@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 { Node } from './Node.ts';
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import type { GodotArray, RID, Signal, Variant } from '../heap-types/index.ts';
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import type { Rect2, Transform2D, Vector2 } from '../value-types/index.ts';
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import type { AudioListener2D } from './AudioListener2D.ts';
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import type { AudioListener3D } from './AudioListener3D.ts';
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import type { Camera2D } from './Camera2D.ts';
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import type { Camera3D } from './Camera3D.ts';
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import type { Control } from './Control.ts';
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import type { InputEvent } from './InputEvent.ts';
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import type { Texture2D } from './Texture2D.ts';
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import type { ViewportTexture } from './ViewportTexture.ts';
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import type { Window } from './Window.ts';
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import type { World2D } from './World2D.ts';
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import type { World3D } from './World3D.ts';
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/**
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* A {@link Viewport} creates a different view into the screen, or a sub-view inside another viewport. Child 2D nodes will display on it, and child Camera3D 3D nodes will render on it too.
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* Optionally, a viewport can have its own 2D or 3D world, so it doesn't share what it draws with other viewports.
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* Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it.
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* Also, viewports can be assigned to different screens in case the devices have multiple screens.
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* Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.
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*/
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export class Viewport extends Node {
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/**
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* Returns the first valid {@link World2D} for this viewport, searching the {@link world2d} property of itself and any Viewport ancestor.
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*/
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findWorld2d(): World2D { return _C(this, 3306) as World2D; }
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/**
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* Returns the automatically computed 2D stretch transform, taking the {@link Viewport}'s stretch settings into account. The final value is multiplied by {@link Window.contentScaleFactor}, but only for the root viewport. If this method is called on a {@link SubViewport} (e.g., in a scene tree with {@link SubViewportContainer} and {@link SubViewport}), the scale factor of the root window will not be applied. Using {@link Transform2D.getScale} on the returned value, this can be used to compensate for scaling when zooming a {@link Camera2D} node, or to scale down a {@link TextureRect} to be pixel-perfect regardless of the automatically computed scale factor.
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* **Note:** Due to how pixel scaling works, the returned transform's X and Y scale may differ slightly, even when {@link Window.contentScaleAspect} is set to a mode that preserves the pixels' aspect ratio. If {@link Window.contentScaleAspect} is {@link Window.CONTENT_SCALE_ASPECT_IGNORE}, the X and Y scale may differ *significantly*.
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*/
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getStretchTransform(): Transform2D { return _C(this, 6572) as Transform2D; }
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/**
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* Returns the transform from the viewport's coordinate system to the embedder's coordinate system.
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*/
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getFinalTransform(): Transform2D { return _C(this, 4791) as Transform2D; }
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/**
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* Returns the transform from the Viewport's coordinates to the screen coordinates of the containing window manager window.
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*/
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getScreenTransform(): Transform2D { return _C(this, 6265) as Transform2D; }
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/**
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* Returns the visible rectangle in global screen coordinates.
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*/
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getVisibleRect(): Rect2 { return _C(this, 7112) as Rect2; }
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/**
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* Returns viewport oversampling factor.
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*/
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getOversampling(): number { return _C(this, 5778) as number; }
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/**
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* Returns rendering statistics of the given type.
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*/
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getRenderInfo(type: RenderInfoType, info: RenderInfo): number { return _C(this, 6129, type, info) as number; }
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/**
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* Returns the viewport's texture.
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* **Note:** When trying to store the current texture (e.g. in a file), it might be completely black or outdated if used too early, especially when used in e.g. {@link Node.Ready}. To make sure the texture you get is correct, you can await {@link RenderingServer.frame_post_draw} signal.
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*
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*
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* ```gdscript
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*
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* func _ready():
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* await RenderingServer.frame_post_draw
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* $Viewport.get_texture().get_image().save_png("user://Screenshot.png")
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*
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* ```
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*
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*
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*
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* **Note:** When {@link useHdr2d} is `true` the returned texture will be an HDR image using linear encoding.
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*/
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getTexture(): ViewportTexture { return _C(this, 6726) as ViewportTexture; }
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/**
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* Returns the viewport's RID from the {@link RenderingServer}.
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*/
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getViewportRid(): RID { return _C(this, 7085) as RID; }
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/**
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* Helper method which calls the `set_text()` method on the currently focused {@link Control}, provided that it is defined (e.g. if the focused Control is {@link Button} or {@link LineEdit}).
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*/
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pushTextInput(text: string): void { _C(this, 9660, text); }
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/**
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* Triggers the given `event` in this {@link Viewport}. This can be used to pass an {@link InputEvent} between viewports, or to locally apply inputs that were sent over the network or saved to a file.
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* If `inLocalCoords` is `false`, the event's position is in the embedder's coordinates and will be converted to viewport coordinates. If `inLocalCoords` is `true`, the event's position is in viewport coordinates.
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* While this method serves a similar purpose as {@link Input.parseInputEvent}, it does not remap the specified `event` based on project settings like {@link ProjectSettings.inputDevices/pointing/emulateTouchFromMouse}.
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* Calling this method will propagate calls to child nodes for following methods in the given order:
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* - {@link Node.Input}
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* - {@link Control.GuiInput} for {@link Control} nodes
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* - {@link Node.ShortcutInput}
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* - {@link Node.UnhandledKeyInput}
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* - {@link Node.UnhandledInput}
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* If an earlier method marks the input as handled via {@link setInputAsHandled}, any later method in this list will not be called.
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* If none of the methods handle the event and {@link physicsObjectPicking} is `true`, the event is used for physics object picking.
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*/
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pushInput(event: InputEvent, inLocalCoords?: boolean /* = false */): void { _C(this, 9648, event, inLocalCoords); }
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/**
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* Triggers the given `event` in this {@link Viewport}. This can be used to pass an {@link InputEvent} between viewports, or to locally apply inputs that were sent over the network or saved to a file.
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* If `inLocalCoords` is `false`, the event's position is in the embedder's coordinates and will be converted to viewport coordinates. If `inLocalCoords` is `true`, the event's position is in viewport coordinates.
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* Calling this method will propagate calls to child nodes for following methods in the given order:
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* - {@link Node.ShortcutInput}
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* - {@link Node.UnhandledKeyInput}
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* - {@link Node.UnhandledInput}
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* If an earlier method marks the input as handled via {@link setInputAsHandled}, any later method in this list will not be called.
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* If none of the methods handle the event and {@link physicsObjectPicking} is `true`, the event is used for physics object picking.
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* **Note:** This method doesn't propagate input events to embedded {@link Window}s or {@link SubViewport}s.
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*/
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pushUnhandledInput(event: InputEvent, inLocalCoords?: boolean /* = false */): void { _C(this, 9662, event, inLocalCoords); }
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/**
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* Inform the Viewport that the mouse has entered its area. Use this function before sending an {@link InputEventMouseButton} or {@link InputEventMouseMotion} to the {@link Viewport} with {@link Viewport.pushInput}. See also {@link notifyMouseExited}.
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* **Note:** In most cases, it is not necessary to call this function because {@link SubViewport} nodes that are children of {@link SubViewportContainer} are notified automatically. This is only necessary when interacting with viewports in non-default ways, for example as textures in {@link TextureRect} or with an {@link Area3D} that forwards input events.
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*/
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notifyMouseEntered(): void { _C(this, 9109); }
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/**
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* Inform the Viewport that the mouse has left its area. Use this function when the node that displays the viewport notices the mouse has left the area of the displayed viewport. See also {@link notifyMouseEntered}.
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* **Note:** In most cases, it is not necessary to call this function because {@link SubViewport} nodes that are children of {@link SubViewportContainer} are notified automatically. This is only necessary when interacting with viewports in non-default ways, for example as textures in {@link TextureRect} or with an {@link Area3D} that forwards input events.
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*/
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notifyMouseExited(): void { _C(this, 9110); }
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/**
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getMousePosition(): Vector2 { return _C(this, 5591) as Vector2; }
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/**
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* Moves the mouse pointer to the specified position in this {@link Viewport} using the coordinate system of this {@link Viewport}.
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* **Note:** {@link warpMouse} is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.
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*/
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warpMouse(position: Vector2): void { _C(this, 14840, position); }
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/**
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* Force instantly updating the display based on the current mouse cursor position. This includes updating the mouse cursor shape and sending necessary {@link Control.mouse_entered}, {@link CollisionObject2D.mouse_entered}, {@link CollisionObject3D.mouse_entered} and {@link Window.mouse_entered} signals and their respective `mouse_exited` counterparts.
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*/
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updateMouseCursorState(): void { _C(this, 14524); }
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/**
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* Cancels the drag operation that was previously started through {@link Control.GetDragData} or forced with {@link Control.forceDrag}.
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*/
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guiCancelDrag(): void { _C(this, 7313); }
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/**
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* Returns the drag data from the GUI, that was previously returned by {@link Control.GetDragData}.
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157
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+
*/
|
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158
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+
guiGetDragData(): Variant { return _C(this, 7318) as Variant; }
|
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159
|
+
|
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160
|
+
/**
|
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161
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+
* Returns the human-readable description of the drag data, used for assistive apps.
|
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162
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+
*/
|
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163
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+
guiGetDragDescription(): string { return _C(this, 7319) as string; }
|
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164
|
+
|
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165
|
+
/**
|
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166
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+
* Sets the human-readable description of the drag data to `description`, used for assistive apps.
|
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167
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+
*/
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168
|
+
guiSetDragDescription(description: string): void { _C(this, 7326, description); }
|
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169
|
+
|
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170
|
+
/**
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171
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+
* Returns `true` if a drag operation is currently ongoing and where the drop action could happen in this viewport.
