@ringozz/godot 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/gen/classes/AESContext.ts +99 -0
- package/gen/classes/AStar2D.ts +222 -0
- package/gen/classes/AStar3D.ts +247 -0
- package/gen/classes/AStarGrid2D.ts +284 -0
- package/gen/classes/AcceptDialog.ts +104 -0
- package/gen/classes/AccessibilityServer.ts +824 -0
- package/gen/classes/AimModifier3D.ts +75 -0
- package/gen/classes/AnimatableBody2D.ts +21 -0
- package/gen/classes/AnimatableBody3D.ts +21 -0
- package/gen/classes/AnimatedSprite2D.ts +160 -0
- package/gen/classes/AnimatedSprite3D.ts +134 -0
- package/gen/classes/AnimatedTexture.ts +74 -0
- package/gen/classes/Animation.ts +596 -0
- package/gen/classes/AnimationLibrary.ts +77 -0
- package/gen/classes/AnimationMixer.ts +450 -0
- package/gen/classes/AnimationNode.ts +159 -0
- package/gen/classes/AnimationNodeAdd2.ts +16 -0
- package/gen/classes/AnimationNodeAdd3.ts +20 -0
- package/gen/classes/AnimationNodeAnimation.ts +84 -0
- package/gen/classes/AnimationNodeBlend2.ts +15 -0
- package/gen/classes/AnimationNodeBlend3.ts +19 -0
- package/gen/classes/AnimationNodeBlendSpace1D.ts +162 -0
- package/gen/classes/AnimationNodeBlendSpace2D.ts +204 -0
- package/gen/classes/AnimationNodeBlendTree.ts +110 -0
- package/gen/classes/AnimationNodeExtension.ts +25 -0
- package/gen/classes/AnimationNodeOneShot.ts +144 -0
- package/gen/classes/AnimationNodeOutput.ts +14 -0
- package/gen/classes/AnimationNodeStateMachine.ts +163 -0
- package/gen/classes/AnimationNodeStateMachinePlayback.ts +111 -0
- package/gen/classes/AnimationNodeStateMachineTransition.ts +120 -0
- package/gen/classes/AnimationNodeSub2.ts +17 -0
- package/gen/classes/AnimationNodeSync.ts +21 -0
- package/gen/classes/AnimationNodeTimeScale.ts +14 -0
- package/gen/classes/AnimationNodeTimeSeek.ts +36 -0
- package/gen/classes/AnimationNodeTransition.ts +92 -0
- package/gen/classes/AnimationPlayer.ts +319 -0
- package/gen/classes/AnimationRootNode.ts +15 -0
- package/gen/classes/AnimationTree.ts +60 -0
- package/gen/classes/Area2D.ts +252 -0
- package/gen/classes/Area3D.ts +305 -0
- package/gen/classes/AreaLight3D.ts +56 -0
- package/gen/classes/ArrayMesh.ts +177 -0
- package/gen/classes/ArrayOccluder3D.ts +35 -0
- package/gen/classes/AspectRatioContainer.ts +78 -0
- package/gen/classes/AtlasTexture.ts +42 -0
- package/gen/classes/AudioBusLayout.ts +14 -0
- package/gen/classes/AudioEffect.ts +16 -0
- package/gen/classes/AudioEffectAmplify.ts +27 -0
- package/gen/classes/AudioEffectBandLimitFilter.ts +15 -0
- package/gen/classes/AudioEffectBandPassFilter.ts +15 -0
- package/gen/classes/AudioEffectCapture.ts +62 -0
- package/gen/classes/AudioEffectChorus.ts +95 -0
- package/gen/classes/AudioEffectCompressor.ts +62 -0
- package/gen/classes/AudioEffectDelay.ts +93 -0
- package/gen/classes/AudioEffectDistortion.ts +75 -0
- package/gen/classes/AudioEffectEQ.ts +30 -0
- package/gen/classes/AudioEffectEQ10.ts +25 -0
- package/gen/classes/AudioEffectEQ21.ts +36 -0
- package/gen/classes/AudioEffectEQ6.ts +21 -0
- package/gen/classes/AudioEffectFilter.ts +68 -0
- package/gen/classes/AudioEffectHardLimiter.ts +34 -0
- package/gen/classes/AudioEffectHighPassFilter.ts +15 -0
- package/gen/classes/AudioEffectHighShelfFilter.ts +15 -0
- package/gen/classes/AudioEffectInstance.ts +14 -0
- package/gen/classes/AudioEffectLimiter.ts +40 -0
- package/gen/classes/AudioEffectLowPassFilter.ts +15 -0
- package/gen/classes/AudioEffectLowShelfFilter.ts +15 -0
- package/gen/classes/AudioEffectNotchFilter.ts +15 -0
- package/gen/classes/AudioEffectPanner.ts +21 -0
- package/gen/classes/AudioEffectPhaser.ts +45 -0
- package/gen/classes/AudioEffectPitchShift.ts +62 -0
- package/gen/classes/AudioEffectRecord.ts +39 -0
- package/gen/classes/AudioEffectReverb.ts +63 -0
- package/gen/classes/AudioEffectSpectrumAnalyzer.ts +57 -0
- package/gen/classes/AudioEffectSpectrumAnalyzerInstance.ts +35 -0
- package/gen/classes/AudioEffectStereoEnhance.ts +32 -0
- package/gen/classes/AudioListener2D.ts +31 -0
- package/gen/classes/AudioListener3D.ts +61 -0
- package/gen/classes/AudioSample.ts +14 -0
- package/gen/classes/AudioSamplePlayback.ts +14 -0
- package/gen/classes/AudioServer.ts +360 -0
- package/gen/classes/AudioStream.ts +53 -0
- package/gen/classes/AudioStreamGenerator.ts +88 -0
- package/gen/classes/AudioStreamGeneratorPlayback.ts +45 -0
- package/gen/classes/AudioStreamInteractive.ts +216 -0
- package/gen/classes/AudioStreamMP3.ts +74 -0
- package/gen/classes/AudioStreamMicrophone.ts +15 -0
- package/gen/classes/AudioStreamOggVorbis.ts +71 -0
- package/gen/classes/AudioStreamPlayback.ts +63 -0
- package/gen/classes/AudioStreamPlaybackInteractive.ts +37 -0
- package/gen/classes/AudioStreamPlaybackOggVorbis.ts +14 -0
- package/gen/classes/AudioStreamPlaybackPlaylist.ts +13 -0
- package/gen/classes/AudioStreamPlaybackPolyphonic.ts +49 -0
- package/gen/classes/AudioStreamPlaybackResampled.ts +19 -0
- package/gen/classes/AudioStreamPlaybackSynchronized.ts +13 -0
- package/gen/classes/AudioStreamPlayer.ts +146 -0
- package/gen/classes/AudioStreamPlayer2D.ts +143 -0
- package/gen/classes/AudioStreamPlayer3D.ts +233 -0
- package/gen/classes/AudioStreamPlaylist.ts +240 -0
- package/gen/classes/AudioStreamPolyphonic.ts +21 -0
- package/gen/classes/AudioStreamRandomizer.ts +99 -0
- package/gen/classes/AudioStreamSynchronized.ts +45 -0
- package/gen/classes/AudioStreamWAV.ts +151 -0
- package/gen/classes/AwaitTweener.ts +20 -0
- package/gen/classes/BackBufferCopy.ts +46 -0
- package/gen/classes/BaseButton.ts +164 -0
- package/gen/classes/BaseMaterial3D.ts +1477 -0
- package/gen/classes/BitMap.ts +94 -0
- package/gen/classes/BlitMaterial.ts +46 -0
- package/gen/classes/Bone2D.ts +71 -0
- package/gen/classes/BoneAttachment3D.ts +57 -0
- package/gen/classes/BoneConstraint3D.ts +122 -0
- package/gen/classes/BoneMap.ts +53 -0
- package/gen/classes/BoneTwistDisperser3D.ts +209 -0
- package/gen/classes/BoxContainer.ts +51 -0
- package/gen/classes/BoxMesh.ts +41 -0
- package/gen/classes/BoxOccluder3D.ts +22 -0
- package/gen/classes/BoxShape3D.ts +22 -0
- package/gen/classes/Button.ts +117 -0
- package/gen/classes/ButtonGroup.ts +39 -0
- package/gen/classes/CCDIK3D.ts +16 -0
- package/gen/classes/CPUParticles2D.ts +590 -0
- package/gen/classes/CPUParticles3D.ts +650 -0
- package/gen/classes/CSGBox3D.ts +29 -0
- package/gen/classes/CSGCombiner3D.ts +15 -0
- package/gen/classes/CSGCylinder3D.ts +52 -0
- package/gen/classes/CSGMesh3D.ts +32 -0
- package/gen/classes/CSGPolygon3D.ts +170 -0
- package/gen/classes/CSGPrimitive3D.ts +20 -0
- package/gen/classes/CSGShape3D.ts +140 -0
- package/gen/classes/CSGSphere3D.ts +46 -0
- package/gen/classes/CSGTorus3D.ts +52 -0
- package/gen/classes/CallbackTweener.ts +29 -0
- package/gen/classes/Camera2D.ts +266 -0
- package/gen/classes/Camera3D.ts +275 -0
- package/gen/classes/CameraAttributes.ts +50 -0
- package/gen/classes/CameraAttributesPhysical.ts +73 -0
- package/gen/classes/CameraAttributesPractical.ts +75 -0
- package/gen/classes/CameraFeed.ts +155 -0
- package/gen/classes/CameraServer.ts +105 -0
- package/gen/classes/CameraTexture.ts +34 -0
- package/gen/classes/CanvasGroup.ts +54 -0
- package/gen/classes/CanvasItem.ts +698 -0
- package/gen/classes/CanvasItemMaterial.ts +97 -0
- package/gen/classes/CanvasLayer.ts +103 -0
- package/gen/classes/CanvasModulate.ts +21 -0
- package/gen/classes/CanvasTexture.ts +60 -0
- package/gen/classes/CapsuleMesh.ts +40 -0
- package/gen/classes/CapsuleShape2D.ts +35 -0
- package/gen/classes/CapsuleShape3D.ts +35 -0
- package/gen/classes/CenterContainer.ts +20 -0
- package/gen/classes/ChainIK3D.ts +102 -0
- package/gen/classes/CharFXTransform.ts +108 -0
- package/gen/classes/CharacterBody2D.ts +252 -0
- package/gen/classes/CharacterBody3D.ts +246 -0
