d516aab8fa
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
79 lines
3.7 KiB
XML
79 lines
3.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SpriteBase3D" inherits="GeometryInstance" category="Core" version="3.0-stable">
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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.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="get_item_rect" qualifiers="const">
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<return type="Rect2">
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</return>
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<description>
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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">
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</member>
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<member name="axis" type="int" setter="set_axis" getter="get_axis" enum="Vector3.Axis">
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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="centered" type="bool" setter="set_centered" getter="is_centered">
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If [code]true[/code] texture will be centered. Default value: [code]true[/code].
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</member>
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<member name="double_sided" type="bool" setter="set_draw_flag" getter="get_draw_flag">
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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. Default value: [code]true[/code].
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</member>
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<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h">
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If [code]true[/code] texture is flipped horizontally. Default value: [code]false[/code].
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</member>
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<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v">
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If [code]true[/code] texture is flipped vertically. Default value: [code]false[/code].
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</member>
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<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate">
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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">
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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">
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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">
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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">
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If [code]true[/code] the [Light] in the [Environment] has effects on the Sprite. Default value: [code]false[/code].
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</member>
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<member name="transparent" type="bool" setter="set_draw_flag" getter="get_draw_flag">
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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. Default value: [code]true[/code].
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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, the Light in the Environment has effects on 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, it 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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Used internally to mark the end of the Flags section.
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</constant>
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<constant name="ALPHA_CUT_DISABLED" value="0" enum="AlphaCutMode">
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</constant>
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<constant name="ALPHA_CUT_DISCARD" value="1" enum="AlphaCutMode">
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</constant>
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<constant name="ALPHA_CUT_OPAQUE_PREPASS" value="2" enum="AlphaCutMode">
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</constant>
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</constants>
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</class>
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