal for this. - -``` -user@host:~/newgame$ godot -export Windows /var/builds/project.exe -user@host:~/newgame$ godot -export Android /var/builds/project.apk -``` - -### Running a Script - -It is possible to run a simple .gd script from the command line. This feature is specially useful in very large projects, for batch conversion of assets or custom import/export. -The script must inherit from SceneTree or MainLoop. - -Here is a simple example of how it works: - - -```python -#sayhello.gd -extends SceneTree - -func _init(): - print("Hello!") - quit() -``` - -And how to run it: - -``` -user@host:~/newgame$ godot -s sayhello.gd -Hello! -user@host:~/newgame$ -``` - -If no engine.cfg exists at the path, current path is assumed to be the current working directory. (unless -path is specified). - - - - +Godot documentation has moved, and can now be found at: - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/community_roadmap.md b/community_roadmap.md index 577f5b0..505e8fd 100644 --- a/community_roadmap.md +++ b/community_roadmap.md @@ -1,37 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Community Roadmap (Draft) +Godot documentation has moved, and can now be found at: -## Introduction - -Want to help to make Godot grow? As mentioned before, the biggest obstacle for this is not features lacking or anything of the sort. Godot will only grow once more people finds out about it, and once there is a large enough developer community creating and sharing content. - -As such, we have put together this roadmap on the things we would like to happen in the community in the future to ensure that Godot is more accessible. They are mostly unrelated items, but we will need help for this to happen. - -Have more ideas? Feedback is very welcome! - -## Asset Sharing - -An asset store is not on the map in the short term (though anyone is free to create one). For a game engine to gain more widespread adoption nowadays it needs a way for the community to share assets, from simple shaders to full blown game templates. - -We hope the new UI and plug-in system will allow to make this much easier, but a community website for this will be vital. Want to help with this? Let us know! - -## Showcase Demos - -Godot comes with many functional demos, but they are designed as learning tools (only what is required is presented in them). A list of features is often not enough to convince someone to give a game engine a try, so beautiful looking demos are a must. If you are an accomplished 2D or 3D artist, your help here is vital! - -## Documentation Sharing - -The current wiki (this) is only writable by developers. We are in the process of moving docs and tutorials to a more openly accessibly wiki, so we can centralize everything. This will take some time but it's top priority. - -## Open Talks - -Everywhere in the world there are many places were talks about a free and open game engine such as Godot would be very welcome. From schools and universities to cultural centers. Godot community should provide whoever wants to do this with template talks in several languages. - -## Open Training Materials - -Likewise, materials for teaching how to make videogames using Godot (slides, examples, evaluation guidelines, etc) in various languages should be created and made available to anyone who would want to do this at their local city. - - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/compiling_android.md b/compiling_android.md index 7f71d4b..505e8fd 100644 --- a/compiling_android.md +++ b/compiling_android.md @@ -1,162 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -### Note +Godot documentation has moved, and can now be found at: -For most cases, using the built in deployer and export templates is good enough. Compiling the Android APK manually is mostly useful for custom builds or custom packages for the deployer. - -Also, you still need to do all the steps mentioned in the [exporting for Android](export_android) tutorial before attempting your custom export template. - -### Requirements - -For compiling under Windows, the following is requiered: - -* Python 2.7+ (3.0 is untested as of now). -* SCons build system. -* Android SDK version 8 and 13 -* Android NDK - -### Setting Up SCons - -Set the environment variable ANDROID_HOME to point to the Android SDK. -Set the environment variable ANDROID_NDK_ROOT to point to the Android NDK. - -### Compiling - -Go to the root dir of the engine source code and type: -``` -C:\godot> scons platform=android -``` - -This should result in a regular .so in \bin folder as if it was compiled with flags: `tools=no target=debug`. The resulting file will be huge because it will contain all debug symbols, so for next builds, using "target=release_debug" or "target=release" is recommended. - -Copy the .so to the libs/armeabi Android folder (or symlink if you are in Linux or OSX). Note: Git does not support empty directories so you will have to create it if it does not exist: - -``` -C:\godot> mkdir platform/android/java/libs -C:\godot> mkdir platform/android/java/libs/armeabi -``` - -Then copy or symlink: - -``` -C:\godot> copy bin/libgodot.android..so platform/android/java/libs/armeabi/libgodot_android.so - -alternatively if you are under unix you can symlink: - -user@host:~/godot$ ln -s bin/libgodot.android..so platform/android/java/libs/armeabi/libgodot_android.so - -``` -Remember that only *one* of libgodot_android.so must exist for each platform, for each build type (release, debug, etc), it must be replaced. - -**Note**: The file inside libs/armeabi must be renamed to **"libgodot_android.so"**, or else unsatisfied link error will happen at runtime. - -If you also want to include support for x86 Android, add the following compile flag: `x86=yes` , then copy/symlink the resulting folder to the x86 folder: - -``` -C:\godot> cp bin/libgodot.android..x86.so platform/android/java/libs/x86/libgodot_android.so -``` - -This will create a fat binary that works in both platforms, but will add about 6 megabytes to the APK. - -### Toolchain - -We usually try to keep Godot android build code up to date, but Google changes their toolchain versions very often, so if compilation fails due to wrong toolchain version, go to your NDK directory and check the current numbers, then set the following environment variables: - -``` -NDK_TOOLCHAIN (by default set to "arm-eabi-4.4.0") -NDK_TARGET (by default set to "arm-linux-androideabi-4.8") -``` - -### Building the APK - -To compile the APK, go to the Java folder and run ant - -``` -C:\godot\platform\android\java> ant debug -or -C:\godot\platform\android\java> ant release -``` - -In the java/bin subfolder, the resulting apk can be used as export template. - -``` -Note: -If you reaaaally feel oldschool, you can copy your entire game (or symlink) to the assets/ folder of the Java project (make sure engine.cfg is in assets/) and it will work, but you lose all the benefits of the export system (scripts are not byte-compiled, textures not converted to Android compression, etc. so it's not a good idea). -``` - -### Compiling Export Templates: - -Godot needs the freshly compiled APK as export templates. It opens the APK, changes a few things inside, adds your file and spits it back. It's really handy! (and required some reverse engineering of the format.). - -Compiling the standard export templates is done by calling scons with the following arguments: - -(debug) -``` -C:\godot> scons platform=android target=release_debug -C:\godot> cp bin/libgodot_android.opt.debug.so platform/android/java/libs/armeabi -C:\godot> cd platform/android/java -C:\godot\platform\android\java> ant release -``` - -Resulting APK is in: -``` -platform/android/java/bin/Godot-release-unsigned.apk -``` - -(release) -``` -C:\godot> scons platform=android target=release -C:\godot> cp bin/libgodot_android.opt.so platform/android/java/libs/armeabi -C:\godot> cd platform/android/java -C:\godot\platform\android\java> ant release -``` - -Resulting APK is in: -``` -platform/android/java/bin/Godot-release-unsigned.apk -``` -(same as before) - -They must be copied to your templates folder with the following names: - -``` -android_debug.apk -android_release.apk -``` - -However, if you are writing your custom modules or custom C++ code, you might instead want to configure your APKs as custom export templates here: - -

- -You don't even need to copy them, you can just reference the resulting file in the bin\ directory of your Godot source folder, so the next time you build you automatically have the custom templates referenced. - -## Troubleshooting: - -### Application Not Installed - -Android might complain the application is not correctly installed. If so, check the following: - -* Check that the debug keystore is properly generated. -* Check that jarsigner is from JDK6. - -If it still fails, open a command line and run logcat: - -C:\android-sdk\platform-tools> adb logcat - -And check the output while the application is installed. Reason for failure should be presented there. -Seek assistance if you can't figure it out. - -### Application Exits Immediately - -If the application runs but exits immediately, there might be one of the following reasons: - -* libgodot_android.so is not in libs/armeabi -* Device does not support armv7 (try compiling yourself for armv6) -* Device is Intel, and apk is compiled for ARM. - -In any case, "adb logcat" should also show the cause of the error. - - - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/compiling_batch_templates.md b/compiling_batch_templates.md index d26acb8..505e8fd 100644 --- a/compiling_batch_templates.md +++ b/compiling_batch_templates.md @@ -1,174 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Batch Building Templates +Godot documentation has moved, and can now be found at: -The following is almost the same exact script we use to build all the export templates that go to the site. If you want to build or roll them yourself, this might be of use. - -(note: mac stuff is missing) - -```bash -#This script is intended to run on Linux or OSX. Cygwin might work. - -# if this flag is set, build is tagged as release in the version -# echo $IS_RELEASE_BUILD - -#Need to set path to EMScripten -export EMSCRIPTEN_ROOT=/home/to/emscripten - -#Build templates - -#remove this stuff, will be created anew -rm -rf templates -mkdir -p templates - - -# Windows 32 Release and Debug - -scons -j 4 p=windows target=release tools=no bits=32 -cp bin/godot.windows.opt.32.exe templates/windows_32_release.exe -upx templates/windows_32_release.exe -scons -j 4 p=windows target=release_debug tools=no bits=32 -cp bin/godot.windows.opt.debug.32.exe templates/windows_32_debug.exe -upx templates/windows_32_debug.exe - -# Windows 64 Release and Debug (UPX does not support it yet) - -scons -j 4 p=windows target=release tools=no bits=64 -cp bin/godot.windows.opt.64.exe templates/windows_64_release.exe -x86_64-w64-mingw32-strip templates/windows_64_release.exe -scons -j 4 p=windows target=release_debug tools=no bits=64 -cp bin/godot.windows.opt.debug.64.exe templates/windows_64_debug.exe -x86_64-w64-mingw32-strip templates/windows_64_debug.exe - -# Linux 64 Release and Debug - -scons -j 4 p=x11 target=release tools=no bits=64 -cp bin/godot.x11.opt.64 templates/linux_x11_64_release -upx templates/linux_x11_64_release -scons -j 4 p=x11 target=release_debug tools=no bits=64 -cp bin/godot.x11.opt.debug.64 templates/linux_x11_64_debug -upx templates/linux_x11_64_debug - -# Linux 32 Release and Debug - -scons -j 4 p=x11 target=release tools=no bits=32 -cp bin/godot.x11.opt.32 templates/linux_x11_32_release -upx templates/linux_x11_32_release -scons -j 4 p=x11 target=release_debug tools=no bits=32 -cp bin/godot.x11.opt.debug.32 templates/linux_x11_32_debug -upx templates/linux_x11_32_debug - -# Server for 32 and 64 bits (always in debug) -scons -j 4 p=server target=release_debug tools=no bits=64 -cp bin/godot_server.server.opt.debug.64 templates/linux_server_64 -upx templates/linux_server_64 -scons -j 4 p=server target=release_debug tools=no bits=32 -cp bin/godot_server.server.opt.debug.32 templates/linux_server_32 -upx templates/linux_server_32 - - -# Android -**IMPORTANT REPLACE THIS BY ACTUAL VALUES** - -export ANDROID_HOME=/home/to/android-sdk -export ANDROID_NDK_ROOT=/home/to/android-ndk - -# git does not allow empty dirs, so create those -mkdir -p platform/android/java/libs/armeabi -mkdir -p platform/android/java/libs/x86 - -#Android Release - -scons -j 4 p=android target=release -cp bin/libgodot.android.opt.so platform/android/java/libs/armeabi/libgodot_android.so -ant -s platform/android/java/build.xml release -cp platform/android/java/bin/Godot-release-unsigned.apk templates/android_release.apk - -#Android Debug - -scons -j 4 p=android target=release_debug -cp bin/libgodot.android.opt.debug.so platform/android/java/libs/armeabi/libgodot_android.so -ant -s platform/android/java/build.xml release -cp platform/android/java/bin/Godot-release-unsigned.apk templates/android_debug.apk - -# EMScripten - -scons -j 4 p=javascript target=release -cp bin/godot.javascript.opt.html godot.html -cp bin/godot.javascript.opt.js godot.js -cp tools/html_fs/filesystem.js . -zip javascript_release.zip godot.html godot.js filesystem.js -mv javascript_release.zip templates/ - -scons -j 4 p=javascript target=release_debug -cp bin/godot.javascript.opt.debug.html godot.html -cp bin/godot.javascript.opt.debug.js godot.js -cp tools/html_fs/filesystem.js . -zip javascript_debug.zip godot.html godot.js filesystem.js -mv javascript_debug.zip templates/ - -# BlackBerry 10 (currently disabled) - -#. /path/to/bbndk/bbndk-env.sh -#scons -j 4 platform/bb10/godot_bb10_opt.qnx.armle target=release -#cp platform/bb10/godot_bb10_opt.qnx.armle platform/bb10/bar - -#scons -j 4 platform/bb10/godot_bb10.qnx.armle target=release_debug -#cp platform/bb10/godot_bb10.qnx.armle platform/bb10/bar -#cd platform/bb10/bar -#zip -r bb10.zip * -#mv bb10.zip ../../../templates -#cd ../../.. - - -# BUILD ON MAC - -[...] - -# Build release executables with editor - -mkdir -p release - -scons -j 4 p=server target=release_debug bits=64 -cp bin/godot_server.server.opt.tools.64 release/linux_server.64 -upx release/linux_server.64 - -scons -j 4 p=x11 target=release_debug tools=yes bits=64 -cp bin/godot.x11.opt.tools.64 release/godot_x11.64 -# upx release/godot_x11.64 -- fails on some linux distros - -scons -j 4 p=x11 target=release_debug tools=yes bits=32 -cp bin/godot.x11.opt.tools.32 release/godot_x11.32 - -scons -j 4 p=windows target=release_debug tools=yes bits=64 -cp bin/godot.windows.opt.tools.64.exe release/godot_win64.exe -x86_64-w64-mingw32-strip release/godot_win64.exe -#upx release/godot_win64.exe - -scons -j 4 p=windows target=release_debug tools=yes bits=32 -cp bin/godot.windows.opt.tools.32.exe release/godot_win32.exe -x86_64-w64-mingw32-strip release/godot_win32.exe -#upx release/godot_win64.exe - -[..] # mac stuff - -# Update classes.xml (used to generate doc) - -cp doc/base/classes.xml . -release/linux_server.64 -doctool classes.xml - - -cd demos -rm -f godot_demos.zip -zip -r godot_demos * -cd .. - -cd tools/export/blender25 -zip -r bettercollada * -mv bettercollada.zip ../../.. -cd ../../.. - - -``` - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/compiling_flags.md b/compiling_flags.md index b4ed991..505e8fd 100644 --- a/compiling_flags.md +++ b/compiling_flags.md @@ -1,43 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# General Compiler Flags +Godot documentation has moved, and can now be found at: -Godot is usually compiled by calling: - -``` - -scons - -``` - -There are a few extra flags that can be used which work in most platforms: - -### Tools - -Tools are added by default. Disabling tools produces a binary that can run projects but that does not include the editor or the project manager. - -``` - -scons tools=yes/no - -``` - -### Target - -Target controls optimization and debug flags. Each mode means: - -* **debug**: Build with C++ debugging symbols, runtime checks (performs checks and reports error) and none to little optimization. -* **release_debug**: Build without C++ debugging symbols and optimization, but keep the runtime checks (performs checks and reports errors) -* **release**: Build without symbols, with optimization and with little to no runtime checks. - - -``` - -scons target=debug/release_debug/release - -``` - - - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/compiling_intro.md b/compiling_intro.md index df14206..505e8fd 100644 --- a/compiling_intro.md +++ b/compiling_intro.md @@ -1,164 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Introduction to Godot Build System +Godot documentation has moved, and can now be