- package/gen/classes/CheckBox.ts +16 -0
- package/gen/classes/CheckButton.ts +15 -0
- package/gen/classes/CircleShape2D.ts +21 -0
- package/gen/classes/ClassDB.ts +197 -0
- package/gen/classes/CodeEdit.ts +619 -0
- package/gen/classes/CodeHighlighter.ts +132 -0
- package/gen/classes/CollisionObject2D.ts +235 -0
- package/gen/classes/CollisionObject3D.ts +199 -0
- package/gen/classes/CollisionPolygon2D.ts +70 -0
- package/gen/classes/CollisionPolygon3D.ts +54 -0
- package/gen/classes/CollisionShape2D.ts +55 -0
- package/gen/classes/CollisionShape3D.ts +53 -0
- package/gen/classes/ColorPalette.ts +21 -0
- package/gen/classes/ColorPicker.ts +197 -0
- package/gen/classes/ColorPickerButton.ts +68 -0
- package/gen/classes/ColorRect.ts +21 -0
- package/gen/classes/Compositor.ts +22 -0
- package/gen/classes/CompositorEffect.ts +134 -0
- package/gen/classes/CompressedCubemap.ts +22 -0
- package/gen/classes/CompressedCubemapArray.ts +22 -0
- package/gen/classes/CompressedTexture2D.ts +27 -0
- package/gen/classes/CompressedTexture2DArray.ts +22 -0
- package/gen/classes/CompressedTexture3D.ts +22 -0
- package/gen/classes/CompressedTextureLayered.ts +19 -0
- package/gen/classes/ConcavePolygonShape2D.ts +25 -0
- package/gen/classes/ConcavePolygonShape3D.ts +28 -0
- package/gen/classes/ConeTwistJoint3D.ts +84 -0
- package/gen/classes/ConfigFile.ts +170 -0
- package/gen/classes/ConfirmationDialog.ts +39 -0
- package/gen/classes/Container.ts +54 -0
- package/gen/classes/Control.ts +1499 -0
- package/gen/classes/ConvertTransformModifier3D.ts +153 -0
- package/gen/classes/ConvexPolygonShape2D.ts +30 -0
- package/gen/classes/ConvexPolygonShape3D.ts +24 -0
- package/gen/classes/CopyTransformModifier3D.ts +220 -0
- package/gen/classes/Crypto.ts +114 -0
- package/gen/classes/CryptoKey.ts +43 -0
- package/gen/classes/Cubemap.ts +47 -0
- package/gen/classes/CubemapArray.ts +30 -0
- package/gen/classes/Curve.ts +183 -0
- package/gen/classes/Curve2D.ts +145 -0
- package/gen/classes/Curve3D.ts +173 -0
- package/gen/classes/CurveTexture.ts +48 -0
- package/gen/classes/CurveXYZTexture.ts +40 -0
- package/gen/classes/CylinderMesh.ts +58 -0
- package/gen/classes/CylinderShape3D.ts +28 -0
- package/gen/classes/DPITexture.ts +73 -0
- package/gen/classes/DTLSServer.ts +93 -0
- package/gen/classes/DampedSpringJoint2D.ts +38 -0
- package/gen/classes/Decal.ts +146 -0
- package/gen/classes/DirAccess.ts +300 -0
- package/gen/classes/DirectionalLight2D.ts +28 -0
- package/gen/classes/DirectionalLight3D.ts +104 -0
- package/gen/classes/DisplayServer.ts +3119 -0
- package/gen/classes/DrawableTexture2D.ts +75 -0
- package/gen/classes/ENetConnection.ts +192 -0
- package/gen/classes/ENetMultiplayerPeer.ts +54 -0
- package/gen/classes/ENetPacketPeer.ts +234 -0
- package/gen/classes/EncodedObjectAsID.ts +21 -0
- package/gen/classes/Engine.ts +322 -0
- package/gen/classes/EngineDebugger.ts +136 -0
- package/gen/classes/EngineProfiler.ts +16 -0
- package/gen/classes/Environment.ts +786 -0
- package/gen/classes/Expression.ts +60 -0
- package/gen/classes/ExternalTexture.ts +35 -0
- package/gen/classes/FABRIK3D.ts +16 -0
- package/gen/classes/FBXDocument.ts +15 -0
- package/gen/classes/FBXState.ts +20 -0
- package/gen/classes/FastNoiseLite.ts +284 -0
- package/gen/classes/FileAccess.ts +596 -0
- package/gen/classes/FileDialog.ts +428 -0
- package/gen/classes/FlowContainer.ts +84 -0
- package/gen/classes/FogMaterial.ts +54 -0
- package/gen/classes/FogVolume.ts +39 -0
- package/gen/classes/FoldableContainer.ts +110 -0
- package/gen/classes/FoldableGroup.ts +38 -0
- package/gen/classes/Font.ts +242 -0
- package/gen/classes/FontFile.ts +514 -0
- package/gen/classes/FontVariation.ts +123 -0
- package/gen/classes/FramebufferCacheRD.ts +21 -0
- package/gen/classes/GDExtension.ts +47 -0
- package/gen/classes/GDExtensionManager.ts +101 -0
- package/gen/classes/GDScript.ts +30 -0
- package/gen/classes/GLTFAccessor.ts +203 -0
- package/gen/classes/GLTFAnimation.ts +33 -0
- package/gen/classes/GLTFBufferView.ts +68 -0
- package/gen/classes/GLTFCamera.ts +66 -0
- package/gen/classes/GLTFDocument.ts +202 -0
- package/gen/classes/GLTFDocumentExtension.ts +26 -0
- package/gen/classes/GLTFDocumentExtensionConvertImporterMesh.ts +11 -0
- package/gen/classes/GLTFLight.ts +80 -0
- package/gen/classes/GLTFMesh.ts +53 -0
- package/gen/classes/GLTFNode.ts +125 -0
- package/gen/classes/GLTFObjectModelProperty.ts +136 -0
- package/gen/classes/GLTFPhysicsBody.ts +89 -0
- package/gen/classes/GLTFPhysicsShape.ts +92 -0
- package/gen/classes/GLTFSkeleton.ts +32 -0
- package/gen/classes/GLTFSkin.ts +44 -0
- package/gen/classes/GLTFSpecGloss.ts +46 -0
- package/gen/classes/GLTFState.ts +250 -0
- package/gen/classes/GLTFTexture.ts +23 -0
- package/gen/classes/GLTFTextureSampler.ts +38 -0
- package/gen/classes/GPUParticles2D.ts +270 -0
- package/gen/classes/GPUParticles3D.ts +339 -0
- package/gen/classes/GPUParticlesAttractor3D.ts +43 -0
- package/gen/classes/GPUParticlesAttractorBox3D.ts +23 -0
- package/gen/classes/GPUParticlesAttractorSphere3D.ts +23 -0
- package/gen/classes/GPUParticlesAttractorVectorField3D.ts +32 -0
- package/gen/classes/GPUParticlesCollision3D.ts +26 -0
- package/gen/classes/GPUParticlesCollisionBox3D.ts +24 -0
- package/gen/classes/GPUParticlesCollisionHeightField3D.ts +109 -0
- package/gen/classes/GPUParticlesCollisionSDF3D.ts +95 -0
- package/gen/classes/GPUParticlesCollisionSphere3D.ts +23 -0
- package/gen/classes/Generic6DOFJoint3D.ts +146 -0
- package/gen/classes/Geometry2D.ts +249 -0
- package/gen/classes/Geometry3D.ts +94 -0
- package/gen/classes/GeometryInstance3D.ts +223 -0
- package/gen/classes/GodotInstance.ts +48 -0
- package/gen/classes/Gradient.ts +125 -0
- package/gen/classes/GradientTexture1D.ts +33 -0
- package/gen/classes/GradientTexture2D.ts +104 -0
- package/gen/classes/GraphEdit.ts +535 -0
- package/gen/classes/GraphElement.ts +101 -0
- package/gen/classes/GraphFrame.ts +66 -0
- package/gen/classes/GraphNode.ts +241 -0
- package/gen/classes/GridContainer.ts +21 -0
- package/gen/classes/GridMap.ts +294 -0
- package/gen/classes/GrooveJoint2D.ts +26 -0
- package/gen/classes/HBoxContainer.ts +14 -0
- package/gen/classes/HFlowContainer.ts +14 -0
- package/gen/classes/HMACContext.ts +54 -0
- package/gen/classes/HScrollBar.ts +14 -0
- package/gen/classes/HSeparator.ts +14 -0
- package/gen/classes/HSlider.ts +14 -0
- package/gen/classes/HSplitContainer.ts +14 -0
- package/gen/classes/HTTPClient.ts +525 -0
- package/gen/classes/HTTPRequest.ts +264 -0
- package/gen/classes/HashingContext.ts +75 -0
- package/gen/classes/HeightMapShape3D.ts +73 -0
- package/gen/classes/HingeJoint3D.ts +90 -0
- package/gen/classes/IKModifier3D.ts +40 -0
- package/gen/classes/IP.ts +132 -0
- package/gen/classes/Image.ts +835 -0
- package/gen/classes/ImageFormatLoader.ts +31 -0
- package/gen/classes/ImageFormatLoaderExtension.ts +30 -0
- package/gen/classes/ImageTexture.ts +73 -0
- package/gen/classes/ImageTexture3D.ts +29 -0
- package/gen/classes/ImageTextureLayered.ts +66 -0
- package/gen/classes/ImmediateMesh.ts +85 -0
- package/gen/classes/ImporterMesh.ts +159 -0
- package/gen/classes/ImporterMeshInstance3D.ts +45 -0
- package/gen/classes/Input.ts +743 -0
- package/gen/classes/InputEvent.ts +112 -0
- package/gen/classes/InputEventAction.ts +40 -0
- package/gen/classes/InputEventFromWindow.ts +19 -0
- package/gen/classes/InputEventGesture.ts +20 -0
- package/gen/classes/InputEventJoypadButton.ts +30 -0
- package/gen/classes/InputEventJoypadMotion.ts +27 -0
- package/gen/classes/InputEventKey.ts +133 -0
- package/gen/classes/InputEventMIDI.ts +108 -0
- package/gen/classes/InputEventMagnifyGesture.ts +21 -0
- package/gen/classes/InputEventMouse.ts +35 -0
- package/gen/classes/InputEventMouseButton.ts +46 -0
- package/gen/classes/InputEventMouseMotion.ts +67 -0
