@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.
Files changed (994) hide show
  1. package/gen/classes/AESContext.ts +99 -0
  2. package/gen/classes/AStar2D.ts +222 -0
  3. package/gen/classes/AStar3D.ts +247 -0
  4. package/gen/classes/AStarGrid2D.ts +284 -0
  5. package/gen/classes/AcceptDialog.ts +104 -0
  6. package/gen/classes/AccessibilityServer.ts +824 -0
  7. package/gen/classes/AimModifier3D.ts +75 -0
  8. package/gen/classes/AnimatableBody2D.ts +21 -0
  9. package/gen/classes/AnimatableBody3D.ts +21 -0
  10. package/gen/classes/AnimatedSprite2D.ts +160 -0
  11. package/gen/classes/AnimatedSprite3D.ts +134 -0
  12. package/gen/classes/AnimatedTexture.ts +74 -0
  13. package/gen/classes/Animation.ts +596 -0
  14. package/gen/classes/AnimationLibrary.ts +77 -0
  15. package/gen/classes/AnimationMixer.ts +450 -0
  16. package/gen/classes/AnimationNode.ts +159 -0
  17. package/gen/classes/AnimationNodeAdd2.ts +16 -0
  18. package/gen/classes/AnimationNodeAdd3.ts +20 -0
  19. package/gen/classes/AnimationNodeAnimation.ts +84 -0
  20. package/gen/classes/AnimationNodeBlend2.ts +15 -0
  21. package/gen/classes/AnimationNodeBlend3.ts +19 -0
  22. package/gen/classes/AnimationNodeBlendSpace1D.ts +162 -0
  23. package/gen/classes/AnimationNodeBlendSpace2D.ts +204 -0
  24. package/gen/classes/AnimationNodeBlendTree.ts +110 -0
  25. package/gen/classes/AnimationNodeExtension.ts +25 -0
  26. package/gen/classes/AnimationNodeOneShot.ts +144 -0
  27. package/gen/classes/AnimationNodeOutput.ts +14 -0
  28. package/gen/classes/AnimationNodeStateMachine.ts +163 -0
  29. package/gen/classes/AnimationNodeStateMachinePlayback.ts +111 -0
  30. package/gen/classes/AnimationNodeStateMachineTransition.ts +120 -0
  31. package/gen/classes/AnimationNodeSub2.ts +17 -0
  32. package/gen/classes/AnimationNodeSync.ts +21 -0
  33. package/gen/classes/AnimationNodeTimeScale.ts +14 -0
  34. package/gen/classes/AnimationNodeTimeSeek.ts +36 -0
  35. package/gen/classes/AnimationNodeTransition.ts +92 -0
  36. package/gen/classes/AnimationPlayer.ts +319 -0
  37. package/gen/classes/AnimationRootNode.ts +15 -0
  38. package/gen/classes/AnimationTree.ts +60 -0
  39. package/gen/classes/Area2D.ts +252 -0
  40. package/gen/classes/Area3D.ts +305 -0
  41. package/gen/classes/AreaLight3D.ts +56 -0
  42. package/gen/classes/ArrayMesh.ts +177 -0
  43. package/gen/classes/ArrayOccluder3D.ts +35 -0
  44. package/gen/classes/AspectRatioContainer.ts +78 -0
  45. package/gen/classes/AtlasTexture.ts +42 -0
  46. package/gen/classes/AudioBusLayout.ts +14 -0
  47. package/gen/classes/AudioEffect.ts +16 -0
  48. package/gen/classes/AudioEffectAmplify.ts +27 -0
  49. package/gen/classes/AudioEffectBandLimitFilter.ts +15 -0
  50. package/gen/classes/AudioEffectBandPassFilter.ts +15 -0
  51. package/gen/classes/AudioEffectCapture.ts +62 -0
  52. package/gen/classes/AudioEffectChorus.ts +95 -0
  53. package/gen/classes/AudioEffectCompressor.ts +62 -0
  54. package/gen/classes/AudioEffectDelay.ts +93 -0
  55. package/gen/classes/AudioEffectDistortion.ts +75 -0
  56. package/gen/classes/AudioEffectEQ.ts +30 -0
  57. package/gen/classes/AudioEffectEQ10.ts +25 -0
  58. package/gen/classes/AudioEffectEQ21.ts +36 -0
  59. package/gen/classes/AudioEffectEQ6.ts +21 -0
  60. package/gen/classes/AudioEffectFilter.ts +68 -0
  61. package/gen/classes/AudioEffectHardLimiter.ts +34 -0
  62. package/gen/classes/AudioEffectHighPassFilter.ts +15 -0
  63. package/gen/classes/AudioEffectHighShelfFilter.ts +15 -0
  64. package/gen/classes/AudioEffectInstance.ts +14 -0
  65. package/gen/classes/AudioEffectLimiter.ts +40 -0
  66. package/gen/classes/AudioEffectLowPassFilter.ts +15 -0
  67. package/gen/classes/AudioEffectLowShelfFilter.ts +15 -0
  68. package/gen/classes/AudioEffectNotchFilter.ts +15 -0
  69. package/gen/classes/AudioEffectPanner.ts +21 -0
  70. package/gen/classes/AudioEffectPhaser.ts +45 -0
  71. package/gen/classes/AudioEffectPitchShift.ts +62 -0
  72. package/gen/classes/AudioEffectRecord.ts +39 -0
  73. package/gen/classes/AudioEffectReverb.ts +63 -0
  74. package/gen/classes/AudioEffectSpectrumAnalyzer.ts +57 -0
  75. package/gen/classes/AudioEffectSpectrumAnalyzerInstance.ts +35 -0
  76. package/gen/classes/AudioEffectStereoEnhance.ts +32 -0
  77. package/gen/classes/AudioListener2D.ts +31 -0
  78. package/gen/classes/AudioListener3D.ts +61 -0
  79. package/gen/classes/AudioSample.ts +14 -0
  80. package/gen/classes/AudioSamplePlayback.ts +14 -0
  81. package/gen/classes/AudioServer.ts +360 -0
  82. package/gen/classes/AudioStream.ts +53 -0
  83. package/gen/classes/AudioStreamGenerator.ts +88 -0
  84. package/gen/classes/AudioStreamGeneratorPlayback.ts +45 -0
  85. package/gen/classes/AudioStreamInteractive.ts +216 -0
  86. package/gen/classes/AudioStreamMP3.ts +74 -0
  87. package/gen/classes/AudioStreamMicrophone.ts +15 -0
  88. package/gen/classes/AudioStreamOggVorbis.ts +71 -0
  89. package/gen/classes/AudioStreamPlayback.ts +63 -0
  90. package/gen/classes/AudioStreamPlaybackInteractive.ts +37 -0
  91. package/gen/classes/AudioStreamPlaybackOggVorbis.ts +14 -0
  92. package/gen/classes/AudioStreamPlaybackPlaylist.ts +13 -0
  93. package/gen/classes/AudioStreamPlaybackPolyphonic.ts +49 -0
  94. package/gen/classes/AudioStreamPlaybackResampled.ts +19 -0
  95. package/gen/classes/AudioStreamPlaybackSynchronized.ts +13 -0
  96. package/gen/classes/AudioStreamPlayer.ts +146 -0
  97. package/gen/classes/AudioStreamPlayer2D.ts +143 -0
  98. package/gen/classes/AudioStreamPlayer3D.ts +233 -0
  99. package/gen/classes/AudioStreamPlaylist.ts +240 -0
  100. package/gen/classes/AudioStreamPolyphonic.ts +21 -0
  101. package/gen/classes/AudioStreamRandomizer.ts +99 -0
  102. package/gen/classes/AudioStreamSynchronized.ts +45 -0
  103. package/gen/classes/AudioStreamWAV.ts +151 -0
  104. package/gen/classes/AwaitTweener.ts +20 -0
  105. package/gen/classes/BackBufferCopy.ts +46 -0
  106. package/gen/classes/BaseButton.ts +164 -0
  107. package/gen/classes/BaseMaterial3D.ts +1477 -0
  108. package/gen/classes/BitMap.ts +94 -0
  109. package/gen/classes/BlitMaterial.ts +46 -0
  110. package/gen/classes/Bone2D.ts +71 -0
  111. package/gen/classes/BoneAttachment3D.ts +57 -0
  112. package/gen/classes/BoneConstraint3D.ts +122 -0
  113. package/gen/classes/BoneMap.ts +53 -0
  114. package/gen/classes/BoneTwistDisperser3D.ts +209 -0
  115. package/gen/classes/BoxContainer.ts +51 -0
  116. package/gen/classes/BoxMesh.ts +41 -0
  117. package/gen/classes/BoxOccluder3D.ts +22 -0
  118. package/gen/classes/BoxShape3D.ts +22 -0
  119. package/gen/classes/Button.ts +117 -0
  120. package/gen/classes/ButtonGroup.ts +39 -0
  121. package/gen/classes/CCDIK3D.ts +16 -0
  122. package/gen/classes/CPUParticles2D.ts +590 -0
  123. package/gen/classes/CPUParticles3D.ts +650 -0
  124. package/gen/classes/CSGBox3D.ts +29 -0
  125. package/gen/classes/CSGCombiner3D.ts +15 -0
  126. package/gen/classes/CSGCylinder3D.ts +52 -0
  127. package/gen/classes/CSGMesh3D.ts +32 -0
  128. package/gen/classes/CSGPolygon3D.ts +170 -0
  129. package/gen/classes/CSGPrimitive3D.ts +20 -0
  130. package/gen/classes/CSGShape3D.ts +140 -0
  131. package/gen/classes/CSGSphere3D.ts +46 -0
  132. package/gen/classes/CSGTorus3D.ts +52 -0
  133. package/gen/classes/CallbackTweener.ts +29 -0
  134. package/gen/classes/Camera2D.ts +266 -0
  135. package/gen/classes/Camera3D.ts +275 -0
  136. package/gen/classes/CameraAttributes.ts +50 -0
  137. package/gen/classes/CameraAttributesPhysical.ts +73 -0
  138. package/gen/classes/CameraAttributesPractical.ts +75 -0
