Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
TextMesh
繼承: PrimitiveMesh < Mesh < Resource < RefCounted < Object
Generate a PrimitiveMesh from the text.
說明
Generate a PrimitiveMesh from the text.
TextMesh can be generated only when using dynamic fonts with vector glyph contours. Bitmap fonts (including bitmap data in the TrueType/OpenType containers, like color emoji fonts) are not supported.
The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the height for the front face, 40% for the back face, 10% for the outer edges and 10% for the inner edges.
教學
屬性
|
||
|
||
|
||
|
||
|
||
BitField[JustificationFlag] |
|
|
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
屬性說明
AutowrapMode autowrap_mode = 0 🔗
void set_autowrap_mode(value: AutowrapMode)
AutowrapMode get_autowrap_mode()
If set to something other than TextServer.AUTOWRAP_OFF, the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text.
Step (in pixels) used to approximate Bézier curves. Lower values result in smoother curves, but is slower to generate and render. Consider adjusting this according to the font size and the typical viewing distance.
Note: Changing this property will regenerate the mesh, which is a slow operation, especially with large font sizes and long texts.
生成的網格的深度,設為 0.0 時只有正面,此時的 UV 佈局會變為讓正面佔據整張紋理。
用於顯示文字的字形配置。
Font size of the TextMesh's text. This property works in tandem with pixel_size. Higher values will result in a more detailed font, regardless of curve_step and pixel_size. Consider keeping this value below 63 (inclusive) for good performance, and adjust pixel_size as needed to enlarge text.
Note: Changing this property will regenerate the mesh, which is a slow operation, especially with large font sizes and long texts. To change the text's size in real-time efficiently, change the node's Node3D.scale instead.
HorizontalAlignment horizontal_alignment = 1 🔗
void set_horizontal_alignment(value: HorizontalAlignment)
HorizontalAlignment get_horizontal_alignment()
Controls the text's horizontal alignment. Supports left, center, right, and fill (also known as justify).
BitField[JustificationFlag] justification_flags = 163 🔗
void set_justification_flags(value: BitField[JustificationFlag])
BitField[JustificationFlag] get_justification_flags()
Line fill alignment rules.
Language code used for line-breaking and text shaping algorithms. If left empty, the current locale is used instead.
Additional vertical spacing between lines (in pixels), spacing is added to line descent. This value can be negative.
Vector2 offset = Vector2(0, 0) 🔗
The text drawing offset (in pixels).
Note: Changing this property will regenerate the mesh, which is a slow operation. To change the text's position in real-time efficiently, change the node's Node3D.position instead.
The size of one pixel's width on the text to scale it in 3D. This property works in tandem with font_size.
Note: Changing this property will regenerate the mesh, which is a slow operation, especially with large font sizes and long texts. To change the text's size in real-time efficiently, change the node's Node3D.scale instead.
StructuredTextParser structured_text_bidi_override = 0 🔗
void set_structured_text_bidi_override(value: StructuredTextParser)
StructuredTextParser get_structured_text_bidi_override()
為結構化文字設定 BiDi 演算法覆蓋。
Array structured_text_bidi_override_options = [] 🔗
void set_structured_text_bidi_override_options(value: Array)
Array get_structured_text_bidi_override_options()
設定 BiDi 覆蓋的附加選項。
The text to generate mesh from.
Note: Due to being a Resource, it doesn't follow the rules of Node.auto_translate_mode. If disabling translation is desired, it should be done manually with Object.set_message_translation().
Direction text_direction = 0 🔗
基礎文字書寫方向。
如果為 true,所有文字都將顯示為大寫。
VerticalAlignment vertical_alignment = 1 🔗
void set_vertical_alignment(value: VerticalAlignment)
VerticalAlignment get_vertical_alignment()
Controls the text's vertical alignment. Supports top, center, and bottom.
文字寬度(單位為圖元),用於填充對齊。