found at: -### Scons - -Godot uses [Scons](http://www.scons.org) to build. We love it, we are not changing it for anything else. We are not even sure other build systems are up to the task of building Godot. We constantly get requests to move the build system to CMake, or Visual Studio, but this is not going to happen. There are many reasons why we have chosen SCons over other alternatives and are listed as follows: - -* Godot can be compiled for a dozen different platforms. All PC platforms, all mobile platforms, many consoles, and many web-based platforms (such as HTML5 and Chrome PNACL). -* Developers often need to compile for several of the platforms **at the same time**, or even different targets of the same platform. They can't afford reconfiguring and rebuilding the project each time. SCons can do this with no sweat, without breaking the builds. -* SCons will *never* break a build no matter how many changes, configurations, additions, removals etc. You have more chances to die struck by lightning than needing to clean and rebuild in SCons. -* Godot build process is not simple. Several files are generated by code (binders), others are parsed (shaders), and others need to offer customization (plugins). This requires complex logic which is easier to write in an actual programming language (like Python) rather than using a mostly macro-based language only meant for building. -* Godot build process makes heavy use of cross compiling tools. Each platform has a specific detection process, and all these must be handled as specific cases with special code written for each. - -So, please get at least a little familiar with it if you are planning to build Godot yourself. - -### Platform Selection - -Godot's build system will begin by detecting the platforms it can build for. If not detected, the platform will simply not appear on the list of available platforms. The build requirements for each platform are described in the rest of this tutorial section. - -Scons is invoked by just calling "scons". - -``` - -scons - -``` - -However, this will do nothing except list the available platforms, for example: - -``` -user@host:~/godot$ scons -scons: Reading SConscript files ... -No valid target platform selected. -The following were detected: - android - server - javascript - windows - x11 - -Please run scons again with argument: platform= -scons: done reading SConscript files. -scons: Building targets ... -scons: `.' is up to date. -scons: done building targets. -``` - -To build a platform (for example, x11), run with the platform= (or just p= to make it short) argument: - -``` -user@host:~/godot$ scons platform=x11 -``` - - -This will start the build process, which will take a while. If you want scons to build faster, use the -j parameter to specify how many cores will be used for the build. Or just leave it using one core, so you can use your computer for something else :) - -Example for using 4 processes: - -``` -user@host:~/godot$ scons platform=x11 -j 4 -``` - -### Resulting Binary - -The resulting binaries will be placed in the bin/ subdirectory, generally with this naming convention: -``` -godot..[opt].[tools/debug].. -``` - -For the previous build attempt the result would look like this: - -``` -user@host:~/godot$ ls bin -bin/godot.x11.tools.64 -``` - -This means that the binary is for x11, is not optimized, has tools (the whole editor) compiled-in, and is meant for 64 bits. - -A Windows binary with the same configuration will look like this. - -``` -C:\GODOT> DIR BIN/ -godot.windows.tools.64.exe -``` - -Just copy that binary to wherever you like, as it self-contains the project manager, editor and all means to execute the game. However, it lacks the data to export it to the different platforms. For that the export templates are needed (which can be either downloaded from http://www.godotengine.org, or you can build them yourself). - -Aside from that, there are a few standard options that can be set in all build targets, and will be explained as follows. - -### Tools - -Tools are enabled by default in al PC targets (Linux, Windows, OSX), disabled for everything else. Disabling tools produces a binary that can run projects but that does not include the editor or the project manager. - -``` -scons platform= tools=yes/no -``` - -### Target - -Target controls optimization and debug flags. Each mode means: - -* **debug**: Build with C++ debugging symbols, runtime checks (performs checks and reports error) and none to little optimization. -* **release_debug**: Build without C++ debugging symbols and optimization, but keep the runtime checks (performs checks and reports errors). Official binaries use this configuration. -* **release**: Build without symbols, with optimization and with little to no runtime checks. This target can't be used together with tools=yes, as the tools require some debug functionality and run-time checks to run. - - -``` -scons platform= target=debug/release_debug/release -``` - -This flag appends ".debug" suffix (for debug), or ".tools" (for debug with tools enables). When optimization is enabled (release) it appends the ".opt" suffix. - -### Bits - -Bits is meant to control the CPU or OS version intended to run the binaries. It works mostly on desktop platforms and ignored everywhere else. - -* **32**: Build binaries for 32 bits platform. -* **64**: Build binaries for 64 bits platform. -* **default**: Built whatever the build system feels is best. On Linux this depends on the host platform (if not cross compiling), while on Windows and Mac it defaults to produce 32 