  139. package/gen/classes/CameraFeed.ts +155 -0
  140. package/gen/classes/CameraServer.ts +105 -0
  141. package/gen/classes/CameraTexture.ts +34 -0
  142. package/gen/classes/CanvasGroup.ts +54 -0
  143. package/gen/classes/CanvasItem.ts +698 -0
  144. package/gen/classes/CanvasItemMaterial.ts +97 -0
  145. package/gen/classes/CanvasLayer.ts +103 -0
  146. package/gen/classes/CanvasModulate.ts +21 -0
  147. package/gen/classes/CanvasTexture.ts +60 -0
  148. package/gen/classes/CapsuleMesh.ts +40 -0
  149. package/gen/classes/CapsuleShape2D.ts +35 -0
  150. package/gen/classes/CapsuleShape3D.ts +35 -0
  151. package/gen/classes/CenterContainer.ts +20 -0
  152. package/gen/classes/ChainIK3D.ts +102 -0
  153. package/gen/classes/CharFXTransform.ts +108 -0
  154. package/gen/classes/CharacterBody2D.ts +252 -0
  155. package/gen/classes/CharacterBody3D.ts +246 -0
  156. package/gen/classes/CheckBox.ts +16 -0
  157. package/gen/classes/CheckButton.ts +15 -0
  158. package/gen/classes/CircleShape2D.ts +21 -0
  159. package/gen/classes/ClassDB.ts +197 -0
  160. package/gen/classes/CodeEdit.ts +619 -0
  161. package/gen/classes/CodeHighlighter.ts +132 -0
  162. package/gen/classes/CollisionObject2D.ts +235 -0
  163. package/gen/classes/CollisionObject3D.ts +199 -0
  164. package/gen/classes/CollisionPolygon2D.ts +70 -0
  165. package/gen/classes/CollisionPolygon3D.ts +54 -0
  166. package/gen/classes/CollisionShape2D.ts +55 -0
  167. package/gen/classes/CollisionShape3D.ts +53 -0
  168. package/gen/classes/ColorPalette.ts +21 -0
  169. package/gen/classes/ColorPicker.ts +197 -0
  170. package/gen/classes/ColorPickerButton.ts +68 -0
  171. package/gen/classes/ColorRect.ts +21 -0
  172. package/gen/classes/Compositor.ts +22 -0
  173. package/gen/classes/CompositorEffect.ts +134 -0
  174. package/gen/classes/CompressedCubemap.ts +22 -0
  175. package/gen/classes/CompressedCubemapArray.ts +22 -0
  176. package/gen/classes/CompressedTexture2D.ts +27 -0
  177. package/gen/classes/CompressedTexture2DArray.ts +22 -0
  178. package/gen/classes/CompressedTexture3D.ts +22 -0
  179. package/gen/classes/CompressedTextureLayered.ts +19 -0
  180. package/gen/classes/ConcavePolygonShape2D.ts +25 -0
  181. package/gen/classes/ConcavePolygonShape3D.ts +28 -0
  182. package/gen/classes/ConeTwistJoint3D.ts +84 -0
  183. package/gen/classes/ConfigFile.ts +170 -0
  184. package/gen/classes/ConfirmationDialog.ts +39 -0
  185. package/gen/classes/Container.ts +54 -0
  186. package/gen/classes/Control.ts +1499 -0
  187. package/gen/classes/ConvertTransformModifier3D.ts +153 -0
  188. package/gen/classes/ConvexPolygonShape2D.ts +30 -0
  189. package/gen/classes/ConvexPolygonShape3D.ts +24 -0
  190. package/gen/classes/CopyTransformModifier3D.ts +220 -0
  191. package/gen/classes/Crypto.ts +114 -0
  192. package/gen/classes/CryptoKey.ts +43 -0
  193. package/gen/classes/Cubemap.ts +47 -0
  194. package/gen/classes/CubemapArray.ts +30 -0
  195. package/gen/classes/Curve.ts +183 -0
  196. package/gen/classes/Curve2D.ts +145 -0
  197. package/gen/classes/Curve3D.ts +173 -0
  198. package/gen/classes/CurveTexture.ts +48 -0
  199. package/gen/classes/CurveXYZTexture.ts +40 -0
  200. package/gen/classes/CylinderMesh.ts +58 -0
  201. package/gen/classes/CylinderShape3D.ts +28 -0
  202. package/gen/classes/DPITexture.ts +73 -0
  203. package/gen/classes/DTLSServer.ts +93 -0
  204. package/gen/classes/DampedSpringJoint2D.ts +38 -0
  205. package/gen/classes/Decal.ts +146 -0
  206. package/gen/classes/DirAccess.ts +300 -0
  207. package/gen/classes/DirectionalLight2D.ts +28 -0
  208. package/gen/classes/DirectionalLight3D.ts +104 -0
  209. package/gen/classes/DisplayServer.ts +3119 -0
  210. package/gen/classes/DrawableTexture2D.ts +75 -0
  211. package/gen/classes/ENetConnection.ts +192 -0
  212. package/gen/classes/ENetMultiplayerPeer.ts +54 -0
  213. package/gen/classes/ENetPacketPeer.ts +234 -0
  214. package/gen/classes/EncodedObjectAsID.ts +21 -0
  215. package/gen/classes/Engine.ts +322 -0
  216. package/gen/classes/EngineDebugger.ts +136 -0
  217. package/gen/classes/EngineProfiler.ts +16 -0
  218. package/gen/classes/Environment.ts +786 -0
  219. package/gen/classes/Expression.ts +60 -0
  220. package/gen/classes/ExternalTexture.ts +35 -0
  221. package/gen/classes/FABRIK3D.ts +16 -0
  222. package/gen/classes/FBXDocument.ts +15 -0
  223. package/gen/classes/FBXState.ts +20 -0
  224. package/gen/classes/FastNoiseLite.ts +284 -0
  225. package/gen/classes/FileAccess.ts +596 -0
  226. package/gen/classes/FileDialog.ts +428 -0
  227. package/gen/classes/FlowContainer.ts +84 -0
  228. package/gen/classes/FogMaterial.ts +54 -0
  229. package/gen/classes/FogVolume.ts +39 -0
  230. package/gen/classes/FoldableContainer.ts +110 -0
  231. package/gen/classes/FoldableGroup.ts +38 -0
  232. package/gen/classes/Font.ts +242 -0
  233. package/gen/classes/FontFile.ts +514 -0
  234. package/gen/classes/FontVariation.ts +123 -0
  235. package/gen/classes/FramebufferCacheRD.ts +21 -0
  236. package/gen/classes/GDExtension.ts +47 -0
  237. package/gen/classes/GDExtensionManager.ts +101 -0
  238. package/gen/classes/GDScript.ts +30 -0
  239. package/gen/classes/GLTFAccessor.ts +203 -0
  240. package/gen/classes/GLTFAnimation.ts +33 -0
  241. package/gen/classes/GLTFBufferView.ts +68 -0
  242. package/gen/classes/GLTFCamera.ts +66 -0
  243. package/gen/classes/GLTFDocument.ts +202 -0
  244. package/gen/classes/GLTFDocumentExtension.ts +26 -0
  245. package/gen/classes/GLTFDocumentExtensionConvertImporterMesh.ts +11 -0
  246. package/gen/classes/GLTFLight.ts +80 -0
  247. package/gen/classes/GLTFMesh.ts +53 -0
  248. package/gen/classes/GLTFNode.ts +125 -0
  249. package/gen/classes/GLTFObjectModelProperty.ts +136 -0
  250. package/gen/classes/GLTFPhysicsBody.ts +89 -0
  251. package/gen/classes/GLTFPhysicsShape.ts +92 -0
  252. package/gen/classes/GLTFSkeleton.ts +32 -0
  253. package/gen/classes/GLTFSkin.ts +44 -0
  254. package/gen/classes/GLTFSpecGloss.ts +46 -0
  255. package/gen/classes/GLTFState.ts +250 -0
  256. package/gen/classes/GLTFTexture.ts +23 -0
  257. package/gen/classes/GLTFTextureSampler.ts +38 -0
  258. package/gen/classes/GPUParticles2D.ts +270 -0
  259. package/gen/classes/GPUParticles3D.ts +339 -0
  260. package/gen/classes/GPUParticlesAttractor3D.ts +43 -0
  261. package/gen/classes/GPUParticlesAttractorBox3D.ts +23 -0
  262. package/gen/classes/GPUParticlesAttractorSphere3D.ts +23 -0
  263. package/gen/classes/GPUParticlesAttractorVectorField3D.ts +32 -0
  264. package/gen/classes/GPUParticlesCollision3D.ts +26 -0
  265. package/gen/classes/GPUParticlesCollisionBox3D.ts +24 -0
  266. package/gen/classes/GPUParticlesCollisionHeightField3D.ts +109 -0
  267. package/gen/classes/GPUParticlesCollisionSDF3D.ts +95 -0
  268. package/gen/classes/GPUParticlesCollisionSphere3D.ts +23 -0
  269. package/gen/classes/Generic6DOFJoint3D.ts +146 -0
  270. package/gen/classes/Geometry2D.ts +249 -0
  271. package/gen/classes/Geometry3D.ts +94 -0
  272. package/gen/classes/GeometryInstance3D.ts +223 -0
  273. package/gen/classes/GodotInstance.ts +48 -0
  274. package/gen/classes/Gradient.ts +125 -0
  275. package/gen/classes/GradientTexture1D.ts +33 -0
  276. package/gen/classes/GradientTexture2D.ts +104 -0
  277. package/gen/classes/GraphEdit.ts +535 -0
  278. package/gen/classes/GraphElement.ts +101 -0
  279. package/gen/classes/GraphFrame.ts +66 -0
  280. package/gen/classes/GraphNode.ts +241 -0
  281. package/gen/classes/GridContainer.ts +21 -0
  282. package/gen/classes/GridMap.ts +294 -0
  283. package/gen/classes/GrooveJoint2D.ts +26 -0
