typescript-to-gdscript 0.1.0

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Files changed (1301) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +324 -0
  3. package/dist/cache/index.d.ts +203 -0
  4. package/dist/cache/index.d.ts.map +1 -0
  5. package/dist/cache/index.js +609 -0
  6. package/dist/cache/index.js.map +1 -0
  7. package/dist/checker/godot-project.d.ts +15 -0
  8. package/dist/checker/godot-project.d.ts.map +1 -0
  9. package/dist/checker/godot-project.js +14 -0
  10. package/dist/checker/godot-project.js.map +1 -0
  11. package/dist/checker/index.d.ts +61 -0
  12. package/dist/checker/index.d.ts.map +1 -0
  13. package/dist/checker/index.js +229 -0
  14. package/dist/checker/index.js.map +1 -0
  15. package/dist/checker/ts-diagnostics.d.ts +11 -0
  16. package/dist/checker/ts-diagnostics.d.ts.map +1 -0
  17. package/dist/checker/ts-diagnostics.js +67 -0
  18. package/dist/checker/ts-diagnostics.js.map +1 -0
  19. package/dist/cli/clear-cache.d.ts +3 -0
  20. package/dist/cli/clear-cache.d.ts.map +1 -0
  21. package/dist/cli/clear-cache.js +42 -0
  22. package/dist/cli/clear-cache.js.map +1 -0
  23. package/dist/cli/convert-gd.d.ts +3 -0
  24. package/dist/cli/convert-gd.d.ts.map +1 -0
  25. package/dist/cli/convert-gd.js +148 -0
  26. package/dist/cli/convert-gd.js.map +1 -0
  27. package/dist/cli/convert.d.ts +3 -0
  28. package/dist/cli/convert.d.ts.map +1 -0
  29. package/dist/cli/convert.js +165 -0
  30. package/dist/cli/convert.js.map +1 -0
  31. package/dist/cli/generate-addon-typings.d.ts +3 -0
  32. package/dist/cli/generate-addon-typings.d.ts.map +1 -0
  33. package/dist/cli/generate-addon-typings.js +31 -0
  34. package/dist/cli/generate-addon-typings.js.map +1 -0
  35. package/dist/cli/generate-gdscript-global-typings.d.ts +3 -0
  36. package/dist/cli/generate-gdscript-global-typings.d.ts.map +1 -0
  37. package/dist/cli/generate-gdscript-global-typings.js +172 -0
  38. package/dist/cli/generate-gdscript-global-typings.js.map +1 -0
  39. package/dist/cli/generate-typings.d.ts +3 -0
  40. package/dist/cli/generate-typings.d.ts.map +1 -0
  41. package/dist/cli/generate-typings.js +48 -0
  42. package/dist/cli/generate-typings.js.map +1 -0
  43. package/dist/cli/helpers.d.ts +47 -0
  44. package/dist/cli/helpers.d.ts.map +1 -0
  45. package/dist/cli/helpers.js +180 -0
  46. package/dist/cli/helpers.js.map +1 -0
  47. package/dist/cli/index.d.ts +3 -0
  48. package/dist/cli/index.d.ts.map +1 -0
  49. package/dist/cli/index.js +35 -0
  50. package/dist/cli/index.js.map +1 -0
  51. package/dist/cli/init.d.ts +8 -0
  52. package/dist/cli/init.d.ts.map +1 -0
  53. package/dist/cli/init.js +222 -0
  54. package/dist/cli/init.js.map +1 -0
  55. package/dist/cli/initial-convert-gd-to-ts.d.ts +3 -0
  56. package/dist/cli/initial-convert-gd-to-ts.d.ts.map +1 -0
  57. package/dist/cli/initial-convert-gd-to-ts.js +149 -0
  58. package/dist/cli/initial-convert-gd-to-ts.js.map +1 -0
  59. package/dist/cli/lint.d.ts +3 -0
  60. package/dist/cli/lint.d.ts.map +1 -0
  61. package/dist/cli/lint.js +191 -0
  62. package/dist/cli/lint.js.map +1 -0
  63. package/dist/cli/open-editor.d.ts +21 -0
  64. package/dist/cli/open-editor.d.ts.map +1 -0
  65. package/dist/cli/open-editor.js +148 -0
  66. package/dist/cli/open-editor.js.map +1 -0
  67. package/dist/cli/set-latest.d.ts +3 -0
  68. package/dist/cli/set-latest.d.ts.map +1 -0
  69. package/dist/cli/set-latest.js +23 -0
  70. package/dist/cli/set-latest.js.map +1 -0
  71. package/dist/cli/validate-gd.d.ts +3 -0
  72. package/dist/cli/validate-gd.d.ts.map +1 -0
  73. package/dist/cli/validate-gd.js +37 -0
  74. package/dist/cli/validate-gd.js.map +1 -0
  75. package/dist/cli/watch.d.ts +3 -0
  76. package/dist/cli/watch.d.ts.map +1 -0
  77. package/dist/cli/watch.js +58 -0
  78. package/dist/cli/watch.js.map +1 -0
  79. package/dist/config/index.d.ts +142 -0
  80. package/dist/config/index.d.ts.map +1 -0
  81. package/dist/config/index.js +161 -0
  82. package/dist/config/index.js.map +1 -0
  83. package/dist/converter/common/index.d.ts +169 -0
  84. package/dist/converter/common/index.d.ts.map +1 -0
  85. package/dist/converter/common/index.js +298 -0
  86. package/dist/converter/common/index.js.map +1 -0