- package/gen/classes/InputEventPanGesture.ts +22 -0
- package/gen/classes/InputEventScreenDrag.ts +71 -0
- package/gen/classes/InputEventScreenTouch.ts +45 -0
- package/gen/classes/InputEventShortcut.ts +21 -0
- package/gen/classes/InputEventWithModifiers.ts +56 -0
- package/gen/classes/InputMap.ts +97 -0
- package/gen/classes/InstancePlaceholder.ts +33 -0
- package/gen/classes/IntervalTweener.ts +15 -0
- package/gen/classes/ItemList.ts +482 -0
- package/gen/classes/IterateIK3D.ts +136 -0
- package/gen/classes/JNISingleton.ts +20 -0
- package/gen/classes/JSON.ts +163 -0
- package/gen/classes/JSONRPC.ts +87 -0
- package/gen/classes/JacobianIK3D.ts +16 -0
- package/gen/classes/JavaClass.ts +37 -0
- package/gen/classes/JavaClassWrapper.ts +94 -0
- package/gen/classes/JavaObject.ts +28 -0
- package/gen/classes/JavaScriptBridge.ts +85 -0
- package/gen/classes/JavaScriptObject.ts +45 -0
- package/gen/classes/Joint2D.ts +44 -0
- package/gen/classes/Joint3D.ts +46 -0
- package/gen/classes/JointLimitation3D.ts +14 -0
- package/gen/classes/JointLimitationCone3D.ts +21 -0
- package/gen/classes/KinematicCollision2D.ts +83 -0
- package/gen/classes/KinematicCollision3D.ts +88 -0
- package/gen/classes/Label.ts +184 -0
- package/gen/classes/Label3D.ts +280 -0
- package/gen/classes/LabelSettings.ts +168 -0
- package/gen/classes/Light2D.ts +150 -0
- package/gen/classes/Light3D.ts +310 -0
- package/gen/classes/LightOccluder2D.ts +33 -0
- package/gen/classes/LightmapGI.ts +291 -0
- package/gen/classes/LightmapGIData.ts +85 -0
- package/gen/classes/LightmapProbe.ts +16 -0
- package/gen/classes/Lightmapper.ts +14 -0
- package/gen/classes/LightmapperRD.ts +15 -0
- package/gen/classes/LimitAngularVelocityModifier3D.ts +91 -0
- package/gen/classes/Line2D.ts +191 -0
- package/gen/classes/LineEdit.ts +663 -0
- package/gen/classes/LinkButton.ts +99 -0
- package/gen/classes/Logger.ts +38 -0
- package/gen/classes/LookAtModifier3D.ts +245 -0
- package/gen/classes/MainLoop.ts +115 -0
- package/gen/classes/MarginContainer.ts +27 -0
- package/gen/classes/Marker2D.ts +20 -0
- package/gen/classes/Marker3D.ts +20 -0
- package/gen/classes/Marshalls.ts +50 -0
- package/gen/classes/Material.ts +53 -0
- package/gen/classes/MenuBar.ts +114 -0
- package/gen/classes/MenuButton.ts +51 -0
- package/gen/classes/Mesh.ts +348 -0
- package/gen/classes/MeshConvexDecompositionSettings.ts +106 -0
- package/gen/classes/MeshDataTool.ts +251 -0
- package/gen/classes/MeshInstance2D.ts +37 -0
- package/gen/classes/MeshInstance3D.ts +122 -0
- package/gen/classes/MeshLibrary.ts +149 -0
- package/gen/classes/MeshTexture.ts +34 -0
- package/gen/classes/MethodTweener.ts +32 -0
- package/gen/classes/MissingNode.ts +39 -0
- package/gen/classes/MissingResource.ts +27 -0
- package/gen/classes/MobileVRInterface.ts +89 -0
- package/gen/classes/ModifierBoneTarget3D.ts +27 -0
- package/gen/classes/MovieWriter.ts +34 -0
- package/gen/classes/MultiMesh.ts +197 -0
- package/gen/classes/MultiMeshInstance2D.ts +36 -0
- package/gen/classes/MultiMeshInstance3D.ts +22 -0
- package/gen/classes/MultiplayerAPI.ts +139 -0
- package/gen/classes/MultiplayerAPIExtension.ts +99 -0
- package/gen/classes/MultiplayerPeer.ts +148 -0
- package/gen/classes/MultiplayerPeerExtension.ts +17 -0
- package/gen/classes/MultiplayerSpawner.ts +75 -0
- package/gen/classes/MultiplayerSynchronizer.ts +119 -0
- package/gen/classes/Mutex.ts +37 -0
- package/gen/classes/NativeMenu.ts +567 -0
- package/gen/classes/NavigationAgent2D.ts +361 -0
- package/gen/classes/NavigationAgent3D.ts +380 -0
- package/gen/classes/NavigationLink2D.ts +107 -0
- package/gen/classes/NavigationLink3D.ts +107 -0
- package/gen/classes/NavigationMesh.ts +283 -0
- package/gen/classes/NavigationMeshGenerator.ts +46 -0
- package/gen/classes/NavigationMeshSourceGeometryData2D.ts +75 -0
- package/gen/classes/NavigationMeshSourceGeometryData3D.ts +76 -0
- package/gen/classes/NavigationObstacle2D.ts +87 -0
- package/gen/classes/NavigationObstacle3D.ts +100 -0
- package/gen/classes/NavigationPathQueryParameters2D.ts +162 -0
- package/gen/classes/NavigationPathQueryParameters3D.ts +162 -0
- package/gen/classes/NavigationPathQueryResult2D.ts +64 -0
- package/gen/classes/NavigationPathQueryResult3D.ts +64 -0
- package/gen/classes/NavigationPolygon.ts +259 -0
- package/gen/classes/NavigationRegion2D.ts +116 -0
- package/gen/classes/NavigationRegion3D.ts +116 -0
- package/gen/classes/NavigationServer2D.ts +799 -0
- package/gen/classes/NavigationServer2DManager.ts +28 -0
- package/gen/classes/NavigationServer3D.ts +888 -0
- package/gen/classes/NavigationServer3DManager.ts +28 -0
- package/gen/classes/NinePatchRect.ts +95 -0
- package/gen/classes/Node.ts +1336 -0
- package/gen/classes/Node2D.ts +150 -0
- package/gen/classes/Node3D.ts +404 -0
- package/gen/classes/Node3DGizmo.ts +14 -0
- package/gen/classes/Noise.ts +67 -0
- package/gen/classes/NoiseTexture2D.ts +104 -0
- package/gen/classes/NoiseTexture3D.ts +84 -0
- package/gen/classes/ORMMaterial3D.ts +14 -0
- package/gen/classes/OS.ts +848 -0
- package/gen/classes/Object.ts +583 -0
- package/gen/classes/Occluder3D.ts +25 -0
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- package/gen/classes/VisualShaderNodeIntParameter.ts +83 -0
- package/gen/classes/VisualShaderNodeIs.ts +38 -0
- package/gen/classes/VisualShaderNodeLinearSceneDepth.ts +14 -0
- package/gen/classes/VisualShaderNodeMix.ts +58 -0
- package/gen/classes/VisualShaderNodeMultiplyAdd.ts +46 -0
- package/gen/classes/VisualShaderNodeOuterProduct.ts +14 -0
- package/gen/classes/VisualShaderNodeOutput.ts +13 -0
- package/gen/classes/VisualShaderNodeParameter.ts +57 -0
- package/gen/classes/VisualShaderNodeParameterRef.ts +23 -0
- package/gen/classes/VisualShaderNodeParticleAccelerator.ts +42 -0
- package/gen/classes/VisualShaderNodeParticleBoxEmitter.ts +14 -0
- package/gen/classes/VisualShaderNodeParticleConeVelocity.ts +14 -0
- package/gen/classes/VisualShaderNodeParticleEmit.ts +46 -0
- package/gen/classes/VisualShaderNodeParticleEmitter.ts +19 -0
- package/gen/classes/VisualShaderNodeParticleMeshEmitter.ts +33 -0
- package/gen/classes/VisualShaderNodeParticleMultiplyByAxisAngle.ts +20 -0
- package/gen/classes/VisualShaderNodeParticleOutput.ts +14 -0
- package/gen/classes/VisualShaderNodeParticleRandomness.ts +46 -0
- package/gen/classes/VisualShaderNodeParticleRingEmitter.ts +14 -0
- package/gen/classes/VisualShaderNodeParticleSphereEmitter.ts +14 -0
- package/gen/classes/VisualShaderNodeProximityFade.ts +14 -0
- package/gen/classes/VisualShaderNodeRandomRange.ts +14 -0
- package/gen/classes/VisualShaderNodeRemap.ts +55 -0
- package/gen/classes/VisualShaderNodeReroute.ts +18 -0
- package/gen/classes/VisualShaderNodeResizableBase.ts +20 -0
- package/gen/classes/VisualShaderNodeRotationByAxis.ts +14 -0
- package/gen/classes/VisualShaderNodeSDFRaymarch.ts +14 -0
- package/gen/classes/VisualShaderNodeSDFToScreenUV.ts +14 -0
- package/gen/classes/VisualShaderNodeSample3D.ts +37 -0
- package/gen/classes/VisualShaderNodeScreenNormalWorldSpace.ts +14 -0
- package/gen/classes/VisualShaderNodeScreenUVToSDF.ts +14 -0
- package/gen/classes/VisualShaderNodeSmoothStep.ts +59 -0
- package/gen/classes/VisualShaderNodeStep.ts +59 -0
- package/gen/classes/VisualShaderNodeSwitch.ts +62 -0
- package/gen/classes/VisualShaderNodeTexture.ts +96 -0
- package/gen/classes/VisualShaderNodeTexture2DArray.ts +21 -0
- package/gen/classes/VisualShaderNodeTexture2DArrayParameter.ts +14 -0
- package/gen/classes/VisualShaderNodeTexture2DParameter.ts +14 -0
- package/gen/classes/VisualShaderNodeTexture3D.ts +21 -0
- package/gen/classes/VisualShaderNodeTexture3DParameter.ts +14 -0
- package/gen/classes/VisualShaderNodeTextureParameter.ts +177 -0
- package/gen/classes/VisualShaderNodeTextureParameterTriplanar.ts +14 -0