  284. package/gen/classes/HBoxContainer.ts +14 -0
  285. package/gen/classes/HFlowContainer.ts +14 -0
  286. package/gen/classes/HMACContext.ts +54 -0
  287. package/gen/classes/HScrollBar.ts +14 -0
  288. package/gen/classes/HSeparator.ts +14 -0
  289. package/gen/classes/HSlider.ts +14 -0
  290. package/gen/classes/HSplitContainer.ts +14 -0
  291. package/gen/classes/HTTPClient.ts +525 -0
  292. package/gen/classes/HTTPRequest.ts +264 -0
  293. package/gen/classes/HashingContext.ts +75 -0
  294. package/gen/classes/HeightMapShape3D.ts +73 -0
  295. package/gen/classes/HingeJoint3D.ts +90 -0
  296. package/gen/classes/IKModifier3D.ts +40 -0
  297. package/gen/classes/IP.ts +132 -0
  298. package/gen/classes/Image.ts +835 -0
  299. package/gen/classes/ImageFormatLoader.ts +31 -0
  300. package/gen/classes/ImageFormatLoaderExtension.ts +30 -0
  301. package/gen/classes/ImageTexture.ts +73 -0
  302. package/gen/classes/ImageTexture3D.ts +29 -0
  303. package/gen/classes/ImageTextureLayered.ts +66 -0
  304. package/gen/classes/ImmediateMesh.ts +85 -0
  305. package/gen/classes/ImporterMesh.ts +159 -0
  306. package/gen/classes/ImporterMeshInstance3D.ts +45 -0
  307. package/gen/classes/Input.ts +743 -0
  308. package/gen/classes/InputEvent.ts +112 -0
  309. package/gen/classes/InputEventAction.ts +40 -0
  310. package/gen/classes/InputEventFromWindow.ts +19 -0
  311. package/gen/classes/InputEventGesture.ts +20 -0
  312. package/gen/classes/InputEventJoypadButton.ts +30 -0
  313. package/gen/classes/InputEventJoypadMotion.ts +27 -0
  314. package/gen/classes/InputEventKey.ts +133 -0
  315. package/gen/classes/InputEventMIDI.ts +108 -0
  316. package/gen/classes/InputEventMagnifyGesture.ts +21 -0
  317. package/gen/classes/InputEventMouse.ts +35 -0
  318. package/gen/classes/InputEventMouseButton.ts +46 -0
  319. package/gen/classes/InputEventMouseMotion.ts +67 -0
  320. package/gen/classes/InputEventPanGesture.ts +22 -0
  321. package/gen/classes/InputEventScreenDrag.ts +71 -0
  322. package/gen/classes/InputEventScreenTouch.ts +45 -0
  323. package/gen/classes/InputEventShortcut.ts +21 -0
  324. package/gen/classes/InputEventWithModifiers.ts +56 -0
  325. package/gen/classes/InputMap.ts +97 -0
  326. package/gen/classes/InstancePlaceholder.ts +33 -0
  327. package/gen/classes/IntervalTweener.ts +15 -0
  328. package/gen/classes/ItemList.ts +482 -0
  329. package/gen/classes/IterateIK3D.ts +136 -0
  330. package/gen/classes/JNISingleton.ts +20 -0
  331. package/gen/classes/JSON.ts +163 -0
  332. package/gen/classes/JSONRPC.ts +87 -0
  333. package/gen/classes/JacobianIK3D.ts +16 -0
  334. package/gen/classes/JavaClass.ts +37 -0
  335. package/gen/classes/JavaClassWrapper.ts +94 -0
  336. package/gen/classes/JavaObject.ts +28 -0
  337. package/gen/classes/JavaScriptBridge.ts +85 -0
  338. package/gen/classes/JavaScriptObject.ts +45 -0
  339. package/gen/classes/Joint2D.ts +44 -0
  340. package/gen/classes/Joint3D.ts +46 -0
  341. package/gen/classes/JointLimitation3D.ts +14 -0
  342. package/gen/classes/JointLimitationCone3D.ts +21 -0
  343. package/gen/classes/KinematicCollision2D.ts +83 -0
  344. package/gen/classes/KinematicCollision3D.ts +88 -0
  345. package/gen/classes/Label.ts +184 -0
  346. package/gen/classes/Label3D.ts +280 -0
  347. package/gen/classes/LabelSettings.ts +168 -0
  348. package/gen/classes/Light2D.ts +150 -0
  349. package/gen/classes/Light3D.ts +310 -0
  350. package/gen/classes/LightOccluder2D.ts +33 -0
  351. package/gen/classes/LightmapGI.ts +291 -0
  352. package/gen/classes/LightmapGIData.ts +85 -0
  353. package/gen/classes/LightmapProbe.ts +16 -0
  354. package/gen/classes/Lightmapper.ts +14 -0
  355. package/gen/classes/LightmapperRD.ts +15 -0
  356. package/gen/classes/LimitAngularVelocityModifier3D.ts +91 -0
  357. package/gen/classes/Line2D.ts +191 -0
  358. package/gen/classes/LineEdit.ts +663 -0
  359. package/gen/classes/LinkButton.ts +99 -0
  360. package/gen/classes/Logger.ts +38 -0
  361. package/gen/classes/LookAtModifier3D.ts +245 -0
  362. package/gen/classes/MainLoop.ts +115 -0
  363. package/gen/classes/MarginContainer.ts +27 -0
  364. package/gen/classes/Marker2D.ts +20 -0
  365. package/gen/classes/Marker3D.ts +20 -0
  366. package/gen/classes/Marshalls.ts +50 -0
  367. package/gen/classes/Material.ts +53 -0
  368. package/gen/classes/MenuBar.ts +114 -0
  369. package/gen/classes/MenuButton.ts +51 -0
  370. package/gen/classes/Mesh.ts +348 -0
  371. package/gen/classes/MeshConvexDecompositionSettings.ts +106 -0
  372. package/gen/classes/MeshDataTool.ts +251 -0
  373. package/gen/classes/MeshInstance2D.ts +37 -0
  374. package/gen/classes/MeshInstance3D.ts +122 -0
  375. package/gen/classes/MeshLibrary.ts +149 -0
  376. package/gen/classes/MeshTexture.ts +34 -0
  377. package/gen/classes/MethodTweener.ts +32 -0
  378. package/gen/classes/MissingNode.ts +39 -0
  379. package/gen/classes/MissingResource.ts +27 -0
  380. package/gen/classes/MobileVRInterface.ts +89 -0
  381. package/gen/classes/ModifierBoneTarget3D.ts +27 -0
  382. package/gen/classes/MovieWriter.ts +34 -0
  383. package/gen/classes/MultiMesh.ts +197 -0
  384. package/gen/classes/MultiMeshInstance2D.ts +36 -0
  385. package/gen/classes/MultiMeshInstance3D.ts +22 -0
  386. package/gen/classes/MultiplayerAPI.ts +139 -0
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  758. package/gen/classes/TileSet.ts +619 -0
  759. package/gen/classes/TileSetAtlasSource.ts +269 -0
  760. package/gen/classes/TileSetScenesCollectionSource.ts +87 -0
  761. package/gen/classes/TileSetSource.ts +50 -0
  762. package/gen/classes/Time.ts +237 -0
  763. package/gen/classes/Timer.ts +109 -0
  764. package/gen/classes/TorusMesh.ts +38 -0
  765. package/gen/classes/TouchScreenButton.ts +106 -0
  766. package/gen/classes/Translation.ts +91 -0
  767. package/gen/classes/TranslationDomain.ts +154 -0
  768. package/gen/classes/TranslationServer.ts +194 -0
  769. package/gen/classes/Tree.ts +521 -0
  770. package/gen/classes/TreeItem.ts +682 -0
  771. package/gen/classes/TriangleMesh.ts +52 -0
  772. package/gen/classes/TubeTrailMesh.ts +64 -0
  773. package/gen/classes/Tween.ts +604 -0
  774. package/gen/classes/Tweener.ts +20 -0
  775. package/gen/classes/TwoBoneIK3D.ts +173 -0
  776. package/gen/classes/UDPServer.ts +115 -0
  777. package/gen/classes/UDSServer.ts +28 -0
  778. package/gen/classes/UPNP.ts +279 -0
  779. package/gen/classes/UPNPDevice.ts +116 -0
  780. package/gen/classes/UndoRedo.ts +226 -0
  781. package/gen/classes/UniformSetCacheRD.ts +21 -0
  782. package/gen/classes/VBoxContainer.ts +14 -0
  783. package/gen/classes/VFlowContainer.ts +14 -0
  784. package/gen/classes/VScrollBar.ts +14 -0
  785. package/gen/classes/VSeparator.ts +14 -0
  786. package/gen/classes/VSlider.ts +14 -0
  787. package/gen/classes/VSplitContainer.ts +14 -0
  788. package/gen/classes/VehicleBody3D.ts +38 -0
  789. package/gen/classes/VehicleWheel3D.ts +134 -0
  790. package/gen/classes/VideoStream.ts +22 -0
  791. package/gen/classes/VideoStreamPlayback.ts +21 -0
  792. package/gen/classes/VideoStreamPlayer.ts +129 -0
  793. package/gen/classes/VideoStreamTheora.ts +15 -0
  794. package/gen/classes/Viewport.ts +1109 -0
  795. package/gen/classes/ViewportTexture.ts +35 -0
  796. package/gen/classes/VirtualJoystick.ts +150 -0
  797. package/gen/classes/VisibleOnScreenEnabler2D.ts +47 -0
  798. package/gen/classes/VisibleOnScreenEnabler3D.ts +47 -0
  799. package/gen/classes/VisibleOnScreenNotifier2D.ts +48 -0
  800. package/gen/classes/VisibleOnScreenNotifier3D.ts +42 -0
