Label3D¶
Inherits: GeometryInstance < VisualInstance < CullInstance < Spatial < Node < Object
Displays plain text in a 3D world.
Description¶
Label3D displays plain text in a 3D world. It gives you control over the horizontal and vertical alignment.
Properties¶
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Methods¶
generate_triangle_mesh ( ) const |
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get_draw_flag ( DrawFlags flag ) const |
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void |
set_draw_flag ( DrawFlags flag, bool enabled ) |
Enumerations¶
enum DrawFlags:
DrawFlags FLAG_SHADED = 0
If set, lights in the environment affect the label.
DrawFlags FLAG_DOUBLE_SIDED = 1
If set, text can be seen from the back as well. If not, the text is invisible when looking at it from behind.
DrawFlags FLAG_DISABLE_DEPTH_TEST = 2
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 = 3
Label is scaled by depth so that it always appears the same size on screen.
DrawFlags FLAG_MAX = 4
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. This mode is also known as alpha testing or 1-bit transparency.
Note: This mode might have issues with anti-aliased fonts and outlines, try adjusting alpha_scissor_threshold or using SDF font.
Note: When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.
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.
Note: When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.
enum Align:
Align ALIGN_LEFT = 0
Align rows to the left (default).
Align ALIGN_CENTER = 1
Align rows centered.
Align ALIGN_RIGHT = 2
Align rows to the right.
Align ALIGN_FILL = 3
Expand row whitespaces to fit the width.
enum VAlign:
VAlign VALIGN_TOP = 0
Align the whole text to the top.
VAlign VALIGN_CENTER = 1
Align the whole text to the center.
VAlign VALIGN_BOTTOM = 2
Align the whole text to the bottom.
VAlign VALIGN_FILL = 3
Align the whole text by spreading the rows.
Property Descriptions¶
AlphaCutMode alpha_cut = 0
void set_alpha_cut_mode ( AlphaCutMode value )
AlphaCutMode get_alpha_cut_mode ( )
The alpha cutting mode to use for the sprite. See AlphaCutMode for possible values.
float alpha_scissor_threshold = 0.5
Threshold at which the alpha scissor will discard values.
bool autowrap = false
If true
, wraps the text to the width.
BillboardMode billboard = 0
void set_billboard_mode ( BillboardMode value )
BillboardMode get_billboard_mode ( )
The billboard mode to use for the label. See BillboardMode for possible values.
bool double_sided = true
If true
, text can be seen from the back as well, if false
, it is invisible when looking at it from behind.
bool fixed_size = false
If true
, the label is rendered at the same size regardless of distance.
Font font
Font used for the Label3D's text.
Align horizontal_alignment = 1
Controls the text's horizontal alignment. Supports left, center, right. Set it to one of the Align constants.
float line_spacing = 0.0
Vertical space between lines in multiline Label3D.
Color modulate = Color( 1, 1, 1, 1 )
Text Color of the Label3D.
bool no_depth_test = false
If true
, depth testing is disabled and the object will be drawn in render order.
Vector2 offset = Vector2( 0, 0 )
The text drawing offset (in pixels).
Color outline_modulate = Color( 0, 0, 0, 1 )
The tint of Font's outline.
int outline_render_priority = -1
Sets the render priority for the text outline. 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).
float pixel_size = 0.01
The size of one pixel's width on the label to scale it in 3D.
int render_priority = 0
Sets the render priority for the text. 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).
bool shaded = false
If true
, the Light in the Environment has effects on the label.
String text = ""
The text to display on screen.
bool uppercase = false
If true
, all the text displays as UPPERCASE.
VAlign vertical_alignment = 1
Controls the text's vertical alignment. Supports top, center, bottom. Set it to one of the VAlign constants.
float width = 500.0
Text width (in pixels), used for autowrap and fill alignment.
Method Descriptions¶
TriangleMesh generate_triangle_mesh ( ) const
Returns a TriangleMesh with the label's vertices following its current configuration (such as its pixel_size).
bool get_draw_flag ( DrawFlags flag ) const
Returns the value of the specified flag.
void set_draw_flag ( DrawFlags flag, bool enabled )
If true
, the specified flag will be enabled. See DrawFlags for a list of flags.