VoxelSpaceSpriteNode(position, texture, transparent_color, fps, frame_count_x, frame_count_y, rotation, scale, opacity, playing, fov_distort, texture_offset, layer)
Simple 3D sprite node that can be animated or static for VoxelSpace rendering. Acts as a billboard that always faces the camera
Parameters:
position [value: Vector3, type: Vector3]
texture [value: TextureResource, type: TextureResource]
transparent_color [value: color, type: Color|int (RGB565)]
fps [value: any, type: float]
frame_count_x [value: any positive integer, type: int]
frame_count_y [value: any positive integer, type: int]
rotation [value: any (radians), type: float]
scale [value: Vector2, type: Vector2]
opacity [value: 0 ~ 1.0, type: float]
playing [value: boolean, type: boolean]
fov_distort [value: boolean (True means the sprite will be scaled by the FOV (TODO: review implementation, not perfect) and False means it will not be distorted, default: True), type: boolean]
texture_offset [value: Vector2 (local offset of the texture at the rendered origin. Sprites render at center/origin by default, use this to shift them), type: Vector2]
layer [value: 0 ~ 127, type: int]
Attributes:
add_child(child) [returns: None]
get_child(index) [returns: Node]
get_child_count() [returns: 0 or positive integer]
mark_destroy() [returns: None]
mark_destroy_all() [returns: None]
mark_destroy_children() [returns: None]
remove_child(child) [returns: None]
tick(self, dt) [returns: None]
position [value: Vector2, type: Vector2]
texture [value: TextureResource, type: TextureResource]
transparent_color [value: color, type: Color|int (RGB565)]
fps [value: any, type: float]
frame_count_x [value: any positive integer, type: int]
frame_count_y [value: any positive integer, type: int]
rotation [value: any (radians), type: float]
scale [value: Vector2, type: Vector2]
opacity [value: 0 ~ 1.0, type: float]
playing [value: boolean, type: boolean]
frame_current_x [value: any positive integer, type: int]
frame_current_y [value: any positive integer, type: int]
fov_distort [value: boolean (True means the sprite will be scaled by the FOV (TODO: review implementation, not perfect) and False means it will not be distorted, default: True), type: boolean]
texture_offset [value: Vector2 (local offset of the texture at the rendered origin. Sprites render at center/origin by default, use this to shift them), type: Vector2]
layer [value: 0 ~ 127, type: int]
Overrides:
tick(self, dt) [returns: None] [value: function, type: function]
file: src/nodes/3D/voxelspace_sprite_node.c
landing