Fix wrong folder in API generator and updated some docs

This commit is contained in:
Marc Gilleron 2021-01-24 14:32:38 +00:00
parent 37c7b3b209
commit 3ccf85bbdd
41 changed files with 92 additions and 57 deletions

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@ -51,6 +51,9 @@
<members>
<member name="atlas_size" type="int" setter="set_atlas_size" getter="get_atlas_size" default="16">
</member>
<member name="bake_tangents" type="bool" setter="set_bake_tangents" getter="get_bake_tangents" default="true">
Enable this option if you need normal mapping on your voxels. If you don't need it, disabling can reduce memory usage and give a small speed boost.
</member>
<member name="voxel_count" type="int" setter="set_voxel_count" getter="get_voxel_count" default="0">
</member>
</members>

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@ -9,7 +9,7 @@
</tutorials>
<methods>
<method name="emerge_block">
<return type="void">
<return type="int" enum="VoxelStream.Result">
</return>
<argument index="0" name="out_buffer" type="VoxelBuffer">
</argument>

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@ -4,6 +4,8 @@
Helper class to easily access and modify voxels
</brief_description>
<description>
Abstract interface to access and edit voxels. It allows accessing individual voxels, or doing bulk operations such as carving large chunks or copy/paste boxes.
It's not a class to instantiate alone, you may get it from the voxel objects you want to work with.
</description>
<tutorials>
</tutorials>
@ -128,20 +130,32 @@
</methods>
<members>
<member name="channel" type="int" setter="set_channel" getter="get_channel" default="0">
Set which channel will be edited. When used on a terrain node, it will default to the first available channel, based on the stream and generator.
</member>
<member name="eraser_value" type="int" setter="set_eraser_value" getter="get_eraser_value" default="0">
Sets which value will be used to erase voxels when editing the [enum VoxelBuffer.CHANNEL_TYPE] channel in [enum MODE_REMOVE] mode.
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="VoxelTool.Mode" default="0">
Sets how [code]do_*[/code] functions will behave. This may vary depending on the channel.
</member>
<member name="sdf_scale" type="float" setter="set_sdf_scale" getter="get_sdf_scale" default="0.1">
When working with smooth voxels, applies a scale to the signed distance field. A high scale (1 or higher) will tend to produce blocky results, and a low scale (below 1, but not too close to zero) will tend to be smoother.
This is related to the [enum VoxelBuffer.Depth] configuration on voxels. For 8-bit and 16-bit, there is a limited range of values the Signed Distance Field can take, and by default it is clamped to -1..1, so the gradient can only range across 2 voxels. But when LOD is used, it is better to stretch that range over a longer distance, and this is achieved by scaling SDF values.
</member>
<member name="value" type="int" setter="set_value" getter="get_value" default="0">
Sets which voxel value will be used. This is not relevant when editing [enum VoxelBuffer.CHANNEL_SDF].
</member>
</members>
<constants>
<constant name="MODE_ADD" value="0" enum="Mode">
When editing [enum VoxelBuffer.CHANNEL_SDF], will add matter. Useful for building.
</constant>
<constant name="MODE_REMOVE" value="1" enum="Mode">
When editing [enum VoxelBuffer.CHANNEL_SDF], will subtract matter. Useful for digging.
</constant>
<constant name="MODE_SET" value="2" enum="Mode">
Replace voxel values without any blending. Useful for blocky voxels.
</constant>
</constants>
</class>

