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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "SpriteBase3D" inherits= "GeometryInstance" version= "3.5" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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2D sprite node in 3D environment.
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</brief_description>
<description >
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A node that displays 2D texture information in a 3D environment.
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</description>
<tutorials >
</tutorials>
<methods >
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<method name= "generate_triangle_mesh" qualifiers= "const" >
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<return type= "TriangleMesh" />
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<description >
</description>
</method>
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<method name= "get_draw_flag" qualifiers= "const" >
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<return type= "bool" />
<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>
</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>
</method>
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<method name= "set_draw_flag" >
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<return type= "void" />
<argument index= "0" name= "flag" type= "int" enum= "SpriteBase3D.DrawFlags" />
<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.
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</description>
</method>
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</methods>
<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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</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= "SpatialMaterial.BillboardMode" default= "0" >
</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 used to [i]multiply[/i] the texture's colors. Can be used for mood-coloring or to simulate the color of light.
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[b]Note:[/b] If a [member GeometryInstance.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 [member modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function.
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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 texture's visibility on a scale from [code]0[/code] (fully invisible) to [code]1[/code] (fully visible). [member opacity] is a multiplier for the [member modulate] color's alpha channel.
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[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the opacity defined in [member opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the shader's [code]fragment()[/code] function.
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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 [Light] 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>
</members>
<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, 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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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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</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>
</constants>
</class>