d516aab8fa
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
112 lines
6.2 KiB
XML
112 lines
6.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Light2D" inherits="Node2D" category="Core" version="3.0-stable">
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<brief_description>
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Casts light in a 2D environment.
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</brief_description>
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<description>
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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). Note that Light2D can be used as a mask.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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</methods>
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<members>
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<member name="color" type="Color" setter="set_color" getter="get_color">
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The Light2D's [Color].
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</member>
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<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only">
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If [code]true[/code] Light2D will only appear when editing the scene. Default value: [code]false[/code].
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</member>
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<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled">
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If [code]true[/code] Light2D will emit light. Default value: [code]true[/code].
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</member>
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<member name="energy" type="float" setter="set_energy" getter="get_energy">
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The Light2D's energy value. The larger the value, the stronger the light.
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</member>
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<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="Light2D.Mode">
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The Light2D's mode. See MODE_* constants for values.
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</member>
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<member name="offset" type="Vector2" setter="set_texture_offset" getter="get_texture_offset">
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The offset of the Light2D's [code]texture[/code].
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</member>
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<member name="range_height" type="float" setter="set_height" getter="get_height">
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The height of the Light2D. Used with 2D normal mapping.
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</member>
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<member name="range_item_cull_mask" type="int" setter="set_item_cull_mask" getter="get_item_cull_mask">
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The layer mask. Only objects with a matching mask will be affected by the Light2D.
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</member>
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<member name="range_layer_max" type="int" setter="set_layer_range_max" getter="get_layer_range_max">
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Maximum layer value of objects that are affected by the Light2D. Default value: [code]0[/code].
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</member>
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<member name="range_layer_min" type="int" setter="set_layer_range_min" getter="get_layer_range_min">
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Minimum layer value of objects that are affected by the Light2D. Default value: [code]0[/code].
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</member>
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<member name="range_z_max" type="int" setter="set_z_range_max" getter="get_z_range_max">
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Maximum [code]Z[/code] value of objects that are affected by the Light2D. Default value: [code]1024[/code].
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</member>
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<member name="range_z_min" type="int" setter="set_z_range_min" getter="get_z_range_min">
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Minimum [code]z[/code] value of objects that are affected by the Light2D. Default value: [code]-1024[/code].
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</member>
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<member name="shadow_buffer_size" type="int" setter="set_shadow_buffer_size" getter="get_shadow_buffer_size">
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Shadow buffer size. Default value: [code]2048[/code].
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</member>
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<member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color">
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[Color] of shadows cast by the Light2D.
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</member>
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<member name="shadow_enabled" type="bool" setter="set_shadow_enabled" getter="is_shadow_enabled">
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If [code]true[/code] the Light2D will cast shadows. Default value: [code]false[/code].
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</member>
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<member name="shadow_filter" type="int" setter="set_shadow_filter" getter="get_shadow_filter" enum="Light2D.ShadowFilter">
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Shadow filter type. Use SHADOW_FILTER_* constants to set [code]shadow_filter[/code]. Default value: [code]None[/code].
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</member>
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<member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth">
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Smoothing value for shadows.
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</member>
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<member name="shadow_gradient_length" type="float" setter="set_shadow_gradient_length" getter="get_shadow_gradient_length">
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Smooth shadow gradient length.
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</member>
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<member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask">
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The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching shadow mask will cast shadows.
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</member>
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<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
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[Texture] used for the Light2D's appearance.
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</member>
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<member name="texture_scale" type="float" setter="set_texture_scale" getter="get_texture_scale">
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The [code]texture[/code]'s scale factor.
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</member>
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</members>
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<constants>
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<constant name="MODE_ADD" value="0" enum="Mode">
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Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behaviour of a light.
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</constant>
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<constant name="MODE_SUB" value="1" enum="Mode">
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Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
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</constant>
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<constant name="MODE_MIX" value="2" enum="Mode">
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Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
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</constant>
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<constant name="MODE_MASK" value="3" enum="Mode">
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The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.
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</constant>
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<constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter">
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No filter applies to the shadow map. See [method shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF3" value="1" enum="ShadowFilter">
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Percentage closer filtering (3 samples) applies to the shadow map. See [method shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF5" value="2" enum="ShadowFilter">
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Percentage closer filtering (5 samples) applies to the shadow map. See [method shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF7" value="3" enum="ShadowFilter">
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Percentage closer filtering (7 samples) applies to the shadow map. See [method shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF9" value="4" enum="ShadowFilter">
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Percentage closer filtering (9 samples) applies to the shadow map. See [method shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF13" value="5" enum="ShadowFilter">
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Percentage closer filtering (13 samples) applies to the shadow map. See [method shadow_filter].
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</constant>
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</constants>
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</class>
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