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For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
105 lines
5.8 KiB
XML
105 lines
5.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SpriteBase3D" inherits="GeometryInstance3D" version="4.0">
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<brief_description>
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2D sprite node in 3D environment.
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</brief_description>
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<description>
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A node that displays 2D texture information in a 3D environment. See also [Sprite3D] where many other properties are defined.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="generate_triangle_mesh" qualifiers="const">
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<return type="TriangleMesh" />
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<description>
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Returns a [TriangleMesh] with the sprite's vertices following its current configuration (such as its [member axis] and [member pixel_size]).
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</description>
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</method>
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<method name="get_draw_flag" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="flag" type="int" enum="SpriteBase3D.DrawFlags" />
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<description>
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Returns the value of the specified flag.
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</description>
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</method>
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<method name="get_item_rect" qualifiers="const">
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<return type="Rect2" />
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<description>
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Returns the rectangle representing this sprite.
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</description>
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</method>
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<method name="set_draw_flag">
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<return type="void" />
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<argument index="0" name="flag" type="int" enum="SpriteBase3D.DrawFlags" />
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<argument index="1" name="enabled" type="bool" />
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<description>
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If [code]true[/code], the specified flag will be enabled. See [enum SpriteBase3D.DrawFlags] for a list of flags.
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</description>
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</method>
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</methods>
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<members>
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<member name="alpha_cut" type="int" setter="set_alpha_cut_mode" getter="get_alpha_cut_mode" enum="SpriteBase3D.AlphaCutMode" default="0">
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The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for possible values.
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</member>
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<member name="axis" type="int" setter="set_axis" getter="get_axis" enum="Vector3.Axis" default="2">
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The direction in which the front of the texture faces.
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</member>
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<member name="billboard" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0">
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The billboard mode to use for the sprite. See [enum BaseMaterial3D.BillboardMode] for possible values.
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</member>
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<member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
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If [code]true[/code], texture will be centered.
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</member>
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<member name="double_sided" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="true">
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If [code]true[/code], texture can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind.
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</member>
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<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
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If [code]true[/code], texture is flipped horizontally.
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</member>
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<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false">
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If [code]true[/code], texture is flipped vertically.
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</member>
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<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
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A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light.
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</member>
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<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
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The texture's drawing offset.
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</member>
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<member name="opacity" type="float" setter="set_opacity" getter="get_opacity" default="1.0">
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The objects' visibility on a scale from [code]0[/code] fully invisible to [code]1[/code] fully visible.
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</member>
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<member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01">
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The size of one pixel's width on the sprite to scale it in 3D.
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</member>
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<member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
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If [code]true[/code], the [Light3D] in the [Environment] has effects on the sprite.
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</member>
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<member name="transparent" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="true">
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If [code]true[/code], the texture's transparency and the opacity are used to make those parts of the sprite invisible.
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</member>
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</members>
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<constants>
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<constant name="FLAG_TRANSPARENT" value="0" enum="DrawFlags">
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If set, the texture's transparency and the opacity are used to make those parts of the sprite invisible.
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</constant>
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<constant name="FLAG_SHADED" value="1" enum="DrawFlags">
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If set, lights in the environment affect the sprite.
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</constant>
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<constant name="FLAG_DOUBLE_SIDED" value="2" enum="DrawFlags">
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If set, texture can be seen from the back as well. If not, the texture is invisible when looking at it from behind.
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</constant>
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<constant name="FLAG_MAX" value="3" enum="DrawFlags">
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Represents the size of the [enum DrawFlags] enum.
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</constant>
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<constant name="ALPHA_CUT_DISABLED" value="0" enum="AlphaCutMode">
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This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping.
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</constant>
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<constant name="ALPHA_CUT_DISCARD" value="1" enum="AlphaCutMode">
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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 [member 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 [i]alpha testing[/i] or [i]1-bit transparency[/i].
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</constant>
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<constant name="ALPHA_CUT_OPAQUE_PREPASS" value="2" enum="AlphaCutMode">
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This mode draws fully opaque pixels in the depth prepass. This is slower than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows displaying translucent areas and smooth edges while using proper sorting.
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</constant>
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</constants>
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</class>
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