SpriteBase3D

Inherits: GeometryInstance3D < VisualInstance3D < Node3D < Node < Object

Inherited By: AnimatedSprite3D, Sprite3D

2D sprite node in 3D environment.

Description

A node that displays 2D texture information in a 3D environment. See also Sprite3D where many other properties are defined.

Properties

AlphaCutMode

alpha_cut

0

Vector3.Axis

axis

2

BillboardMode

billboard

0

bool

centered

true

bool

double_sided

true

bool

fixed_size

false

bool

flip_h

false

bool

flip_v

false

Color

modulate

Color(1, 1, 1, 1)

bool

no_depth_test

false

Vector2

offset

Vector2(0, 0)

float

pixel_size

0.01

int

render_priority

0

bool

shaded

false

TextureFilter

texture_filter

3

bool

transparent

true

Methods

TriangleMesh

generate_triangle_mesh ( ) const

bool

get_draw_flag ( DrawFlags flag ) const

Rect2

get_item_rect ( ) const

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, the texture 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 --- Label 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 --- This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping.

  • ALPHA_CUT_DISCARD = 1 --- This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa). On the bright side, this mode doesn't suffer from transparency sorting issues when multiple transparent materials are overlapping. This mode is also known as alpha testing or 1-bit transparency.

  • ALPHA_CUT_OPAQUE_PREPASS = 2 --- This mode draws fully opaque pixels in the depth prepass. This is slower than ALPHA_CUT_DISABLED or ALPHA_CUT_DISCARD, but it allows displaying translucent areas and smooth edges while using proper sorting.

Property Descriptions

Default

0

Setter

set_alpha_cut_mode(value)

Getter

get_alpha_cut_mode()

The alpha cutting mode to use for the sprite. See AlphaCutMode for possible values.


  • Vector3.Axis axis

Default

2

Setter

set_axis(value)

Getter

get_axis()

The direction in which the front of the texture faces.


Default

0

Setter

set_billboard_mode(value)

Getter

get_billboard_mode()

The billboard mode to use for the sprite. See BillboardMode for possible values.


Default

true

Setter

set_centered(value)

Getter

is_centered()

If true, texture will be centered.


Default

true

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.


Default

false

Setter

set_draw_flag(value)

Getter

get_draw_flag()

If true, the label is rendered at the same size regardless of distance.


Default

false

Setter

set_flip_h(value)

Getter

is_flipped_h()

If true, texture is flipped horizontally.


Default

false

Setter

set_flip_v(value)

Getter

is_flipped_v()

If true, texture is flipped vertically.


Default

Color(1, 1, 1, 1)

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 GeometryInstance3D.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 BaseMaterial3D, BaseMaterial3D.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

false

Setter

set_draw_flag(value)

Getter

get_draw_flag()

If true, depth testing is disabled and the object will be drawn in render order.


Default

Vector2(0, 0)

Setter

set_offset(value)

Getter

get_offset()

The texture's drawing offset.


Default

0.01

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

0

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.

Node: 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).


Default

false

Setter

set_draw_flag(value)

Getter

get_draw_flag()

If true, the Light3D in the Environment has effects on the sprite.


Default

3

Setter

set_texture_filter(value)

Getter

get_texture_filter()

Filter flags for the texture. See TextureFilter for options.


Default

true

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

Returns a TriangleMesh with the sprite's vertices following its current configuration (such as its axis and pixel_size).


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. See DrawFlags for a list of flags.