  801. package/gen/classes/VisualInstance3D.ts +69 -0
  802. package/gen/classes/VisualShader.ts +247 -0
  803. package/gen/classes/VisualShaderNode.ts +103 -0
  804. package/gen/classes/VisualShaderNodeBillboard.ts +52 -0
  805. package/gen/classes/VisualShaderNodeBooleanConstant.ts +21 -0
  806. package/gen/classes/VisualShaderNodeBooleanParameter.ts +26 -0
  807. package/gen/classes/VisualShaderNodeClamp.ts +54 -0
  808. package/gen/classes/VisualShaderNodeColorConstant.ts +22 -0
  809. package/gen/classes/VisualShaderNodeColorFunc.ts +106 -0
  810. package/gen/classes/VisualShaderNodeColorOp.ts +144 -0
  811. package/gen/classes/VisualShaderNodeColorParameter.ts +27 -0
  812. package/gen/classes/VisualShaderNodeComment.ts +20 -0
  813. package/gen/classes/VisualShaderNodeCompare.ts +124 -0
  814. package/gen/classes/VisualShaderNodeConstant.ts +13 -0
  815. package/gen/classes/VisualShaderNodeCubemap.ts +72 -0
  816. package/gen/classes/VisualShaderNodeCubemapParameter.ts +14 -0
  817. package/gen/classes/VisualShaderNodeCurveTexture.ts +21 -0
  818. package/gen/classes/VisualShaderNodeCurveXYZTexture.ts +21 -0
  819. package/gen/classes/VisualShaderNodeCustom.ts +38 -0
  820. package/gen/classes/VisualShaderNodeDerivativeFunc.ts +100 -0
  821. package/gen/classes/VisualShaderNodeDeterminant.ts +14 -0
  822. package/gen/classes/VisualShaderNodeDistanceFade.ts +14 -0
  823. package/gen/classes/VisualShaderNodeDotProduct.ts +14 -0
  824. package/gen/classes/VisualShaderNodeExpression.ts +21 -0
  825. package/gen/classes/VisualShaderNodeFaceForward.ts +14 -0
  826. package/gen/classes/VisualShaderNodeFloatConstant.ts +20 -0
  827. package/gen/classes/VisualShaderNodeFloatFunc.ts +158 -0
  828. package/gen/classes/VisualShaderNodeFloatOp.ts +70 -0
  829. package/gen/classes/VisualShaderNodeFloatParameter.ts +72 -0
  830. package/gen/classes/VisualShaderNodeFrame.ts +58 -0
  831. package/gen/classes/VisualShaderNodeFresnel.ts +14 -0
  832. package/gen/classes/VisualShaderNodeGlobalExpression.ts +14 -0
  833. package/gen/classes/VisualShaderNodeGroupBase.ts +118 -0
  834. package/gen/classes/VisualShaderNodeIf.ts +17 -0
  835. package/gen/classes/VisualShaderNodeInput.ts +32 -0
  836. package/gen/classes/VisualShaderNodeIntConstant.ts +20 -0
  837. package/gen/classes/VisualShaderNodeIntFunc.ts +46 -0
  838. package/gen/classes/VisualShaderNodeIntOp.ts +78 -0
  839. package/gen/classes/VisualShaderNodeIntParameter.ts +83 -0
  840. package/gen/classes/VisualShaderNodeIs.ts +38 -0
  841. package/gen/classes/VisualShaderNodeLinearSceneDepth.ts +14 -0
  842. package/gen/classes/VisualShaderNodeMix.ts +58 -0
  843. package/gen/classes/VisualShaderNodeMultiplyAdd.ts +46 -0
  844. package/gen/classes/VisualShaderNodeOuterProduct.ts +14 -0
  845. package/gen/classes/VisualShaderNodeOutput.ts +13 -0
  846. package/gen/classes/VisualShaderNodeParameter.ts +57 -0
  847. package/gen/classes/VisualShaderNodeParameterRef.ts +23 -0
  848. package/gen/classes/VisualShaderNodeParticleAccelerator.ts +42 -0
  849. package/gen/classes/VisualShaderNodeParticleBoxEmitter.ts +14 -0
  850. package/gen/classes/VisualShaderNodeParticleConeVelocity.ts +14 -0
  851. package/gen/classes/VisualShaderNodeParticleEmit.ts +46 -0
  852. package/gen/classes/VisualShaderNodeParticleEmitter.ts +19 -0
  853. package/gen/classes/VisualShaderNodeParticleMeshEmitter.ts +33 -0
  854. package/gen/classes/VisualShaderNodeParticleMultiplyByAxisAngle.ts +20 -0
  855. package/gen/classes/VisualShaderNodeParticleOutput.ts +14 -0
  856. package/gen/classes/VisualShaderNodeParticleRandomness.ts +46 -0
  857. package/gen/classes/VisualShaderNodeParticleRingEmitter.ts +14 -0
  858. package/gen/classes/VisualShaderNodeParticleSphereEmitter.ts +14 -0
  859. package/gen/classes/VisualShaderNodeProximityFade.ts +14 -0
  860. package/gen/classes/VisualShaderNodeRandomRange.ts +14 -0
  861. package/gen/classes/VisualShaderNodeRemap.ts +55 -0
  862. package/gen/classes/VisualShaderNodeReroute.ts +18 -0
  863. package/gen/classes/VisualShaderNodeResizableBase.ts +20 -0
  864. package/gen/classes/VisualShaderNodeRotationByAxis.ts +14 -0
  865. package/gen/classes/VisualShaderNodeSDFRaymarch.ts +14 -0
  866. package/gen/classes/VisualShaderNodeSDFToScreenUV.ts +14 -0
  867. package/gen/classes/VisualShaderNodeSample3D.ts +37 -0
  868. package/gen/classes/VisualShaderNodeScreenNormalWorldSpace.ts +14 -0
  869. package/gen/classes/VisualShaderNodeScreenUVToSDF.ts +14 -0
  870. package/gen/classes/VisualShaderNodeSmoothStep.ts +59 -0
  871. package/gen/classes/VisualShaderNodeStep.ts +59 -0
  872. package/gen/classes/VisualShaderNodeSwitch.ts +62 -0
  873. package/gen/classes/VisualShaderNodeTexture.ts +96 -0
  874. package/gen/classes/VisualShaderNodeTexture2DArray.ts +21 -0
  875. package/gen/classes/VisualShaderNodeTexture2DArrayParameter.ts +14 -0
  876. package/gen/classes/VisualShaderNodeTexture2DParameter.ts +14 -0
  877. package/gen/classes/VisualShaderNodeTexture3D.ts +21 -0
  878. package/gen/classes/VisualShaderNodeTexture3DParameter.ts +14 -0
  879. package/gen/classes/VisualShaderNodeTextureParameter.ts +177 -0
  880. package/gen/classes/VisualShaderNodeTextureParameterTriplanar.ts +14 -0
  881. package/gen/classes/VisualShaderNodeTextureSDF.ts +14 -0
  882. package/gen/classes/VisualShaderNodeTextureSDFNormal.ts +14 -0
  883. package/gen/classes/VisualShaderNodeTransformCompose.ts +14 -0
  884. package/gen/classes/VisualShaderNodeTransformConstant.ts +21 -0
  885. package/gen/classes/VisualShaderNodeTransformDecompose.ts +14 -0
  886. package/gen/classes/VisualShaderNodeTransformFunc.ts +38 -0
  887. package/gen/classes/VisualShaderNodeTransformOp.ts +66 -0
  888. package/gen/classes/VisualShaderNodeTransformParameter.ts +27 -0
  889. package/gen/classes/VisualShaderNodeTransformVecMult.ts +46 -0
  890. package/gen/classes/VisualShaderNodeUIntConstant.ts +20 -0
  891. package/gen/classes/VisualShaderNodeUIntFunc.ts +38 -0
  892. package/gen/classes/VisualShaderNodeUIntOp.ts +78 -0
  893. package/gen/classes/VisualShaderNodeUIntParameter.ts +26 -0
  894. package/gen/classes/VisualShaderNodeUVFunc.ts +38 -0
  895. package/gen/classes/VisualShaderNodeUVPolarCoord.ts +14 -0
  896. package/gen/classes/VisualShaderNodeVarying.ts +26 -0
  897. package/gen/classes/VisualShaderNodeVaryingGetter.ts +14 -0
  898. package/gen/classes/VisualShaderNodeVaryingSetter.ts +14 -0
  899. package/gen/classes/VisualShaderNodeVec2Constant.ts +21 -0
  900. package/gen/classes/VisualShaderNodeVec2Parameter.ts +27 -0
  901. package/gen/classes/VisualShaderNodeVec3Constant.ts +21 -0
  902. package/gen/classes/VisualShaderNodeVec3Parameter.ts +27 -0
  903. package/gen/classes/VisualShaderNodeVec4Constant.ts +24 -0
  904. package/gen/classes/VisualShaderNodeVec4Parameter.ts +27 -0
  905. package/gen/classes/VisualShaderNodeVectorBase.ts +41 -0
  906. package/gen/classes/VisualShaderNodeVectorCompose.ts +14 -0
  907. package/gen/classes/VisualShaderNodeVectorDecompose.ts +14 -0
  908. package/gen/classes/VisualShaderNodeVectorDistance.ts +15 -0
  909. package/gen/classes/VisualShaderNodeVectorFunc.ts +162 -0
  910. package/gen/classes/VisualShaderNodeVectorLen.ts +14 -0
  911. package/gen/classes/VisualShaderNodeVectorOp.ts +78 -0
  912. package/gen/classes/VisualShaderNodeVectorRefract.ts +14 -0
  913. package/gen/classes/VisualShaderNodeWorldPositionFromDepth.ts +14 -0
  914. package/gen/classes/VoxelGI.ts +85 -0
  915. package/gen/classes/VoxelGIData.ts +95 -0
  916. package/gen/classes/WeakRef.ts +20 -0
  917. package/gen/classes/WebRTCDataChannel.ts +115 -0