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172
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+
* Alternative to {@link Node.NOTIFICATION_DRAG_BEGIN} and {@link Node.NOTIFICATION_DRAG_END} when you prefer polling the value.
|
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173
|
+
*/
|
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174
|
+
guiIsDragging(): boolean { return _C(this, 7324) as boolean; }
|
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175
|
+
|
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176
|
+
/**
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177
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+
* Returns `true` if the drag operation is successful.
|
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178
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+
*/
|
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179
|
+
guiIsDragSuccessful(): boolean { return _C(this, 7323) as boolean; }
|
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180
|
+
|
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181
|
+
/**
|
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182
|
+
* Removes the focus from the currently focused {@link Control} within this viewport. If no {@link Control} has the focus, does nothing.
|
|
183
|
+
*/
|
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184
|
+
guiReleaseFocus(): void { _C(this, 7325); }
|
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185
|
+
|
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186
|
+
/**
|
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187
|
+
* Returns the currently focused {@link Control} within this viewport. If no {@link Control} is focused, returns `null`.
|
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188
|
+
*/
|
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189
|
+
guiGetFocusOwner(): Control | null { return _C(this, 7320) as Control | null; }
|
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190
|
+
|
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191
|
+
/**
|
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192
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+
* Returns the {@link Control} that the mouse is currently hovering over in this viewport. If no {@link Control} has the cursor, returns `null`.
|
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193
|
+
* Typically the leaf {@link Control} node or deepest level of the subtree which claims hover. This is very useful when used together with {@link Node.isAncestorOf} to find if the mouse is within a control tree.
|
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194
|
+
*/
|
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195
|
+
guiGetHoveredControl(): Control | null { return _C(this, 7321) as Control | null; }
|
|
196
|
+
|
|
197
|
+
/**
|
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198
|
+
* Stops the input from propagating further up the {@link SceneTree}.
|
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199
|
+
* **Note:** This does not affect the methods in {@link Input}, only the way events are propagated.
|
|
200
|
+
*/
|
|
201
|
+
setInputAsHandled(): void { _C(this, 11709); }
|
|
202
|
+
|
|
203
|
+
/**
|
|
204
|
+
* Returns whether the current {@link InputEvent} has been handled. Input events are not handled until {@link setInputAsHandled} has been called during the lifetime of an {@link InputEvent}.
|
|
205
|
+
* This is usually done as part of input handling methods like {@link Node.Input}, {@link Control.GuiInput} or others, as well as in corresponding signal handlers.
|
|
206
|
+
* If {@link handleInputLocally} is set to `false`, this method will try finding the first parent viewport that is set to handle input locally, and return its value for {@link isInputHandled} instead.
|
|
207
|
+
*/
|
|
208
|
+
isInputHandled(): boolean { return _C(this, 8026) as boolean; }
|
|
209
|
+
|
|
210
|
+
/**
|
|
211
|
+
* Returns a list of the visible embedded {@link Window}s inside the viewport.
|
|
212
|
+
* **Note:** {@link Window}s inside other viewports will not be listed.
|
|
213
|
+
*/
|
|
214
|
+
getEmbeddedSubwindows(): GodotArray<Window> { return _C(this, 4611) as GodotArray<Window>; }
|
|
215
|
+
|
|
216
|
+
/**
|
|
217
|
+
* Set/clear individual bits on the rendering layer mask. This simplifies editing this {@link Viewport}'s layers.
|
|
218
|
+
*/
|
|
219
|
+
setCanvasCullMaskBit(layer: number /* uint32 */, enable: boolean): void { _C(this, 10794, layer, enable); }
|
|
220
|
+
|
|
221
|
+
/**
|
|
222
|
+
* Returns an individual bit on the rendering layer mask.
|
|
223
|
+
*/
|
|
224
|
+
getCanvasCullMaskBit(layer: number /* uint32 */): boolean { return _C(this, 4073, layer) as boolean; }
|
|
225
|
+
|
|
226
|
+
/**
|
|
227
|
+
* Returns the currently active 2D audio listener. Returns `null` if there are no active 2D audio listeners, in which case the active 2D camera will be treated as listener.
|
|
228
|
+
*/
|
|
229
|
+
getAudioListener2d(): AudioListener2D | null { return _C(this, 3818) as AudioListener2D | null; }
|
|
230
|
+
|
|
231
|
+
/**
|
|
232
|
+
* Returns the currently active 2D camera. Returns `null` if there are no active cameras.
|
|
233
|
+
* **Note:** If called while the *Camera Override* system is active in editor, this will return the internally managed override camera. It is therefore advised to avoid caching the return value, or to check that the cached value is still a valid instance and is the current camera before use. See {@link isInstanceValid} and {@link Camera2D.isCurrent}.
|
|
234
|
+
*/
|
|
235
|
+
getCamera2d(): Camera2D | null { return _C(this, 4060) as Camera2D | null; }
|
|
236
|
+
|
|
237
|
+
/**
|
|
238
|
+
* Returns the first valid {@link World3D} for this viewport, searching the {@link world3d} property of itself and any Viewport ancestor.
|
|
239
|
+
*/
|
|
240
|
+
findWorld3d(): World3D { return _C(this, 3307) as World3D; }
|
|
241
|
+
|
|
242
|
+
/**
|
|
243
|
+
* Returns the currently active 3D audio listener. Returns `null` if there are no active 3D audio listeners, in which case the active 3D camera will be treated as listener.
|
|
244
|
+
*/
|
|
245
|
+
getAudioListener3d(): AudioListener3D | null { return _C(this, 3819) as AudioListener3D | null; }
|
|
246
|
+
|
|
247
|
+
/**
|
|
248
|
+
* Returns the currently active 3D camera. Returns `null` if there are no active cameras.
|
|
249
|
+
* **Note:** If called while the *Camera Override* system is active in editor, this will return the internally managed override camera. It is therefore advised to avoid caching the return value, or to check that the cached value is a valid instance and is the current camera before use. See {@link isInstanceValid} and {@link Camera3D.current}.
|
|
250
|
+
*/
|
|
251
|
+
getCamera3d(): Camera3D | null { return _C(this, 4061) as Camera3D | null; }
|
|
252
|
+
|
|
253
|
+
/**
|
|
254
|
+
* Disable 3D rendering (but keep 2D rendering).
|
|
255
|
+
*/
|
|
256
|
+
get disable3d(): boolean { return _C(this, 7725) as boolean; }
|
|
257
|
+
set disable3d(v: boolean) { _C(this, 11115, v); }
|
|
258
|
+
|
|
259
|
+
/**
|
|
260
|
+
* If `true`, the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset.
|
|
261
|
+
*/
|
|
262
|
+
get useXr(): boolean { return _C(this, 8429) as boolean; }
|
|
263
|
+
set useXr(v: boolean) { _C(this, 13247, v); }
|
|
264
|
+
|
|
265
|
+
/**
|
|
266
|
+
* If `true`, the viewport will use a unique copy of the {@link World3D} defined in {@link world3d}.
|
|
267
|
+
*/
|
|
268
|
+
get ownWorld3d(): boolean { return _C(this, 8414) as boolean; }
|
|
269
|
+
set ownWorld3d(v: boolean) { _C(this, 13232, v); }
|
|
270
|
+
|
|
271
|
+
/**
|
|
272
|
+
* The custom {@link World3D} which can be used as 3D environment source.
|
|
273
|
+
*/
|
|
274
|
+
get world3d(): World3D { return _C(this, 7161) as World3D; }
|
|
275
|
+
set world3d(v: World3D) { _C(this, 13381, v); }
|
|
276
|
+
|
|
277
|
+
/**
|
|
278
|
+
* The custom {@link World2D} which can be used as 2D environment source.
|
|
279
|
+
*/
|
|
280
|
+
get world2d(): World2D { return _C(this, 7160) as World2D; }
|
|
281
|
+
set world2d(v: World2D) { _C(this, 13380, v); }
|
|
282
|
+
|
|
283
|
+
/**
|
|
284
|
+
* If `true`, the viewport should render its background as transparent.
|
|
285
|
+
* **Note:** Due to technical limitations, certain rendering features are disabled when a viewport has a transparent background. This currently applies to screen-space reflections, subsurface scattering, and depth of field.
|
|
286
|
+
*/
|
|
287
|
+
get transparentBg(): boolean { return _C(this, 7477) as boolean; }
|
|
288
|
+
set transparentBg(v: boolean) { _C(this, 13149, v); }
|
|
289
|
+
|
|
290
|
+
/**
|
|
291
|
+
* If `true`, this viewport will mark incoming input events as handled by itself. If `false`, this is instead done by the first parent viewport that is set to handle input locally.
|
|
292
|
+
* A {@link SubViewportContainer} will automatically set this property to `false` for the {@link Viewport} contained inside of it.
|
|
293
|
+
* See also {@link setInputAsHandled} and {@link isInputHandled}.
|
|
294
|
+
*/
|
|
295
|
+
get handleInputLocally(): boolean { return _C(this, 7987) as boolean; }
|
|
296
|
+
set handleInputLocally(v: boolean) { _C(this, 11601, v); }
|
|
297
|
+
|
|
298
|
+
/**
|
|
299
|
+
* If `true`, {@link CanvasItem} nodes will internally snap to full pixels. Their position can still be sub-pixel, but the decimals will not have effect. This can lead to a crisper appearance at the cost of less smooth movement, especially when {@link Camera2D} smoothing is enabled.
|
|
300
|
+
*/
|
|
301
|
+
get snap2dTransformsToPixel(): boolean { return _C(this, 8325) as boolean; }
|
|
302
|
+
set snap2dTransformsToPixel(v: boolean) { _C(this, 12800, v); }
|
|
303
|
+
|
|
304
|
+
/**
|
|
305
|
+
* If `true`, vertices of {@link CanvasItem} nodes will snap to full pixels. Only affects the final vertex positions, not the transforms. This can lead to a crisper appearance at the cost of less smooth movement, especially when {@link Camera2D} smoothing is enabled.
|
|
306
|
+
*/
|
|
307
|
+
get snap2dVerticesToPixel(): boolean { return _C(this, 8326) as boolean; }
|
|
308
|
+
set snap2dVerticesToPixel(v: boolean) { _C(this, 12801, v); }
|
|
309
|
+
|
|
310
|
+
/**
|
|
311
|
+
* The multisample antialiasing mode for 2D/Canvas rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of {@link Viewport.MSAA_2X} or {@link Viewport.MSAA_4X} is best unless targeting very high-end systems. This has no effect on shader-induced aliasing or texture aliasing.