- package/gen/classes/VisualShaderNodeTextureSDF.ts +14 -0
- package/gen/classes/VisualShaderNodeTextureSDFNormal.ts +14 -0
- package/gen/classes/VisualShaderNodeTransformCompose.ts +14 -0
- package/gen/classes/VisualShaderNodeTransformConstant.ts +21 -0
- package/gen/classes/VisualShaderNodeTransformDecompose.ts +14 -0
- package/gen/classes/VisualShaderNodeTransformFunc.ts +38 -0
- package/gen/classes/VisualShaderNodeTransformOp.ts +66 -0
- package/gen/classes/VisualShaderNodeTransformParameter.ts +27 -0
- package/gen/classes/VisualShaderNodeTransformVecMult.ts +46 -0
- package/gen/classes/VisualShaderNodeUIntConstant.ts +20 -0
- package/gen/classes/VisualShaderNodeUIntFunc.ts +38 -0
- package/gen/classes/VisualShaderNodeUIntOp.ts +78 -0
- package/gen/classes/VisualShaderNodeUIntParameter.ts +26 -0
- package/gen/classes/VisualShaderNodeUVFunc.ts +38 -0
- package/gen/classes/VisualShaderNodeUVPolarCoord.ts +14 -0
- package/gen/classes/VisualShaderNodeVarying.ts +26 -0
- package/gen/classes/VisualShaderNodeVaryingGetter.ts +14 -0
- package/gen/classes/VisualShaderNodeVaryingSetter.ts +14 -0
- package/gen/classes/VisualShaderNodeVec2Constant.ts +21 -0
- package/gen/classes/VisualShaderNodeVec2Parameter.ts +27 -0
- package/gen/classes/VisualShaderNodeVec3Constant.ts +21 -0
- package/gen/classes/VisualShaderNodeVec3Parameter.ts +27 -0
- package/gen/classes/VisualShaderNodeVec4Constant.ts +24 -0
- package/gen/classes/VisualShaderNodeVec4Parameter.ts +27 -0
- package/gen/classes/VisualShaderNodeVectorBase.ts +41 -0
- package/gen/classes/VisualShaderNodeVectorCompose.ts +14 -0
- package/gen/classes/VisualShaderNodeVectorDecompose.ts +14 -0
- package/gen/classes/VisualShaderNodeVectorDistance.ts +15 -0
- package/gen/classes/VisualShaderNodeVectorFunc.ts +162 -0
- package/gen/classes/VisualShaderNodeVectorLen.ts +14 -0
- package/gen/classes/VisualShaderNodeVectorOp.ts +78 -0
- package/gen/classes/VisualShaderNodeVectorRefract.ts +14 -0
- package/gen/classes/VisualShaderNodeWorldPositionFromDepth.ts +14 -0
- package/gen/classes/VoxelGI.ts +85 -0
- package/gen/classes/VoxelGIData.ts +95 -0
- package/gen/classes/WeakRef.ts +20 -0
- package/gen/classes/WebRTCDataChannel.ts +115 -0
- package/gen/classes/WebRTCDataChannelExtension.ts +14 -0
- package/gen/classes/WebRTCMultiplayerPeer.ts +63 -0
- package/gen/classes/WebRTCPeerConnection.ts +220 -0
- package/gen/classes/WebRTCPeerConnectionExtension.ts +15 -0
- package/gen/classes/WebSocketMultiplayerPeer.ts +81 -0
- package/gen/classes/WebSocketPeer.ts +213 -0
- package/gen/classes/WebXRInterface.ts +317 -0
- package/gen/classes/Window.ts +1127 -0
- package/gen/classes/WorkerThreadPool.ts +100 -0
- package/gen/classes/World2D.ts +36 -0
- package/gen/classes/World3D.ts +56 -0
- package/gen/classes/WorldBoundaryShape2D.ts +28 -0
- package/gen/classes/WorldBoundaryShape3D.ts +22 -0
- package/gen/classes/WorldEnvironment.ts +37 -0
- package/gen/classes/X509Certificate.ts +36 -0
- package/gen/classes/XMLParser.ts +154 -0
- package/gen/classes/XRAnchor3D.ts +27 -0
- package/gen/classes/XRBodyModifier3D.ts +70 -0
- package/gen/classes/XRBodyTracker.ts +444 -0
- package/gen/classes/XRCamera3D.ts +16 -0
- package/gen/classes/XRController3D.ts +79 -0
- package/gen/classes/XRControllerTracker.ts +16 -0
- package/gen/classes/XRFaceModifier3D.ts +29 -0
- package/gen/classes/XRFaceTracker.ts +614 -0
- package/gen/classes/XRHandModifier3D.ts +47 -0
- package/gen/classes/XRHandTracker.ts +246 -0
- package/gen/classes/XRInterface.ts +282 -0
- package/gen/classes/XRInterfaceExtension.ts +33 -0
- package/gen/classes/XRNode3D.ts +67 -0
- package/gen/classes/XROrigin3D.ts +29 -0
- package/gen/classes/XRPose.ts +80 -0
- package/gen/classes/XRPositionalTracker.ts +125 -0
- package/gen/classes/XRServer.ts +226 -0
- package/gen/classes/XRTracker.ts +40 -0
- package/gen/classes/XRVRS.ts +40 -0
- package/gen/classes/ZIPPacker.ts +114 -0
- package/gen/classes/ZIPReader.ts +89 -0
- package/gen/classes/index.ts +957 -0
- package/gen/global-constants.ts +60 -0
- package/gen/global-enums.ts +2284 -0
- package/gen/heap-types/GodotArray.ts +615 -0
- package/gen/heap-types/GodotDictionary.ts +298 -0
- package/gen/heap-types/PackedByteArray.ts +400 -0
- package/gen/heap-types/PackedColorArray.ts +144 -0
- package/gen/heap-types/PackedFloat32Array.ts +151 -0
- package/gen/heap-types/PackedFloat64Array.ts +152 -0
- package/gen/heap-types/PackedInt32Array.ts +144 -0
- package/gen/heap-types/PackedInt64Array.ts +145 -0
- package/gen/heap-types/PackedStringArray.ts +153 -0
- package/gen/heap-types/PackedVector2Array.ts +151 -0
- package/gen/heap-types/PackedVector3Array.ts +151 -0
- package/gen/heap-types/PackedVector4Array.ts +151 -0
- package/gen/heap-types/Signal.ts +180 -0
- package/gen/heap-types/index.ts +24 -0
- package/gen/index.ts +11 -0
- package/gen/utility-functions.ts +1457 -0
- package/gen/value-types/AABB.ts +288 -0
- package/gen/value-types/Basis.ts +283 -0
- package/gen/value-types/Color.ts +282 -0
- package/gen/value-types/Plane.ts +134 -0
- package/gen/value-types/Projection.ts +137 -0
- package/gen/value-types/Quaternion.ts +192 -0
- package/gen/value-types/Rect2.ts +182 -0
- package/gen/value-types/Rect2i.ts +161 -0
- package/gen/value-types/Transform2D.ts +206 -0
- package/gen/value-types/Transform3D.ts +137 -0
- package/gen/value-types/Vector2.ts +365 -0
- package/gen/value-types/Vector2i.ts +201 -0
- package/gen/value-types/Vector3.ts +365 -0
- package/gen/value-types/Vector3i.ts +202 -0
- package/gen/value-types/Vector4.ts +285 -0
- package/gen/value-types/Vector4i.ts +208 -0
- package/gen/value-types/index.ts +19 -0
- package/package.json +33 -0
- package/src/debug.ts +219 -0
- package/src/index.ts +36 -0
- package/src/runtime.ts +69 -0
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// Auto-generated from extension_api.json - DO NOT EDIT
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// Generated by dev/codegen.ts
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import { _C, _R, _G } from '../../src/runtime.ts';
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import { PhysicsBody3D } from './PhysicsBody3D.ts';
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import type { GodotArray, RID, Signal } from '../heap-types/index.ts';
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import type { Basis, Vector3 } from '../value-types/index.ts';
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import type { Node } from './Node.ts';
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import type { Node3D } from './Node3D.ts';
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import type { PhysicsDirectBodyState3D } from './PhysicsDirectBodyState3D.ts';
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import type { PhysicsMaterial } from './PhysicsMaterial.ts';
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/**
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* {@link RigidBody3D} implements full 3D physics. It cannot be controlled directly, instead, you must apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, rotation, react to collisions, and affect other physics bodies in its path.
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* The body's behavior can be adjusted via {@link lockRotation}, {@link freeze}, and {@link freezeMode}. By changing various properties of the object, such as {@link mass}, you can control how the physics simulation acts on it.
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* A rigid body will always maintain its shape and size, even when forces are applied to it. It is useful for objects that can be interacted with in an environment, such as a tree that can be knocked over or a stack of crates that can be pushed around.
