Label3D
继承: GeometryInstance3D
< VisualInstance3D
< Node3D
< Node
< Object
A node for displaying plain text in 3D space.
描述
A node for displaying plain text in 3D space. By adjusting various properties of this node, you can configure things such as the text's appearance and whether it always faces the camera.
属性
方法
TriangleMesh | generate_triangle_mesh ( ) const1 |
bool | get_draw_flag ( flag: DrawFlags ) const1 |
void | set_draw_flag ( flag: DrawFlags, enabled: bool ) |
枚举
enum DrawFlags:
DrawFlags FLAG_SHADED = 0
If set, lights in the environment affect the label.
DrawFlags FLAG_DOUBLE_SIDED = 1
If set, text can be seen from the back as well. If not, the text is invisible when looking at it from behind.
DrawFlags FLAG_DISABLE_DEPTH_TEST = 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.
DrawFlags FLAG_FIXED_SIZE = 3
Label is scaled by depth so that it always appears the same size on screen.
DrawFlags FLAG_MAX = 4
Represents the size of the DrawFlags enum.
enum AlphaCutMode:
AlphaCutMode ALPHA_CUT_DISABLED = 0
This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping. GeometryInstance3D.cast_shadow
has no effect when this transparency mode is used; the Label3D will never cast shadows.
AlphaCutMode ALPHA_CUT_DISCARD = 1
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
). This mode is also known as alpha testing or 1-bit transparency.
Note: This mode might have issues with anti-aliased fonts and outlines, try adjusting alpha_scissor_threshold
or using MSDF font.
Note: When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.
AlphaCutMode ALPHA_CUT_OPAQUE_PREPASS = 2
This mode draws fully opaque pixels in the depth prepass. This is slower than ALPHA_CUT_DISABLED
or ALPHA_CUT_DISCARD
, but it allows displaying translucent areas and smooth edges while using proper sorting.
Note: When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.
AlphaCutMode ALPHA_CUT_HASH = 3
This mode draws cuts off all values below a spatially-deterministic threshold, the rest will remain opaque.
属性说明
float
alpha_antialiasing_edge = 0.0
Threshold at which antialiasing will be applied on the alpha channel.
AlphaAntiAliasing alpha_antialiasing_mode = 0
void
set_alpha_antialiasing ( value: AlphaAntiAliasing )- AlphaAntiAliasing get_alpha_antialiasing ( )
The type of alpha antialiasing to apply. See AlphaAntiAliasing.
AlphaCutMode alpha_cut = 0
void
set_alpha_cut_mode ( value: AlphaCutMode )- AlphaCutMode get_alpha_cut_mode ( )
The alpha cutting mode to use for the sprite. See AlphaCutMode for possible values.
float
alpha_hash_scale = 1.0
The hashing scale for Alpha Hash. Recommended values between 0
and 2
.
float
alpha_scissor_threshold = 0.5
Threshold at which the alpha scissor will discard values.
AutowrapMode autowrap_mode = 0
void
set_autowrap_mode ( value: AutowrapMode )- AutowrapMode get_autowrap_mode ( )
If set to something other than TextServer.AUTOWRAP_OFF
, the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, see AutowrapMode.
BillboardMode billboard = 0
void
set_billboard_mode ( value: BillboardMode )- BillboardMode get_billboard_mode ( )
The billboard mode to use for the label. See BillboardMode for possible values.
bool
double_sided = true
If true
, text can be seen from the back as well, if false
, it is invisible when looking at it from behind.
bool
fixed_size = false
If true
, the label is rendered at the same size regardless of distance.
Font
font
Font configuration used to display text.
int
font_size = 32
Font size of the Label3D's text. To make the font look more detailed when up close, increase font_size
while decreasing pixel_size
at the same time.
Higher font sizes require more time to render new characters, which can cause stuttering during gameplay.
HorizontalAlignment horizontal_alignment = 1
void
set_horizontal_alignment ( value: HorizontalAlignment )- HorizontalAlignment get_horizontal_alignment ( )
Controls the text's horizontal alignment. Supports left, center, right, and fill, or justify. Set it to one of the HorizontalAlignment constants.
JustificationFlag justification_flags = 163
void
set_justification_flags ( value: JustificationFlag )- JustificationFlag get_justification_flags ( )
Line fill alignment rules. See JustificationFlag for more information.
String
language = ""
Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead.
float
line_spacing = 0.0
Vertical space between lines in multiline Label3D.
Color
modulate = Color(1, 1, 1, 1)
Text Color
of the Label3D.
bool
no_depth_test = false
If true
, depth testing is disabled and the object will be drawn in render order.
Vector2
offset = Vector2(0, 0)
The text drawing offset (in pixels).
Color
outline_modulate = Color(0, 0, 0, 1)
The tint of text outline.
int
outline_render_priority = -1
Sets the render priority for the text outline. Higher priority objects will be sorted in front of lower priority objects.
Note: This only applies if alpha_cut
is set to ALPHA_CUT_DISABLED
(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).
int
outline_size = 12
Text outline size.
float
pixel_size = 0.005
The size of one pixel's width on the label to scale it in 3D. To make the font look more detailed when up close, increase font_size
while decreasing pixel_size
at the same time.
int
render_priority = 0
Sets the render priority for the text. Higher priority objects will be sorted in front of lower priority objects.
Note: This only applies if alpha_cut
is set to ALPHA_CUT_DISABLED
(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).
bool
shaded = false
If true
, the Light3D
in the Environment
has effects on the label.
StructuredTextParser structured_text_bidi_override = 0
void
set_structured_text_bidi_override ( value: StructuredTextParser )- StructuredTextParser get_structured_text_bidi_override ( )
Set BiDi algorithm override for the structured text.
Array
structured_text_bidi_override_options = []
void
set_structured_text_bidi_override_options ( value:Array
)Array
get_structured_text_bidi_override_options ( )
Set additional options for BiDi override.
String
text = ""
The text to display on screen.
Direction text_direction = 0
Base text writing direction.
TextureFilter texture_filter = 3
void
set_texture_filter ( value: TextureFilter )- TextureFilter get_texture_filter ( )
Filter flags for the texture. See TextureFilter for options.
bool
uppercase = false
If true
, all the text displays as UPPERCASE.
VerticalAlignment vertical_alignment = 1
void
set_vertical_alignment ( value: VerticalAlignment )- VerticalAlignment get_vertical_alignment ( )
Controls the text's vertical alignment. Supports top, center, bottom. Set it to one of the VerticalAlignment constants.
float
width = 500.0
Text width (in pixels), used for autowrap and fill alignment.
方法说明
TriangleMesh
generate_triangle_mesh ( ) const1
Returns a TriangleMesh
with the label's vertices following its current configuration (such as its pixel_size
).
bool
get_draw_flag ( flag: DrawFlags ) const1
Returns the value of the specified flag.
void
set_draw_flag ( flag: DrawFlags, enabled: bool
)
If true
, the specified flag will be enabled. See DrawFlags for a list of flags.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。