|
|
312
|
+
* See also {@link ProjectSettings.rendering/antiAliasing/quality/msaa2d} and {@link RenderingServer.viewportSetMsaa2d}.
|
|
313
|
+
*/
|
|
314
|
+
get msaa2d(): MSAA { return _C(this, 5592) as MSAA; }
|
|
315
|
+
set msaa2d(v: MSAA) { _C(this, 12100, v); }
|
|
316
|
+
|
|
317
|
+
/**
|
|
318
|
+
* The multisample antialiasing mode for 3D rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of {@link Viewport.MSAA_2X} or {@link Viewport.MSAA_4X} is best unless targeting very high-end systems. See also bilinear scaling 3D {@link scaling3dMode} for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
|
|
319
|
+
* See also {@link ProjectSettings.rendering/antiAliasing/quality/msaa3d} and {@link RenderingServer.viewportSetMsaa3d}.
|
|
320
|
+
*/
|
|
321
|
+
get msaa3d(): MSAA { return _C(this, 5593) as MSAA; }
|
|
322
|
+
set msaa3d(v: MSAA) { _C(this, 12101, v); }
|
|
323
|
+
|
|
324
|
+
/**
|
|
325
|
+
* Sets the screen-space antialiasing method used. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry.
|
|
326
|
+
* See also {@link ProjectSettings.rendering/antiAliasing/quality/screenSpaceAa} and {@link RenderingServer.viewportSetScreenSpaceAa}.
|
|
327
|
+
*/
|
|
328
|
+
get screenSpaceAa(): ScreenSpaceAA { return _C(this, 6264) as ScreenSpaceAA; }
|
|
329
|
+
set screenSpaceAa(v: ScreenSpaceAA) { _C(this, 12629, v); }
|
|
330
|
+
|
|
331
|
+
/**
|
|
332
|
+
* Enables temporal antialiasing for this viewport. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.
|
|
333
|
+
* **Note:** The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.
|
|
334
|
+
* See also {@link ProjectSettings.rendering/antiAliasing/quality/useTaa} and {@link RenderingServer.viewportSetUseTaa}.
|
|
335
|
+
*/
|
|
336
|
+
get useTaa(): boolean { return _C(this, 8423) as boolean; }
|
|
337
|
+
set useTaa(v: boolean) { _C(this, 13240, v); }
|
|
338
|
+
|
|
339
|
+
/**
|
|
340
|
+
* When using the Mobile or Forward+ renderers, set {@link useDebanding} to enable or disable the debanding feature of this {@link Viewport}. If {@link useHdr2d} is `false`, 2D rendering is *not* affected by debanding unless the {@link Environment.backgroundMode} is {@link Environment.BG_CANVAS}. If {@link useHdr2d} is `true`, debanding will only be applied if this is the root {@link Viewport} and will affect all 2D and 3D rendering, including canvas items.
|
|
341
|
+
* {@link useDebanding} has no effect when using the Compatibility rendering method. The Mobile renderer can also use material debanding, which can be set with {@link RenderingServer.materialSetUseDebanding} or configured with {@link ProjectSettings.rendering/antiAliasing/quality/useDebanding}.
|
|
342
|
+
* See also {@link ProjectSettings.rendering/antiAliasing/quality/useDebanding}, {@link RenderingServer.materialSetUseDebanding}, and {@link RenderingServer.viewportSetUseDebanding}.
|
|
343
|
+
*/
|
|
344
|
+
get useDebanding(): boolean { return _C(this, 8401) as boolean; }
|
|
345
|
+
set useDebanding(v: boolean) { _C(this, 13208, v); }
|
|
346
|
+
|
|
347
|
+
/**
|
|
348
|
+
* If `true`, {@link OccluderInstance3D} nodes will be usable for occlusion culling in 3D for this viewport. For the root viewport, {@link ProjectSettings.rendering/occlusionCulling/useOcclusionCulling} must be set to `true` instead.
|
|
349
|
+
* **Note:** Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it, and think whether your scene can actually benefit from occlusion culling. Large, open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges ({@link GeometryInstance3D.visibilityRangeBegin} and {@link GeometryInstance3D.visibilityRangeEnd}) compared to occlusion culling.
|
|
350
|
+
* **Note:** Due to memory constraints, occlusion culling is not supported by default in Web export templates. It can be enabled by compiling custom Web export templates with `module_raycast_enabled=yes`.
|
|
351
|
+
*/
|
|
352
|
+
get useOcclusionCulling(): boolean { return _C(this, 8412) as boolean; }
|
|
353
|
+
set useOcclusionCulling(v: boolean) { _C(this, 13230, v); }
|
|
354
|
+
|
|
355
|
+
/**
|
|
356
|
+
* The automatic LOD bias to use for meshes rendered within the {@link Viewport} (this is analogous to {@link ReflectionProbe.meshLodThreshold}). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to `0.0`, automatic LOD is disabled. Increase {@link meshLodThreshold} to improve performance at the cost of geometry detail.
|
|
357
|
+
* To control this property on the root viewport, set the {@link ProjectSettings.rendering/meshLod/lodChange/thresholdPixels} project setting.
|
|
358
|
+
* **Note:** Depending on the mesh's attributes (vertex colors, blend shapes, ...), a mesh may have fewer levels of LOD generated to avoid visible distortion of the mesh once it is affected by vertex colors or blend shapes. Meshes with a very low vertex count will also not have any LODs generated, which means this setting will not affect them at all. In general, this setting makes the largest impact on static meshes with a high vertex count.
|
|
359
|
+
* **Note:** {@link meshLodThreshold} does not affect {@link GeometryInstance3D} visibility ranges (also known as "manual" LOD or hierarchical LOD).
|
|
360
|
+
*/
|
|
361
|
+
get meshLodThreshold(): number { return _C(this, 5515) as number; }
|
|
362
|
+
set meshLodThreshold(v: number) { _C(this, 12028, v); }
|
|
363
|
+
|
|
364
|
+
/**
|
|
365
|
+
* The overlay mode for test rendered geometry in debug purposes.
|
|
366
|
+
*/
|
|
367
|
+
get debugDraw(): DebugDraw { return _C(this, 4431) as DebugDraw; }
|
|
368
|
+
set debugDraw(v: DebugDraw) { _C(this, 11042, v); }
|
|
369
|
+
|
|
370
|
+
/**
|
|
371
|
+
* If `true`, 2D rendering will use a high dynamic range (HDR) `RGBA16` format framebuffer. Additionally, 2D rendering will be performed on linear values and will be converted using the appropriate transfer function immediately before blitting to the screen (if the Viewport is attached to the screen).
|
|
372
|
+
* Practically speaking, this means that the end result of the Viewport will not be clamped to the `0-1` range and can be used in 3D rendering without color encoding adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients.
|
|
373
|
+
*/
|
|
374
|
+
get useHdr2d(): boolean { return _C(this, 8407) as boolean; }
|
|
375
|
+
set useHdr2d(v: boolean) { _C(this, 13221, v); }
|
|
376
|
+
|
|
377
|
+
/**
|
|
378
|
+
* Sets scaling 3D mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. FSR should be used where possible.
|
|
379
|
+
* To control this property on the root viewport, set the {@link ProjectSettings.rendering/scaling3d/mode} project setting.
|
|
380
|
+
*/
|
|
381
|
+
get scaling3dMode(): Scaling3DMode { return _C(this, 6244) as Scaling3DMode; }
|
|
382
|
+
set scaling3dMode(v: Scaling3DMode) { _C(this, 12616, v); }
|
|
383
|
+
|
|
384
|
+
/**
|
|
385
|
+
* Scales the 3D render buffer based on the viewport size uses an image filter specified in {@link ProjectSettings.rendering/scaling3d/mode} to scale the output image to the full viewport size. Values lower than `1.0` can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than `1.0` are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also {@link ProjectSettings.rendering/antiAliasing/quality/msaa3d} for multi-sample antialiasing, which is significantly cheaper but only smooths the edges of polygons.
|
|
386
|
+
* When using FSR upscaling, AMD recommends exposing the following values as preset options to users "Ultra Quality: 0.77", "Quality: 0.67", "Balanced: 0.59", "Performance: 0.5" instead of exposing the entire scale.
|
|
387
|
+
* To control this property on the root viewport, set the {@link ProjectSettings.rendering/scaling3d/scale} project setting.
|
|
388
|
+
*/
|
|
389
|
+
get scaling3dScale(): number { return _C(this, 6245) as number; }
|
|
390
|
+
set scaling3dScale(v: number) { _C(this, 12617, v); }
|
|
391
|
+
|
|
392
|
+
/**
|
|
393
|
+
* Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close).
|
|
394
|
+
* Enabling temporal antialiasing ({@link useTaa}) will automatically apply a `-0.5` offset to this value, while enabling FXAA ({@link screenSpaceAa}) will automatically apply a `-0.25` offset to this value. If both TAA and FXAA are enabled at the same time, an offset of `-0.75` is applied to this value.
|
|
395
|
+
* To control this property on the root viewport, set the {@link ProjectSettings.rendering/textures/defaultFilters/textureMipmapBias} project setting.
|
|
396
|
+
* **Note:** If {@link scaling3dScale} is lower than `1.0` (exclusive), {@link textureMipmapBias} is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is `log2(scaling_3d_scale) + mipmap_bias`.
|
|
397
|
+
* **Note:** This property is only supported in the Forward+ and Mobile renderers, not Compatibility. In Compatibility, this property is always treated as if it was set to `0.0`.
|
|
398
|
+
*/
|
|
399
|
+
get textureMipmapBias(): number { return _C(this, 6737) as number; }
|
|
400
|
+
set textureMipmapBias(v: number) { _C(this, 13034, v); }
|
|
401
|
+
|
|
402
|
+
/**
|
|
403
|
+
* Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of `0` forcibly disables anisotropic filtering, even on materials where it is enabled.
