Enumerationmigueldeicaza.swiftgodot 0.45.0SwiftGodot
DrawFlags
SpriteBase3D.swift:13enum DrawFlags
Cases
case transparent
If set, the texture’s transparency and the opacity are used to make those parts of the sprite invisible.
case shaded
If set, lights in the environment affect the sprite.
case doubleSided
If set, texture can be seen from the back as well. If not, the texture is invisible when looking at it from behind.
case disableDepthTest
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.
case fixedSize
Label is scaled by depth so that it always appears the same size on screen.
case max
Represents the size of the
DrawFlags
enum.
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Types
Type members
Instance members
var alphaAntialiasingEdge: Double
Threshold at which antialiasing will be applied on the alpha channel.
var alphaAntialiasingMode: BaseMaterial3D.AlphaAntiAliasing
The type of alpha antialiasing to apply. See
BaseMaterial3D.AlphaAntiAliasing
.var alphaCut: SpriteBase3D.AlphaCutMode
The alpha cutting mode to use for the sprite. See
AlphaCutMode
for possible values.var alphaHashScale: Double
The hashing scale for Alpha Hash. Recommended values between
0
and2
.var alphaScissorThreshold: Double
Threshold at which the alpha scissor will discard values.
var axis: Vector3.Axis
The direction in which the front of the texture faces.
var billboard: BaseMaterial3D.BillboardMode
The billboard mode to use for the sprite. See
BaseMaterial3D.BillboardMode
for possible values.var centered: Bool
If
true
, texture will be centered.var doubleSided: Bool
If
true
, texture can be seen from the back as well, iffalse
, it is invisible when looking at it from behind.var fixedSize: Bool
If
true
, the label is rendered at the same size regardless of distance.var flipH: Bool
If
true
, texture is flipped horizontally.var flipV: Bool
If
true
, texture is flipped vertically.var modulate: Color
A color value used to multiply the texture’s colors. Can be used for mood-coloring or to simulate the color of light.
var noDepthTest: Bool
If
true
, depth testing is disabled and the object will be drawn in render order.var offset: Vector2
The texture’s drawing offset.
var pixelSize: Double
The size of one pixel’s width on the sprite to scale it in 3D.
var renderPriority: Int32
Sets the render priority for the sprite. Higher priority objects will be sorted in front of lower priority objects.
var shaded: Bool
If
true
, theLight3D
in theEnvironment
has effects on the sprite.var textureFilter: BaseMaterial3D.TextureFilter
Filter flags for the texture. See
BaseMaterial3D.TextureFilter
for options.var transparent: Bool
If
true
, the texture’s transparency and the opacity are used to make those parts of the sprite invisible.func generateTriangleMesh(
) -> TriangleMesh? Returns a
TriangleMesh
with the sprite’s vertices following its current configuration (such as itsaxis
andpixelSize
).func getItemRect(
) -> Rect2 Returns the rectangle representing this sprite.
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Conformances
protocol CaseIterable
A type that provides a collection of all of its values.
protocol CustomDebugStringConvertible
A type with a customized textual representation suitable for debugging purposes.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol RawRepresentable<RawValue>
A type that can be converted to and from an associated raw value.
Type members
Instance members
var debugDescription: String
A textual representation of this instance, suitable for debugging
Type features
static func != (lhs: Self, rhs: Self
) -> Bool Returns a Boolean value indicating whether two values are not equal.