SpriteBase3D

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Published: Sep 23, 2025 License: MIT Imports: 33 Imported by: 0

Documentation

Overview

A node that displays 2D texture information in a 3D environment. See also Sprite3D where many other properties are defined.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type AlphaCutMode

type AlphaCutMode int //gd:SpriteBase3D.AlphaCutMode
const (
	// This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping.
	AlphaCutDisabled AlphaCutMode = 0
	// 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.
	//
	// [ProjectSettings]: https://pkg.go.dev/graphics.gd/classdb/ProjectSettings
	AlphaCutDiscard AlphaCutMode = 1
	// This mode draws fully opaque pixels in the depth prepass. This is slower than [AlphaCutDisabled] or [AlphaCutDiscard], but it allows displaying translucent areas and smooth edges while using proper sorting.
	AlphaCutOpaquePrepass AlphaCutMode = 2
	// This mode draws cuts off all values below a spatially-deterministic threshold, the rest will remain opaque.
	AlphaCutHash AlphaCutMode = 3
)

type Any

type Any interface {
	gd.IsClass
	AsSpriteBase3D() Instance
}

type DrawFlags

type DrawFlags int //gd:SpriteBase3D.DrawFlags
const (
	// If set, the texture's transparency and the opacity are used to make those parts of the sprite invisible.
	FlagTransparent DrawFlags = 0
	// If set, lights in the environment affect the sprite.
	FlagShaded DrawFlags = 1
	// If set, texture can be seen from the back as well. If not, the texture is invisible when looking at it from behind.
	FlagDoubleSided DrawFlags = 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.
	FlagDisableDepthTest DrawFlags = 3
	// Label is scaled by depth so that it always appears the same size on screen.
	FlagFixedSize DrawFlags = 4
	// Represents the size of the [DrawFlags] enum.
	FlagMax DrawFlags = 5
)

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsGeometryInstance3D

func (self *Extension[T]) AsGeometryInstance3D() GeometryInstance3D.Instance

func (*Extension[T]) AsNode

func (self *Extension[T]) AsNode() Node.Instance

func (*Extension[T]) AsNode3D

func (self *Extension[T]) AsNode3D() Node3D.Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsSpriteBase3D

func (self *Extension[T]) AsSpriteBase3D() Instance

func (*Extension[T]) AsVisualInstance3D

func (self *Extension[T]) AsVisualInstance3D() VisualInstance3D.Instance

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.SpriteBase3D

Instance of the class with convieniently typed arguments and results.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AlphaAntialiasingEdge

func (self Instance) AlphaAntialiasingEdge() Float.X

Threshold at which antialiasing will be applied on the alpha channel.

func (Instance) AlphaAntialiasingMode

func (self Instance) AlphaAntialiasingMode() BaseMaterial3D.AlphaAntiAliasing

The type of alpha antialiasing to apply.

func (Instance) AlphaCut

func (self Instance) AlphaCut() AlphaCutMode

The alpha cutting mode to use for the sprite.

func (Instance) AlphaHashScale

func (self Instance) AlphaHashScale() Float.X

The hashing scale for Alpha Hash. Recommended values between 0 and 2.

func (Instance) AlphaScissorThreshold

func (self Instance) AlphaScissorThreshold() Float.X

Threshold at which the alpha scissor will discard values.

func (Instance) AsGeometryInstance3D

func (self Instance) AsGeometryInstance3D() GeometryInstance3D.Instance

func (Instance) AsNode

func (self Instance) AsNode() Node.Instance

func (Instance) AsNode3D

func (self Instance) AsNode3D() Node3D.Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsSpriteBase3D

func (self Instance) AsSpriteBase3D() Instance

func (Instance) AsVisualInstance3D

func (self Instance) AsVisualInstance3D() VisualInstance3D.Instance

func (Instance) Axis

func (self Instance) Axis() Vector3.Axis

The direction in which the front of the texture faces.

func (Instance) Billboard

func (self Instance) Billboard() BaseMaterial3D.BillboardMode

The billboard mode to use for the sprite.

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.

func (Instance) Centered

func (self Instance) Centered() bool

If true, texture will be centered.

func (Instance) DoubleSided

func (self Instance) DoubleSided() bool

If true, texture can be seen from the back as well, if false, it is invisible when looking at it from behind.

func (Instance) FixedSize

func (self Instance) FixedSize() bool

If true, the texture is rendered at the same size regardless of distance. The texture's size on screen is the same as if the camera was 1.0 units away from the texture's origin, regardless of the actual distance from the camera. The Camera3D's field of view (or Camera3D.Size when in orthogonal/frustum mode) still affects the size the sprite is drawn at.

func (Instance) FlipH

func (self Instance) FlipH() bool

If true, texture is flipped horizontally.

func (Instance) FlipV

func (self Instance) FlipV() bool

If true, texture is flipped vertically.