bits binaries unless 64 bits is specified. - - -``` -scons platform= bits=default/32/64 -``` - -This flag appends ".32" or ".64" suffixes to resulting binaries when relevant. - -### Export Templates - -Official export templates are downloaded from the Godot Engine site: http://www.godotengine.org. -However, you might want to build them yourself (in case you want newer ones, you are using custom modules, or simply don't trust your own shadow). - -If you download the official export templates package and unzip it, you will notice that most are just optimized binaries or packages for each platform: - -``` -android_debug.apk -android_release.apk -javascript_debug.zip -javascript_release.zip -linux_server_32 -linux_server_64 -linux_x11_32_debug -linux_x11_32_release -linux_x11_64_debug -linux_x11_64_release -osx.zip -version.txt -windows_32_debug.exe -windows_32_release.exe -windows_64_debug.exe -windows_64_release.exe -windows_debug.exe -windows_release.exe -``` - -To create those yourself, just follow the instructions detailed for each platform in this same tutorial section. Each platform explains how to create it's own template. - -If you are working for multiple platforms, OSX is definitely the best host platform for cross compilation, since you can cross-compile for almost every target (except for winrt). Linux and Windows come in second place, but Linux has the advantage of being the easier platform to set this up. - - - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/compiling_ios.md b/compiling_ios.md index 532312d..505e8fd 100644 --- a/compiling_ios.md +++ b/compiling_ios.md @@ -1,36 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Requirements +Godot documentation has moved, and can now be found at: -* Scons (you can get it from macports, you should be able to run "scons" on a terminal when installed) -* Xcode with the iOS SDK and the command line tools. - -# Compiling - -Open a Terminal, go to the root dir of the engine source code and type: -``` -$ scons p=iphone bin/godot.iphone.debug -``` -for a debug build, or: -``` -$ scons p=iphone bin/godot.iphone.opt target=release -``` -for a release build (check platform/iphone/detect.py for the compiler flags used for each configuration) - -Alternatively, you can run - -``` -$ scons p=isim bin/godot.isim.tools -``` -for a Simulator executable. - -# Run - -To run on a device or simulator, follow these instructions: [Exporting for iOS](https://github.com/okamstudio/godot/wiki/export_ios) -Replace or add your executable to the Xcode project, and change the "executable name" property on Info.plist accordingly if you use an alternative build. - - - - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/compiling_linux.md b/compiling_linux.md index 83c739a..505e8fd 100644 --- a/compiling_linux.md +++ b/compiling_linux.md @@ -1,70 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -#Compiling for Linux -### Requirements +Godot documentation has moved, and can now be found at: -For compiling under Linux or other Unix variants, the following is requiered: - -* GCC or LLVM -* Python 2.7+ (3.0 is untested as of now). -* SCons build system. -* X11 and MESA development Libraries -* Xinerama Libraries -* ALSA development libraries -* Freetype (for the editor) -* OpenSSL (for HTTPS and TLS) -* pkg-config (used to detect the above three) -* **Ubuntu Users:** apt-get install scons pkg-config libx11-dev libxcursor-dev build-essential libasound2-dev libfreetype6-dev libgl1-mesa-dev libglu-dev libssl-dev libxinerama-dev - -### Compiling - -Start a terminal, go to the root dir of the engine source code and type: -``` -user@host:~/godot$ scons platform=x11 -``` - -If all goes well, the resulting binary executable will be placed in the "bin" subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager. - -### Building Export Templates - -To build Linux export templates, run the build system with the following parameters: - -(32 bits) -``` -user@host:~/godot$ scons platform=x11 tools=no target=release bits=32 -user@host:~/godot$ scons platform=x11 tools=no target=release_debug bits=32 -``` -(64 bits) -``` -user@host:~/godot$ scons platform=x11 tools=no target=release bits=64 -user@host:~/godot$ scons platform=x11 tools=no target=release_debug bits=64 -``` - -Note that cross compiling for the opposite bits (64/32) as your host platform in linux is quite difficult and might need a chroot environment. - -In Ubuntu, compilation works without a chroot but some libraries (.so) might be missing from /usr/lib32. Sym-linking the missing .so files from /usr/lib results in a working build. - -To create standard export templates, the resulting files must be copiled to: - -``` -/home/youruser/.godot/templates -``` - -and named like this: - -``` -linux_x11_32_debug -linux_x11_32_release -linux_x11_64_debug -linux_x11_64_release -``` - -However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here: - -