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* If you need to directly affect the body, prefer {@link _integrateForces} as it allows you to directly access the physics state.
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* If you need to override the default physics behavior, you can write a custom force integration function. See {@link customIntegrator}.
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* **Note:** Changing the 3D transform or {@link linearVelocity} of a {@link RigidBody3D} very often may lead to some unpredictable behaviors. This also happens when a {@link RigidBody3D} is the descendant of a constantly moving node, like another {@link RigidBody3D}, as that will cause its global transform to be set whenever its ancestor moves.
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*/
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export class RigidBody3D extends PhysicsBody3D {
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constructor(name = 672) { super(name); }
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/**
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* Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the {@link RigidBody3D}.
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*/
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getInverseInertiaTensor(): Basis { return _C(this, 5162) as Basis; }
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/**
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* Returns the number of contacts this body has with other bodies. By default, this returns 0 unless bodies are configured to monitor contacts (see {@link contactMonitor}).
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* **Note:** To retrieve the colliding bodies, use {@link getCollidingBodies}.
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*/
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getContactCount(): number { return _C(this, 4301) as number; }
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/**
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* Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
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*/
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setAxisVelocity(axisVelocity: Vector3): void { _C(this, 10608, axisVelocity); }
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/**
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* Applies a directional impulse without affecting rotation.
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* An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
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* This is equivalent to using {@link applyImpulse} at the body's center of mass.
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*/
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applyCentralImpulse(impulse: Vector3): void { _C(this, 1529, impulse); }
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/**
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* Applies a positioned impulse to the body.
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* An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
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* `position` is the offset from the body origin in global coordinates.
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*/
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applyImpulse(impulse: Vector3, position?: Vector3 /* = Vector3(0, 0, 0) */): void { _C(this, 1533, impulse, position); }
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/**
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* Applies a rotational impulse to the body without affecting the position.
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* An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
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* **Note:** {@link inertia} is required for this to work. To have {@link inertia}, an active {@link CollisionShape3D} must be a child of the node, or you can manually set {@link inertia}.
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*/
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applyTorqueImpulse(impulse: Vector3): void { _C(this, 1537, impulse); }
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/**
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* Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
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* This is equivalent to using {@link applyForce} at the body's center of mass.
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*/
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applyCentralForce(force: Vector3): void { _C(this, 1528, force); }
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/**
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* Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
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* `position` is the offset from the body origin in global coordinates.
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*/
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applyForce(force: Vector3, position?: Vector3 /* = Vector3(0, 0, 0) */): void { _C(this, 1531, force, position); }
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/**
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* Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
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* **Note:** {@link inertia} is required for this to work. To have {@link inertia}, an active {@link CollisionShape3D} must be a child of the node, or you can manually set {@link inertia}.
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*/
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applyTorque(torque: Vector3): void { _C(this, 1536, torque); }
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/**
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* Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with `constant_force = Vector3(0, 0, 0)`.
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* This is equivalent to using {@link addConstantForce} at the body's center of mass.
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*/
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addConstantCentralForce(force: Vector3): void { _C(this, 1202, force); }
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/**
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* Adds a constant positioned force to the body that keeps being applied over time until cleared with `constant_force = Vector3(0, 0, 0)`.
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* `position` is the offset from the body origin in global coordinates.
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*/
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addConstantForce(force: Vector3, position?: Vector3 /* = Vector3(0, 0, 0) */): void { _C(this, 1203, force, position); }
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/**
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* Adds a constant rotational force without affecting position that keeps being applied over time until cleared with `constant_torque = Vector3(0, 0, 0)`.
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*/
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addConstantTorque(torque: Vector3): void { _C(this, 1204, torque); }
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/**
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* Returns a list of the bodies colliding with this one. Requires {@link contactMonitor} to be set to `true` and {@link maxContactsReported} to be set high enough to detect all the collisions.
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* **Note:** The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
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*/
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getCollidingBodies(): GodotArray<Node3D> { return _C(this, 4194) as GodotArray<Node3D>; }
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/**
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* The body's mass.
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*/
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get mass(): number { return _C(this, 5451) as number; }
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set mass(v: number) { _C(this, 11977, v); }
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/**
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* The physics material override for the body.
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* If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
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*/
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get physicsMaterialOverride(): PhysicsMaterial { return _C(this, 5897) as PhysicsMaterial; }
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set physicsMaterialOverride(v: PhysicsMaterial) { _C(this, 12317, v); }
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/**
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* This is multiplied by {@link ProjectSettings.physics/3d/defaultGravity} to produce this body's gravity. For example, a value of `1.0` will apply normal gravity, `2.0` will apply double the gravity, and `0.5` will apply half the gravity to this body.
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*/
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get gravityScale(): number { return _C(this, 4976) as number; }
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set gravityScale(v: number) { _C(this, 11559, v); }
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/**
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* Defines the way the body's center of mass is set.
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*/
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get centerOfMassMode(): CenterOfMassMode { return _C(this, 4128) as CenterOfMassMode; }
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set centerOfMassMode(v: CenterOfMassMode) { _C(this, 10841, v); }
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/**
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* The body's custom center of mass, relative to the body's origin position, when {@link centerOfMassMode} is set to {@link CENTER_OF_MASS_MODE_CUSTOM}. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration.
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* When {@link centerOfMassMode} is set to {@link CENTER_OF_MASS_MODE_AUTO} (default value), the center of mass is automatically determined, but this does not update the value of {@link centerOfMass}.
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*/
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get centerOfMass(): Vector3 { return _C(this, 4126) as Vector3; }
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set centerOfMass(v: Vector3) { _C(this, 10840, v); }
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/**
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* The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body on each axis. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
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* If set to {@link Vector3.ZERO}, inertia is automatically computed (default value).
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* **Note:** This value does not change when inertia is automatically computed. Use {@link PhysicsServer3D} to get the computed inertia.
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*
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*
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* ```gdscript
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*
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* @onready var ball = $Ball
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*
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* func get_ball_inertia():
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* return PhysicsServer3D.body_get_direct_state(ball.get_rid()).inverse_inertia.inverse()
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*
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* ```
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*/
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get inertia(): Vector3 { return _C(this, 5092) as Vector3; }
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set inertia(v: Vector3) { _C(this, 11694, v); }
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/**
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* If `true`, the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the {@link applyImpulse} or {@link applyForce} methods.
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*/
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get sleeping(): boolean { return _C(this, 8319) as boolean; }
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set sleeping(v: boolean) { _C(this, 12778, v); }
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/**
|
|
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|
+
* If `true`, the body can enter sleep mode when there is no movement. See {@link sleeping}.
|
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+
*/
|
|
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|
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get canSleep(): boolean { return _C(this, 7726) as boolean; }
|
|
162
|
+
set canSleep(v: boolean) { _C(this, 10790, v); }
|
|
163
|
+
|
|
164
|
+
/**
|
|
165
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+
* If `true`, the body cannot rotate. Gravity and forces only apply linear movement.
|
|
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|
+
*/
|
|
167
|
+
get lockRotation(): boolean { return _C(this, 8092) as boolean; }
|
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168
|
+
set lockRotation(v: boolean) { _C(this, 11946, v); }
|
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169
|
+
|
|
170
|
+
/**
|
|
171
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+
* If `true`, the body is frozen. Gravity and forces are not applied anymore.
|
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* See {@link freezeMode} to set the body's behavior when frozen.
|
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* **Note:** For a body that is always frozen, use {@link StaticBody3D} or {@link AnimatableBody3D} instead.
|
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+
*/
|
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|
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get freeze(): boolean { return _C(this, 7972) as boolean; }
|
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|
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set freeze(v: boolean) { _C(this, 11487, v); }
|
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|
+
|
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178
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+
/**
|
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179
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+
* The body's freeze mode. Determines the body's behavior when {@link freeze} is `true`.
|
|
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|
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* **Note:** For a body that is always frozen, use {@link StaticBody3D} or {@link AnimatableBody3D} instead.
|
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*/
|
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182
|
+
get freezeMode(): FreezeMode { return _C(this, 4895) as FreezeMode; }
|
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+
set freezeMode(v: FreezeMode) { _C(this, 11488, v); }
|
|
184
|
+
|
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185
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+
/**
|
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186
|
+
* If `true`, the standard force integration (like gravity or damping) will be disabled for this body. Other than collision response, the body will only move as determined by the {@link _integrateForces} method, if that virtual method is overridden.
|
|
187
|
+
* Setting this property will call the method {@link PhysicsServer3D.bodySetOmitForceIntegration} internally.
|
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+
*/
|
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189
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+
get customIntegrator(): boolean { return _C(this, 8399) as boolean; }
|
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set customIntegrator(v: boolean) { _C(this, 13205, v); }
|
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191
|
+
|
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192
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+
/**
|
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193
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+
* If `true`, continuous collision detection is used.
|
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* Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses fewer impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects.
|
|
195
|
+
*/
|
|
196
|
+
get continuousCd(): boolean { return _C(this, 8397) as boolean; }
|
|
197
|
+
set continuousCd(v: boolean) { _C(this, 13203, v); }
|
|
198
|
+
|
|
199
|
+
/**
|
|
200
|
+
* If `true`, the RigidBody3D will emit signals when it collides with another body.
|
|
201
|
+
* **Note:** By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see {@link maxContactsReported}.
|
|
202
|
+
*/
|
|
203
|
+
get contactMonitor(): boolean { return _C(this, 7859) as boolean; }
|
|
204
|
+
set contactMonitor(v: boolean) { _C(this, 10951, v); }
|
|
205
|
+
|
|
206
|
+
/**
|
|
207
|
+
* The maximum number of contacts that will be recorded. Requires a value greater than 0 and {@link contactMonitor} to be set to `true` to start to register contacts. Use {@link getContactCount} to retrieve the count or {@link getCollidingBodies} to retrieve bodies that have been collided with.
|
|
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|
+
* **Note:** The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).
