Table of Contents

Class Stairs

Inheritance
Node3D
Object
Stairs

Properties

num_step

Number of steps to include

var num_step : int = 10

Property Value

int

Remarks

  • void @num_step_setter(int value)
  • int @num_step_getter

step_height

Height of each step

var step_height : float = 0.2

Property Value

float

Remarks

  • void @step_height_setter(float value)
  • float @step_height_getter

step_depth

Depth of each step

var step_depth : float = 0.35

Property Value

float

Remarks

  • void @step_depth_setter(float value)
  • float @step_depth_getter

step_width

Width of each step

var step_width : float = 1.0

Property Value

float

Remarks

  • void @step_width_setter(float value)
  • float @step_width_getter

include_side_faces

Include sides for each step

var include_side_faces : bool = true

Property Value

bool

Remarks

  • void @include_side_faces_setter(bool value)
  • bool @include_side_faces_getter

include_back_face

Include square for back of staircase

var include_back_face : bool = true

Property Value

bool

Remarks

  • void @include_back_face_setter(bool value)
  • bool @include_back_face_getter

include_bottom_face

Include bottom face for staircase

var include_bottom_face : bool = false

Property Value

bool

Remarks

  • void @include_bottom_face_setter(bool value)
  • bool @include_bottom_face_getter

save_mesh

Should the mesh be saved to the scene. Enabling this option saves the mesh data to the .tscn file. This will speed up loading times and allow for the mesh to be loaded instantly with the scene and not need to be re-generated every time this object is created. However, this mesh data can be qutie large and make the scene file much larger than expected. Enabled by default to allow for fast loading

var save_mesh : bool = true

Property Value

bool

Remarks

  • void @save_mesh_setter(bool value)
  • bool @save_mesh_getter

texture

Texture for stairs

var texture : Texture2D

Property Value

Texture2D

Remarks

  • void @texture_setter(Texture2D value)
  • Texture2D @texture_getter

_update_on_set

Debug value to control whether the mesh is updated time a value is set.

var _update_on_set : Variant = true

Property Value

Variant

Methods

force_update_mesh

void force_update_mesh

_ready

Upon object entering the scene, build the mesh.

void _ready

_build_on_set(Variant, Variant)

Check if property has changed and update if configured.

void _build_on_set(Variant previous, Variant new)

Parameters

previous Variant
new Variant

_add_square(PackedVector3Array, Vector3, Vector3, Vector3, Vector3)

Helper method to add a square to a set of PackedVector3Array as two triangles.

void _add_square(PackedVector3Array vertices, Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4)

Parameters

vertices PackedVector3Array
v1 Vector3
v2 Vector3
v3 Vector3
v4 Vector3

_add_square_uv(PackedVector2Array, Vector2, Vector2, Vector2, Vector2, Vector2)

Helper method to add a square to a UV map as two triangles.

void _add_square_uv(PackedVector2Array uvs, Vector2 v1, Vector2 v2, Vector2 v3, Vector2 v4, Vector2 uv_offset)

Parameters

uvs PackedVector2Array
v1 Vector2
v2 Vector2
v3 Vector2
v4 Vector2
uv_offset Vector2

_build_mesh

Create mesh if node is ready, cancel otherwise.

void _build_mesh