Merge pull request #41960 from Calinou/doc-sprite3d

Update and complete the Sprite3D and SpriteBase3D class documentations
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Rémi Verschelde 2020-09-27 08:44:25 +02:00 committed by GitHub
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2D sprite node in a 3D world.
</brief_description>
<description>
A node that displays a 2D texture in a 3D environment. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation.
[b]Note:[/b] There are [url=https://github.com/godotengine/godot/issues/20855]known performance issues[/url] when using [Sprite3D]. Consider using a [MeshInstance3D] with a [QuadMesh] as the mesh instead. You can still have billboarding by enabling billboard properties in the QuadMesh's [StandardMaterial3D].
A node that displays a 2D texture in a 3D environment. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation. See also [SpriteBase3D] where properties such as the billboard mode are defined.
</description>
<tutorials>
</tutorials>

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2D sprite node in 3D environment.
</brief_description>
<description>
A node that displays 2D texture information in a 3D environment.
A node that displays 2D texture information in a 3D environment. See also [Sprite3D] where many other properties are defined.
</description>
<tutorials>
</tutorials>
@ -13,6 +13,7 @@
<return type="TriangleMesh">
</return>
<description>
Returns a [TriangleMesh] with the sprite's vertices following its current configuration (such as its [member axis] and [member pixel_size]).
</description>
</method>
<method name="get_draw_flag" qualifiers="const">
@ -39,17 +40,19 @@
<argument index="1" name="enabled" type="bool">
</argument>
<description>
If [code]true[/code], the specified flag will be enabled.
If [code]true[/code], the specified flag will be enabled. See [enum SpriteBase3D.DrawFlags] for a list of flags.
</description>
</method>
</methods>
<members>
<member name="alpha_cut" type="int" setter="set_alpha_cut_mode" getter="get_alpha_cut_mode" enum="SpriteBase3D.AlphaCutMode" default="0">
The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for possible values.
</member>
<member name="axis" type="int" setter="set_axis" getter="get_axis" enum="Vector3.Axis" default="2">
The direction in which the front of the texture faces.
</member>
<member name="billboard" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0">
The billboard mode to use for the sprite. See [enum BaseMaterial3D.BillboardMode] for possible values.
</member>
<member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
If [code]true[/code], texture will be centered.
@ -90,16 +93,19 @@
If set, lights in the environment affect the sprite.
</constant>
<constant name="FLAG_DOUBLE_SIDED" value="2" enum="DrawFlags">
If set, texture can be seen from the back as well, if not, it is invisible when looking at it from behind.
If set, texture can be seen from the back as well. If not, the texture is invisible when looking at it from behind.
</constant>
<constant name="FLAG_MAX" value="3" enum="DrawFlags">
Represents the size of the [enum DrawFlags] enum.
</constant>
<constant name="ALPHA_CUT_DISABLED" value="0" enum="AlphaCutMode">
This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping.
</constant>
<constant name="ALPHA_CUT_DISCARD" value="1" enum="AlphaCutMode">
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 [member ProjectSettings.rendering/quality/screen_filters/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 [i]alpha testing[/i] or [i]1-bit transparency[/i].
</constant>
<constant name="ALPHA_CUT_OPAQUE_PREPASS" value="2" enum="AlphaCutMode">
This mode draws fully opaque pixels in the depth prepass. This is slower than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows displaying translucent areas and smooth edges while using proper sorting.
</constant>
</constants>
</class>