  87. package/dist/converter/gd-to-ts/class-scope.d.ts +80 -0
  88. package/dist/converter/gd-to-ts/class-scope.d.ts.map +1 -0
  89. package/dist/converter/gd-to-ts/class-scope.js +208 -0
  90. package/dist/converter/gd-to-ts/class-scope.js.map +1 -0
  91. package/dist/converter/gd-to-ts/context.d.ts +94 -0
  92. package/dist/converter/gd-to-ts/context.d.ts.map +1 -0
  93. package/dist/converter/gd-to-ts/context.js +71 -0
  94. package/dist/converter/gd-to-ts/context.js.map +1 -0
  95. package/dist/converter/gd-to-ts/expressions.d.ts +18 -0
  96. package/dist/converter/gd-to-ts/expressions.d.ts.map +1 -0
  97. package/dist/converter/gd-to-ts/expressions.js +535 -0
  98. package/dist/converter/gd-to-ts/expressions.js.map +1 -0
  99. package/dist/converter/gd-to-ts/file-scope-emitter.d.ts +34 -0
  100. package/dist/converter/gd-to-ts/file-scope-emitter.d.ts.map +1 -0
  101. package/dist/converter/gd-to-ts/file-scope-emitter.js +191 -0
  102. package/dist/converter/gd-to-ts/file-scope-emitter.js.map +1 -0
  103. package/dist/converter/gd-to-ts/functions.d.ts +20 -0
  104. package/dist/converter/gd-to-ts/functions.d.ts.map +1 -0
  105. package/dist/converter/gd-to-ts/functions.js +313 -0
  106. package/dist/converter/gd-to-ts/functions.js.map +1 -0
  107. package/dist/converter/gd-to-ts/helpers/explicit-convert.d.ts +42 -0
  108. package/dist/converter/gd-to-ts/helpers/explicit-convert.d.ts.map +1 -0
  109. package/dist/converter/gd-to-ts/helpers/explicit-convert.js +173 -0
  110. package/dist/converter/gd-to-ts/helpers/explicit-convert.js.map +1 -0
  111. package/dist/converter/gd-to-ts/helpers/nullable-return.d.ts +19 -0
  112. package/dist/converter/gd-to-ts/helpers/nullable-return.d.ts.map +1 -0
  113. package/dist/converter/gd-to-ts/helpers/nullable-return.js +116 -0
  114. package/dist/converter/gd-to-ts/helpers/nullable-return.js.map +1 -0
  115. package/dist/converter/gd-to-ts/helpers/nullable.d.ts +41 -0
  116. package/dist/converter/gd-to-ts/helpers/nullable.d.ts.map +1 -0
  117. package/dist/converter/gd-to-ts/helpers/nullable.js +526 -0
  118. package/dist/converter/gd-to-ts/helpers/nullable.js.map +1 -0
  119. package/dist/converter/gd-to-ts/helpers/operator-fix.d.ts +20 -0
  120. package/dist/converter/gd-to-ts/helpers/operator-fix.d.ts.map +1 -0
  121. package/dist/converter/gd-to-ts/helpers/operator-fix.js +114 -0
  122. package/dist/converter/gd-to-ts/helpers/operator-fix.js.map +1 -0
  123. package/dist/converter/gd-to-ts/helpers/ready-field-types.d.ts +48 -0
  124. package/dist/converter/gd-to-ts/helpers/ready-field-types.d.ts.map +1 -0
  125. package/dist/converter/gd-to-ts/helpers/ready-field-types.js +217 -0
  126. package/dist/converter/gd-to-ts/helpers/ready-field-types.js.map +1 -0
  127. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.d.ts +64 -0
  128. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.d.ts.map +1 -0
  129. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.js +336 -0
  130. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.js.map +1 -0
  131. package/dist/converter/gd-to-ts/imports.d.ts +47 -0
  132. package/dist/converter/gd-to-ts/imports.d.ts.map +1 -0
  133. package/dist/converter/gd-to-ts/imports.js +98 -0
  134. package/dist/converter/gd-to-ts/imports.js.map +1 -0
  135. package/dist/converter/gd-to-ts/index.d.ts +59 -0
  136. package/dist/converter/gd-to-ts/index.d.ts.map +1 -0
  137. package/dist/converter/gd-to-ts/index.js +189 -0
  138. package/dist/converter/gd-to-ts/index.js.map +1 -0
  139. package/dist/converter/gd-to-ts/inject-imports.d.ts +55 -0
  140. package/dist/converter/gd-to-ts/inject-imports.d.ts.map +1 -0
  141. package/dist/converter/gd-to-ts/inject-imports.js +161 -0
  142. package/dist/converter/gd-to-ts/inject-imports.js.map +1 -0
  143. package/dist/converter/gd-to-ts/members.d.ts +15 -0
  144. package/dist/converter/gd-to-ts/members.d.ts.map +1 -0
  145. package/dist/converter/gd-to-ts/members.js +397 -0
  146. package/dist/converter/gd-to-ts/members.js.map +1 -0
  147. package/dist/converter/gd-to-ts/source-emitter.d.ts +27 -0
  148. package/dist/converter/gd-to-ts/source-emitter.d.ts.map +1 -0
  149. package/dist/converter/gd-to-ts/source-emitter.js +420 -0
  150. package/dist/converter/gd-to-ts/source-emitter.js.map +1 -0
