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								<?xml version="1.0" encoding="UTF-8" ?> 
							 
						 
					
						
							
								
									
										
										
										
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								<class  name= "SpriteBase3D"  inherits= "GeometryInstance3D"  version= "4.0" > 
							 
						 
					
						
							
								
									
										
										
										
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									<brief_description > 
							 
						 
					
						
							
								
									
										
										
										
											2019-06-22 01:04:47 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										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. See also [Sprite3D] where many other properties are defined.
							 
						 
					
						
							
								
									
										
										
										
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									</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									<tutorials > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									</tutorials> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									<methods > 
							 
						 
					
						
							
								
									
										
										
										
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										<method  name= "generate_triangle_mesh"  qualifiers= "const" > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											<return  type= "TriangleMesh" > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											</return> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											<description > 
							 
						 
					
						
							
								
									
										
										
										
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												Returns a [TriangleMesh] with the sprite's vertices following its current configuration (such as its [member axis] and [member pixel_size]).
							 
						 
					
						
							
								
									
										
										
										
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											</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										</method> 
							 
						 
					
						
							
								
									
										
										
										
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										<method  name= "get_draw_flag"  qualifiers= "const" > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											<return  type= "bool" > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											</return> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											<argument  index= "0"  name= "flag"  type= "int"  enum= "SpriteBase3D.DrawFlags" > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											</argument> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											<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" > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											<return  type= "Rect2" > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											</return> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											<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" > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											<return  type= "void" > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											</return> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											<argument  index= "0"  name= "flag"  type= "int"  enum= "SpriteBase3D.DrawFlags" > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											</argument> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											<argument  index= "1"  name= "enabled"  type= "bool" > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											</argument> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											<description > 
							 
						 
					
						
							
								
									
										
										
										
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												If [code]true[/code], the specified flag will be enabled. See [enum SpriteBase3D.DrawFlags] for a list of flags.
							 
						 
					
						
							
								
									
										
										
										
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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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											The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for possible values.
							 
						 
					
						
							
								
									
										
										
										
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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= "BaseMaterial3D.BillboardMode"  default= "0" > 
							 
						 
					
						
							
								
									
										
										
										
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											The billboard mode to use for the sprite. See [enum BaseMaterial3D.BillboardMode] for possible values.
							 
						 
					
						
							
								
									
										
										
										
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										</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 that gets multiplied on, could be used for mood-coloring or to simulate the color of light.
							 
						 
					
						
							
								
									
										
										
										
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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 objects' visibility on a scale from [code]0[/code] fully invisible to [code]1[/code] fully visible.
							 
						 
					
						
							
								
									
										
										
										
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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 [Light3D] 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, the texture 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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											This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "ALPHA_CUT_DISCARD"  value= "1"  enum= "AlphaCutMode" > 
							 
						 
					
						
							
								
									
										
										
										
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											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/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 [i]alpha testing[/i] or [i]1-bit transparency[/i].
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "ALPHA_CUT_OPAQUE_PREPASS"  value= "2"  enum= "AlphaCutMode" > 
							 
						 
					
						
							
								
									
										
										
										
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											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.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									</constants> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								</class>