  918. package/gen/classes/WebRTCDataChannelExtension.ts +14 -0
  919. package/gen/classes/WebRTCMultiplayerPeer.ts +63 -0
  920. package/gen/classes/WebRTCPeerConnection.ts +220 -0
  921. package/gen/classes/WebRTCPeerConnectionExtension.ts +15 -0
  922. package/gen/classes/WebSocketMultiplayerPeer.ts +81 -0
  923. package/gen/classes/WebSocketPeer.ts +213 -0
  924. package/gen/classes/WebXRInterface.ts +317 -0
  925. package/gen/classes/Window.ts +1127 -0
  926. package/gen/classes/WorkerThreadPool.ts +100 -0
  927. package/gen/classes/World2D.ts +36 -0
  928. package/gen/classes/World3D.ts +56 -0
  929. package/gen/classes/WorldBoundaryShape2D.ts +28 -0
  930. package/gen/classes/WorldBoundaryShape3D.ts +22 -0
  931. package/gen/classes/WorldEnvironment.ts +37 -0
  932. package/gen/classes/X509Certificate.ts +36 -0
  933. package/gen/classes/XMLParser.ts +154 -0
  934. package/gen/classes/XRAnchor3D.ts +27 -0
  935. package/gen/classes/XRBodyModifier3D.ts +70 -0
  936. package/gen/classes/XRBodyTracker.ts +444 -0
  937. package/gen/classes/XRCamera3D.ts +16 -0
  938. package/gen/classes/XRController3D.ts +79 -0
  939. package/gen/classes/XRControllerTracker.ts +16 -0
  940. package/gen/classes/XRFaceModifier3D.ts +29 -0
  941. package/gen/classes/XRFaceTracker.ts +614 -0
  942. package/gen/classes/XRHandModifier3D.ts +47 -0
  943. package/gen/classes/XRHandTracker.ts +246 -0
  944. package/gen/classes/XRInterface.ts +282 -0
  945. package/gen/classes/XRInterfaceExtension.ts +33 -0
  946. package/gen/classes/XRNode3D.ts +67 -0
  947. package/gen/classes/XROrigin3D.ts +29 -0
  948. package/gen/classes/XRPose.ts +80 -0
  949. package/gen/classes/XRPositionalTracker.ts +125 -0
  950. package/gen/classes/XRServer.ts +226 -0
  951. package/gen/classes/XRTracker.ts +40 -0
  952. package/gen/classes/XRVRS.ts +40 -0
  953. package/gen/classes/ZIPPacker.ts +114 -0
  954. package/gen/classes/ZIPReader.ts +89 -0
  955. package/gen/classes/index.ts +957 -0
  956. package/gen/global-constants.ts +60 -0
  957. package/gen/global-enums.ts +2284 -0
  958. package/gen/heap-types/GodotArray.ts +615 -0
  959. package/gen/heap-types/GodotDictionary.ts +298 -0
  960. package/gen/heap-types/PackedByteArray.ts +400 -0
  961. package/gen/heap-types/PackedColorArray.ts +144 -0
  962. package/gen/heap-types/PackedFloat32Array.ts +151 -0
  963. package/gen/heap-types/PackedFloat64Array.ts +152 -0
  964. package/gen/heap-types/PackedInt32Array.ts +144 -0
  965. package/gen/heap-types/PackedInt64Array.ts +145 -0
  966. package/gen/heap-types/PackedStringArray.ts +153 -0
  967. package/gen/heap-types/PackedVector2Array.ts +151 -0
  968. package/gen/heap-types/PackedVector3Array.ts +151 -0
  969. package/gen/heap-types/PackedVector4Array.ts +151 -0
  970. package/gen/heap-types/Signal.ts +180 -0
  971. package/gen/heap-types/index.ts +24 -0
  972. package/gen/index.ts +11 -0
  973. package/gen/utility-functions.ts +1457 -0
  974. package/gen/value-types/AABB.ts +288 -0
  975. package/gen/value-types/Basis.ts +283 -0
  976. package/gen/value-types/Color.ts +282 -0
  977. package/gen/value-types/Plane.ts +134 -0
  978. package/gen/value-types/Projection.ts +137 -0
  979. package/gen/value-types/Quaternion.ts +192 -0
  980. package/gen/value-types/Rect2.ts +182 -0
  981. package/gen/value-types/Rect2i.ts +161 -0
  982. package/gen/value-types/Transform2D.ts +206 -0
  983. package/gen/value-types/Transform3D.ts +137 -0
  984. package/gen/value-types/Vector2.ts +365 -0
  985. package/gen/value-types/Vector2i.ts +201 -0
  986. package/gen/value-types/Vector3.ts +365 -0
  987. package/gen/value-types/Vector3i.ts +202 -0
  988. package/gen/value-types/Vector4.ts +285 -0
  989. package/gen/value-types/Vector4i.ts +208 -0
  990. package/gen/value-types/index.ts +19 -0
  991. package/package.json +33 -0
  992. package/src/debug.ts +219 -0
  993. package/src/index.ts +36 -0
  994. package/src/runtime.ts +69 -0
@@ -0,0 +1,252 @@
1
+ // Auto-generated from extension_api.json - DO NOT EDIT
2
+ // Generated by dev/codegen.ts
3
+
4
+ import { _C, _R } from '../../src/runtime.ts';
5
+ import { PhysicsBody2D } from './PhysicsBody2D.ts';
6
+ import type { Vector2 } from '../value-types/index.ts';
7
+ import type { KinematicCollision2D } from './KinematicCollision2D.ts';
8
+
9
+ /**
10
+ * {@link CharacterBody2D} is a specialized class for physics bodies that are meant to be user-controlled. They are not affected by physics at all, but they affect other physics bodies in their path. They are mainly used to provide high-level API to move objects with wall and slope detection ({@link moveAndSlide} method) in addition to the general collision detection provided by {@link PhysicsBody2D.moveAndCollide}. This makes it useful for highly configurable physics bodies that must move in specific ways and collide with the world, as is often the case with user-controlled characters.
11
+ * For game objects that don't require complex movement or collision detection, such as moving platforms, {@link AnimatableBody2D} is simpler to configure.
12
+ */
13
+ export class CharacterBody2D extends PhysicsBody2D {
14
+ constructor(name = 194) { super(name); }
15
+
16
+ /**
17
+ * Moves the body based on {@link velocity}. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a {@link CharacterBody2D} or {@link RigidBody2D}, it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
18
+ * This method should be used in {@link Node.PhysicsProcess} (or in a method called by {@link Node.PhysicsProcess}), as it uses the physics step's `delta` value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
19
+ * Modifies {@link velocity} if a slide collision occurred. To get the latest collision call {@link getLastSlideCollision}, for detailed information about collisions that occurred, use {@link getSlideCollision}.
20
+ * When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
21
+ * The general behavior and available properties change according to the {@link motionMode}.
22
+ * Returns `true` if the body collided, otherwise, returns `false`.
23
+ */
24
+ moveAndSlide(): boolean { return _C(this, 8979) as boolean; }
25
+
26
+ /**
27
+ * Allows to manually apply a snap to the floor regardless of the body's velocity. This function does nothing when {@link isOnFloor} returns `true`.
28
+ */
29
+ applyFloorSnap(): void { _C(this, 1530); }
30
+
31
+ /**
32
+ * Returns `true` if the body collided with the floor on the last call of {@link moveAndSlide}. Otherwise, returns `false`. The {@link upDirection} and {@link floorMaxAngle} are used to determine whether a surface is "floor" or not.
33
+ */
34
+ isOnFloor(): boolean { return _C(this, 8146) as boolean; }
35
+
36
+ /**
37
+ * Returns `true` if the body collided only with the floor on the last call of {@link moveAndSlide}. Otherwise, returns `false`. The {@link upDirection} and {@link floorMaxAngle} are used to determine whether a surface is "floor" or not.
38
+ */
39
+ isOnFloorOnly(): boolean { return _C(this, 8147) as boolean; }
40
+
41
+ /**
42
+ * Returns `true` if the body collided with the ceiling on the last call of {@link moveAndSlide}. Otherwise, returns `false`. The {@link upDirection} and {@link floorMaxAngle} are used to determine whether a surface is "ceiling" or not.
43
+ */
44
+ isOnCeiling(): boolean { return _C(this, 8144) as boolean; }
45
+
46
+ /**
47
+ * Returns `true` if the body collided only with the ceiling on the last call of {@link moveAndSlide}. Otherwise, returns `false`. The {@link upDirection} and {@link floorMaxAngle} are used to determine whether a surface is "ceiling" or not.
