virtualx-engine/doc/classes/Light2D.xml
Rémi Verschelde 424cd00f8b
doc: Sync classref with current source + fixup some bindings
Includes various changes triggered by the refactoring of method bindings.
2020-11-04 15:38:26 +01:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Light2D" inherits="Node2D" version="4.0">
<brief_description>
Casts light in a 2D environment.
</brief_description>
<description>
Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).
[b]Note:[/b] Light2D can also be used as a mask.
</description>
<tutorials>
<link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<methods>
<method name="get_height" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="set_height">
<return type="void">
</return>
<argument index="0" name="height" type="float">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="Light2D.BlendMode" default="0">
The Light2D's blend mode. See [enum BlendMode] constants for values.
</member>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )">
The Light2D's [Color].
</member>
<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false">
If [code]true[/code], Light2D will only appear when editing the scene.
</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
If [code]true[/code], Light2D will emit light.
</member>
<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
The Light2D's energy value. The larger the value, the stronger the light.
</member>
<member name="range_item_cull_mask" type="int" setter="set_item_cull_mask" getter="get_item_cull_mask" default="1">
The layer mask. Only objects with a matching mask will be affected by the Light2D.
</member>
<member name="range_layer_max" type="int" setter="set_layer_range_max" getter="get_layer_range_max" default="0">
Maximum layer value of objects that are affected by the Light2D.
</member>
<member name="range_layer_min" type="int" setter="set_layer_range_min" getter="get_layer_range_min" default="0">
Minimum layer value of objects that are affected by the Light2D.
</member>
<member name="range_z_max" type="int" setter="set_z_range_max" getter="get_z_range_max" default="1024">
Maximum [code]z[/code] value of objects that are affected by the Light2D.
</member>
<member name="range_z_min" type="int" setter="set_z_range_min" getter="get_z_range_min" default="-1024">
Minimum [code]z[/code] value of objects that are affected by the Light2D.
</member>
<member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color( 0, 0, 0, 0 )">
[Color] of shadows cast by the Light2D.
</member>
<member name="shadow_enabled" type="bool" setter="set_shadow_enabled" getter="is_shadow_enabled" default="false">
If [code]true[/code], the Light2D will cast shadows.
</member>
<member name="shadow_filter" type="int" setter="set_shadow_filter" getter="get_shadow_filter" enum="Light2D.ShadowFilter" default="0">
Shadow filter type. See [enum ShadowFilter] for possible values.
</member>
<member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth" default="0.0">
Smoothing value for shadows.
</member>
<member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1">
The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows.
</member>
</members>
<constants>
<constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter">
No filter applies to the shadow map. See [member shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF5" value="1" enum="ShadowFilter">
Percentage closer filtering (5 samples) applies to the shadow map. See [member shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF13" value="2" enum="ShadowFilter">
Percentage closer filtering (13 samples) applies to the shadow map. See [member shadow_filter].
</constant>
<constant name="BLEND_MODE_ADD" value="0" enum="BlendMode">
Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.
</constant>
<constant name="BLEND_MODE_SUB" value="1" enum="BlendMode">
Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
</constant>
<constant name="BLEND_MODE_MIX" value="2" enum="BlendMode">
Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
</constant>
</constants>
</class>