|
|
404
|
+
* The anisotropic filtering level also affects decals and light projectors if they are configured to use anisotropic filtering. See {@link ProjectSettings.rendering/textures/decals/filter} and {@link ProjectSettings.rendering/textures/lightProjectors/filter}.
|
|
405
|
+
* **Note:** In 3D, for this setting to have an effect, set {@link BaseMaterial3D.textureFilter} to {@link BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC} or {@link BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC} on materials.
|
|
406
|
+
* **Note:** In 2D, for this setting to have an effect, set {@link CanvasItem.textureFilter} to {@link CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC} or {@link CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC} on the {@link CanvasItem} node displaying the texture (or in {@link CanvasTexture}). However, anisotropic filtering is rarely useful in 2D, so only enable it for textures in 2D if it makes a meaningful visual difference.
|
|
407
|
+
*/
|
|
408
|
+
get anisotropicFilteringLevel(): AnisotropicFiltering { return _C(this, 3772) as AnisotropicFiltering; }
|
|
409
|
+
set anisotropicFilteringLevel(v: AnisotropicFiltering) { _C(this, 10509, v); }
|
|
410
|
+
|
|
411
|
+
/**
|
|
412
|
+
* Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.
|
|
413
|
+
* To control this property on the root viewport, set the {@link ProjectSettings.rendering/scaling3d/fsrSharpness} project setting.
|
|
414
|
+
*/
|
|
415
|
+
get fsrSharpness(): number { return _C(this, 4910) as number; }
|
|
416
|
+
set fsrSharpness(v: number) { _C(this, 11503, v); }
|
|
417
|
+
|
|
418
|
+
/**
|
|
419
|
+
* The Variable Rate Shading (VRS) mode that is used for this viewport. Note, if hardware does not support VRS this property is ignored.
|
|
420
|
+
*/
|
|
421
|
+
get vrsMode(): VRSMode { return _C(this, 7135) as VRSMode; }
|
|
422
|
+
set vrsMode(v: VRSMode) { _C(this, 13360, v); }
|
|
423
|
+
|
|
424
|
+
/**
|
|
425
|
+
* Sets the update mode for Variable Rate Shading (VRS) for the viewport. VRS requires the input texture to be converted to the format usable by the VRS method supported by the hardware. The update mode defines how often this happens. If the GPU does not support VRS, or VRS is not enabled, this property is ignored.
|
|
426
|
+
*/
|
|
427
|
+
get vrsUpdateMode(): VRSUpdateMode { return _C(this, 7139) as VRSUpdateMode; }
|
|
428
|
+
set vrsUpdateMode(v: VRSUpdateMode) { _C(this, 13364, v); }
|
|
429
|
+
|
|
430
|
+
/**
|
|
431
|
+
* Texture to use when {@link vrsMode} is set to {@link Viewport.VRS_TEXTURE}.
|
|
432
|
+
* The texture *must* use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision:
|
|
433
|
+
*
|
|
434
|
+
* ```text
|
|
435
|
+
*
|
|
436
|
+
* - 1×1 = rgb(0, 0, 0) - #000000
|
|
437
|
+
* - 1×2 = rgb(0, 85, 0) - #005500
|
|
438
|
+
* - 2×1 = rgb(85, 0, 0) - #550000
|
|
439
|
+
* - 2×2 = rgb(85, 85, 0) - #555500
|
|
440
|
+
* - 2×4 = rgb(85, 170, 0) - #55aa00
|
|
441
|
+
* - 4×2 = rgb(170, 85, 0) - #aa5500
|
|
442
|
+
* - 4×4 = rgb(170, 170, 0) - #aaaa00
|
|
443
|
+
* - 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
|
|
444
|
+
* - 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
|
|
445
|
+
* - 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
|
|
446
|
+
*
|
|
447
|
+
* ```
|
|
448
|
+
*/
|
|
449
|
+
get vrsTexture(): Texture2D { return _C(this, 7138) as Texture2D; }
|
|
450
|
+
set vrsTexture(v: Texture2D) { _C(this, 13363, v); }
|
|
451
|
+
|
|
452
|
+
/**
|
|
453
|
+
* The default filter mode used by {@link CanvasItem} nodes in this viewport.
|
|
454
|
+
*/
|
|
455
|
+
get canvasItemDefaultTextureFilter(): DefaultCanvasItemTextureFilter { return _C(this, 4442) as DefaultCanvasItemTextureFilter; }
|
|
456
|
+
set canvasItemDefaultTextureFilter(v: DefaultCanvasItemTextureFilter) { _C(this, 11055, v); }
|
|
457
|
+
|
|
458
|
+
/**
|
|
459
|
+
* The default repeat mode used by {@link CanvasItem} nodes in this viewport.
|
|
460
|
+
*/
|
|
461
|
+
get canvasItemDefaultTextureRepeat(): DefaultCanvasItemTextureRepeat { return _C(this, 4443) as DefaultCanvasItemTextureRepeat; }
|
|
462
|
+
set canvasItemDefaultTextureRepeat(v: DefaultCanvasItemTextureRepeat) { _C(this, 11056, v); }
|
|
463
|
+
|
|
464
|
+
/**
|
|
465
|
+
* If `true`, the viewport will process 2D audio streams.
|
|
466
|
+
*/
|
|
467
|
+
get audioListenerEnable2d(): boolean { return _C(this, 7768) as boolean; }
|
|
468
|
+
set audioListenerEnable2d(v: boolean) { _C(this, 10534, v); }
|
|
469
|
+
|
|
470
|
+
/**
|
|
471
|
+
* If `true`, the viewport will process 3D audio streams.
|
|
472
|
+
*/
|
|
473
|
+
get audioListenerEnable3d(): boolean { return _C(this, 7769) as boolean; }
|
|
474
|
+
set audioListenerEnable3d(v: boolean) { _C(this, 10535, v); }
|
|
475
|
+
|
|
476
|
+
/**
|
|
477
|
+
* If `true`, the objects rendered by viewport become subjects of mouse picking process.
|
|
478
|
+
* **Note:** The number of simultaneously pickable objects is limited to 64 and they are selected in a non-deterministic order, which can be different in each picking process.
|
|
479
|
+
*/
|
|
480
|
+
get physicsObjectPicking(): boolean { return _C(this, 5898) as boolean; }
|
|
481
|
+
set physicsObjectPicking(v: boolean) { _C(this, 12318, v); }
|
|
482
|
+
|
|
483
|
+
/**
|
|
484
|
+
* If `true`, objects receive mouse picking events sorted primarily by their {@link CanvasItem.zIndex} and secondarily by their position in the scene tree. If `false`, the order is undetermined.
|
|
485
|
+
* **Note:** This setting is disabled by default because of its potential expensive computational cost.
|
|
486
|
+
* **Note:** Sorting happens after selecting the pickable objects. Because of the limitation of 64 simultaneously pickable objects, it is not guaranteed that the object with the highest {@link CanvasItem.zIndex} receives the picking event.
|
|
487
|
+
*/
|
|
488
|
+
get physicsObjectPickingSort(): boolean { return _C(this, 5900) as boolean; }
|
|
489
|
+
set physicsObjectPickingSort(v: boolean) { _C(this, 12320, v); }
|
|
490
|
+
|
|
491
|
+
/**
|
|
492
|
+
* If `true`, the input_event signal will only be sent to one physics object in the mouse picking process. If you want to get the top object only, you must also enable {@link physicsObjectPickingSort}.
|
|
493
|
+
* If `false`, an input_event signal will be sent to all physics objects in the mouse picking process.
|
|
494
|
+
* This applies to 2D CanvasItem object picking only.
|
|
495
|
+
*/
|
|
496
|
+
get physicsObjectPickingFirstOnly(): boolean { return _C(this, 5899) as boolean; }
|
|
497
|
+
set physicsObjectPickingFirstOnly(v: boolean) { _C(this, 12319, v); }
|
|
498
|
+
|
|
499
|
+
/**
|
|
500
|
+
* If `true`, the viewport will not receive input events.
|
|
501
|
+
*/
|
|
502
|
+
get guiDisableInput(): boolean { return _C(this, 8025) as boolean; }
|
|
503
|
+
set guiDisableInput(v: boolean) { _C(this, 11118, v); }
|
|
504
|
+
|
|
505
|
+
/**
|
|
506
|
+
* If `true`, the GUI controls on the viewport will lay pixel perfectly.
|
|
507
|
+
*/
|
|
508
|
+
get guiSnapControlsToPixels(): boolean { return _C(this, 8327) as boolean; }
|
|
509
|
+
set guiSnapControlsToPixels(v: boolean) { _C(this, 12802, v); }
|
|
510
|
+
|
|
511
|
+
/**
|
|
512
|
+
* If `true`, sub-windows (popups and dialogs) will be embedded inside application window as control-like nodes. If `false`, they will appear as separate windows handled by the operating system.
|
|
513
|
+
*/
|
|
514
|
+
get guiEmbedSubwindows(): boolean { return _C(this, 7927) as boolean; }
|
|
515
|
+
set guiEmbedSubwindows(v: boolean) { _C(this, 11227, v); }
|
|
516
|
+
|
|
517
|
+
/**
|
|
518
|
+
* The minimum distance the mouse cursor must move while pressed before a drag operation begins.
|
|
519
|
+
*/
|
|
520
|
+
get guiDragThreshold(): number { return _C(this, 4560) as number; }
|
|
521
|
+
set guiDragThreshold(v: number) { _C(this, 11174, v); }
|
|
522
|
+
|
|
523
|
+
/**
|
|
524
|
+
* Controls how much of the original viewport's size should be covered by the 2D signed distance field. This SDF can be sampled in {@link CanvasItem} shaders and is also used for {@link GPUParticles2D} collision. Higher values allow portions of occluders located outside the viewport to still be taken into account in the generated signed distance field, at the cost of performance. If you notice particles falling through {@link LightOccluder2D}s as the occluders leave the viewport, increase this setting.
