godot_voxel/doc/classes/VoxelMesherBlocky.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VoxelMesherBlocky" inherits="VoxelMesher" version="3.2">
<brief_description>
Produces a mesh by batching models corresponding to each voxel value, similar to games like Minecraft or StarMade.
</brief_description>
<description>
Occluded faces are removed from the result, and some degree of ambient occlusion can be baked on the edges. Values are expected to be in the [constant VoxelBuffer.CHANNEL_TYPE] channel. Models are defined with a [VoxelLibrary], in which model indices correspond to the voxel values. Models don't have to be cubes.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_library" qualifiers="const">
<return type="VoxelLibrary">
</return>
<description>
</description>
</method>
<method name="get_occlusion_darkness" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_occlusion_enabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="set_library">
<return type="void">
</return>
<argument index="0" name="voxel_library" type="VoxelLibrary">
</argument>
<description>
</description>
</method>
<method name="set_occlusion_darkness">
<return type="void">
</return>
<argument index="0" name="value" type="float">
</argument>
<description>
</description>
</method>
<method name="set_occlusion_enabled">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
</description>
</method>
</methods>
<constants>
</constants>
</class>