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@ -141,4 +141,4 @@ enum **CellularReturnType**:
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@ -71,4 +71,4 @@ enum **RotationType3D**:
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_seed"></span> **seed** = 0
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@ -104,4 +104,4 @@ Name that can be used for convenience, when looking up a specific [Voxel](Voxel.
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@ -52,4 +52,4 @@ Reads the data of a [VoxelBuffer](VoxelBuffer.md) from a [StreamPeer](https://do
Stores the data of a [VoxelBuffer](VoxelBuffer.md) into a [StreamPeer](https://docs.godotengine.org/en/stable/classes/class_streampeer.html). To be able to read it back, you should use the
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@ -42,4 +42,4 @@ Given a motion vector, returns a modified vector telling you by how much to move
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@ -227,4 +227,4 @@ If this [VoxelBuffer](VoxelBuffer.md) is saved, this metadata will also be saved
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@ -41,4 +41,4 @@ Return | Sign
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@ -21,4 +21,4 @@ Return | Signature
Generates a block of voxels within the specified world area.
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@ -26,4 +26,4 @@ Type | Name | Default
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_voxel_type"></span> **voxel_type** = 1
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@ -189,4 +189,4 @@ enum **NodeTypeID**:
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@ -30,4 +30,4 @@ Type | Name | Default
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_iso_scale"></span> **iso_scale** = 0.1
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@ -22,4 +22,4 @@ Type | Name | Default
- [Image](https://docs.godotengine.org/en/stable/classes/class_image.html)<span id="i_image"></span> **image**
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@ -30,4 +30,4 @@ Type | Name | Default
- [OpenSimplexNoise](https://docs.godotengine.org/en/stable/classes/class_opensimplexnoise.html)<span id="i_noise"></span> **noise**
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@ -22,4 +22,4 @@ Type | Name | Default
- [OpenSimplexNoise](https://docs.godotengine.org/en/stable/classes/class_opensimplexnoise.html)<span id="i_noise"></span> **noise**
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@ -24,4 +24,4 @@ Return | Signatur
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@ -26,4 +26,4 @@ Type | Name | Default
- [Vector2](https://docs.godotengine.org/en/stable/classes/class_vector2.html)<span id="i_pattern_size"></span> **pattern_size** = Vector2( 30, 30 )
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@ -8,10 +8,11 @@ Inherits: [Resource](https://docs.godotengine.org/en/stable/classes/class_resour
## Properties:
Type | Name | Default
------ | ------------------------------ | --------
`int` | [atlas_size](#i_atlas_size) | 16
`int` | [voxel_count](#i_voxel_count) | 0
Type | Name | Default
------- | ---------------------------------- | --------
`int` | [atlas_size](#i_atlas_size) | 16
`bool` | [bake_tangents](#i_bake_tangents) | true
`int` | [voxel_count](#i_voxel_count) | 0
<p></p>
## Methods:
@ -35,6 +36,9 @@ Return | Signatur
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_atlas_size"></span> **atlas_size** = 16
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_bake_tangents"></span> **bake_tangents** = true
Enable this option if you need normal mapping on your voxels. If you don't need it, disabling can reduce memory usage and give a small speed boost.
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_voxel_count"></span> **voxel_count** = 0
@ -60,4 +64,4 @@ Return | Signatur
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@ -156,4 +156,4 @@ The returned dictionary has the following structure:
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@ -33,4 +33,4 @@ Gets by how much voxels must be padded before their lower corner in order for th
Gets by how much voxels must be padded after their upper corner in order for the mesher to work.
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@ -30,4 +30,4 @@ Type | Name | Default
- [bool](https://docs.godotengine.org/en/stable/classes/class_bool.html)<span id="i_occlusion_enabled"></span> **occlusion_enabled** = true
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@ -41,4 +41,4 @@ enum **ColorMode**:
- [VoxelColorPalette](VoxelColorPalette.md)<span id="i_palette"></span> **palette**
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@ -75,4 +75,4 @@ enum **SeamMode**:
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@ -19,4 +19,4 @@ Return
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@ -26,4 +26,4 @@ Defines how voxels are transformed into visible meshes.
- [VoxelStream](VoxelStream.md)<span id="i_stream"></span> **stream**
Primary source of persistent voxel data. If left unassigned, the whole volume will use the generator.
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@ -22,4 +22,4 @@ Integer position of the voxel that was hit.
- [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html)<span id="i_previous_position"></span> **previous_position** = Vector3( 0, 0, 0 )
Integer position of the previous voxel along the ray before the final hit.
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@ -37,4 +37,4 @@ The returned dictionary has the following structure:
```
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@ -18,7 +18,7 @@ Type | Name | Default
Return | Signature
----------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[void](#) | [emerge_block](#i_emerge_block) ( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [emerge_block](#i_emerge_block) ( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
[Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) | [get_block_size](#i_get_block_size) ( ) const
[int](https://docs.godotengine.org/en/stable/classes/class_int.html) | [get_used_channels_mask](#i_get_used_channels_mask) ( ) const
[void](#) | [immerge_block](#i_immerge_block) ( [VoxelBuffer](VoxelBuffer.md) buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
@ -40,7 +40,7 @@ When this is enabled, if a block cannot be found in the stream and it gets gener
## Method Descriptions
- [void](#)<span id="i_emerge_block"></span> **emerge_block**( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_emerge_block"></span> **emerge_block**( [VoxelBuffer](VoxelBuffer.md) out_buffer, [Vector3](https://docs.godotengine.org/en/stable/classes/class_vector3.html) origin_in_voxels, [int](https://docs.godotengine.org/en/stable/classes/class_int.html) lod )
@ -56,4 +56,4 @@ When this is enabled, if a block cannot be found in the stream and it gets gener
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@ -22,4 +22,4 @@ Type | Name | Default
- [String](https://docs.godotengine.org/en/stable/classes/class_string.html)<span id="i_directory"></span> **directory** = ""
Directory under which the data is saved.
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@ -5,4 +5,4 @@ Inherits: [VoxelStream](VoxelStream.md)
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@ -64,4 +64,4 @@ Directory under which the data is saved.
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@ -29,4 +29,4 @@ Return | Signatur
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@ -130,4 +130,4 @@ Note 3: saving is asynchronous and won't block the game. the save may complete o
Converts voxel coordinates into block coordinates.
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@ -5,15 +5,22 @@ Inherits: [Reference](https://docs.godotengine.org/en/stable/classes/class_refer
Helper class to easily access and modify voxels
## Description:
Abstract interface to access and edit voxels. It allows accessing individual voxels, or doing bulk operations such as carving large chunks or copy/paste boxes.
It's not a class to instantiate alone, you may get it from the voxel objects you want to work with.
## Properties:
Type | Name | Default
------ | -------------------------------- | --------
`int` | [channel](#i_channel) | 0
`int` | [eraser_value](#i_eraser_value) | 0
`int` | [mode](#i_mode) | 0
`int` | [value](#i_value) | 0
Type | Name | Default
-------- | -------------------------------- | --------
`int` | [channel](#i_channel) | 0
`int` | [eraser_value](#i_eraser_value) | 0
`int` | [mode](#i_mode) | 0
`float` | [sdf_scale](#i_sdf_scale) | 0.1
`int` | [value](#i_value) | 0
<p></p>
## Methods:
@ -39,24 +46,31 @@ Return |
enum **Mode**:
- **MODE_ADD** = **0**
- **MODE_REMOVE** = **1**
- **MODE_SET** = **2**
- **MODE_ADD** = **0** --- When editing [enum VoxelBuffer.CHANNEL_SDF], will add matter. Useful for building.
- **MODE_REMOVE** = **1** --- When editing [enum VoxelBuffer.CHANNEL_SDF], will subtract matter. Useful for digging.
- **MODE_SET** = **2** --- Replace voxel values without any blending. Useful for blocky voxels.
## Property Descriptions
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_channel"></span> **channel** = 0
Set which channel will be edited. When used on a terrain node, it will default to the first available channel, based on the stream and generator.
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_eraser_value"></span> **eraser_value** = 0
Sets which value will be used to erase voxels when editing the enum VoxelBuffer.CHANNEL_TYPE channel in enum MODE_REMOVE mode.
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_mode"></span> **mode** = 0
Sets how `do_*` functions will behave. This may vary depending on the channel.
- [float](https://docs.godotengine.org/en/stable/classes/class_float.html)<span id="i_sdf_scale"></span> **sdf_scale** = 0.1
When working with smooth voxels, applies a scale to the signed distance field. A high scale (1 or higher) will tend to produce blocky results, and a low scale (below 1, but not too close to zero) will tend to be smoother.
This is related to the enum VoxelBuffer.Depth configuration on voxels. For 8-bit and 16-bit, there is a limited range of values the Signed Distance Field can take, and by default it is clamped to -1..1, so the gradient can only range across 2 voxels. But when LOD is used, it is better to stretch that range over a longer distance, and this is achieved by scaling SDF values.
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_value"></span> **value** = 0
Sets which voxel value will be used. This is not relevant when editing enum VoxelBuffer.CHANNEL_SDF.
## Method Descriptions
@ -108,4 +122,4 @@ Operate on a rectangular cuboid section of the terrain. `begin` and `end` are in
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@ -5,4 +5,4 @@ Inherits: [VoxelTool](VoxelTool.md)
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@ -19,4 +19,4 @@ Return | Signature
Picks random voxels within the specified area and executes a function on them. This only works for terrains using [VoxelMesherBlocky](VoxelMesherBlocky.md). Only voxels where member Voxel.random_tickable is `true` will be picked.
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@ -32,4 +32,4 @@ If set to `true`, the engine will generate meshes around this viewer. This may b
- [int](https://docs.godotengine.org/en/stable/classes/class_int.html)<span id="i_view_distance"></span> **view_distance** = 128
How far should voxels generate around this viewer.
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@ -19,4 +19,4 @@ Return | Signatur
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@ -22,7 +22,7 @@ import glob
import os
from pathlib import Path
SOURCES = "docs"
SOURCES = "source"
def update_classes_xml(custom_godot_path, godot_repo_root, verbose=False):