|
|
525
|
+
* The percentage is added on each axis and on both sides. For example, with the default {@link SDF_OVERSIZE_120_PERCENT}, the signed distance field will cover 20% of the viewport's size outside the viewport on each side (top, right, bottom, left).
|
|
526
|
+
*/
|
|
527
|
+
get sdfOversize(): SDFOversize { return _C(this, 6286) as SDFOversize; }
|
|
528
|
+
set sdfOversize(v: SDFOversize) { _C(this, 12646, v); }
|
|
529
|
+
|
|
530
|
+
/**
|
|
531
|
+
* The resolution scale to use for the 2D signed distance field. Higher values lead to a more precise and more stable signed distance field as the camera moves, at the cost of performance.
|
|
532
|
+
*/
|
|
533
|
+
get sdfScale(): SDFScale { return _C(this, 6287) as SDFScale; }
|
|
534
|
+
set sdfScale(v: SDFScale) { _C(this, 12647, v); }
|
|
535
|
+
|
|
536
|
+
/**
|
|
537
|
+
* The shadow atlas' resolution (used for omni and spot lights). The value is rounded up to the nearest power of 2.
|
|
538
|
+
* **Note:** If this is set to `0`, no positional shadows will be visible at all. This can improve performance significantly on low-end systems by reducing both the CPU and GPU load (as fewer draw calls are needed to draw the scene without shadows).
|
|
539
|
+
*/
|
|
540
|
+
get positionalShadowAtlasSize(): number { return _C(this, 5980) as number; }
|
|
541
|
+
set positionalShadowAtlasSize(v: number) { _C(this, 12388, v); }
|
|
542
|
+
|
|
543
|
+
/**
|
|
544
|
+
* Use 16 bits for the omni/spot shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices.
|
|
545
|
+
*/
|
|
546
|
+
get positionalShadowAtlas16Bits(): boolean { return _C(this, 5978) as boolean; }
|
|
547
|
+
set positionalShadowAtlas16Bits(v: boolean) { _C(this, 12386, v); }
|
|
548
|
+
|
|
549
|
+
/**
|
|
550
|
+
* The subdivision amount of the first quadrant on the shadow atlas.
|
|
551
|
+
*/
|
|
552
|
+
get positionalShadowAtlasQuad0(): PositionalShadowAtlasQuadrantSubdiv { return _C(this, 5979, 0) as PositionalShadowAtlasQuadrantSubdiv; }
|
|
553
|
+
set positionalShadowAtlasQuad0(v: PositionalShadowAtlasQuadrantSubdiv) { _C(this, 12387, 0, v); }
|
|
554
|
+
|
|
555
|
+
/**
|
|
556
|
+
* The subdivision amount of the second quadrant on the shadow atlas.
|
|
557
|
+
*/
|
|
558
|
+
get positionalShadowAtlasQuad1(): PositionalShadowAtlasQuadrantSubdiv { return _C(this, 5979, 1) as PositionalShadowAtlasQuadrantSubdiv; }
|
|
559
|
+
set positionalShadowAtlasQuad1(v: PositionalShadowAtlasQuadrantSubdiv) { _C(this, 12387, 1, v); }
|
|
560
|
+
|
|
561
|
+
/**
|
|
562
|
+
* The subdivision amount of the third quadrant on the shadow atlas.
|
|
563
|
+
*/
|
|
564
|
+
get positionalShadowAtlasQuad2(): PositionalShadowAtlasQuadrantSubdiv { return _C(this, 5979, 2) as PositionalShadowAtlasQuadrantSubdiv; }
|
|
565
|
+
set positionalShadowAtlasQuad2(v: PositionalShadowAtlasQuadrantSubdiv) { _C(this, 12387, 2, v); }
|
|
566
|
+
|
|
567
|
+
/**
|
|
568
|
+
* The subdivision amount of the fourth quadrant on the shadow atlas.
|
|
569
|
+
*/
|
|
570
|
+
get positionalShadowAtlasQuad3(): PositionalShadowAtlasQuadrantSubdiv { return _C(this, 5979, 3) as PositionalShadowAtlasQuadrantSubdiv; }
|
|
571
|
+
set positionalShadowAtlasQuad3(v: PositionalShadowAtlasQuadrantSubdiv) { _C(this, 12387, 3, v); }
|
|
572
|
+
|
|
573
|
+
/**
|
|
574
|
+
* The canvas transform of the viewport, useful for changing the on-screen positions of all child {@link CanvasItem}s. This is relative to the global canvas transform of the viewport.
|
|
575
|
+
*/
|
|
576
|
+
get canvasTransform(): Transform2D { return _C(this, 4078) as Transform2D; }
|
|
577
|
+
set canvasTransform(v: Transform2D) { _C(this, 10797, v); }
|
|
578
|
+
|
|
579
|
+
/**
|
|
580
|
+
* The global canvas transform of the viewport. The canvas transform is relative to this.
|
|
581
|
+
*/
|
|
582
|
+
get globalCanvasTransform(): Transform2D { return _C(this, 4924) as Transform2D; }
|
|
583
|
+
set globalCanvasTransform(v: Transform2D) { _C(this, 11515, v); }
|
|
584
|
+
|
|
585
|
+
/**
|
|
586
|
+
* The rendering layers in which this {@link Viewport} renders {@link CanvasItem} nodes.
|
|
587
|
+
* **Note:** A {@link CanvasItem} does not inherit its parents' visibility layers. See {@link CanvasItem.visibilityLayer}'s description for details.
|
|
588
|
+
*/
|
|
589
|
+
get canvasCullMask(): number { return _C(this, 4072) as number; }
|
|
590
|
+
set canvasCullMask(v: number) { _C(this, 10793, v); }
|
|
591
|
+
|
|
592
|
+
/**
|
|
593
|
+
* If `true` and one of the following conditions are true: {@link SubViewport.size2dOverrideStretch} and {@link SubViewport.size2dOverride} are set, {@link Window.contentScaleFactor} is set and scaling is enabled, {@link oversamplingOverride} is set, font and {@link DPITexture} oversampling are enabled.
|
|
594
|
+
*/
|
|
595
|
+
get oversampling(): boolean { return _C(this, 8413) as boolean; }
|
|
596
|
+
set oversampling(v: boolean) { _C(this, 13231, v); }
|
|
597
|
+
|
|
598
|
+
/**
|
|
599
|
+
* If greater than zero, this value is used as the font oversampling factor, otherwise oversampling is equal to viewport scale.
|
|
600
|
+
*/
|
|
601
|
+
get oversamplingOverride(): number { return _C(this, 5779) as number; }
|
|
602
|
+
set oversamplingOverride(v: number) { _C(this, 12230, v); }
|
|
603
|
+
|
|
604
|
+
/**
|
|
605
|
+
* Emitted when the size of the viewport is changed, whether by resizing of window, or some other means.
|
|
606
|
+
*/
|
|
607
|
+
get sizeChanged(): Signal<() => void> { return _G(this, 13611) as Signal<() => void>; }
|
|
608
|
+
set sizeChanged(v: (() => void) | null) { _G(this, 13611, v); }
|
|
609
|
+
|
|
610
|
+
/**
|
|
611
|
+
* Emitted when a Control node grabs keyboard focus.
|
|
612
|
+
* **Note:** A Control node losing focus doesn't cause this signal to be emitted.
|
|
613
|
+
*/
|
|
614
|
+
get guiFocusChanged(): Signal<(node: Control) => void> { return _G(this, 7317) as Signal<(node: Control) => void>; }
|
|
615
|
+
set guiFocusChanged(v: ((node: Control) => void) | null) { _G(this, 7317, v); }
|
|
616
|
+
|
|
617
|
+
static readonly name = _R(833, Viewport);
|
|
618
|
+
}
|
|
619
|
+
|
|
620
|
+
export const PositionalShadowAtlasQuadrantSubdiv = {
|
|
621
|
+
/**
|
|
622
|
+
* This quadrant will not be used.
|
|
623
|
+
*/
|
|
624
|
+
SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED: 0,
|
|
625
|
+
/**
|
|
626
|
+
* This quadrant will only be used by one shadow map.
|
|
627
|
+
*/
|
|
628
|
+
SHADOW_ATLAS_QUADRANT_SUBDIV_1: 1,
|
|
629
|
+
/**
|
|
630
|
+
* This quadrant will be split in 4 and used by up to 4 shadow maps.
|
|
631
|
+
*/
|
|
632
|
+
SHADOW_ATLAS_QUADRANT_SUBDIV_4: 2,
|
|
633
|
+
/**
|
|
634
|
+
* This quadrant will be split 16 ways and used by up to 16 shadow maps.
|
|
635
|
+
*/
|
|
636
|
+
SHADOW_ATLAS_QUADRANT_SUBDIV_16: 3,
|
|
637
|
+
/**
|
|
638
|
+
* This quadrant will be split 64 ways and used by up to 64 shadow maps.
|
|
639
|
+
*/
|
|
640
|
+
SHADOW_ATLAS_QUADRANT_SUBDIV_64: 4,
|
|
641
|
+
/**
|
|
642
|
+
* This quadrant will be split 256 ways and used by up to 256 shadow maps. Unless the {@link positionalShadowAtlasSize} is very high, the shadows in this quadrant will be very low resolution.
|
|
643
|
+
*/
|
|
644
|
+
SHADOW_ATLAS_QUADRANT_SUBDIV_256: 5,
|
|
645
|
+
/**
|
|
646
|
+
* This quadrant will be split 1024 ways and used by up to 1024 shadow maps. Unless the {@link positionalShadowAtlasSize} is very high, the shadows in this quadrant will be very low resolution.
|
|
647
|
+
*/
|
|
648
|
+
SHADOW_ATLAS_QUADRANT_SUBDIV_1024: 6,
|
|
649
|
+
/**
|
|
650
|
+
* Represents the size of the {@link PositionalShadowAtlasQuadrantSubdiv} enum.