48
+ */
49
+ isOnCeilingOnly(): boolean { return _C(this, 8145) as boolean; }
50
+
51
+ /**
52
+ * Returns `true` if the body collided with a wall on the last call of {@link moveAndSlide}. Otherwise, returns `false`. The {@link upDirection} and {@link floorMaxAngle} are used to determine whether a surface is "wall" or not.
53
+ */
54
+ isOnWall(): boolean { return _C(this, 8150) as boolean; }
55
+
56
+ /**
57
+ * Returns `true` if the body collided only with a wall on the last call of {@link moveAndSlide}. Otherwise, returns `false`. The {@link upDirection} and {@link floorMaxAngle} are used to determine whether a surface is "wall" or not.
58
+ */
59
+ isOnWallOnly(): boolean { return _C(this, 8151) as boolean; }
60
+
61
+ /**
62
+ * Returns the collision normal of the floor at the last collision point. Only valid after calling {@link moveAndSlide} and when {@link isOnFloor} returns `true`.
63
+ * **Warning:** The collision normal is not always the same as the surface normal.
64
+ */
65
+ getFloorNormal(): Vector2 { return _C(this, 4817) as Vector2; }
66
+
67
+ /**
68
+ * Returns the collision normal of the wall at the last collision point. Only valid after calling {@link moveAndSlide} and when {@link isOnWall} returns `true`.
69
+ * **Warning:** The collision normal is not always the same as the surface normal.
70
+ */
71
+ getWallNormal(): Vector2 { return _C(this, 7142) as Vector2; }
72
+
73
+ /**
74
+ * Returns the last motion applied to the {@link CharacterBody2D} during the last call to {@link moveAndSlide}. The movement can be split into multiple motions when sliding occurs, and this method return the last one, which is useful to retrieve the current direction of the movement.
75
+ */
76
+ getLastMotion(): Vector2 { return _C(this, 5306) as Vector2; }
77
+
78
+ /**
79
+ * Returns the travel (position delta) that occurred during the last call to {@link moveAndSlide}.
80
+ */
81
+ getPositionDelta(): Vector2 { return _C(this, 5974) as Vector2; }
82
+
83
+ /**
84
+ * Returns the current real velocity since the last call to {@link moveAndSlide}. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to {@link velocity} which returns the requested velocity.
85
+ */
86
+ getRealVelocity(): Vector2 { return _C(this, 6086) as Vector2; }
87
+
88
+ /**
89
+ * Returns the floor's collision angle at the last collision point according to `upDirection`, which is {@link Vector2.UP} by default. This value is always positive and only valid after calling {@link moveAndSlide} and when {@link isOnFloor} returns `true`.
90
+ */
91
+ getFloorAngle(upDirection?: Vector2 /* = Vector2(0, -1) */): number { return _C(this, 4815, upDirection) as number; }
92
+
93
+ /**
94
+ * Returns the linear velocity of the platform at the last collision point. Only valid after calling {@link moveAndSlide}.
95
+ */
96
+ getPlatformVelocity(): Vector2 { return _C(this, 5926) as Vector2; }
97
+
98
+ /**
99
+ * Returns the number of times the body collided and changed direction during the last call to {@link moveAndSlide}.
100
+ */
101
+ getSlideCollisionCount(): number { return _C(this, 6433) as number; }
102
+
103
+ /**
104
+ * Returns a {@link KinematicCollision2D}, which contains information about a collision that occurred during the last call to {@link moveAndSlide}. Since the body can collide several times in a single call to {@link moveAndSlide}, you must specify the index of the collision in the range 0 to ({@link getSlideCollisionCount} - 1). See also {@link getLastSlideCollision}.
105
+ * **Example:** Iterate through the collisions with a `for` loop:
106
+ *
107
+ *
108
+ * ```gdscript
109
+ *
110
+ * for i in get_slide_collision_count():
111
+ * var collision = get_slide_collision(i)
112
+ * print("Collided with: ", collision.get_collider().name)
113
+ *
114
+ * ```
115
+ */
116
+ getSlideCollision(slideIdx: number): KinematicCollision2D { return _C(this, 6432, slideIdx) as KinematicCollision2D; }
117
+
118
+ /**
119
+ * Returns a {@link KinematicCollision2D} if a collision occurred. The returned value contains information about the latest collision that occurred during the last call to {@link moveAndSlide}. Returns `null` if no collision occurred. See also {@link getSlideCollision}.
120
+ */
121
+ getLastSlideCollision(): KinematicCollision2D | null { return _C(this, 5309) as KinematicCollision2D | null; }
122
+
123
+ /**
124
+ * Sets the motion mode which defines the behavior of {@link moveAndSlide}.
125
+ */
126
+ get motionMode(): MotionMode { return _C(this, 5580) as MotionMode; }
127
+ set motionMode(v: MotionMode) { _C(this, 12087, v); }
128
+
129
+ /**
130
+ * Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling {@link moveAndSlide}. Defaults to {@link Vector2.UP}. As the vector will be normalized it can't be equal to {@link Vector2.ZERO}, if you want all collisions to be reported as walls, consider using {@link MOTION_MODE_FLOATING} as {@link motionMode}.
131
+ */
132
+ get upDirection(): Vector2 { return _C(this, 6959) as Vector2; }
133
+ set upDirection(v: Vector2) { _C(this, 13178, v); }
134
+
135
+ /**
136
+ * Current velocity vector in pixels per second, used and modified during calls to {@link moveAndSlide}.
137
+ * **Note:** A common mistake is setting this property to the desired velocity multiplied by `delta`, which produces a motion vector in pixels.
138
+ */
139
+ get velocity(): Vector2 { return _C(this, 7035) as Vector2; }
140
+ set velocity(v: Vector2) { _C(this, 13279, v); }
141
+
142
+ /**
143
+ * If `true`, during a jump against the ceiling, the body will slide, if `false` it will be stopped and will fall vertically.
144
+ */
145
+ get slideOnCeiling(): boolean { return _C(this, 8320) as boolean; }
146
+ set slideOnCeiling(v: boolean) { _C(this, 12779, v); }
147
+
148
+ /**
149
+ * Maximum number of times the body can change direction before it stops when calling {@link moveAndSlide}. Must be greater than zero.
150
+ */
151
+ get maxSlides(): number { return _C(this, 5486) as number; }
152
+ set maxSlides(v: number) { _C(this, 12008, v); }
153
+
154
+ /**
155
+ * Minimum angle (in radians) where the body is allowed to slide when it encounters a wall. The default value equals 15 degrees. This property only affects movement when {@link motionMode} is {@link MOTION_MODE_FLOATING}.
156
+ */
157
+ get wallMinSlideAngle(): number { return _C(this, 7141) as number; }
158
+ set wallMinSlideAngle(v: number) { _C(this, 13366, v); }
159
+
160
+ /**
161
+ * If `true`, the body will not slide on slopes when calling {@link moveAndSlide} when the body is standing still.
162
+ * If `false`, the body will slide on floor's slopes when {@link velocity} applies a downward force.
163
+ */
164
+ get floorStopOnSlope(): boolean { return _C(this, 7961) as boolean; }
165
+ set floorStopOnSlope(v: boolean) { _C(this, 11423, v); }
166
+
167
+ /**
168
+ * If `false` (by default), the body will move faster on downward slopes and slower on upward slopes.
169
+ * If `true`, the body will always move at the same speed on the ground no matter the slope. Note that you need to use {@link floorSnapLength} to stick along a downward slope at constant speed.
170
+ */
171
+ get floorConstantSpeed(): boolean { return _C(this, 7960) as boolean; }
172
+ set floorConstantSpeed(v: boolean) { _C(this, 11420, v); }
173
+
174
+ /**
175
+ * If `true`, the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them.
176
+ */
177
+ get floorBlockOnWall(): boolean { return _C(this, 7959) as boolean; }
178
+ set floorBlockOnWall(v: boolean) { _C(this, 11419, v); }
179
+
180
+ /**
181
+ * Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling {@link moveAndSlide}. The default value equals 45 degrees.
182
+ */
183
+ get floorMaxAngle(): number { return _C(this, 4816) as number; }
184
+ set floorMaxAngle(v: number) { _C(this, 11421, v); }
185
+
186
+ /**
187
+ * Sets a snapping distance. When set to a value different from `0.0`, the body is kept attached to slopes when calling {@link moveAndSlide}. The snapping vector is determined by the given distance along the opposite direction of the {@link upDirection}.
188
+ * As long as the snapping vector is in contact with the ground and the body moves against {@link upDirection}, the body will remain attached to the surface. Snapping is not applied if the body moves along {@link upDirection}, meaning it contains vertical rising velocity, so it will be able to detach from the ground when jumping or when the body is pushed up by something. If you want to apply a snap without taking into account the velocity, use {@link applyFloorSnap}.
189
+ */
190
+ get floorSnapLength(): number { return _C(this, 4818) as number; }
191
+ set floorSnapLength(v: number) { _C(this, 11422, v); }
192
+
193
+ /**
194
+ * Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied.
195
+ */
196
+ get platformOnLeave(): PlatformOnLeave { return _C(this, 5925) as PlatformOnLeave; }
197
+ set platformOnLeave(v: PlatformOnLeave) { _C(this, 12342, v); }
198
+
199
+ /**
200
+ * Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the {@link CharacterBody2D}. By default, all floor bodies are detected and propagate their velocity.
201
+ */
202
+ get platformFloorLayers(): number { return _C(this, 5924) as number; }
203
+ set platformFloorLayers(v: number) { _C(this, 12341, v); }
204
+
205
+ /**
206
+ * Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the {@link CharacterBody2D}. By default, all wall bodies are ignored.
