Documentation
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Overview ¶
The VisualInstance3D is used to connect a resource to a visual representation. All visual 3D nodes inherit from the VisualInstance3D. In general, you should not access the VisualInstance3D properties directly as they are accessed and managed by the nodes that inherit from VisualInstance3D. VisualInstance3D is the node representation of the RenderingServer instance.
Index ¶
- type Advanced
- type Any
- type Extension
- type ID
- type Implementation
- type Instance
- func (self Instance) AsNode() Node.Instance
- func (self Instance) AsNode3D() Node3D.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsVisualInstance3D() Instance
- func (self Instance) GetAabb() AABB.PositionSize
- func (self Instance) GetBase() RID.VisualInstance
- func (self Instance) GetInstance() RID.VisualInstance
- func (self Instance) GetLayerMaskValue(layer_number int) bool
- func (self Instance) ID() ID
- func (self Instance) Layers() int
- func (self Instance) SetBase(base RID.VisualInstance)
- func (self Instance) SetLayerMaskValue(layer_number int, value bool)
- func (self Instance) SetLayers(value int)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetSortingOffset(value Float.X)
- func (self Instance) SetSortingUseAabbCenter(value bool)
- func (self Instance) SortingOffset() Float.X
- func (self Instance) SortingUseAabbCenter() bool
- func (self Instance) Virtual(name string) reflect.Value
- type Interface
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this [Extension]See Interface for methods that can be overridden by T.
func (*Extension[T]) AsVisualInstance3D ¶
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Implementation ¶
type Implementation = implementation
Implementation implements Interface with empty methods.
type Instance ¶
type Instance [1]gdclass.VisualInstance3D
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsVisualInstance3D ¶
func (Instance) GetAabb ¶
func (self Instance) GetAabb() AABB.PositionSize
Returns the AABB.PositionSize (also known as the bounding box) for this VisualInstance3D.
func (Instance) GetBase ¶
func (self Instance) GetBase() RID.VisualInstance
Returns the RID of the resource associated with this VisualInstance3D. For example, if the Node is a MeshInstance3D, this will return the RID of the associated Mesh.
func (Instance) GetInstance ¶
func (self Instance) GetInstance() RID.VisualInstance
Returns the RID of this instance. This RID is the same as the RID returned by RenderingServer.InstanceCreate. This RID is needed if you want to call RenderingServer functions directly on this VisualInstance3D.
func (Instance) GetLayerMaskValue ¶
Returns whether or not the specified layer of the Layers is enabled, given a 'layer_number' between 1 and 20.
func (Instance) Layers ¶
The render layer(s) this VisualInstance3D is drawn on.
This object will only be visible for Camera3Ds whose cull mask includes any of the render layers this VisualInstance3D is set to.
For Light3Ds, this can be used to control which VisualInstance3Ds are affected by a specific light. For GPUParticles3D, this can be used to control which particles are effected by a specific attractor. For Decals, this can be used to control which VisualInstance3Ds are affected by a specific decal.
To adjust Layers more easily using a script, use GetLayerMaskValue and SetLayerMaskValue.
Note: VoxelGI, SDFGI and LightmapGI will always take all layers into account to determine what contributes to global illumination. If this is an issue, set GeometryInstance3D.GiMode to [Geometryinstance3d.GiModeDisabled] for meshes and Light3D.LightBakeMode to [Light3d.BakeDisabled] for lights to exclude them from global illumination.
func (Instance) SetBase ¶
func (self Instance) SetBase(base RID.VisualInstance)
Sets the resource that is instantiated by this VisualInstance3D, which changes how the engine handles the VisualInstance3D under the hood. Equivalent to RenderingServer.InstanceSetBase.
func (Instance) SetLayerMaskValue ¶
Based on 'value', enables or disables the specified layer in the Layers, given a 'layer_number' between 1 and 20.
func (Instance) SetSortingOffset ¶
SetSortingOffset sets the property returned by [GetSortingOffset].
func (Instance) SetSortingUseAabbCenter ¶
SetSortingUseAabbCenter sets the property returned by [IsSortingUseAabbCenter].
func (Instance) SortingOffset ¶
The amount by which the depth of this VisualInstance3D will be adjusted when sorting by depth. Uses the same units as the engine (which are typically meters). Adjusting it to a higher value will make the VisualInstance3D reliably draw on top of other VisualInstance3Ds that are otherwise positioned at the same spot. To ensure it always draws on top of other objects around it (not positioned at the same spot), set the value to be greater than the distance between this VisualInstance3D and the other nearby VisualInstance3Ds.
func (Instance) SortingUseAabbCenter ¶
If true, the object is sorted based on the AABB.PositionSize center. The object will be sorted based on the global position otherwise.
The AABB.PositionSize center based sorting is generally more accurate for 3D models. The position based sorting instead allows to better control the drawing order when working with GPUParticles3D and CPUParticles3D.
type Interface ¶
type Interface interface {
GetAabb() AABB.PositionSize
}