- -You don't even need to copy them, you can just reference the resulting files in the bin/ directory of your Godot source folder, so the next time you build you automatically have the custom templates referenced. - - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/compiling_osx.md b/compiling_osx.md index a6bff37..505e8fd 100644 --- a/compiling_osx.md +++ b/compiling_osx.md @@ -1,22 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Requirements +Godot documentation has moved, and can now be found at: -For compiling under Linux or other Unix variants, the following is requiered: - -* Python 2.7+ (3.0 is untested as of now). -* SCons build system. -* XCode - -# Compiling - -Start a terminal, go to the root dir of the engine source code and type: -``` -user@host:~/godot$ scons platform=osx -``` - -If all goes well, the resulting binary executable will be placed in the "bin" subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager. There is a .app template to put the binary into in tools/Godot.app. - - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/compiling_server.md b/compiling_server.md index 55b8d24..505e8fd 100644 --- a/compiling_server.md +++ b/compiling_server.md @@ -1,18 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Compiling for Unix (Headless) +Godot documentation has moved, and can now be found at: -### Use Case - - -Godot is mainly used for creating client-side games and applications. However, there are many scenarios where a headless (no display or audio) version might be required, such as: - -* Automated Scripts (Running single scripts with a specific purpose) -* Automated Export (Exporting a project for a specific platform, useful for continuous integration) -* Running a server accepting connections (Godot is perfectly capable of running as a server). - -### Compiling - - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/compiling_windows.md b/compiling_windows.md index b4ecb08..505e8fd 100644 --- a/compiling_windows.md +++ b/compiling_windows.md @@ -1,106 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Requirements +Godot documentation has moved, and can now be found at: -For compiling under Windows, the following is requiered: - -* [Visual C++](http://www.microsoft.com/visualstudio) Visual C++ or Visual C++ Express compiler (2010 and 2013 are known to work, 2015 does not yet). **Make sure you get a version that can compile for C++, Desktop**. -* [Python 2.7+](http://www.python.org/getit/releases/2.7/) Python 2.7+ (3.0 is untested as of now). Using the 32-bits installer is recommended. -* [SCons](http://www.scons.org) SCons build system. - -# Setting Up SCons - -Python adds the interpreter (python.exe) to the path. It usually installs in C:\Python (or C:\Python[Version]). SCons installs inside the python install and provides a .bat file called "scons.bat". The location of this file can be added to the path or it can simply be copied to C:\Python together with the interpreter executable. - - -# Compiling - -Start a Visual Studio command prompt (it sets up environment variables needed by SCons to locate the compiler and SDK), go to the root dir of the engine source code and type: -``` -C:\godot> scons platform=windows -``` - -If all goes well, the resulting binary executable will be placed in C:\godot\bin\godot_win.exe. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager. - -# Development in Visual Studio or other IDEs - -For most projects, using only scripting is enough but when development in C++ is needed, for creating modules or extending the engine, working with an IDE is usually desirable. The visual studio command prompt calls a .bat file that sets up environment variables (vcvarsall.bat). To build the whole engine from a single command outside the command prompt, the following should be called in a .bat file: -``` -C:\path_to_sdk\vcvarsall.bat && scons bin/godot_win.exe -``` - -**NOTE:** It seems the latest Visual Studio does not include a desktop command prompt (No, Native tools for x86 is not it). The only way to build it seems to be by running: - -``` -"C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" && c:\python27\scons p=windows -``` - -(or however your VS and Scons are installed) - - -# Cross Compiling - -If you are a Linux or Mac user, you need to install mingw32 and mingw-w64. Under Ubuntu or Debian, just run the following commands: - -``` -apt-get install mingw32 mingw-w64 -``` - -If you are using other distro, scons will check for the following binaries: - -``` -i586-mingw32msvc-gcc -i686-w64-mingw32-gcc -``` - -If the binaries are named or located somewhere else, export the following env variables: - -``` -export MINGW32_PREFIX="/path/to/i586-mingw32msvc-" -export MINGW64_PREFIX="/path/to/i686-w64-mingw32-" -``` - -To make sure you are doing things correctly, executing the following in the shell should result in a working compiler: - -``` -user@host:~$ ${MINGW32_PREFIX}gcc -gcc: fatal error: no input files -``` - -# Creating Windows Export Templates - -Windows export templates are created by compiling Godot as release, with the following flags: - -(for 32 bits, using Mingw32 command prompt or Visual Studio command prompt) -``` -C:\godot> scons platform=windows tools=no target=release bits=32 -C:\godot> scons platform=windows tools=no target=release_debug bits=32 -``` -(for 64 bits, using Mingw-w64 or Visual Studio command prompt) -``` -C:\godot> scons platform=windows tools=no target=release bits=64 -C:\godot> scons platform=windows tools=no target=release_debug bits=64 -``` - -If you plan on replacing the standard templates, copy these to: -``` -C:\USERS\YOURUSER\AppData\Roaming\Godot\Templates -``` -With the following names: -``` -windows_32_debug.exe -windows_32_release.exe -windows_64_debug.exe -windows_64_release.exe -``` - -However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here: - -