|
|
209
|
+
*/
|
|
210
|
+
get maxContactsReported(): number { return _C(this, 5463) as number; }
|
|
211
|
+
set maxContactsReported(v: number) { _C(this, 11988, v); }
|
|
212
|
+
|
|
213
|
+
/**
|
|
214
|
+
* The body's linear velocity in units per second. Can be used sporadically, but **don't set this every frame**, because physics may run in another thread and runs at a different granularity. Use {@link _integrateForces} as your process loop for precise control of the body state.
|
|
215
|
+
*/
|
|
216
|
+
get linearVelocity(): Vector3 { return _C(this, 5386) as Vector3; }
|
|
217
|
+
set linearVelocity(v: Vector3) { _C(this, 11935, v); }
|
|
218
|
+
|
|
219
|
+
/**
|
|
220
|
+
* Defines how {@link linearDamp} is applied.
|
|
221
|
+
*/
|
|
222
|
+
get linearDampMode(): DampMode { return _C(this, 5383) as DampMode; }
|
|
223
|
+
set linearDampMode(v: DampMode) { _C(this, 11932, v); }
|
|
224
|
+
|
|
225
|
+
/**
|
|
226
|
+
* Damps the body's movement. By default, the body will use the {@link ProjectSettings.physics/3d/defaultLinearDamp} project setting or any value override set by an {@link Area3D} the body is in. Depending on {@link linearDampMode}, you can set {@link linearDamp} to be added to or to replace the body's damping value.
|
|
227
|
+
* See {@link ProjectSettings.physics/3d/defaultLinearDamp} for more details about damping.
|
|
228
|
+
*/
|
|
229
|
+
get linearDamp(): number { return _C(this, 5382) as number; }
|
|
230
|
+
set linearDamp(v: number) { _C(this, 11931, v); }
|
|
231
|
+
|
|
232
|
+
/**
|
|
233
|
+
* The RigidBody3D's rotational velocity in *radians* per second.
|
|
234
|
+
*/
|
|
235
|
+
get angularVelocity(): Vector3 { return _C(this, 3757) as Vector3; }
|
|
236
|
+
set angularVelocity(v: Vector3) { _C(this, 10500, v); }
|
|
237
|
+
|
|
238
|
+
/**
|
|
239
|
+
* Defines how {@link angularDamp} is applied.
|
|
240
|
+
*/
|
|
241
|
+
get angularDampMode(): DampMode { return _C(this, 3752) as DampMode; }
|
|
242
|
+
set angularDampMode(v: DampMode) { _C(this, 10494, v); }
|
|
243
|
+
|
|
244
|
+
/**
|
|
245
|
+
* Damps the body's rotation. By default, the body will use the {@link ProjectSettings.physics/3d/defaultAngularDamp} project setting or any value override set by an {@link Area3D} the body is in. Depending on {@link angularDampMode}, you can set {@link angularDamp} to be added to or to replace the body's damping value.
|
|
246
|
+
* See {@link ProjectSettings.physics/3d/defaultAngularDamp} for more details about damping.
|
|
247
|
+
*/
|
|
248
|
+
get angularDamp(): number { return _C(this, 3751) as number; }
|
|
249
|
+
set angularDamp(v: number) { _C(this, 10493, v); }
|
|
250
|
+
|
|
251
|
+
/**
|
|
252
|
+
* The body's total constant positional forces applied during each physics update.
|
|
253
|
+
* See {@link addConstantForce} and {@link addConstantCentralForce}.
|
|
254
|
+
*/
|
|
255
|
+
get constantForce(): Vector3 { return _C(this, 4285) as Vector3; }
|
|
256
|
+
set constantForce(v: Vector3) { _C(this, 10944, v); }
|
|
257
|
+
|
|
258
|
+
/**
|
|
259
|
+
* The body's total constant rotational forces applied during each physics update.
|
|
260
|
+
* See {@link addConstantTorque}.
|
|
261
|
+
*/
|
|
262
|
+
get constantTorque(): Vector3 { return _C(this, 4289) as Vector3; }
|
|
263
|
+
set constantTorque(v: Vector3) { _C(this, 10947, v); }
|
|
264
|
+
|
|
265
|
+
/**
|
|
266
|
+
* Emitted when one of this RigidBody3D's {@link Shape3D}s collides with another {@link PhysicsBody3D} or {@link GridMap}'s {@link Shape3D}s. Requires {@link contactMonitor} to be set to `true` and {@link maxContactsReported} to be set high enough to detect all the collisions. {@link GridMap}s are detected if the {@link MeshLibrary} has Collision {@link Shape3D}s.
|
|
267
|
+
* `bodyRid` the {@link RID} of the other {@link PhysicsBody3D} or {@link MeshLibrary}'s {@link CollisionObject3D} used by the {@link PhysicsServer3D}.
|
|
268
|
+
* `body` the {@link Node}, if it exists in the tree, of the other {@link PhysicsBody3D} or {@link GridMap}.
|
|
269
|
+
* `bodyShapeIndex` the index of the {@link Shape3D} of the other {@link PhysicsBody3D} or {@link GridMap} used by the {@link PhysicsServer3D}. Get the {@link CollisionShape3D} node with `body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))`.
|
|
270
|
+
* `localShapeIndex` the index of the {@link Shape3D} of this RigidBody3D used by the {@link PhysicsServer3D}. Get the {@link CollisionShape3D} node with `self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))`.
|
|
271
|
+
*/
|
|
272
|
+
get bodyShapeEntered(): Signal<(bodyRid: RID, body: Node, bodyShapeIndex: number, localShapeIndex: number) => void> { return _G(this, 1869) as Signal<(bodyRid: RID, body: Node, bodyShapeIndex: number, localShapeIndex: number) => void>; }
|
|
273
|
+
set bodyShapeEntered(v: ((bodyRid: RID, body: Node, bodyShapeIndex: number, localShapeIndex: number) => void) | null) { _G(this, 1869, v); }
|
|
274
|
+
|
|
275
|
+
/**
|
|
276
|
+
* Emitted when the collision between one of this RigidBody3D's {@link Shape3D}s and another {@link PhysicsBody3D} or {@link GridMap}'s {@link Shape3D}s ends. Requires {@link contactMonitor} to be set to `true` and {@link maxContactsReported} to be set high enough to detect all the collisions. {@link GridMap}s are detected if the {@link MeshLibrary} has Collision {@link Shape3D}s.
|
|
277
|
+
* `bodyRid` the {@link RID} of the other {@link PhysicsBody3D} or {@link MeshLibrary}'s {@link CollisionObject3D} used by the {@link PhysicsServer3D}. {@link GridMap}s are detected if the Meshes have {@link Shape3D}s.
|
|
278
|
+
* `body` the {@link Node}, if it exists in the tree, of the other {@link PhysicsBody3D} or {@link GridMap}.
|
|
279
|
+
* `bodyShapeIndex` the index of the {@link Shape3D} of the other {@link PhysicsBody3D} or {@link GridMap} used by the {@link PhysicsServer3D}. Get the {@link CollisionShape3D} node with `body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))`.
|
|
280
|
+
* `localShapeIndex` the index of the {@link Shape3D} of this RigidBody3D used by the {@link PhysicsServer3D}. Get the {@link CollisionShape3D} node with `self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))`.
|
|
281
|
+
*/
|
|
282
|
+
get bodyShapeExited(): Signal<(bodyRid: RID, body: Node, bodyShapeIndex: number, localShapeIndex: number) => void> { return _G(this, 1870) as Signal<(bodyRid: RID, body: Node, bodyShapeIndex: number, localShapeIndex: number) => void>; }
|
|
283
|
+
set bodyShapeExited(v: ((bodyRid: RID, body: Node, bodyShapeIndex: number, localShapeIndex: number) => void) | null) { _G(this, 1870, v); }
|
|
284
|
+
|
|
285
|
+
/**
|
|
286
|
+
* Emitted when a collision with another {@link PhysicsBody3D} or {@link GridMap} occurs. Requires {@link contactMonitor} to be set to `true` and {@link maxContactsReported} to be set high enough to detect all the collisions. {@link GridMap}s are detected if the {@link MeshLibrary} has Collision {@link Shape3D}s.
|
|
287
|
+
* `body` the {@link Node}, if it exists in the tree, of the other {@link PhysicsBody3D} or {@link GridMap}.
|
|
288
|
+
*/
|
|
289
|
+
get bodyEntered(): Signal<(body: Node) => void> { return _G(this, 1820) as Signal<(body: Node) => void>; }
|
|
290
|
+
set bodyEntered(v: ((body: Node) => void) | null) { _G(this, 1820, v); }
|
|
291
|
+
|
|
292
|
+
/**
|
|
293
|
+
* Emitted when the collision with another {@link PhysicsBody3D} or {@link GridMap} ends. Requires {@link contactMonitor} to be set to `true` and {@link maxContactsReported} to be set high enough to detect all the collisions. {@link GridMap}s are detected if the {@link MeshLibrary} has Collision {@link Shape3D}s.
|
|
294
|
+
* `body` the {@link Node}, if it exists in the tree, of the other {@link PhysicsBody3D} or {@link GridMap}.
|
|
295
|
+
*/
|
|
296
|
+
get bodyExited(): Signal<(body: Node) => void> { return _G(this, 1821) as Signal<(body: Node) => void>; }
|
|
297
|
+
set bodyExited(v: ((body: Node) => void) | null) { _G(this, 1821, v); }
|
|
298
|
+
|
|
299
|
+
/**
|
|
300
|
+
* Emitted when the physics engine changes the body's sleeping state.
|
|
301
|
+
* **Note:** Changing the value {@link sleeping} will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or `emit_signal("sleeping_state_changed")` is used.
|
|
302
|
+
*/
|
|
303
|
+
get sleepingStateChanged(): Signal<() => void> { return _G(this, 13655) as Signal<() => void>; }
|
|
304
|
+
set sleepingStateChanged(v: (() => void) | null) { _G(this, 13655, v); }
|
|
305
|
+
|
|
306
|
+
static readonly name = _R(672, RigidBody3D);
|
|
307
|
+
}
|
|
308
|
+
|
|
309
|
+
export const FreezeMode = {
|
|
310
|
+
/**
|
|
311
|
+
* Static body freeze mode (default). The body is not affected by gravity and forces. It can be only moved by user code and doesn't collide with other bodies along its path.
