Tangent array, array of groups of 4 floats. first 3 floats determine the tangent, and the last the binormal direction as -1 or 1.
[PoolRealArray] of vertex tangents. Each element in groups of 4 floats, first 3 floats determine the tangent, and the last the binormal direction as -1 or 1.
[Array] of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the *i*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices.
[PoolIntArray] of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the *i*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices.
For triangles, the index array is interpreted as triples, referring to the vertices of each triangle. For lines, the index array is in pairs indicating the start and end of each line.
For triangles, the index array is interpreted as triples, referring to the vertices of each triangle. For lines, the index array is in pairs indicating the start and end of each line.
If [code]true[/code] this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events.
If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [code]collision_layer[/code] bit to be set.
</member>
</member>
</members>
</members>
<signals>
<signals>
@ -211,17 +211,17 @@
<argumentindex="2"name="shape_idx"type="int">
<argumentindex="2"name="shape_idx"type="int">
</argument>
</argument>
<description>
<description>
Emitted when an input event occurs and [code]input_pickable[/code] is [code]true[/code]. See [method _input_event] for details.
Emitted when an input event occurs. Requires [code]input_pickable[/code] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set. See [method _input_event] for details.
</description>
</description>
</signal>
</signal>
<signalname="mouse_entered">
<signalname="mouse_entered">
<description>
<description>
Emitted when the mouse pointer enters any of this object's shapes.
Emitted when the mouse pointer enters any of this object's shapes. Requires [code]input_pickable[/code] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set.
</description>
</description>
</signal>
</signal>
<signalname="mouse_exited">
<signalname="mouse_exited">
<description>
<description>
Emitted when the mouse pointer exits all this object's shapes.
Emitted when the mouse pointer exits all this object's shapes. Requires [code]input_pickable[/code] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set.
Based on the set of points provided, this creates and assigns the [member points] property using the convex hull algorithm. Removing all unneeded points. See [method Geometry.convex_hull_2d] for details.
Native image datatype. Contains image data, which can be converted to a [Texture], and several functions to interact with it. The maximum width and height for an [code]Image[/code] is 16384 pixels.
Native image datatype. Contains image data, which can be converted to a [Texture], and several functions to interact with it. The maximum width and height for an [code]Image[/code] are [constant MAX_WIDTH] and [constant MAX_HEIGHT].
</description>
</description>
<tutorials>
<tutorials>
</tutorials>
</tutorials>
@ -431,6 +431,12 @@
</member>
</member>
</members>
</members>
<constants>
<constants>
<constantname="MAX_WIDTH"value="16384">
The maximal width allowed for [code]Image[/code] resources.
</constant>
<constantname="MAX_HEIGHT"value="16384">
The maximal height allowed for [code]Image[/code] resources.
Can have [PathFollow2D] child-nodes moving along the [Curve2D]. See [PathFollow2D] for more information on this usage.
Can have [PathFollow2D] child-nodes moving along the [Curve2D]. See [PathFollow2D] for more information on this usage.
Note that the path is considered as relative to the moved nodes (children of [PathFollow2D]) - usually the curve should start with a zero vector (0, 0).
This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime.
If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See [member custom_integrator].
If [code]true[/code] the bounding box is on the screen.
If [code]true[/code], the bounding box is on the screen.
Note: It takes one frame for the node's visibility to be assessed once added to the scene tree, so this method will return [code]false[/code] right after it is instantiated, even if it will be on screen in the draw pass.
If [code]true[/code] the bounding rectangle is on the screen.
If [code]true[/code], the bounding rectangle is on the screen.
Note: It takes one frame for the node's visibility to be assessed once added to the scene tree, so this method will return [code]false[/code] right after it is instantiated, even if it will be on screen in the draw pass.
glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffer_histories[1]);//modify the buffer, this was used 2 frames ago so it should be good enough for flushing
glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffer_histories[1]);//modify the buffer, this was used 2 frames ago so it should be good enough for flushing
if(!env||storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]||storage->frame.current_rt->width<4||storage->frame.current_rt->height<4){//no post process on small render targets
//no environment or transparent render, simply return and convert to SRGB
//no environment or transparent render, simply return and convert to SRGB
ED_SHORTCUT("editor/editor_3d",TTR("Open 3D Editor"),KEY_F2);
ED_SHORTCUT("editor/editor_3d",TTR("Open 3D Editor"),KEY_F2);
ED_SHORTCUT("editor/editor_script",TTR("Open Script Editor"),KEY_F3);//hack neded for script editor F3 search to work :) Assign like this or don't use F3
ED_SHORTCUT("editor/editor_script",TTR("Open Script Editor"),KEY_F3);//hack neded for script editor F3 search to work :) Assign like this or don't use F3