- -You don't even need to copy them, you can just reference the resulting files in the bin\ directory of your Godot source folder, so the next time you build you automatically have the custom templates referenced. - - - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. \ No newline at end of file +http://docs.godotengine.org diff --git a/compiling_winrt.md b/compiling_winrt.md index 42052f3..505e8fd 100644 --- a/compiling_winrt.md +++ b/compiling_winrt.md @@ -1,81 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -This page documents the current state of the "winrt" platform, used to support "Windows Store Apps" for Windows 8.1, and Windows Phone 8.1 apps using Microsoft's new "Universal" APIs. +Godot documentation has moved, and can now be found at: -# Requirements - -* Windows 8 -* scons (see [Compiling on Windows](compiling_windows) for more details) -* Visual Studio 2013 for Windows (but *not* "for Windows Desktop"). Tested on "Microsoft Visual Studio Express 2013 for Windows Version 12.0.31101.00 Update 4". - -# Compiling - -The platform can compile binaries for both Windows 8.1 and Windows Phone 8.1. The architecture is decided by the environment variable "PLATFORM". - -## Windows 8.1 - -- Open a "VS 2013 x64 Cross Tools Command Prompt" -- The value of environment variable "PLATFORM" should be "x64" -- Run scons with platform=winrt from the root of the source tree -``` -C:\godot_source> scons platform=winrt -``` -- You should get an executable file inside bin/ named according to your build options, for the architecture "x64", for example "godot.winrt.tools.x64.exe". - -## Windows Phone 8.1 - -- Open a "Visual Studio 2012 ARM Phone Tools Command Prompt". -- The value of environment variable "PLATFORM" should be "arm" -- Run scons with platform=winrt from the root of the source tree -``` -C:\godot_source> scons platform=winrt -``` -- You should get an executable file inside bin/ named according to your build options, for the architecture "arm", for example "godot.winrt.tools.arm.exe". - -# Running - -On Visual studio, create a new project using any of the "Unversal App" templates found under Visual C++ -> Store Apps -> Universal Apps. "Blank App" should be fine. - -On the "Solution Explorer" box, you should have 3 sections, "App.Windows (Windows 8.1)", "App.WindowsPhone (Windows Phone 8.1)" and "App.Shared". You need to add files to each section: - -### App.Shared -- Add a folder named "game" containing your game content (can be individual files or your data.pck). Remember to set the "Content" property of each file to "True", otherwise your files won't get included in the package. - -### App.Windows -- Add your windows executable, and all the .dll files found on platform/winrt/x64/bin on the godot source. Remember to also set the "Content" property. -- Find the file "Package.appxmanifest". Right click on it and select "Open with..." then "XML (Text) Editor" from the list. -- Find the "Application" section, and add (or modify) the "Executable" property with the name of your .exe. Example: -``` - -``` - -### App.WindowsPhone -- Repeat all the steps from App.Windows, using your arm executable and the dlls found in platform/winrt/arm/bin. Remember to set the "Content" property for all the files. - -Use the green "Play" button on the top to run. The drop down menu next to it should let you choose the project (App.Windows or App.WindowsPhone) and the device ("Local Machine", "Device" for an attached phone, etc). - -# Angle - -ANGLE precompiled binaries are provided on platform/winrt/x64 and platform/winrt/arm. They are built from MSOpenTech's "future-dev" branch, found here: https://github.com/MSOpenTech/angle. The visual studio 'solutions' used are found on "projects/winrt/windows/angle.sln" and "projects/winrt/windowsphone/angle.sln". - -# What's missing: -- Audio -- Semaphores -- Keyboard input -- Proper handling of screen rotation -- Proper handling of other events such as focus lost, back button, etc. -- Packaging and deploying to devices from the editor. -- Adding Angle to our tree and compiling it from there. The same source could also be used to build for Windows (and use Angle instead of native GL, which will be more compatible with graphics hardware) - -# Packages -This is what we know: -- App packages are documented here: http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh464929.aspx -- There are 2 command line tools that might be useful, [App Packager](http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh446767.aspx) and [SignTool](http://msdn.microsoft.com/en-us/library/windows/apps/xaml/ff551778.aspx). -- There are a bunch of tools on "powershell" that deal with packages that might be relevant: http://technet.microsoft.com/library/dn448373.aspx -- When running a Windows 8.1 app on "Local Machine" from Visual studio, the app seems to run from an uncompressed directory on the filesystem in an arbitrary location (ie. outside of the proper directory where Apps are installed), but there is some special registry entry made for it, so we know it's possible to skip the packaging step to run locally (in the case of very big games this can be useful). - - - - - -(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the [CC By](https://creativecommons.org/licenses/by/3.0/legalcode) license. +http://docs.godotengine.org diff --git a/core_object.md b/core_object.md index 9217461..505e8fd 100644 --- a/core_object.md +++ b/core_object.md @@ -1,218 +1,5 @@ -**Important:** This wiki is soon going to be taken down, as the official documentation of the Godot project is now on http://docs.godotengine.org. +## Godot Documentation -# Object +Godot documentation has moved, and can now be found at: -Object is the base class for almost everything. Most classes in Godot inherit directly or indirectly -from it. Objects provide reflection and editable properties, and declaring them is a matter of -using a single macro like this. - -```c++ -class CustomObject : public Object { - - OBJ_TYPE(CustomObject,Object); // this required to inherit -}; -``` - -This makes objects gain a lot of functionality, like for example - -```c++ -obj = memnew(CustomObject); -print_line("Object Type: ",obj->get_type()); //print object type - -obj2 = obj->cast_to(); // converting between types, this also works without RTTI enabled. -``` - -#####References: -* [core/object.h](https://github.com/okamstudio/godot/blob/master/core/object.h) - -### Registering an Object - -ObjectTypeDB is a static class that hold the entire list of registered classes that inherit from object, as well as dynamic bindings to all their methods properties and integer constants. - -Classes are registered by calling: - -```c++ -ObjectTypeDB::register_type() -``` -Registering it will allow the type to be instanced by scripts, code, or creating them again when deserializing. - -Registering as virtual is the same but it can't be instanced. -```c++ -ObjectTypeDB::register_virtual_type() -``` - -Object derived classes can override a static function 'static void _bind_methods()', when one class is registered, this static function is called to register all the object methods, properties, constants, etc. It's only called once. -If an Object derived class is instanced but has not been registered, it will be registered as virtual automatically. - -Inside _bind_methods, there are a couple of things that can be done. Registering functions is one: - -```c++ -ObjectTypeDB::register_method(_MD("methodname","arg1name","arg2name"),&MyCustethod); -``` -Default values for arguments can be passed in reverse order: - -```c++ -ObjectTypeDB::register_method(_MD("methodname","arg1name","arg2name"),&MyCustomType::method,DEFVAL(-1)); //default argument for arg2name -``` -_MD is a macro that convers "methodname" to a stringname for more efficiency. Argument names are used for instrospection, but when compiling on release, the macro ignores them, so the strings are unused and optimized away. - -Check _bind_methods of Control or Object for more examples. - -If just adding modules and functionality that is not expected to be documented as throughly, the _MD() macro can safely be ignore and a string passing the name can be passed for brevity. - -#####References: -* [core/object_type_db.h](https://github.com/okamstudio/godot/blob/master/core/object_type_db.h) - -### constants - -Classes often have enums such as: - -```c++ -enum SomeMode { - MODE_FIRST, - MODE_SECOND -}; -``` - -For these to work when binding to methods, the enum must be declared convertible to int, for this a macro is provided: - -```c++ -VARIANT_ENUM_CAST( MyClass::SomeMode); // now functions that take SomeMode can be bound. -``` -The constants can also be bound inside _bind_methods, by using: - -```c++ -BIND_CONSTANT( MODE_FIRST ); -BIND_CONSTANT( MODE_SECOND ); -``` -### Properties (set/get) - -Objects export properties, properties are useful for the following: - -* Serializing and deserializing the object. -* Creating a list of editable values for the Object derived class. - -Properties are usually defined by the PropertyInfo() class. Usually constructed as: - -```c++ -PropertyInfo(type,name,hint,hint_string,usage_flags) -``` -example -```c++ -PropertyInfo(Variant::INT,"amount",PROPERTY_HINT_RANGE,"0,49,1",PROPERTY_USAGE_EDITOR) -``` -This is an integer property, named "amount", hint is a range, range goes from 0 to 49 in steps of 1 (integers). -It is only usable for the editor (edit value visually) but wont be serialized. - -or -```c++ -PropertyInfo(Variant::STRING,"modes",PROPERTY_HINT_ENUM,"Enabled,Disabled,Turbo") -``` -This is a string property, can take any string but the editor will only allow the defined hint ones. Since no hint flags were specified, the default ones are PROPERTY_USAGE_STORAGE and PROPERTY_USAGE_EDITOR. - -There are plenty of hints and usages available in object.h, give them a check. - -Properties can also work like C# properties and be accessed from script using indexing, but ths usage is generally discouraged, as using functions is preferred for legibility. Many properties are also bound with categories, such as "animation/frame" which also make indexing imposssible unless using operator []. - -From _bind_methods(), properties can be created and bound as long as a set/get functions exist. Example: - -```c++ -ADD_PROPERTY( PropertyInfo(Variant::INT,"amount"), _SCS("set_amount"), _SCS("get_amount") ) -``` -This creates the property using the setter and the getter. _SCS is a macro that creates a StringName efficiently. - -### Binding properties using set/get/get_property_list - -An additional method of creating properties exists when more flexibility is desired (IE, adding or removing properties on context): - -The following functions can be overriden in an Object derived class, they are NOT virtual, DO NOT make them virtual, -they are called for every override and the previous ones are not invalidated (multilevel call). -```c++ -void _get_property_info(List *r_props); //return list of propertes -bool _get(const StringName& p_property, Variany& r_value) const; //return true if property was found -bool _set(const StringName& p_property, const Variany& p_value); //return true if property was found -``` -This is also a little less efficient since p_property must be compared against the desired names in serial order. - - -### Dynamic casting. - -Godot provides dynamic casting between Object Derived classes, for example: -```c++ -void somefunc(Object *some_obj) { - - Button * button = some_obj->cast_to