|
|
312
|
+
*/
|
|
313
|
+
FREEZE_MODE_STATIC: 0,
|
|
314
|
+
/**
|
|
315
|
+
* Kinematic body freeze mode. Similar to {@link FREEZE_MODE_STATIC}, but collides with other bodies along its path when moved. Useful for a frozen body that needs to be animated.
|
|
316
|
+
*/
|
|
317
|
+
FREEZE_MODE_KINEMATIC: 1,
|
|
318
|
+
} as const;
|
|
319
|
+
|
|
320
|
+
export type FreezeMode = (typeof FreezeMode)[keyof typeof FreezeMode];
|
|
321
|
+
|
|
322
|
+
export const CenterOfMassMode = {
|
|
323
|
+
/**
|
|
324
|
+
* In this mode, the body's center of mass is calculated automatically based on its shapes. This assumes that the shapes' origins are also their center of mass.
|
|
325
|
+
*/
|
|
326
|
+
CENTER_OF_MASS_MODE_AUTO: 0,
|
|
327
|
+
/**
|
|
328
|
+
* In this mode, the body's center of mass is set through {@link centerOfMass}. Defaults to the body's origin position.
|
|
329
|
+
*/
|
|
330
|
+
CENTER_OF_MASS_MODE_CUSTOM: 1,
|
|
331
|
+
} as const;
|
|
332
|
+
|
|
333
|
+
export type CenterOfMassMode = (typeof CenterOfMassMode)[keyof typeof CenterOfMassMode];
|
|
334
|
+
|
|
335
|
+
export const DampMode = {
|
|
336
|
+
/**
|
|
337
|
+
* In this mode, the body's damping value is added to any value set in areas or the default value.
|
|
338
|
+
*/
|
|
339
|
+
DAMP_MODE_COMBINE: 0,
|
|
340
|
+
/**
|
|
341
|
+
* In this mode, the body's damping value replaces any value set in areas or the default value.
|
|
342
|
+
*/
|
|
343
|
+
DAMP_MODE_REPLACE: 1,
|
|
344
|
+
} as const;
|
|
345
|
+
|
|
346
|
+
export type DampMode = (typeof DampMode)[keyof typeof DampMode];
|
|
347
|
+
|
|
@@ -0,0 +1,47 @@
|
|
|
1
|
+
// Auto-generated from extension_api.json - DO NOT EDIT
|
|
2
|
+
// Generated by dev/codegen.ts
|
|
3
|
+
|
|
4
|
+
import { _C, _R } from '../../src/runtime.ts';
|
|
5
|
+
import { VisualInstance3D } from './VisualInstance3D.ts';
|
|
6
|
+
import type { NodePath } from '../heap-types/index.ts';
|
|
7
|
+
import type { Color } from '../value-types/index.ts';
|
|
8
|
+
|
|
9
|
+
/**
|
|
10
|
+
* *Root motion* refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also {@link AnimationMixer}.
|
|
11
|
+
* **Note:** {@link RootMotionView} is only visible in the editor. It will be hidden automatically in the running project.
|
|
12
|
+
*/
|
|
13
|
+
export class RootMotionView extends VisualInstance3D {
|
|
14
|
+
constructor(name = 673) { super(name); }
|
|
15
|
+
|
|
16
|
+
/**
|
|
17
|
+
* Path to an {@link AnimationMixer} node to use as a basis for root motion.
|
|
18
|
+
*/
|
|
19
|
+
get animationPath(): NodePath { return _C(this, 3767) as NodePath; }
|
|
20
|
+
set animationPath(v: NodePath) { _C(this, 10505, v); }
|
|
21
|
+
|
|
22
|
+
/**
|
|
23
|
+
* The grid's color.
|
|
24
|
+
*/
|
|
25
|
+
get color(): Color { return _C(this, 4219) as Color; }
|
|
26
|
+
set color(v: Color) { _C(this, 10905, v); }
|
|
27
|
+
|
|
28
|
+
/**
|
|
29
|
+
* The grid's cell size in 3D units.
|
|
30
|
+
*/
|
|
31
|
+
get cellSize(): number { return _C(this, 4115) as number; }
|
|
32
|
+
set cellSize(v: number) { _C(this, 10829, v); }
|
|
33
|
+
|
|
34
|
+
/**
|
|
35
|
+
* The grid's radius in 3D units. The grid's opacity will fade gradually as the distance from the origin increases until this {@link radius} is reached.
|
|
36
|
+
*/
|
|
37
|
+
get radius(): number { return _C(this, 6068) as number; }
|
|
38
|
+
set radius(v: number) { _C(this, 12467, v); }
|
|
39
|
+
|
|
40
|
+
/**
|
|
41
|
+
* If `true`, the grid's points will all be on the same Y coordinate (*local* Y = 0). If `false`, the points' original Y coordinate is preserved.
|
|
42
|
+
*/
|
|
43
|
+
get zeroY(): boolean { return _C(this, 7184) as boolean; }
|
|
44
|
+
set zeroY(v: boolean) { _C(this, 13408, v); }
|
|
45
|
+
|
|
46
|
+
static readonly name = _R(673, RootMotionView);
|
|
47
|
+
}
|
|
@@ -0,0 +1,122 @@
|
|
|
1
|
+
// Auto-generated from extension_api.json - DO NOT EDIT
|
|
2
|
+
// Generated by dev/codegen.ts
|
|
3
|
+
|
|
4
|
+
import { _C, _R, _G } from '../../src/runtime.ts';
|
|
5
|
+
import { MultiplayerAPI } from './MultiplayerAPI.ts';
|
|
6
|
+
import type { Error } from '../global-enums.ts';
|
|
7
|
+
import type { Callable, NodePath, PackedByteArray, PackedInt32Array, Signal } from '../heap-types/index.ts';
|
|
8
|
+
import type { TransferMode } from './MultiplayerPeer.ts';
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9
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+
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10
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/**
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11
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* This class is the default implementation of {@link MultiplayerAPI}, used to provide multiplayer functionalities in Godot Engine.
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12
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* This implementation supports RPCs via {@link Node.rpc} and {@link Node.rpcId} and requires {@link MultiplayerAPI.rpc} to be passed a {@link Node} (it will fail for other object types).
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13
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* This implementation additionally provide {@link SceneTree} replication via the {@link MultiplayerSpawner} and {@link MultiplayerSynchronizer} nodes, and the {@link SceneReplicationConfig} resource.
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* **Note:** The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
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15
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* **Note:** When exporting to Android, make sure to enable the `INTERNET` permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
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16
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+
*/
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export class SceneMultiplayer extends MultiplayerAPI {
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constructor(name = 674) { super(name); }
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+
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/**
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* Clears the current SceneMultiplayer network state (you shouldn't call this unless you know what you are doing).
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22
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*/
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23
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clear(): void { _C(this, 2232); }
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24
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+
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25
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/**
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* Disconnects the peer identified by `id`, removing it from the list of connected peers, and closing the underlying connection with it.
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*/
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disconnectPeer(id: number): void { _C(this, 2827, id); }
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/**
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* Returns the IDs of the peers currently trying to authenticate with this {@link MultiplayerAPI}.
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*/
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getAuthenticatingPeers(): PackedInt32Array { return _C(this, 3824) as PackedInt32Array; }
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+
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/**
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* Sends the specified `data` to the remote peer identified by `id` as part of an authentication message. This can be used to authenticate peers, and control when {@link MultiplayerAPI.peer_connected} is emitted (and the remote peer accepted as one of the connected peers).
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37
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*/
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sendAuth(id: number, data: PackedByteArray): Error { return _C(this, 10369, id, data) as Error; }
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39
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+
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40
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/**
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* Mark the authentication step as completed for the remote peer identified by `id`. The {@link MultiplayerAPI.peer_connected} signal will be emitted for this peer once the remote side also completes the authentication. No further authentication messages are expected to be received from this peer.
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42
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* If a peer disconnects before completing authentication, either due to a network issue, the {@link authTimeout} expiring, or manually calling {@link disconnectPeer}, the {@link peer_authentication_failed} signal will be emitted instead of {@link MultiplayerAPI.peer_disconnected}.
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43
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*/
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completeAuth(id: number): Error { return _C(this, 2399, id) as Error; }
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45
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+
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46
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+
/**
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* Sends the given raw `bytes` to a specific peer identified by `id` (see {@link MultiplayerPeer.setTargetPeer}). Default ID is `0`, i.e. broadcast to all peers.
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48
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+
*/
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49
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+
sendBytes(bytes: PackedByteArray, id?: number /* = 0 */, mode?: TransferMode /* = 2 */, channel?: number /* = 0 */): Error { return _C(this, 10370, bytes, id, mode, channel) as Error; }
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50
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+
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51
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+
/**
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52
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+
* The root path to use for RPCs and replication. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed.
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53
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+
* This effectively allows to have different branches of the scene tree to be managed by different MultiplayerAPI, allowing for example to run both client and server in the same scene.
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54
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+
*/
|
|
55
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+
get rootPath(): NodePath { return _C(this, 6201) as NodePath; }
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56
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+
set rootPath(v: NodePath) { _C(this, 12573, v); }
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57
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+
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58
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+
/**
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59
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+
* The callback to execute when receiving authentication data sent via {@link sendAuth}. If the {@link Callable} is empty (default), peers will be automatically accepted as soon as they connect.
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60
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+
*/
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61
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+
get authCallback(): Callable { return _C(this, 3822) as Callable; }
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62
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+
set authCallback(v: Callable) { _C(this, 10560, v); }
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63
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+
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64
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+
/**
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65
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+
* If set to a value greater than `0.0`, the maximum duration in seconds peers can stay in the authenticating state, after which the authentication will automatically fail. See the {@link peer_authenticating} and {@link peer_authentication_failed} signals.