|
|
651
|
+
*/
|
|
652
|
+
SHADOW_ATLAS_QUADRANT_SUBDIV_MAX: 7,
|
|
653
|
+
} as const;
|
|
654
|
+
|
|
655
|
+
export type PositionalShadowAtlasQuadrantSubdiv = (typeof PositionalShadowAtlasQuadrantSubdiv)[keyof typeof PositionalShadowAtlasQuadrantSubdiv];
|
|
656
|
+
|
|
657
|
+
export const Scaling3DMode = {
|
|
658
|
+
/**
|
|
659
|
+
* Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using {@link scaling3dScale}. Values less than `1.0` will result in undersampling while values greater than `1.0` will result in supersampling. A value of `1.0` disables scaling.
|
|
660
|
+
*/
|
|
661
|
+
SCALING_3D_MODE_BILINEAR: 0,
|
|
662
|
+
/**
|
|
663
|
+
* Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using {@link scaling3dScale}. Values less than `1.0` will result in the viewport being upscaled using FSR. Values greater than `1.0` are not supported and bilinear downsampling will be used instead. A value of `1.0` disables scaling.
|
|
664
|
+
*/
|
|
665
|
+
SCALING_3D_MODE_FSR: 1,
|
|
666
|
+
/**
|
|
667
|
+
* Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport's 3D buffer. The amount of scaling can be set using {@link Viewport.scaling3dScale}. Values less than `1.0` will result in the viewport being upscaled using FSR2. Values greater than `1.0` are not supported and bilinear downsampling will be used instead. A value of `1.0` will use FSR2 at native resolution as a TAA solution.
|
|
668
|
+
*/
|
|
669
|
+
SCALING_3D_MODE_FSR2: 2,
|
|
670
|
+
/**
|
|
671
|
+
* Use the [MetalFX spatial upscaler](https://developer.apple.com/documentation/metalfx/mtlfxspatialscaler#overview) for the viewport's 3D buffer.
|
|
672
|
+
* The amount of scaling can be set using {@link scaling3dScale}.
|
|
673
|
+
* Values less than `1.0` will result in the viewport being upscaled using MetalFX. Values greater than `1.0` are not supported and bilinear downsampling will be used instead. A value of `1.0` disables scaling.
|
|
674
|
+
* More information: [MetalFX](https://developer.apple.com/documentation/metalfx).
|
|
675
|
+
* **Note:** Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
|
|
676
|
+
*/
|
|
677
|
+
SCALING_3D_MODE_METALFX_SPATIAL: 3,
|
|
678
|
+
/**
|
|
679
|
+
* Use the [MetalFX temporal upscaler](https://developer.apple.com/documentation/metalfx/mtlfxtemporalscaler#overview) for the viewport's 3D buffer.
|
|
680
|
+
* The amount of scaling can be set using {@link scaling3dScale}. To determine the minimum input scale, use the {@link RenderingDevice.limitGet} method with {@link RenderingDevice.LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE}.
|
|
681
|
+
* Values less than `1.0` will result in the viewport being upscaled using MetalFX. Values greater than `1.0` are not supported and bilinear downsampling will be used instead. A value of `1.0` will use MetalFX at native resolution as a TAA solution.
|
|
682
|
+
* More information: [MetalFX](https://developer.apple.com/documentation/metalfx).
|
|
683
|
+
* **Note:** Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
|
|
684
|
+
*/
|
|
685
|
+
SCALING_3D_MODE_METALFX_TEMPORAL: 4,
|
|
686
|
+
/**
|
|
687
|
+
* Use nearest-neighbor filtering for the viewport's 3D buffer. This looks crisper than {@link SCALING_3D_MODE_BILINEAR} and has no additional rendering cost. The amount of scaling can be set using {@link scaling3dScale}. Values greater than `1.0` are not supported and bilinear downsampling will be used instead. A value of `1.0` disables scaling.
|
|
688
|
+
* **Note:** When using the **Nearest** scaling mode, to avoid uneven pixel scaling, it's highly recommended to use a value equal to an integer divisor with a dividend of `1`. For example, it's best to use a scale of `0.5` (1/2), `0.3333` (1/3), `0.25` (1/4), `0.2` (1/5), and so on.
|
|
689
|
+
*/
|
|
690
|
+
SCALING_3D_MODE_NEAREST: 5,
|
|
691
|
+
/**
|
|
692
|
+
* Represents the size of the {@link Scaling3DMode} enum.
|
|
693
|
+
*/
|
|
694
|
+
SCALING_3D_MODE_MAX: 6,
|
|
695
|
+
} as const;
|
|
696
|
+
|
|
697
|
+
export type Scaling3DMode = (typeof Scaling3DMode)[keyof typeof Scaling3DMode];
|
|
698
|
+
|
|
699
|
+
export const MSAA = {
|
|
700
|
+
/**
|
|
701
|
+
* Multisample antialiasing mode disabled. This is the default value, and is also the fastest setting.
|
|
702
|
+
*/
|
|
703
|
+
MSAA_DISABLED: 0,
|
|
704
|
+
/**
|
|
705
|
+
* Use 2× Multisample Antialiasing. This has a moderate performance cost. It helps reduce aliasing noticeably, but 4× MSAA still looks substantially better.
|
|
706
|
+
*/
|
|
707
|
+
MSAA_2X: 1,
|
|
708
|
+
/**
|
|
709
|
+
* Use 4× Multisample Antialiasing. This has a significant performance cost, and is generally a good compromise between performance and quality.
|
|
710
|
+
*/
|
|
711
|
+
MSAA_4X: 2,
|
|
712
|
+
/**
|
|
713
|
+
* Use 8× Multisample Antialiasing. This has a very high performance cost. The difference between 4× and 8× MSAA may not always be visible in real gameplay conditions. Likely unsupported on low-end and older hardware.
|
|
714
|
+
*/
|
|
715
|
+
MSAA_8X: 3,
|
|
716
|
+
/**
|
|
717
|
+
* Represents the size of the {@link MSAA} enum.
|
|
718
|
+
*/
|
|
719
|
+
MSAA_MAX: 4,
|
|
720
|
+
} as const;
|
|
721
|
+
|
|
722
|
+
export type MSAA = (typeof MSAA)[keyof typeof MSAA];
|
|
723
|
+
|
|
724
|
+
export const AnisotropicFiltering = {
|
|
725
|
+
/**
|
|
726
|
+
* Anisotropic filtering is disabled.
|
|
727
|
+
*/
|
|
728
|
+
ANISOTROPY_DISABLED: 0,
|
|
729
|
+
/**
|
|
730
|
+
* Use 2× anisotropic filtering.
|
|
731
|
+
*/
|
|
732
|
+
ANISOTROPY_2X: 1,
|
|
733
|
+
/**
|
|
734
|
+
* Use 4× anisotropic filtering. This is the default value.
|
|
735
|
+
*/
|
|
736
|
+
ANISOTROPY_4X: 2,
|
|
737
|
+
/**
|
|
738
|
+
* Use 8× anisotropic filtering.
|
|
739
|
+
*/
|
|
740
|
+
ANISOTROPY_8X: 3,
|
|
741
|
+
/**
|
|
742
|
+
* Use 16× anisotropic filtering.
|
|
743
|
+
*/
|
|
744
|
+
ANISOTROPY_16X: 4,
|
|
745
|
+
/**
|
|
746
|
+
* Represents the size of the {@link AnisotropicFiltering} enum.
|
|
747
|
+
*/
|
|
748
|
+
ANISOTROPY_MAX: 5,
|
|
749
|
+
} as const;
|
|
750
|
+
|
|
751
|
+
export type AnisotropicFiltering = (typeof AnisotropicFiltering)[keyof typeof AnisotropicFiltering];
|
|
752
|
+
|
|
753
|
+
export const ScreenSpaceAA = {
|
|
754
|
+
/**
|
|
755
|
+
* Do not perform any antialiasing in the full screen post-process.
|
|
756
|
+
*/
|
|
757
|
+
SCREEN_SPACE_AA_DISABLED: 0,
|
|
758
|
+
/**
|
|
759
|
+
* Use fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.
|
|
760
|
+
*/
|
|
761
|
+
SCREEN_SPACE_AA_FXAA: 1,
|
|
762
|
+
/**
|
|
763
|
+
* Use subpixel morphological antialiasing. SMAA may produce clearer results than FXAA, but at a slightly higher performance cost.
|
|
764
|
+
*/
|
|
765
|
+
SCREEN_SPACE_AA_SMAA: 2,
|
|
766
|
+
/**
|
|
767
|
+
* Represents the size of the {@link ScreenSpaceAA} enum.
|
|
768
|
+
*/
|
|
769
|
+
SCREEN_SPACE_AA_MAX: 3,
|
|
770
|
+
} as const;
|
|
771
|
+
|
|
772
|
+
export type ScreenSpaceAA = (typeof ScreenSpaceAA)[keyof typeof ScreenSpaceAA];
|
|
773
|
+
|
|
774
|
+
export const RenderInfo = {
|
|
775
|
+
/**
|
|
776
|
+
* Amount of objects in frame.
|
|
777
|
+
*/
|
|
778
|
+
RENDER_INFO_OBJECTS_IN_FRAME: 0,
|
|
779
|
+
/**
|
|
780
|
+
* Amount of vertices in frame.
|
|
781
|
+
*/
|
|
782
|
+
RENDER_INFO_PRIMITIVES_IN_FRAME: 1,
|
|
783
|
+
/**
|
|
784
|
+
* Amount of draw calls in frame.
|
|
785
|
+
*/
|
|
786
|
+
RENDER_INFO_DRAW_CALLS_IN_FRAME: 2,
|
|
787
|
+
/**
|
|
788
|
+
* Represents the size of the {@link RenderInfo} enum.
|
|
789
|
+
*/
|
|
790
|
+
RENDER_INFO_MAX: 3,
|
|
791
|
+
} as const;
|
|
792
|
+
|
|
793
|
+
export type RenderInfo = (typeof RenderInfo)[keyof typeof RenderInfo];
|
|
794
|
+
|
|
795
|
+
export const RenderInfoType = {
|
|
796
|
+
/**
|
|
797
|
+
* Visible render pass (excluding shadows).