207
+ */
208
+ get platformWallLayers(): number { return _C(this, 5927) as number; }
209
+ set platformWallLayers(v: number) { _C(this, 12343, v); }
210
+
211
+ /**
212
+ * Extra margin used for collision recovery when calling {@link moveAndSlide}.
213
+ * If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
214
+ * A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
215
+ * A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
216
+ */
217
+ get safeMargin(): number { return _C(this, 6226) as number; }
218
+ set safeMargin(v: number) { _C(this, 12597, v); }
219
+
220
+ static readonly name = _R(194, CharacterBody2D);
221
+ }
222
+
223
+ export const MotionMode = {
224
+ /**
225
+ * Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for sided games like platformers.
226
+ */
227
+ MOTION_MODE_GROUNDED: 0,
228
+ /**
229
+ * Apply when there is no notion of floor or ceiling. All collisions will be reported as `on_wall`. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games.
230
+ */
231
+ MOTION_MODE_FLOATING: 1,
232
+ } as const;
233
+
234
+ export type MotionMode = (typeof MotionMode)[keyof typeof MotionMode];
235
+
236
+ export const PlatformOnLeave = {
237
+ /**
238
+ * Add the last platform velocity to the {@link velocity} when you leave a moving platform.
239
+ */
240
+ PLATFORM_ON_LEAVE_ADD_VELOCITY: 0,
241
+ /**
242
+ * Add the last platform velocity to the {@link velocity} when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
243
+ */
244
+ PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY: 1,
245
+ /**
246
+ * Do nothing when leaving a platform.
247
+ */
248
+ PLATFORM_ON_LEAVE_DO_NOTHING: 2,
249
+ } as const;
250
+
251
+ export type PlatformOnLeave = (typeof PlatformOnLeave)[keyof typeof PlatformOnLeave];
252
+
@@ -0,0 +1,246 @@
1
+ // Auto-generated from extension_api.json - DO NOT EDIT
2
+ // Generated by dev/codegen.ts
3
+
4
+ import { _C, _R } from '../../src/runtime.ts';
5
+ import { PhysicsBody3D } from './PhysicsBody3D.ts';
6
+ import type { Vector3 } from '../value-types/index.ts';
7
+ import type { KinematicCollision3D } from './KinematicCollision3D.ts';
8
+
9
+ /**
10
+ * {@link CharacterBody3D} is a specialized class for physics bodies that are meant to be user-controlled. They are not affected by physics at all, but they affect other physics bodies in their path. They are mainly used to provide high-level API to move objects with wall and slope detection ({@link moveAndSlide} method) in addition to the general collision detection provided by {@link PhysicsBody3D.moveAndCollide}. This makes it useful for highly configurable physics bodies that must move in specific ways and collide with the world, as is often the case with user-controlled characters.
11
+ * For game objects that don't require complex movement or collision detection, such as moving platforms, {@link AnimatableBody3D} is simpler to configure.
12
+ */
13
+ export class CharacterBody3D extends PhysicsBody3D {
14
+ constructor(name = 195) { super(name); }
15
+
16
+ /**
17
+ * Moves the body based on {@link velocity}. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a {@link CharacterBody3D} or {@link RigidBody3D}, it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
18
+ * This method should be used in {@link Node.PhysicsProcess} (or in a method called by {@link Node.PhysicsProcess}), as it uses the physics step's `delta` value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
19
+ * Modifies {@link velocity} if a slide collision occurred. To get the latest collision call {@link getLastSlideCollision}, for more detailed information about collisions that occurred, use {@link getSlideCollision}.
20
+ * When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
21
+ * Returns `true` if the body collided, otherwise, returns `false`.
22
+ */
23
+ moveAndSlide(): boolean { return _C(this, 8979) as boolean; }
24
+
25
+ /**
26
+ * Allows to manually apply a snap to the floor regardless of the body's velocity. This function does nothing when {@link isOnFloor} returns `true`.
27
+ */
28
+ applyFloorSnap(): void { _C(this, 1530); }
29
+
30
+ /**
31
+ * Returns `true` if the body collided with the floor on the last call of {@link moveAndSlide}. Otherwise, returns `false`. The {@link upDirection} and {@link floorMaxAngle} are used to determine whether a surface is "floor" or not.
32
+ */
33
+ isOnFloor(): boolean { return _C(this, 8146) as boolean; }
34
+
35
+ /**
36
+ * Returns `true` if the body collided only with the floor on the last call of {@link moveAndSlide}. Otherwise, returns `false`. The {@link upDirection} and {@link floorMaxAngle} are used to determine whether a surface is "floor" or not.
37
+ */
38
+ isOnFloorOnly(): boolean { return _C(this, 8147) as boolean; }
39
+
40
+ /**
41
+ * Returns `true` if the body collided with the ceiling on the last call of {@link moveAndSlide}. Otherwise, returns `false`. The {@link upDirection} and {@link floorMaxAngle} are used to determine whether a surface is "ceiling" or not.
42
+ */
43
+ isOnCeiling(): boolean { return _C(this, 8144) as boolean; }
44
+
45
+ /**
46
+ * Returns `true` if the body collided only with the ceiling on the last call of {@link moveAndSlide}. Otherwise, returns `false`. The {@link upDirection} and {@link floorMaxAngle} are used to determine whether a surface is "ceiling" or not.
47
+ */
48
+ isOnCeilingOnly(): boolean { return _C(this, 8145) as boolean; }
49
+
50
+ /**
51
+ * Returns `true` if the body collided with a wall on the last call of {@link moveAndSlide}. Otherwise, returns `false`. The {@link upDirection} and {@link floorMaxAngle} are used to determine whether a surface is "wall" or not.
52
+ */
53
+ isOnWall(): boolean { return _C(this, 8150) as boolean; }
54
+
55
+ /**
56
+ * Returns `true` if the body collided only with a wall on the last call of {@link moveAndSlide}. Otherwise, returns `false`. The {@link upDirection} and {@link floorMaxAngle} are used to determine whether a surface is "wall" or not.
57
+ */
58
+ isOnWallOnly(): boolean { return _C(this, 8151) as boolean; }
59
+
60
+ /**
61
+ * Returns the collision normal of the floor at the last collision point. Only valid after calling {@link moveAndSlide} and when {@link isOnFloor} returns `true`.
62
+ * **Warning:** The collision normal is not always the same as the surface normal.
63
+ */
64
+ getFloorNormal(): Vector3 { return _C(this, 4817) as Vector3; }
65
+
66
+ /**
67
+ * Returns the collision normal of the wall at the last collision point. Only valid after calling {@link moveAndSlide} and when {@link isOnWall} returns `true`.
68
+ * **Warning:** The collision normal is not always the same as the surface normal.
69
+ */
70
+ getWallNormal(): Vector3 { return _C(this, 7142) as Vector3; }
71
+
72
+ /**
73
+ * Returns the last motion applied to the {@link CharacterBody3D} during the last call to {@link moveAndSlide}. The movement can be split into multiple motions when sliding occurs, and this method return the last one, which is useful to retrieve the current direction of the movement.
74
+ */
75
+ getLastMotion(): Vector3 { return _C(this, 5306) as Vector3; }
76
+
77
+ /**
78
+ * Returns the travel (position delta) that occurred during the last call to {@link moveAndSlide}.
79
+ */
80
+ getPositionDelta(): Vector3 { return _C(this, 5974) as Vector3; }
81
+
82
+ /**
83
+ * Returns the current real velocity since the last call to {@link moveAndSlide}. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to {@link velocity} which returns the requested velocity.
84
+ */
85
+ getRealVelocity(): Vector3 { return _C(this, 6086) as Vector3; }
86
+
87
+ /**
88
+ * Returns the floor's collision angle at the last collision point according to `upDirection`, which is {@link Vector3.UP} by default. This value is always positive and only valid after calling {@link moveAndSlide} and when {@link isOnFloor} returns `true`.
89
+ */
90
+ getFloorAngle(upDirection?: Vector3 /* = Vector3(0, 1, 0) */): number { return _C(this, 4815, upDirection) as number; }
91
+
92
+ /**
93
+ * Returns the linear velocity of the platform at the last collision point. Only valid after calling {@link moveAndSlide}.
94
+ */
95
+ getPlatformVelocity(): Vector3 { return _C(this, 5926) as Vector3; }
96
+
97
+ /**
98
+ * Returns the angular velocity of the platform at the last collision point. Only valid after calling {@link moveAndSlide}.
99
+ */
100
+ getPlatformAngularVelocity(): Vector3 { return _C(this, 5923) as Vector3; }
101
+
102
+ /**
103
+ * Returns the number of times the body collided and changed direction during the last call to {@link moveAndSlide}.
104
+ */
105
+ getSlideCollisionCount(): number { return _C(this, 6433) as number; }
106
+
107
+ /**
108
+ * Returns a {@link KinematicCollision3D}, which contains information about a collision that occurred during the last call to {@link moveAndSlide}. Since the body can collide several times in a single call to {@link moveAndSlide}, you must specify the index of the collision in the range 0 to ({@link getSlideCollisionCount} - 1). See also {@link getLastSlideCollision}.
109
+ */
110
+ getSlideCollision(slideIdx: number): KinematicCollision3D { return _C(this, 6432, slideIdx) as KinematicCollision3D; }
111
+
112
+ /**
113
+ * Returns a {@link KinematicCollision3D} if a collision occurred. The returned value contains information about the latest collision that occurred during the last call to {@link moveAndSlide}. Returns `null` if no collision occurred. See also {@link getSlideCollision}.
114
+ */
115
+ getLastSlideCollision(): KinematicCollision3D | null { return _C(this, 5309) as KinematicCollision3D | null; }
116
+
117
+ /**
118
+ * Sets the motion mode which defines the behavior of {@link moveAndSlide}.
