virtualx-engine/doc/classes/SpriteBase3D.xml
Rémi Verschelde d516aab8fa doc: Sync with current source
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).
2018-01-25 08:50:56 +01:00

78 lines
3.7 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="SpriteBase3D" inherits="GeometryInstance" category="Core" version="3.0-stable">
<brief_description>
2D Sprite node in 3D environment.
</brief_description>
<description>
A node that displays 2D texture information in a 3D environment.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_item_rect" qualifiers="const">
<return type="Rect2">
</return>
<description>
</description>
</method>
</methods>
<members>
<member name="alpha_cut" type="int" setter="set_alpha_cut_mode" getter="get_alpha_cut_mode" enum="SpriteBase3D.AlphaCutMode">
</member>
<member name="axis" type="int" setter="set_axis" getter="get_axis" enum="Vector3.Axis">
The direction in which the front of the texture faces.
</member>
<member name="centered" type="bool" setter="set_centered" getter="is_centered">
If [code]true[/code] texture will be centered. Default value: [code]true[/code].
</member>
<member name="double_sided" type="bool" setter="set_draw_flag" getter="get_draw_flag">
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].
</member>
<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h">
If [code]true[/code] texture is flipped horizontally. Default value: [code]false[/code].
</member>
<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v">
If [code]true[/code] texture is flipped vertically. Default value: [code]false[/code].
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate">
A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light.
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset">
The texture's drawing offset.
</member>
<member name="opacity" type="float" setter="set_opacity" getter="get_opacity">
The objects visibility on a scale from [code]0[/code] fully invisible to [code]1[/code] fully visible.
</member>
<member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size">
The size of one pixel's width on the Sprite to scale it in 3D.
</member>
<member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag">
If [code]true[/code] the [Light] in the [Environment] has effects on the Sprite. Default value: [code]false[/code].
</member>
<member name="transparent" type="bool" setter="set_draw_flag" getter="get_draw_flag">
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].
</member>
</members>
<constants>
<constant name="FLAG_TRANSPARENT" value="0" enum="DrawFlags">
If set, the texture's transparency and the opacity are used to make those parts of the Sprite invisible.
</constant>
<constant name="FLAG_SHADED" value="1" enum="DrawFlags">
If set, the Light in the Environment has effects on 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.
</constant>
<constant name="FLAG_MAX" value="3" enum="DrawFlags">
Used internally to mark the end of the Flags section.
</constant>
<constant name="ALPHA_CUT_DISABLED" value="0" enum="AlphaCutMode">
</constant>
<constant name="ALPHA_CUT_DISCARD" value="1" enum="AlphaCutMode">
</constant>
<constant name="ALPHA_CUT_OPAQUE_PREPASS" value="2" enum="AlphaCutMode">
</constant>
</constants>
</class>