|
|
798
|
+
*/
|
|
799
|
+
RENDER_INFO_TYPE_VISIBLE: 0,
|
|
800
|
+
/**
|
|
801
|
+
* Shadow render pass. Objects will be rendered several times depending on the number of amounts of lights with shadows and the number of directional shadow splits.
|
|
802
|
+
*/
|
|
803
|
+
RENDER_INFO_TYPE_SHADOW: 1,
|
|
804
|
+
/**
|
|
805
|
+
* Canvas item rendering. This includes all 2D rendering.
|
|
806
|
+
*/
|
|
807
|
+
RENDER_INFO_TYPE_CANVAS: 2,
|
|
808
|
+
/**
|
|
809
|
+
* Represents the size of the {@link RenderInfoType} enum.
|
|
810
|
+
*/
|
|
811
|
+
RENDER_INFO_TYPE_MAX: 3,
|
|
812
|
+
} as const;
|
|
813
|
+
|
|
814
|
+
export type RenderInfoType = (typeof RenderInfoType)[keyof typeof RenderInfoType];
|
|
815
|
+
|
|
816
|
+
export const DebugDraw = {
|
|
817
|
+
/**
|
|
818
|
+
* Objects are displayed normally.
|
|
819
|
+
*/
|
|
820
|
+
DEBUG_DRAW_DISABLED: 0,
|
|
821
|
+
/**
|
|
822
|
+
* Objects are displayed without light information.
|
|
823
|
+
*/
|
|
824
|
+
DEBUG_DRAW_UNSHADED: 1,
|
|
825
|
+
/**
|
|
826
|
+
* Objects are displayed without textures and only with lighting information.
|
|
827
|
+
* **Note:** When using this debug draw mode, custom shaders are ignored since all materials in the scene temporarily use a debug material. This means the result from custom shader functions (such as vertex displacement) won't be visible anymore when using this debug draw mode.
|
|
828
|
+
*/
|
|
829
|
+
DEBUG_DRAW_LIGHTING: 2,
|
|
830
|
+
/**
|
|
831
|
+
* Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw means you are wasting performance on drawing pixels that are being hidden behind others.
|
|
832
|
+
* **Note:** When using this debug draw mode, custom shaders are ignored since all materials in the scene temporarily use a debug material. This means the result from custom shader functions (such as vertex displacement) won't be visible anymore when using this debug draw mode.
|
|
833
|
+
*/
|
|
834
|
+
DEBUG_DRAW_OVERDRAW: 3,
|
|
835
|
+
/**
|
|
836
|
+
* Objects are displayed as wireframe models.
|
|
837
|
+
* **Note:** {@link RenderingServer.setDebugGenerateWireframes} must be called before loading any meshes for wireframes to be visible when using the Compatibility renderer.
|
|
838
|
+
* **Note:** In the Compatibility renderer, backfaces are always visible when using wireframe rendering. In the Forward+ and Mobile renderers, wireframes follow the material's backface culling properties instead.
|
|
839
|
+
*/
|
|
840
|
+
DEBUG_DRAW_WIREFRAME: 4,
|
|
841
|
+
/**
|
|
842
|
+
* Objects are displayed without lighting information and their textures replaced by normal mapping.
|
|
843
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
844
|
+
*/
|
|
845
|
+
DEBUG_DRAW_NORMAL_BUFFER: 5,
|
|
846
|
+
/**
|
|
847
|
+
* Objects are displayed with only the albedo value from {@link VoxelGI}s. Requires at least one visible {@link VoxelGI} node that has been baked to have a visible effect.
|
|
848
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
849
|
+
*/
|
|
850
|
+
DEBUG_DRAW_VOXEL_GI_ALBEDO: 6,
|
|
851
|
+
/**
|
|
852
|
+
* Objects are displayed with only the lighting value from {@link VoxelGI}s. Requires at least one visible {@link VoxelGI} node that has been baked to have a visible effect.
|
|
853
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
854
|
+
*/
|
|
855
|
+
DEBUG_DRAW_VOXEL_GI_LIGHTING: 7,
|
|
856
|
+
/**
|
|
857
|
+
* Objects are displayed with only the emission color from {@link VoxelGI}s. Requires at least one visible {@link VoxelGI} node that has been baked to have a visible effect.
|
|
858
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
859
|
+
*/
|
|
860
|
+
DEBUG_DRAW_VOXEL_GI_EMISSION: 8,
|
|
861
|
+
/**
|
|
862
|
+
* Draws the shadow atlas that stores shadows from {@link OmniLight3D}s and {@link SpotLight3D}s in the upper left quadrant of the {@link Viewport}.
|
|
863
|
+
*/
|
|
864
|
+
DEBUG_DRAW_SHADOW_ATLAS: 9,
|
|
865
|
+
/**
|
|
866
|
+
* Draws the shadow atlas that stores shadows from {@link DirectionalLight3D}s in the upper left quadrant of the {@link Viewport}.
|
|
867
|
+
*/
|
|
868
|
+
DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS: 10,
|
|
869
|
+
/**
|
|
870
|
+
* Draws the scene luminance buffer (if available) in the upper left quadrant of the {@link Viewport}.
|
|
871
|
+
* **Note:** Only supported when using the Forward+ or Mobile rendering methods.
|
|
872
|
+
*/
|
|
873
|
+
DEBUG_DRAW_SCENE_LUMINANCE: 11,
|
|
874
|
+
/**
|
|
875
|
+
* Draws the screen-space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have {@link Environment.ssaoEnabled} set in your {@link WorldEnvironment}.
|
|
876
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
877
|
+
*/
|
|
878
|
+
DEBUG_DRAW_SSAO: 12,
|
|
879
|
+
/**
|
|
880
|
+
* Draws the screen-space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have {@link Environment.ssilEnabled} set in your {@link WorldEnvironment}.
|
|
881
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
882
|
+
*/
|
|
883
|
+
DEBUG_DRAW_SSIL: 13,
|
|
884
|
+
/**
|
|
885
|
+
* Colors each PSSM split for the {@link DirectionalLight3D}s in the scene a different color so you can see where the splits are. In order (from closest to furthest from the camera), they are colored red, green, blue, and yellow.
|
|
886
|
+
* **Note:** When using this debug draw mode, custom shaders are ignored since all materials in the scene temporarily use a debug material. This means the result from custom shader functions (such as vertex displacement) won't be visible anymore when using this debug draw mode.
|
|
887
|
+
* **Note:** Only supported when using the Forward+ or Mobile rendering methods.
|
|
888
|
+
*/
|
|
889
|
+
DEBUG_DRAW_PSSM_SPLITS: 14,
|
|
890
|
+
/**
|
|
891
|
+
* Draws the decal atlas used by {@link Decal}s and light projector textures in the upper left quadrant of the {@link Viewport}.
|
|
892
|
+
* **Note:** Only supported when using the Forward+ or Mobile rendering methods.
|
|
893
|
+
*/
|
|
894
|
+
DEBUG_DRAW_DECAL_ATLAS: 15,
|
|
895
|
+
/**
|
|
896
|
+
* Draws the cascades used to render signed distance field global illumination (SDFGI).
|
|
897
|
+
* Does nothing if the current environment's {@link Environment.sdfgiEnabled} is `false`.
|
|
898
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
899
|
+
*/
|
|
900
|
+
DEBUG_DRAW_SDFGI: 16,
|
|
901
|
+
/**
|
|
902
|
+
* Draws the probes used for signed distance field global illumination (SDFGI).
|
|
903
|
+
* When in the editor, left-clicking a probe will display additional bright dots that show its occlusion information. A white dot means the light is not occluded at all at the dot's position, while a red dot means the light is fully occluded. Intermediate values are possible.
|
|
904
|
+
* Does nothing if the current environment's {@link Environment.sdfgiEnabled} is `false`.
|
|
905
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
906
|
+
*/
|
|
907
|
+
DEBUG_DRAW_SDFGI_PROBES: 17,
|
|
908
|
+
/**
|
|
909
|
+
* Draws the buffer used for global illumination from {@link VoxelGI} or SDFGI. Requires {@link VoxelGI} (at least one visible baked VoxelGI node) or SDFGI ({@link Environment.sdfgiEnabled}) to be enabled to have a visible effect.
|
|
910
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
911
|
+
*/
|
|
912
|
+
DEBUG_DRAW_GI_BUFFER: 18,
|
|
913
|
+
/**
|
|
914
|
+
* Draws all of the objects at their highest polycount regardless of their distance from the camera. No low level of detail (LOD) is applied.
|
|
915
|
+
*/
|
|
916
|
+
DEBUG_DRAW_DISABLE_LOD: 19,
|
|
917
|
+
/**
|
|
918
|
+
* Draws the cluster used by {@link OmniLight3D} nodes to optimize light rendering.
|
|
919
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
920
|
+
*/
|
|
921
|
+
DEBUG_DRAW_CLUSTER_OMNI_LIGHTS: 20,
|
|
922
|
+
/**
|
|
923
|
+
* Draws the cluster used by {@link SpotLight3D} nodes to optimize light rendering.
|
|
924
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
925
|
+
*/
|
|
926
|
+
DEBUG_DRAW_CLUSTER_SPOT_LIGHTS: 21,
|
|
927
|
+
/**
|
|
928
|
+
* Draws the cluster used by {@link Decal} nodes to optimize decal rendering.
|
|
929
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
930
|
+
*/
|
|
931
|
+
DEBUG_DRAW_CLUSTER_DECALS: 22,
|
|
932
|
+
/**
|
|
933
|
+
* Draws the cluster used by {@link ReflectionProbe} nodes to optimize reflection probes.
|
|
934
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
935
|
+
*/
|
|
936
|
+
DEBUG_DRAW_CLUSTER_REFLECTION_PROBES: 23,
|
|
937
|
+
/**
|
|
938
|
+
* Draws the buffer used for occlusion culling.
|
|
939
|
+
* **Note:** Only supported when using the Forward+ or Mobile rendering methods.