119
+ */
120
+ get motionMode(): MotionMode { return _C(this, 5580) as MotionMode; }
121
+ set motionMode(v: MotionMode) { _C(this, 12087, v); }
122
+
123
+ /**
124
+ * Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling {@link moveAndSlide}. Defaults to {@link Vector3.UP}. As the vector will be normalized it can't be equal to {@link Vector3.ZERO}, if you want all collisions to be reported as walls, consider using {@link MOTION_MODE_FLOATING} as {@link motionMode}.
125
+ */
126
+ get upDirection(): Vector3 { return _C(this, 6959) as Vector3; }
127
+ set upDirection(v: Vector3) { _C(this, 13178, v); }
128
+
129
+ /**
130
+ * If `true`, during a jump against the ceiling, the body will slide, if `false` it will be stopped and will fall vertically.
131
+ */
132
+ get slideOnCeiling(): boolean { return _C(this, 8320) as boolean; }
133
+ set slideOnCeiling(v: boolean) { _C(this, 12779, v); }
134
+
135
+ /**
136
+ * Current velocity vector (typically meters per second), used and modified during calls to {@link moveAndSlide}.
137
+ * **Note:** A common mistake is setting this property to the desired velocity multiplied by `delta`, which produces a motion vector (typically in meters).
138
+ */
139
+ get velocity(): Vector3 { return _C(this, 7035) as Vector3; }
140
+ set velocity(v: Vector3) { _C(this, 13279, v); }
141
+
142
+ /**
143
+ * Maximum number of times the body can change direction before it stops when calling {@link moveAndSlide}. Must be greater than zero.
144
+ */
145
+ get maxSlides(): number { return _C(this, 5486) as number; }
146
+ set maxSlides(v: number) { _C(this, 12008, v); }
147
+
148
+ /**
149
+ * Minimum angle (in radians) where the body is allowed to slide when it encounters a wall. The default value equals 15 degrees. When {@link motionMode} is {@link MOTION_MODE_GROUNDED}, it only affects movement if {@link floorBlockOnWall} is `true`.
150
+ */
151
+ get wallMinSlideAngle(): number { return _C(this, 7141) as number; }
152
+ set wallMinSlideAngle(v: number) { _C(this, 13366, v); }
153
+
154
+ /**
155
+ * If `true`, the body will not slide on slopes when calling {@link moveAndSlide} when the body is standing still.
156
+ * If `false`, the body will slide on floor's slopes when {@link velocity} applies a downward force.
157
+ */
158
+ get floorStopOnSlope(): boolean { return _C(this, 7961) as boolean; }
159
+ set floorStopOnSlope(v: boolean) { _C(this, 11423, v); }
160
+
161
+ /**
162
+ * If `false` (by default), the body will move faster on downward slopes and slower on upward slopes.
163
+ * If `true`, the body will always move at the same speed on the ground no matter the slope. Note that you need to use {@link floorSnapLength} to stick along a downward slope at constant speed.
164
+ */
165
+ get floorConstantSpeed(): boolean { return _C(this, 7960) as boolean; }
166
+ set floorConstantSpeed(v: boolean) { _C(this, 11420, v); }
167
+
168
+ /**
169
+ * If `true`, the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them.
170
+ */
171
+ get floorBlockOnWall(): boolean { return _C(this, 7959) as boolean; }
172
+ set floorBlockOnWall(v: boolean) { _C(this, 11419, v); }
173
+
174
+ /**
175
+ * Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling {@link moveAndSlide}. The default value equals 45 degrees.
176
+ */
177
+ get floorMaxAngle(): number { return _C(this, 4816) as number; }
178
+ set floorMaxAngle(v: number) { _C(this, 11421, v); }
179
+
180
+ /**
181
+ * Sets a snapping distance. When set to a value different from `0.0`, the body is kept attached to slopes when calling {@link moveAndSlide}. The snapping vector is determined by the given distance along the opposite direction of the {@link upDirection}.
182
+ * As long as the snapping vector is in contact with the ground and the body moves against {@link upDirection}, the body will remain attached to the surface. Snapping is not applied if the body moves along {@link upDirection}, meaning it contains vertical rising velocity, so it will be able to detach from the ground when jumping or when the body is pushed up by something. If you want to apply a snap without taking into account the velocity, use {@link applyFloorSnap}.
183
+ */
184
+ get floorSnapLength(): number { return _C(this, 4818) as number; }
185
+ set floorSnapLength(v: number) { _C(this, 11422, v); }
186
+
187
+ /**
188
+ * Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied.
189
+ */
190
+ get platformOnLeave(): PlatformOnLeave { return _C(this, 5925) as PlatformOnLeave; }
191
+ set platformOnLeave(v: PlatformOnLeave) { _C(this, 12342, v); }
192
+
193
+ /**
194
+ * Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the {@link CharacterBody3D}. By default, all floor bodies are detected and propagate their velocity.
195
+ */
196
+ get platformFloorLayers(): number { return _C(this, 5924) as number; }
197
+ set platformFloorLayers(v: number) { _C(this, 12341, v); }
198
+
199
+ /**
200
+ * Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the {@link CharacterBody3D}. By default, all wall bodies are ignored.
201
+ */
202
+ get platformWallLayers(): number { return _C(this, 5927) as number; }
203
+ set platformWallLayers(v: number) { _C(this, 12343, v); }
204
+
205
+ /**
206
+ * Extra margin used for collision recovery when calling {@link moveAndSlide}.
207
+ * If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
208
+ * A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
209
+ * A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
210
+ */
211
+ get safeMargin(): number { return _C(this, 6226) as number; }
212
+ set safeMargin(v: number) { _C(this, 12597, v); }
213
+
214
+ static readonly name = _R(195, CharacterBody3D);
215
+ }
216
+
217
+ export const MotionMode = {
218
+ /**
219
+ * Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for grounded games like platformers.
220
+ */
221
+ MOTION_MODE_GROUNDED: 0,
222
+ /**
223
+ * Apply when there is no notion of floor or ceiling. All collisions will be reported as `on_wall`. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games.
224
+ */
225
+ MOTION_MODE_FLOATING: 1,
226
+ } as const;
227
+
228
+ export type MotionMode = (typeof MotionMode)[keyof typeof MotionMode];
229
+
230
+ export const PlatformOnLeave = {
231
+ /**
232
+ * Add the last platform velocity to the {@link velocity} when you leave a moving platform.
233
+ */
234
+ PLATFORM_ON_LEAVE_ADD_VELOCITY: 0,
235
+ /**
236
+ * Add the last platform velocity to the {@link velocity} when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
237
+ */
238
+ PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY: 1,
239
+ /**
240
+ * Do nothing when leaving a platform.
241
+ */
242
+ PLATFORM_ON_LEAVE_DO_NOTHING: 2,
243
+ } as const;
244
+
245
+ export type PlatformOnLeave = (typeof PlatformOnLeave)[keyof typeof PlatformOnLeave];
246
+
@@ -0,0 +1,16 @@
1
+ // Auto-generated from extension_api.json - DO NOT EDIT
2
+ // Generated by dev/codegen.ts
3
+
4
+ import { _C, _R } from '../../src/runtime.ts';
5
+ import { Button } from './Button.ts';
6
+
7
+ /**
8
+ * {@link CheckBox} allows the user to choose one of only two possible options. It's similar to {@link CheckButton} in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use {@link CheckBox} when toggling it has **no** immediate effect on something. For example, it could be used when toggling it will only do something once a confirmation button is pressed.
9
+ * See also {@link BaseButton} which contains common properties and methods associated with this node.
10
+ * When {@link BaseButton.buttonGroup} specifies a {@link ButtonGroup}, {@link CheckBox} changes its appearance to that of a radio button and uses the various `radio_*` theme properties.
11
+ */
12
+ export class CheckBox extends Button {
13
+ constructor(name = 196) { super(name); }
14
+
15
+ static readonly name = _R(196, CheckBox);
16
+ }
@@ -0,0 +1,15 @@
1
+ // Auto-generated from extension_api.json - DO NOT EDIT
2
+ // Generated by dev/codegen.ts
3
+
4
+ import { _C, _R } from '../../src/runtime.ts';
5
+ import { Button } from './Button.ts';
6
+
7
+ /**
8
+ * {@link CheckButton} is a toggle button displayed as a check field. It's similar to {@link CheckBox} in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use {@link CheckButton} when toggling it has an **immediate** effect on something. For example, it can be used when pressing it shows or hides advanced settings, without asking the user to confirm this action.
9
+ * See also {@link BaseButton} which contains common properties and methods associated with this node.
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+ */
11
+ export class CheckButton extends Button {
12
+ constructor(name = 197) { super(name); }
13
+
14
+ static readonly name = _R(197, CheckButton);
15
+ }
@@ -0,0 +1,21 @@
1
+ // Auto-generated from extension_api.json - DO NOT EDIT
2
+ // Generated by dev/codegen.ts
3
+
4
+ import { _C, _R } from '../../src/runtime.ts';
5
+ import { Shape2D } from './Shape2D.ts';
6
+
7
+ /**
8
+ * A 2D circle shape, intended for use in physics. Usually used to provide a shape for a {@link CollisionShape2D}.
9
+ * **Performance:** {@link CircleShape2D} is fast to check collisions against. It is faster than {@link RectangleShape2D} and {@link CapsuleShape2D}.
10
+ */
11
+ export class CircleShape2D extends Shape2D {
12
+ constructor(name = 198) { super(name); }
13
+
14
+ /**
15
+ * The circle's radius.
16
+ */
17
+ get radius(): number { return _C(this, 6068) as number; }
18
+ set radius(v: number) { _C(this, 12467, v); }
19
+
20
+ static readonly name = _R(198, CircleShape2D);
21
+ }