Changed the doc class generation to individual files per class. It is also possible to save module files in module directories and the build system will

recognize them.
This commit is contained in:
Juan Linietsky
2017-09-12 17:42:36 -03:00
parent 175777596e
commit 4f929a0fdf
471 changed files with 63732 additions and 61317 deletions

View File

@@ -0,0 +1,111 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImmediateGeometry" inherits="GeometryInstance" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Node to draw simple geometry from code, ala OpenGL 1.x
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_sphere">
<return type="void">
</return>
<argument index="0" name="lats" type="int">
</argument>
<argument index="1" name="lons" type="int">
</argument>
<argument index="2" name="radius" type="float">
</argument>
<argument index="3" name="add_uv" type="bool" default="true">
</argument>
<description>
Simple helper to draw a uvsphere, with given latitudes, longitude and radius.
</description>
</method>
<method name="add_vertex">
<return type="void">
</return>
<argument index="0" name="pos" type="Vector3">
</argument>
<description>
Add a vertex with the currently set color/uv/etc.
</description>
</method>
<method name="begin">
<return type="void">
</return>
<argument index="0" name="primitive" type="int" enum="Mesh.PrimitiveType">
</argument>
<argument index="1" name="texture" type="Texture" default="null">
</argument>
<description>
Begin drawing (And optionally pass a texture override). When done call end(). For more information on how this works, search for glBegin() glEnd() references.
For the type of primitive, use the [Mesh].PRIMITIVE_* enumerations.
</description>
</method>
<method name="clear">
<return type="void">
</return>
<description>
Clear everything that was drawn using begin/end.
</description>
</method>
<method name="end">
<return type="void">
</return>
<description>
Call this when done adding a batch of geometry, otherwise it can't be displayed.
</description>
</method>
<method name="set_color">
<return type="void">
</return>
<argument index="0" name="color" type="Color">
</argument>
<description>
Set the color that the next vertex will use to be drawn.
</description>
</method>
<method name="set_normal">
<return type="void">
</return>
<argument index="0" name="normal" type="Vector3">
</argument>
<description>
Set the normal that the next vertex will use to be drawn.
</description>
</method>
<method name="set_tangent">
<return type="void">
</return>
<argument index="0" name="tangent" type="Plane">
</argument>
<description>
Set the tangent (and binormal facing) that the next vertex will use to be drawn.
</description>
</method>
<method name="set_uv">
<return type="void">
</return>
<argument index="0" name="uv" type="Vector2">
</argument>
<description>
Set the UV that the next vertex will use to be drawn.
</description>
</method>
<method name="set_uv2">
<return type="void">
</return>
<argument index="0" name="uv" type="Vector2">
</argument>
<description>
Set the second layer of UV that the next vertex will use to be drawn.
</description>
</method>
</methods>
<constants>
</constants>
</class>