|
|
940
|
+
*/
|
|
941
|
+
DEBUG_DRAW_OCCLUDERS: 24,
|
|
942
|
+
/**
|
|
943
|
+
* Draws vector lines over the viewport to indicate the movement of pixels between frames.
|
|
944
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
945
|
+
*/
|
|
946
|
+
DEBUG_DRAW_MOTION_VECTORS: 25,
|
|
947
|
+
/**
|
|
948
|
+
* Draws the internal resolution buffer of the scene in linear colorspace before tonemapping or post-processing is applied.
|
|
949
|
+
* **Note:** Only supported when using the Forward+ or Mobile rendering methods.
|
|
950
|
+
*/
|
|
951
|
+
DEBUG_DRAW_INTERNAL_BUFFER: 26,
|
|
952
|
+
/**
|
|
953
|
+
* Draws the cluster used by {@link AreaLight3D} nodes to optimize light rendering.
|
|
954
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
955
|
+
*/
|
|
956
|
+
DEBUG_DRAW_CLUSTER_AREA_LIGHTS: 27,
|
|
957
|
+
/**
|
|
958
|
+
* Draws the atlas used by {@link AreaLight3D} nodes in the upper left quadrant of the {@link Viewport}.
|
|
959
|
+
* **Note:** Only supported when using the Forward+ or Mobile rendering method.
|
|
960
|
+
*/
|
|
961
|
+
DEBUG_DRAW_AREA_LIGHT_ATLAS: 28,
|
|
962
|
+
} as const;
|
|
963
|
+
|
|
964
|
+
export type DebugDraw = (typeof DebugDraw)[keyof typeof DebugDraw];
|
|
965
|
+
|
|
966
|
+
export const DefaultCanvasItemTextureFilter = {
|
|
967
|
+
/**
|
|
968
|
+
* The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).
|
|
969
|
+
*/
|
|
970
|
+
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST: 0,
|
|
971
|
+
/**
|
|
972
|
+
* The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).
|
|
973
|
+
*/
|
|
974
|
+
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR: 1,
|
|
975
|
+
/**
|
|
976
|
+
* The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if {@link ProjectSettings.rendering/textures/defaultFilters/useNearestMipmapFilter} is `true`). This makes the texture look smooth from up close, and smooth from a distance.
|
|
977
|
+
* Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to {@link Camera2D} zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
|
|
978
|
+
*/
|
|
979
|
+
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: 2,
|
|
980
|
+
/**
|
|
981
|
+
* The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if {@link ProjectSettings.rendering/textures/defaultFilters/useNearestMipmapFilter} is `true`). This makes the texture look pixelated from up close, and smooth from a distance.
|
|
982
|
+
* Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to {@link Camera2D} zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
|
|
983
|
+
*/
|
|
984
|
+
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: 3,
|
|
985
|
+
/**
|
|
986
|
+
* The {@link Viewport} will inherit the filter from its parent {@link CanvasItem} or {@link Viewport}.
|
|
987
|
+
*/
|
|
988
|
+
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_PARENT_NODE: 4,
|
|
989
|
+
/**
|
|
990
|
+
* Represents the size of the {@link DefaultCanvasItemTextureFilter} enum.
|
|
991
|
+
*/
|
|
992
|
+
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_MAX: 5,
|
|
993
|
+
} as const;
|
|
994
|
+
|
|
995
|
+
export type DefaultCanvasItemTextureFilter = (typeof DefaultCanvasItemTextureFilter)[keyof typeof DefaultCanvasItemTextureFilter];
|
|
996
|
+
|
|
997
|
+
export const DefaultCanvasItemTextureRepeat = {
|
|
998
|
+
/**
|
|
999
|
+
* Disables textures repeating. Instead, when reading UVs outside the 0-1 range, the value will be clamped to the edge of the texture, resulting in a stretched out look at the borders of the texture.
|
|
1000
|
+
*/
|
|
1001
|
+
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: 0,
|
|
1002
|
+
/**
|
|
1003
|
+
* Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture.
|
|
1004
|
+
*/
|
|
1005
|
+
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: 1,
|
|
1006
|
+
/**
|
|
1007
|
+
* Flip the texture when repeating so that the edge lines up instead of abruptly changing.
|
|
1008
|
+
*/
|
|
1009
|
+
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: 2,
|
|
1010
|
+
/**
|
|
1011
|
+
* The {@link Viewport} will inherit the repeat mode from its parent {@link CanvasItem} or {@link Viewport}.
|
|
1012
|
+
*/
|
|
1013
|
+
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_PARENT_NODE: 3,
|
|
1014
|
+
/**
|
|
1015
|
+
* Represents the size of the {@link DefaultCanvasItemTextureRepeat} enum.
|
|
1016
|
+
*/
|
|
1017
|
+
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MAX: 4,
|
|
1018
|
+
} as const;
|
|
1019
|
+
|
|
1020
|
+
export type DefaultCanvasItemTextureRepeat = (typeof DefaultCanvasItemTextureRepeat)[keyof typeof DefaultCanvasItemTextureRepeat];
|
|
1021
|
+
|
|
1022
|
+
export const SDFOversize = {
|
|
1023
|
+
/**
|
|
1024
|
+
* The signed distance field only covers the viewport's own rectangle.
|
|
1025
|
+
*/
|
|
1026
|
+
SDF_OVERSIZE_100_PERCENT: 0,
|
|
1027
|
+
/**
|
|
1028
|
+
* The signed distance field is expanded to cover 20% of the viewport's size around the borders.
|
|
1029
|
+
*/
|
|
1030
|
+
SDF_OVERSIZE_120_PERCENT: 1,
|
|
1031
|
+
/**
|
|
1032
|
+
* The signed distance field is expanded to cover 50% of the viewport's size around the borders.
|
|
1033
|
+
*/
|
|
1034
|
+
SDF_OVERSIZE_150_PERCENT: 2,
|
|
1035
|
+
/**
|
|
1036
|
+
* The signed distance field is expanded to cover 100% (double) of the viewport's size around the borders.
|
|
1037
|
+
*/
|
|
1038
|
+
SDF_OVERSIZE_200_PERCENT: 3,
|
|
1039
|
+
/**
|
|
1040
|
+
* Represents the size of the {@link SDFOversize} enum.
|
|
1041
|
+
*/
|
|
1042
|
+
SDF_OVERSIZE_MAX: 4,
|
|
1043
|
+
} as const;
|
|
1044
|
+
|
|
1045
|
+
export type SDFOversize = (typeof SDFOversize)[keyof typeof SDFOversize];
|
|
1046
|
+
|
|
1047
|
+
export const SDFScale = {
|
|
1048
|
+
/**
|
|
1049
|
+
* The signed distance field is rendered at full resolution.
|
|
1050
|
+
*/
|
|
1051
|
+
SDF_SCALE_100_PERCENT: 0,
|
|
1052
|
+
/**
|
|
1053
|
+
* The signed distance field is rendered at half the resolution of this viewport.
|
|
1054
|
+
*/
|
|
1055
|
+
SDF_SCALE_50_PERCENT: 1,
|
|
1056
|
+
/**
|
|
1057
|
+
* The signed distance field is rendered at a quarter the resolution of this viewport.
|
|
1058
|
+
*/
|
|
1059
|
+
SDF_SCALE_25_PERCENT: 2,
|
|
1060
|
+
/**
|
|
1061
|
+
* Represents the size of the {@link SDFScale} enum.
|
|
1062
|
+
*/
|
|
1063
|
+
SDF_SCALE_MAX: 3,
|
|
1064
|
+
} as const;
|
|
1065
|
+
|
|
1066
|
+
export type SDFScale = (typeof SDFScale)[keyof typeof SDFScale];
|
|
1067
|
+
|
|
1068
|
+
export const VRSMode = {
|
|
1069
|
+
/**
|
|
1070
|
+
* Variable Rate Shading is disabled.
|
|
1071
|
+
*/
|
|
1072
|
+
VRS_DISABLED: 0,
|
|
1073
|
+
/**
|
|
1074
|
+
* Variable Rate Shading uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.
|
|
1075
|
+
*/
|
|
1076
|
+
VRS_TEXTURE: 1,
|
|
1077
|
+
/**
|
|
1078
|
+
* Variable Rate Shading's texture is supplied by the primary {@link XRInterface}.
|
|
1079
|
+
*/
|
|
1080
|
+
VRS_XR: 2,
|
|
1081
|
+
/**
|
|
1082
|
+
* Represents the size of the {@link VRSMode} enum.
|
|
1083
|
+
*/
|
|
1084
|
+
VRS_MAX: 3,
|
|
1085
|
+
} as const;
|
|
1086
|
+
|
|
1087
|
+
export type VRSMode = (typeof VRSMode)[keyof typeof VRSMode];
|
|
1088
|
+
|
|
1089
|
+
export const VRSUpdateMode = {
|
|
1090
|
+
/**
|
|
1091
|
+
* The input texture for variable rate shading will not be processed.
|
|
1092
|
+
*/
|
|
1093
|
+
VRS_UPDATE_DISABLED: 0,
|
|
1094
|
+
/**
|
|
1095
|
+
* The input texture for variable rate shading will be processed once.
|
|
1096
|
+
*/
|
|
1097
|
+
VRS_UPDATE_ONCE: 1,
|
|
1098
|
+
/**
|
|
1099
|
+
* The input texture for variable rate shading will be processed each frame.
|
|
1100
|
+
*/
|
|
1101
|
+
VRS_UPDATE_ALWAYS: 2,
|
|
1102
|
+
/**
|
|
1103
|
+
* Represents the size of the {@link VRSUpdateMode} enum.
|
|
1104
|
+
*/
|
|
1105
|
+
VRS_UPDATE_MAX: 3,
|
|
1106
|
+
} as const;
|
|
1107
|
+
|
|
1108
|
+
export type VRSUpdateMode = (typeof VRSUpdateMode)[keyof typeof VRSUpdateMode];
|
|
1109
|
+
|