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/Godot 3.2

SpriteBase3D

Inherits: GeometryInstance < VisualInstance < 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

AlphaCutMode alpha_cut 0
Vector3.Axis axis 2
BillboardMode billboard 0
bool centered true
bool double_sided true
bool flip_h false
bool flip_v false
Color modulate Color( 1, 1, 1, 1 )
Vector2 offset Vector2( 0, 0 )
float opacity 1.0
float pixel_size 0.01
bool shaded false
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, it is invisible when looking at it from behind.
  • FLAG_MAX = 3 --- 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 0
Setter set_alpha_cut_mode(value)
Getter get_alpha_cut_mode()

Vector3.Axis axis

Default 2
Setter set_axis(value)
Getter get_axis()

The direction in which the front of the texture faces.

BillboardMode billboard

Default 0
Setter set_billboard_mode(value)
Getter get_billboard_mode()

bool centered

Default true
Setter set_centered(value)
Getter is_centered()

If true, texture will be centered.

bool double_sided

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.

bool flip_h

Default false
Setter set_flip_h(value)
Getter is_flipped_h()

If true, texture is flipped horizontally.

bool flip_v

Default false
Setter set_flip_v(value)
Getter is_flipped_v()

If true, texture is flipped vertically.

Color modulate

Default Color( 1, 1, 1, 1 )
Setter set_modulate(value)
Getter get_modulate()

A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light.

Vector2 offset

Default Vector2( 0, 0 )
Setter set_offset(value)
Getter get_offset()

The texture's drawing offset.

float opacity

Default 1.0
Setter set_opacity(value)
Getter get_opacity()

The objects visibility on a scale from 0 fully invisible to 1 fully visible.

float pixel_size

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.

bool shaded

Default false
Setter set_draw_flag(value)
Getter get_draw_flag()

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

bool transparent

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

TriangleMesh generate_triangle_mesh ( ) const

bool get_draw_flag ( DrawFlags flag ) const

Returns the value of the specified flag.

Rect2 get_item_rect ( ) const

Returns the rectangle representing this sprite.

void set_draw_flag ( DrawFlags flag, bool enabled )

If true, the specified flag will be enabled.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_spritebase3d.html