godot/doc/classes/ResourceImporterTextureAtlas.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ResourceImporterTextureAtlas" inherits="ResourceImporter" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Imports a collection of textures from a PNG image into an optimized [AtlasTexture] for 2D rendering.
</brief_description>
<description>
This imports a collection of textures from a PNG image into an [AtlasTexture] or 2D [ArrayMesh]. This can be used to save memory when importing 2D animations from spritesheets. Texture atlases are only supported in 2D rendering, not 3D. See also [ResourceImporterTexture] and [ResourceImporterLayeredTexture].
[b]Note:[/b] [ResourceImporterTextureAtlas] does not handle importing [TileSetAtlasSource], which is created using the [TileSet] editor instead.
</description>
<tutorials>
</tutorials>
<members>
<member name="atlas_file" type="String" setter="" getter="" default="&quot;&quot;">
Path to the atlas spritesheet. This [i]must[/i] be set to valid path to a PNG image. Otherwise, the atlas will fail to import.
</member>
<member name="crop_to_region" type="bool" setter="" getter="" default="false">
If [code]true[/code], discards empty areas from the atlas. This only affects final sprite positioning, not storage. See also [member trim_alpha_border_from_region].
[b]Note:[/b] Only effective if [member import_mode] is [b]Region[/b].
</member>
<member name="import_mode" type="int" setter="" getter="" default="0">
[b]Region:[/b] Imports the atlas in an [AtlasTexture] resource, which is rendered as a rectangle. This is fast to render, but transparent areas still have to be rendered if they can't be trimmed effectively by [member trim_alpha_border_from_region]. This can reduce performance when rendering large sprites on screen.
[b]Mesh:[/b] Imports the atlas as an [ArrayMesh] resource, keeping the original bitmap visible (but rendered as a polygon). This can be used to reduce fill rate when rendering large transparent sprites, at the cost of slower rendering if there are little to no transparent areas in the sprite.
</member>
<member name="trim_alpha_border_from_region" type="bool" setter="" getter="" default="true">
If [code]true[/code], trims the region to exclude fully transparent pixels using a clipping rectangle (which is never rotated). This can be used to save memory. See also [member crop_to_region].
[b]Note:[/b] Only effective if [member import_mode] is [b]Region[/b].
</member>
</members>
</class>