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66
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+
*/
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|
67
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+
get authTimeout(): number { return _C(this, 3823) as number; }
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|
68
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+
set authTimeout(v: number) { _C(this, 10561, v); }
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69
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+
|
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70
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+
/**
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71
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* If `true`, the MultiplayerAPI will allow encoding and decoding of object during RPCs.
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72
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+
* **Warning:** Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threat such as remote code execution.
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73
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+
*/
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74
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+
get allowObjectDecoding(): boolean { return _C(this, 8140) as boolean; }
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75
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+
set allowObjectDecoding(v: boolean) { _C(this, 10456, v); }
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76
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+
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77
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+
/**
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78
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+
* If `true`, the MultiplayerAPI's {@link MultiplayerAPI.multiplayerPeer} refuses new incoming connections.
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79
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+
*/
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80
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+
get refuseNewConnections(): boolean { return _C(this, 8234) as boolean; }
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81
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+
set refuseNewConnections(v: boolean) { _C(this, 12504, v); }
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82
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+
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83
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+
/**
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84
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+
* Enable or disable the server feature that notifies clients of other peers' connection/disconnection, and relays messages between them. When this option is `false`, clients won't be automatically notified of other peers and won't be able to send them packets through the server.
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85
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+
* **Note:** Changing this option while other peers are connected may lead to unexpected behaviors.
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86
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* **Note:** Support for this feature may depend on the current {@link MultiplayerPeer} configuration. See {@link MultiplayerPeer.isServerRelaySupported}.
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87
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+
*/
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get serverRelay(): boolean { return _C(this, 8291) as boolean; }
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89
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+
set serverRelay(v: boolean) { _C(this, 12696, v); }
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90
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+
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91
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+
/**
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92
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+
* Maximum size of each synchronization packet. Higher values increase the chance of receiving full updates in a single frame, but also the chance of packet loss. See {@link MultiplayerSynchronizer}.
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93
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+
*/
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94
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+
get maxSyncPacketSize(): number { return _C(this, 5490) as number; }
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95
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+
set maxSyncPacketSize(v: number) { _C(this, 12012, v); }
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96
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+
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97
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+
/**
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98
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+
* Maximum size of each delta packet. Higher values increase the chance of receiving full updates in a single frame, but also the chance of causing networking congestion (higher latency, disconnections). See {@link MultiplayerSynchronizer}.
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99
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+
*/
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100
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+
get maxDeltaPacketSize(): number { return _C(this, 5466) as number; }
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101
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+
set maxDeltaPacketSize(v: number) { _C(this, 11991, v); }
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102
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+
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103
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+
/**
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104
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+
* Emitted when this MultiplayerAPI's {@link MultiplayerAPI.multiplayerPeer} connects to a new peer and a valid {@link authCallback} is set. In this case, the {@link MultiplayerAPI.peer_connected} will not be emitted until {@link completeAuth} is called with given peer `id`. While in this state, the peer will not be included in the list returned by {@link MultiplayerAPI.getPeers} (but in the one returned by {@link getAuthenticatingPeers}), and only authentication data will be sent or received. See {@link sendAuth} for sending authentication data.
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105
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+
*/
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106
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+
get peerAuthenticating(): Signal<(id: number) => void> { return _G(this, 9386) as Signal<(id: number) => void>; }
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107
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+
set peerAuthenticating(v: ((id: number) => void) | null) { _G(this, 9386, v); }
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108
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+
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109
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+
/**
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110
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+
* Emitted when this MultiplayerAPI's {@link MultiplayerAPI.multiplayerPeer} disconnects from a peer for which authentication had not yet completed. See {@link peer_authenticating}.
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111
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+
*/
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112
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+
get peerAuthenticationFailed(): Signal<(id: number) => void> { return _G(this, 9387) as Signal<(id: number) => void>; }
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113
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+
set peerAuthenticationFailed(v: ((id: number) => void) | null) { _G(this, 9387, v); }
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114
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+
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115
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+
/**
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116
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+
* Emitted when this MultiplayerAPI's {@link MultiplayerAPI.multiplayerPeer} receives a `packet` with custom data (see {@link sendBytes}). ID is the peer ID of the peer that sent the packet.
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117
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+
*/
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118
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+
get peerPacket(): Signal<(id: number, packet: PackedByteArray) => void> { return _G(this, 9393) as Signal<(id: number, packet: PackedByteArray) => void>; }
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119
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+
set peerPacket(v: ((id: number, packet: PackedByteArray) => void) | null) { _G(this, 9393, v); }
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120
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+
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121
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+
static readonly name = _R(674, SceneMultiplayer);
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122
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+
}
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@@ -0,0 +1,96 @@
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1
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+
// Auto-generated from extension_api.json - DO NOT EDIT
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2
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+
// Generated by dev/codegen.ts
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3
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+
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4
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+
import { _C, _R } from '../../src/runtime.ts';
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5
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+
import { Resource } from './Resource.ts';
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6
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+
import type { GodotArray, NodePath } from '../heap-types/index.ts';
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7
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+
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8
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+
export class SceneReplicationConfig extends Resource {
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9
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+
constructor(name = 675) { super(name); }
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10
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+
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11
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/**
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12
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+
* Returns a list of synchronized property {@link NodePath}s.
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+
*/
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14
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+
getProperties(): GodotArray<NodePath> { return _C(this, 6049) as GodotArray<NodePath>; }
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15
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+
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16
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+
/**
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17
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+
* Adds the property identified by the given `path` to the list of the properties being synchronized, optionally passing an `index`.
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18
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+
* **Note:** For details on restrictions and limitations on property synchronization, see {@link MultiplayerSynchronizer}.
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*/
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+
addProperty(path: NodePath, index?: number /* = -1 */): void { _C(this, 1277, path, index); }
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+
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22
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+
/**
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23
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+
* Returns `true` if the given `path` is configured for synchronization.
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|
+
*/
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25
|
+
hasProperty(path: NodePath): boolean { return _C(this, 7433, path) as boolean; }
|
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26
|
+
|
|
27
|
+
/**
|
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28
|
+
* Removes the property identified by the given `path` from the configuration.
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29
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+
*/
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30
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+
removeProperty(path: NodePath): void { _C(this, 9949, path); }
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31
|
+
|
|
32
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+
/**
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33
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+
* Finds the index of the given `path`.
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34
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+
*/
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35
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+
propertyGetIndex(path: NodePath): number { return _C(this, 9605, path) as number; }
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36
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+
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37
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+
/**
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38
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+
* Returns `true` if the property identified by the given `path` is configured to be synchronized on spawn.
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+
*/
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+
propertyGetSpawn(path: NodePath): boolean { return _C(this, 9608, path) as boolean; }
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41
|
+
|
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42
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+
/**
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43
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+
* Sets whether the property identified by the given `path` is configured to be synchronized on spawn.
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44
|
+
*/
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45
|
+
propertySetSpawn(path: NodePath, enabled: boolean): void { _C(this, 9613, path, enabled); }
|
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46
|
+
|
|
47
|
+
/**
|
|
48
|
+
* Returns the replication mode for the property identified by the given `path`.
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49
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+
*/
|
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50
|
+
propertyGetReplicationMode(path: NodePath): ReplicationMode { return _C(this, 9606, path) as ReplicationMode; }
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51
|
+
|
|
52
|
+
/**
|
|
53
|
+
* Sets the synchronization mode for the property identified by the given `path`.
|
|
54
|
+
*/
|
|
55
|
+
propertySetReplicationMode(path: NodePath, mode: ReplicationMode): void { _C(this, 9612, path, mode); }
|
|
56
|
+
|
|
57
|
+
/**
|
|
58
|
+
* Returns `true` if the property identified by the given `path` is configured to be synchronized on process.
|
|
59
|
+
*/
|
|
60
|
+
propertyGetSync(path: NodePath): boolean { return _C(this, 9609, path) as boolean; }
|
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61
|
+
|
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62
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+
/**
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63
|
+
* Sets whether the property identified by the given `path` is configured to be synchronized on process.
|
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64
|
+
*/
|
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65
|
+
propertySetSync(path: NodePath, enabled: boolean): void { _C(this, 9614, path, enabled); }
|
|
66
|
+
|
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67
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+
/**
|
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68
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+
* Returns `true` if the property identified by the given `path` is configured to be reliably synchronized when changes are detected on process.
|
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69
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+
*/
|
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70
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+
propertyGetWatch(path: NodePath): boolean { return _C(this, 9610, path) as boolean; }
|
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71
|
+
|
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72
|
+
/**
|
|
73
|
+
* Sets whether the property identified by the given `path` is configured to be reliably synchronized when changes are detected on process.
|
|
74
|
+
*/
|
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75
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+
propertySetWatch(path: NodePath, enabled: boolean): void { _C(this, 9615, path, enabled); }
|
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76
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+
|
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77
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+
static readonly name = _R(675, SceneReplicationConfig);
|
|
78
|
+
}
|
|
79
|
+
|
|
80
|
+
export const ReplicationMode = {
|
|
81
|
+
/**
|
|
82
|
+
* Do not keep the given property synchronized.
|
|
83
|
+
*/
|
|
84
|
+
REPLICATION_MODE_NEVER: 0,
|
|
85
|
+
/**
|
|
86
|
+
* Replicate the given property on process by constantly sending updates using unreliable transfer mode.
|
|
87
|
+
*/
|
|
88
|
+
REPLICATION_MODE_ALWAYS: 1,
|
|
89
|
+
/**
|
|
90
|
+
* Replicate the given property on process by sending updates using reliable transfer mode when its value changes.
|
|
91
|
+
*/
|
|
92
|
+
REPLICATION_MODE_ON_CHANGE: 2,
|
|
93
|
+
} as const;
|
|
94
|
+
|
|
95
|
+
export type ReplicationMode = (typeof ReplicationMode)[keyof typeof ReplicationMode];
|
|
96
|
+
|