godot/scene/3d/sprite_3d.cpp

/**************************************************************************/
/*  sprite_3d.cpp                                                         */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "sprite_3d.h"

#include "scene/resources/atlas_texture.h"

Color SpriteBase3D::_get_color_accum() {}

void SpriteBase3D::_propagate_color_changed() {}

void SpriteBase3D::_notification(int p_what) {}

void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect, Rect2 p_src_rect) {}

void SpriteBase3D::set_centered(bool p_center) {}

bool SpriteBase3D::is_centered() const {}

void SpriteBase3D::set_offset(const Point2 &p_offset) {}

Point2 SpriteBase3D::get_offset() const {}

void SpriteBase3D::set_flip_h(bool p_flip) {}

bool SpriteBase3D::is_flipped_h() const {}

void SpriteBase3D::set_flip_v(bool p_flip) {}

bool SpriteBase3D::is_flipped_v() const {}

void SpriteBase3D::set_modulate(const Color &p_color) {}

Color SpriteBase3D::get_modulate() const {}

void SpriteBase3D::set_render_priority(int p_priority) {}

int SpriteBase3D::get_render_priority() const {}

void SpriteBase3D::set_pixel_size(real_t p_amount) {}

real_t SpriteBase3D::get_pixel_size() const {}

void SpriteBase3D::set_axis(Vector3::Axis p_axis) {}

Vector3::Axis SpriteBase3D::get_axis() const {}

void SpriteBase3D::_im_update() {}

void SpriteBase3D::_queue_redraw() {}

AABB SpriteBase3D::get_aabb() const {}

Ref<TriangleMesh> SpriteBase3D::generate_triangle_mesh() const {}

void SpriteBase3D::set_draw_flag(DrawFlags p_flag, bool p_enable) {}

bool SpriteBase3D::get_draw_flag(DrawFlags p_flag) const {}

void SpriteBase3D::set_alpha_cut_mode(AlphaCutMode p_mode) {}

SpriteBase3D::AlphaCutMode SpriteBase3D::get_alpha_cut_mode() const {}

void SpriteBase3D::set_alpha_hash_scale(float p_hash_scale) {}

float SpriteBase3D::get_alpha_hash_scale() const {}

void SpriteBase3D::set_alpha_scissor_threshold(float p_threshold) {}

float SpriteBase3D::get_alpha_scissor_threshold() const {}

void SpriteBase3D::set_alpha_antialiasing(BaseMaterial3D::AlphaAntiAliasing p_alpha_aa) {}

BaseMaterial3D::AlphaAntiAliasing SpriteBase3D::get_alpha_antialiasing() const {}

void SpriteBase3D::set_alpha_antialiasing_edge(float p_edge) {}

float SpriteBase3D::get_alpha_antialiasing_edge() const {}

void SpriteBase3D::set_billboard_mode(StandardMaterial3D::BillboardMode p_mode) {}

StandardMaterial3D::BillboardMode SpriteBase3D::get_billboard_mode() const {}

void SpriteBase3D::set_texture_filter(StandardMaterial3D::TextureFilter p_filter) {}

StandardMaterial3D::TextureFilter SpriteBase3D::get_texture_filter() const {}

void SpriteBase3D::_bind_methods() {}

SpriteBase3D::SpriteBase3D() {}

SpriteBase3D::~SpriteBase3D() {}

///////////////////////////////////////////

void Sprite3D::_draw() {}

void Sprite3D::set_texture(const Ref<Texture2D> &p_texture) {}

Ref<Texture2D> Sprite3D::get_texture() const {}

void Sprite3D::set_region_enabled(bool p_region) {}

bool Sprite3D::is_region_enabled() const {}

void Sprite3D::set_region_rect(const Rect2 &p_region_rect) {}

Rect2 Sprite3D::get_region_rect() const {}

void Sprite3D::set_frame(int p_frame) {}

int Sprite3D::get_frame() const {}

void Sprite3D::set_frame_coords(const Vector2i &p_coord) {}

Vector2i Sprite3D::get_frame_coords() const {}

void Sprite3D::set_vframes(int p_amount) {}

int Sprite3D::get_vframes() const {}

void Sprite3D::set_hframes(int p_amount) {}

int Sprite3D::get_hframes() const {}

Rect2 Sprite3D::get_item_rect() const {}

void Sprite3D::_validate_property(PropertyInfo &p_property) const {}

void Sprite3D::_bind_methods() {}

Sprite3D::Sprite3D() {}

////////////////////////////////////////

void AnimatedSprite3D::_draw() {}

void AnimatedSprite3D::_validate_property(PropertyInfo &p_property) const {}

void AnimatedSprite3D::_notification(int p_what) {}

void AnimatedSprite3D::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {}

Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const {}

void AnimatedSprite3D::set_frame(int p_frame) {}

int AnimatedSprite3D::get_frame() const {}

void AnimatedSprite3D::set_frame_progress(real_t p_progress) {}

real_t AnimatedSprite3D::get_frame_progress() const {}

void AnimatedSprite3D::set_frame_and_progress(int p_frame, real_t p_progress) {}

void AnimatedSprite3D::set_speed_scale(float p_speed_scale) {}

float AnimatedSprite3D::get_speed_scale() const {}

float AnimatedSprite3D::get_playing_speed() const {}

Rect2 AnimatedSprite3D::get_item_rect() const {}

void AnimatedSprite3D::_res_changed() {}

bool AnimatedSprite3D::is_playing() const {}

void AnimatedSprite3D::set_autoplay(const String &p_name) {}

String AnimatedSprite3D::get_autoplay() const {}

void AnimatedSprite3D::play(const StringName &p_name, float p_custom_scale, bool p_from_end) {}

void AnimatedSprite3D::play_backwards(const StringName &p_name) {}

void AnimatedSprite3D::_stop_internal(bool p_reset) {}

void AnimatedSprite3D::pause() {}

void AnimatedSprite3D::stop() {}

double AnimatedSprite3D::_get_frame_duration() {}

void AnimatedSprite3D::_calc_frame_speed_scale() {}

void AnimatedSprite3D::set_animation(const StringName &p_name) {}

StringName AnimatedSprite3D::get_animation() const {}

PackedStringArray AnimatedSprite3D::get_configuration_warnings() const {}

#ifdef TOOLS_ENABLED
void AnimatedSprite3D::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {}
#endif

#ifndef DISABLE_DEPRECATED
bool AnimatedSprite3D::_set(const StringName &p_name, const Variant &p_value) {}
#endif
void AnimatedSprite3D::_bind_methods() {}

AnimatedSprite3D::AnimatedSprite3D() {}