SpriteBase3D¶
Inherits: GeometryInstance < VisualInstance < CullInstance < Spatial < Node < Object
Inherited By: AnimatedSprite3D, Sprite3D
2D sprite node in 3D environment.
Description¶
A node that displays 2D texture information in a 3D environment.
Properties¶
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Vector3.Axis |
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Methods¶
generate_triangle_mesh ( ) const |
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get_draw_flag ( DrawFlags flag ) const |
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get_item_rect ( ) const |
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void |
set_draw_flag ( DrawFlags flag, bool enabled ) |
Enumerations¶
enum DrawFlags:
FLAG_TRANSPARENT = 0 --- If set, the texture's transparency and the opacity are used to make those parts of the sprite invisible.
FLAG_SHADED = 1 --- If set, lights in the environment affect the sprite.
FLAG_DOUBLE_SIDED = 2 --- If set, texture can be seen from the back as well, if not, it is invisible when looking at it from behind.
FLAG_DISABLE_DEPTH_TEST = 3 --- Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.
FLAG_FIXED_SIZE = 4 --- Sprite is scaled by depth so that it always appears the same size on screen.
FLAG_MAX = 5 --- Represents the size of the DrawFlags enum.
enum AlphaCutMode:
ALPHA_CUT_DISABLED = 0
ALPHA_CUT_DISCARD = 1
ALPHA_CUT_OPAQUE_PREPASS = 2
Property Descriptions¶
AlphaCutMode alpha_cut
Default |
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Setter |
set_alpha_cut_mode(value) |
Getter |
get_alpha_cut_mode() |
Vector3.Axis axis
Default |
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Setter |
set_axis(value) |
Getter |
get_axis() |
The direction in which the front of the texture faces.
BillboardMode billboard
Default |
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Setter |
set_billboard_mode(value) |
Getter |
get_billboard_mode() |
bool centered
Default |
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Setter |
set_centered(value) |
Getter |
is_centered() |
If true
, texture will be centered.
bool double_sided
Default |
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Setter |
set_draw_flag(value) |
Getter |
get_draw_flag() |
If true
, texture can be seen from the back as well, if false
, it is invisible when looking at it from behind.
bool fixed_size
Default |
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Setter |
set_draw_flag(value) |
Getter |
get_draw_flag() |
If true
, the label is rendered at the same size regardless of distance.
bool flip_h
Default |
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Setter |
set_flip_h(value) |
Getter |
is_flipped_h() |
If true
, texture is flipped horizontally.
bool flip_v
Default |
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Setter |
set_flip_v(value) |
Getter |
is_flipped_v() |
If true
, texture is flipped vertically.
Color modulate
Default |
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Setter |
set_modulate(value) |
Getter |
get_modulate() |
A color value used to multiply the texture's colors. Can be used for mood-coloring or to simulate the color of light.
Note: If a GeometryInstance.material_override is defined on the SpriteBase3D
, the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in modulate will be ignored. For a SpatialMaterial, SpatialMaterial.vertex_color_use_as_albedo must be true
. For a ShaderMaterial, ALBEDO *= COLOR.rgb;
must be inserted in the shader's fragment()
function.
bool no_depth_test
Default |
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Setter |
set_draw_flag(value) |
Getter |
get_draw_flag() |
If true
, depth testing is disabled and the object will be drawn in render order.
Vector2 offset
Default |
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Setter |
set_offset(value) |
Getter |
get_offset() |
The texture's drawing offset.
float opacity
Default |
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Setter |
set_opacity(value) |
Getter |
get_opacity() |
The texture's visibility on a scale from 0
(fully invisible) to 1
(fully visible). opacity is a multiplier for the modulate color's alpha channel.
Note: If a GeometryInstance.material_override is defined on the SpriteBase3D
, the material override must be configured to take vertex colors into account for albedo. Otherwise, the opacity defined in opacity will be ignored. For a SpatialMaterial, SpatialMaterial.vertex_color_use_as_albedo must be true
. For a ShaderMaterial, ALPHA *= COLOR.a;
must be inserted in the shader's fragment()
function.
float pixel_size
Default |
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Setter |
set_pixel_size(value) |
Getter |
get_pixel_size() |
The size of one pixel's width on the sprite to scale it in 3D.
int render_priority
Default |
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Setter |
set_render_priority(value) |
Getter |
get_render_priority() |
Sets the render priority for the sprite. Higher priority objects will be sorted in front of lower priority objects.
Note: This only applies if alpha_cut is set to ALPHA_CUT_DISABLED (default value).
Note: This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
bool shaded
Default |
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Setter |
set_draw_flag(value) |
Getter |
get_draw_flag() |
If true
, the Light in the Environment has effects on the sprite.
bool transparent
Default |
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Setter |
set_draw_flag(value) |
Getter |
get_draw_flag() |
If true
, the texture's transparency and the opacity are used to make those parts of the sprite invisible.
Method Descriptions¶
TriangleMesh generate_triangle_mesh ( ) const
Returns the value of the specified flag.
Rect2 get_item_rect ( ) const
Returns the rectangle representing this sprite.
If true
, the specified flag will be enabled.