func (Instance) GenerateTriangleMesh

func (self Instance) GenerateTriangleMesh() TriangleMesh.Instance

Returns a TriangleMesh with the sprite's vertices following its current configuration (such as its Axis and PixelSize).

func (Instance) GetItemRect

func (self Instance) GetItemRect() Rect2.PositionSize

Returns the rectangle representing this sprite.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) Modulate

func (self Instance) Modulate() Color.RGBA

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.MaterialOverride 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.VertexColorUseAsAlbedo must be true. For a ShaderMaterial, ALBEDO *= COLOR.rgb; must be inserted in the shader's fragment() function.

func (Instance) NoDepthTest

func (self Instance) NoDepthTest() bool

If true, depth testing is disabled and the object will be drawn in render order.

func (Instance) Offset

func (self Instance) Offset() Vector2.XY

The texture's drawing offset.

Note: When you increase Offset.y in Sprite3D, the sprite moves upward in world space (i.e., +Y is up).

func (Instance) PixelSize

func (self Instance) PixelSize() Float.X

The size of one pixel's width on the sprite to scale it in 3D.

func (Instance) RenderPriority

func (self Instance) RenderPriority() int

Sets the render priority for the sprite. Higher priority objects will be sorted in front of lower priority objects.

Note: This only applies if AlphaCut is set to AlphaCutDisabled (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).

func (Instance) SetAlphaAntialiasingEdge

func (self Instance) SetAlphaAntialiasingEdge(value Float.X)

SetAlphaAntialiasingEdge sets the property returned by [GetAlphaAntialiasingEdge].

func (Instance) SetAlphaAntialiasingMode

func (self Instance) SetAlphaAntialiasingMode(value BaseMaterial3D.AlphaAntiAliasing)

SetAlphaAntialiasingMode sets the property returned by [GetAlphaAntialiasing].

func (Instance) SetAlphaCut

func (self Instance) SetAlphaCut(value AlphaCutMode)

SetAlphaCut sets the property returned by [GetAlphaCutMode].

func (Instance) SetAlphaHashScale

func (self Instance) SetAlphaHashScale(value Float.X)

SetAlphaHashScale sets the property returned by [GetAlphaHashScale].

func (Instance) SetAlphaScissorThreshold

func (self Instance) SetAlphaScissorThreshold(value Float.X)

SetAlphaScissorThreshold sets the property returned by [GetAlphaScissorThreshold].

func (Instance) SetAxis

func (self Instance) SetAxis(value Vector3.Axis)

SetAxis sets the property returned by [GetAxis].

func (Instance) SetBillboard

func (self Instance) SetBillboard(value BaseMaterial3D.BillboardMode)

SetBillboard sets the property returned by [GetBillboardMode].

func (Instance) SetCentered

func (self Instance) SetCentered(value bool)

SetCentered sets the property returned by [IsCentered].

func (Instance) SetDoubleSided

func (self Instance) SetDoubleSided(value bool)

SetDoubleSided sets the property returned by [GetDrawFlag].

func (Instance) SetFixedSize

func (self Instance) SetFixedSize(value bool)

SetFixedSize sets the property returned by [GetDrawFlag].

func (Instance) SetFlipH

func (self Instance) SetFlipH(value bool)

SetFlipH sets the property returned by [IsFlippedH].

func (Instance) SetFlipV

func (self Instance) SetFlipV(value bool)

SetFlipV sets the property returned by [IsFlippedV].

func (Instance) SetModulate

func (self Instance) SetModulate(value Color.RGBA)

SetModulate sets the property returned by [GetModulate].

func (Instance) SetNoDepthTest

func (self Instance) SetNoDepthTest(value bool)

SetNoDepthTest sets the property returned by [GetDrawFlag].

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetOffset

func (self Instance) SetOffset(value Vector2.XY)

SetOffset sets the property returned by [GetOffset].

func (Instance) SetPixelSize

func (self Instance) SetPixelSize(value Float.X)

SetPixelSize sets the property returned by [GetPixelSize].

func (Instance) SetRenderPriority

func (self Instance) SetRenderPriority(value int)

SetRenderPriority sets the property returned by [GetRenderPriority].

func (Instance) SetShaded

func (self Instance) SetShaded(value bool)

SetShaded sets the property returned by [GetDrawFlag].

func (Instance) SetTextureFilter

func (self Instance) SetTextureFilter(value BaseMaterial3D.TextureFilter)

SetTextureFilter sets the property returned by [GetTextureFilter].

func (Instance) SetTransparent

func (self Instance) SetTransparent(value bool)

SetTransparent sets the property returned by [GetDrawFlag].

func (Instance) Shaded

func (self Instance) Shaded() bool

If true, the Light3D in the Environment has effects on the sprite.

func (Instance) TextureFilter

func (self Instance) TextureFilter() BaseMaterial3D.TextureFilter

Filter flags for the texture.

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.

func (Instance) Transparent

func (self Instance) Transparent() bool

If true, the texture's transparency and the opacity are used to make those parts of the sprite invisible.

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

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