  151. package/dist/converter/gd-to-ts/statements.d.ts +6 -0
  152. package/dist/converter/gd-to-ts/statements.d.ts.map +1 -0
  153. package/dist/converter/gd-to-ts/statements.js +385 -0
  154. package/dist/converter/gd-to-ts/statements.js.map +1 -0
  155. package/dist/converter/gd-to-ts/ts-helpers.d.ts +49 -0
  156. package/dist/converter/gd-to-ts/ts-helpers.d.ts.map +1 -0
  157. package/dist/converter/gd-to-ts/ts-helpers.js +161 -0
  158. package/dist/converter/gd-to-ts/ts-helpers.js.map +1 -0
  159. package/dist/converter/gd-to-ts/type-inference.d.ts +41 -0
  160. package/dist/converter/gd-to-ts/type-inference.d.ts.map +1 -0
  161. package/dist/converter/gd-to-ts/type-inference.js +168 -0
  162. package/dist/converter/gd-to-ts/type-inference.js.map +1 -0
  163. package/dist/converter/ts-to-gd/class-body.d.ts +62 -0
  164. package/dist/converter/ts-to-gd/class-body.d.ts.map +1 -0
  165. package/dist/converter/ts-to-gd/class-body.js +290 -0
  166. package/dist/converter/ts-to-gd/class-body.js.map +1 -0
  167. package/dist/converter/ts-to-gd/class-members.d.ts +18 -0
  168. package/dist/converter/ts-to-gd/class-members.d.ts.map +1 -0
  169. package/dist/converter/ts-to-gd/class-members.js +246 -0
  170. package/dist/converter/ts-to-gd/class-members.js.map +1 -0
  171. package/dist/converter/ts-to-gd/diagnostics.d.ts +27 -0
  172. package/dist/converter/ts-to-gd/diagnostics.d.ts.map +1 -0
  173. package/dist/converter/ts-to-gd/diagnostics.js +95 -0
  174. package/dist/converter/ts-to-gd/diagnostics.js.map +1 -0
  175. package/dist/converter/ts-to-gd/emitter.d.ts +40 -0
  176. package/dist/converter/ts-to-gd/emitter.d.ts.map +1 -0
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  178. package/dist/converter/ts-to-gd/emitter.js.map +1 -0
  179. package/dist/converter/ts-to-gd/expressions.d.ts +46 -0
  180. package/dist/converter/ts-to-gd/expressions.d.ts.map +1 -0
  181. package/dist/converter/ts-to-gd/expressions.js +793 -0
  182. package/dist/converter/ts-to-gd/expressions.js.map +1 -0
  183. package/dist/converter/ts-to-gd/file-scope.d.ts +42 -0
  184. package/dist/converter/ts-to-gd/file-scope.d.ts.map +1 -0
  185. package/dist/converter/ts-to-gd/file-scope.js +463 -0
  186. package/dist/converter/ts-to-gd/file-scope.js.map +1 -0
  187. package/dist/converter/ts-to-gd/gd-getset.d.ts +31 -0
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  195. package/dist/converter/ts-to-gd/imports.d.ts +67 -0
  196. package/dist/converter/ts-to-gd/imports.d.ts.map +1 -0
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  199. package/dist/converter/ts-to-gd/index.d.ts +34 -0
  200. package/dist/converter/ts-to-gd/index.d.ts.map +1 -0
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  203. package/dist/converter/ts-to-gd/parameters.d.ts +12 -0
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  207. package/dist/converter/ts-to-gd/statements.d.ts +12 -0
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@@ -0,0 +1,51 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** Abstract base class for 3D game objects affected by physics. */
5
+ declare class PhysicsBody3D extends CollisionObject3D {
6
+ /** Lock the body's rotation in the X axis. */
7
+ axis_lock_angular_x: boolean;
8
+ /** Lock the body's rotation in the Y axis. */
9
+ axis_lock_angular_y: boolean;
10
+ /** Lock the body's rotation in the Z axis. */
11
+ axis_lock_angular_z: boolean;
12
+ /** Lock the body's linear movement in the X axis. */
13
+ axis_lock_linear_x: boolean;
14
+ /** Lock the body's linear movement in the Y axis. */
15
+ axis_lock_linear_y: boolean;
16
+ /** Lock the body's linear movement in the Z axis. */
17
+ axis_lock_linear_z: boolean;
18
+
19
+ /** Adds a body to the list of bodies that this body can't collide with. */
20
+ add_collision_exception_with(body: Node): void;
21
+ /** Returns `true` if the specified linear or rotational `axis` is locked. */
22
+ get_axis_lock(axis: int): boolean;
23
+ /** Returns an array of nodes that were added as collision exceptions for this body. */
24
+ get_collision_exceptions(): Array<PhysicsBody3D>;
25
+ /**
26
+ * Returns the gravity vector computed from all sources that can affect the body, including all gravity overrides from {@link Area3D} nodes and the global world gravity.
