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SpriteBase3D
Inherits: GeometryInstance3D < VisualInstance3D < Node3D < Node < Object
Inherited By: AnimatedSprite3D, Sprite3D
2D sprite node in 3D environment.
Description
A node that displays 2D texture information in a 3D environment. See also Sprite3D where many other properties are defined.
Properties
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Vector3.Axis |
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Methods
generate_triangle_mesh() const |
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get_draw_flag(flag: DrawFlags) const |
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get_item_rect() const |
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void |
set_draw_flag(flag: DrawFlags, enabled: bool) |
Enumerations
enum DrawFlags: 🔗
DrawFlags FLAG_TRANSPARENT = 0
If set, the texture's transparency and the opacity are used to make those parts of the sprite invisible.
DrawFlags FLAG_SHADED = 1
If set, lights in the environment affect the sprite.
DrawFlags FLAG_DOUBLE_SIDED = 2
If set, texture can be seen from the back as well. If not, the texture is invisible when looking at it from behind.
DrawFlags FLAG_DISABLE_DEPTH_TEST = 3
Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.
DrawFlags FLAG_FIXED_SIZE = 4
Label is scaled by depth so that it always appears the same size on screen.
DrawFlags FLAG_MAX = 5
Represents the size of the DrawFlags enum.
enum AlphaCutMode: 🔗
AlphaCutMode ALPHA_CUT_DISABLED = 0
This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping.
AlphaCutMode ALPHA_CUT_DISCARD = 1
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 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 alpha testing or 1-bit transparency.
AlphaCutMode ALPHA_CUT_OPAQUE_PREPASS = 2
This mode draws fully opaque pixels in the depth prepass. This is slower than ALPHA_CUT_DISABLED or ALPHA_CUT_DISCARD, but it allows displaying translucent areas and smooth edges while using proper sorting.
AlphaCutMode ALPHA_CUT_HASH = 3
This mode draws cuts off all values below a spatially-deterministic threshold, the rest will remain opaque.
Property Descriptions
float alpha_antialiasing_edge = 0.0
🔗
Threshold at which antialiasing will be applied on the alpha channel.
AlphaAntiAliasing alpha_antialiasing_mode = 0
🔗
void set_alpha_antialiasing(value: AlphaAntiAliasing)
AlphaAntiAliasing get_alpha_antialiasing()
The type of alpha antialiasing to apply. See AlphaAntiAliasing.
AlphaCutMode alpha_cut = 0
🔗
void set_alpha_cut_mode(value: AlphaCutMode)
AlphaCutMode get_alpha_cut_mode()
The alpha cutting mode to use for the sprite. See AlphaCutMode for possible values.
float alpha_hash_scale = 1.0
🔗
The hashing scale for Alpha Hash. Recommended values between 0
and 2
.
float alpha_scissor_threshold = 0.5
🔗
Threshold at which the alpha scissor will discard values.
Vector3.Axis axis = 2
🔗
void set_axis(value: Vector3.Axis)
Vector3.Axis get_axis()
The direction in which the front of the texture faces.
BillboardMode billboard = 0
🔗
void set_billboard_mode(value: BillboardMode)
BillboardMode get_billboard_mode()
The billboard mode to use for the sprite. See BillboardMode for possible values.
Note: When billboarding is enabled and the material also casts shadows, billboards will face the camera in the scene when rendering shadows. In scenes with multiple cameras, the intended shadow cannot be determined and this will result in undefined behavior. See GitHub Pull Request #72638 for details.
If true
, texture will be centered.
If true
, texture can be seen from the back as well, if false
, it is invisible when looking at it from behind.
If true
, the label is rendered at the same size regardless of distance.
If true
, texture is flipped horizontally.
If true
, texture is flipped vertically.
Color modulate = Color(1, 1, 1, 1)
🔗
A color value used to multiply the texture's colors. Can be used for mood-coloring or to simulate the color of ambient light.
Note: Unlike CanvasItem.modulate for 2D, colors with values above 1.0
(overbright) are not supported.
Note: If a GeometryInstance3D.material_override is defined on the SpriteBase3D, the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in modulate will be ignored. For a BaseMaterial3D, BaseMaterial3D.vertex_color_use_as_albedo must be true
. For a ShaderMaterial, ALBEDO *= COLOR.rgb;
must be inserted in the shader's fragment()
function.
If true
, depth testing is disabled and the object will be drawn in render order.
Vector2 offset = Vector2(0, 0)
🔗
The texture's drawing offset.
The size of one pixel's width on the sprite to scale it in 3D.
Sets the render priority for the sprite. Higher priority objects will be sorted in front of lower priority objects.
Note: This only applies if alpha_cut is set to ALPHA_CUT_DISABLED (default value).
Note: This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
If true
, the Light3D in the Environment has effects on the sprite.
TextureFilter texture_filter = 3
🔗
void set_texture_filter(value: TextureFilter)
TextureFilter get_texture_filter()
Filter flags for the texture. See TextureFilter for options.
Note: Linear filtering may cause artifacts around the edges, which are especially noticeable on opaque textures. To prevent this, use textures with transparent or identical colors around the edges.
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 🔗
Returns a TriangleMesh with the sprite's vertices following its current configuration (such as its axis and pixel_size).
bool get_draw_flag(flag: DrawFlags) const 🔗
Returns the value of the specified flag.
Returns the rectangle representing this sprite.
void set_draw_flag(flag: DrawFlags, enabled: bool) 🔗
If true
, the specified flag will be enabled. See DrawFlags for a list of flags.