27
+ */
28
+ get_gravity(): Vector3;
29
+ /**
30
+ * Moves the body along the vector `motion`. In order to be frame rate independent in {@link Node._physics_process} or {@link Node._process}, `motion` should be computed using `delta`.
31
+ * The body will stop if it collides. Returns a {@link KinematicCollision3D}, which contains information about the collision when stopped, or when touching another body along the motion.
32
+ * If `test_only` is `true`, the body does not move but the would-be collision information is given.
33
+ * `safe_margin` is the extra margin used for collision recovery (see {@link CharacterBody3D.safe_margin} for more details).
34
+ * If `recovery_as_collision` is `true`, any depenetration from the recovery phase is also reported as a collision; this is used e.g. by {@link CharacterBody3D} for improving floor detection during floor snapping.
35
+ * `max_collisions` allows to retrieve more than one collision result.
36
+ */
37
+ move_and_collide(motion: Vector3 | Vector3i, test_only?: boolean, safe_margin?: float, recovery_as_collision?: boolean, max_collisions?: int): KinematicCollision3D | null;
38
+ /** Removes a body from the list of bodies that this body can't collide with. */
39
+ remove_collision_exception_with(body: Node): void;
40
+ /** Locks or unlocks the specified linear or rotational `axis` depending on the value of `lock`. */
41
+ set_axis_lock(axis: int, lock: boolean): void;
42
+ /**
43
+ * Checks for collisions without moving the body. In order to be frame rate independent in {@link Node._physics_process} or {@link Node._process}, `motion` should be computed using `delta`.
44
+ * Virtually sets the node's position, scale and rotation to that of the given {@link Transform3D}, then tries to move the body along the vector `motion`. Returns `true` if a collision would stop the body from moving along the whole path.
45
+ * `collision` is an optional object of type {@link KinematicCollision3D}, which contains additional information about the collision when stopped, or when touching another body along the motion.
46
+ * `safe_margin` is the extra margin used for collision recovery (see {@link CharacterBody3D.safe_margin} for more details).
47
+ * If `recovery_as_collision` is `true`, any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would *touch* any other bodies.
48
+ * `max_collisions` allows to retrieve more than one collision result.
49
+ */
50
+ test_move(from_: Transform3D | Projection, motion: Vector3 | Vector3i, collision?: KinematicCollision3D, safe_margin?: float, recovery_as_collision?: boolean, max_collisions?: int): boolean;
51
+ }
@@ -0,0 +1,162 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** Provides direct access to a physics body in the {@link PhysicsServer2D}. */
5
+ declare class PhysicsDirectBodyState2D extends GodotObject {
6
+ /** The body's rotational velocity in *radians* per second. */
7
+ angular_velocity: float;
8
+ /** The body's center of mass position relative to the body's center in the global coordinate system. */
9
+ center_of_mass: Vector2;
10
+ /** The body's center of mass position in the body's local coordinate system. */
11
+ center_of_mass_local: Vector2;
12
+ /** The body's collision layer. */
13
+ collision_layer: int;
14
+ /** The body's collision mask. */
15
+ collision_mask: int;
16
+ /** The inverse of the inertia of the body. */
17
+ inverse_inertia: float;
18
+ /** The inverse of the mass of the body. */
19
+ inverse_mass: float;
20
+ /** The body's linear velocity in pixels per second. */
21
+ linear_velocity: Vector2;
22
+ /** If `true`, this body is currently sleeping (not active). */
23
+ sleeping: boolean;
24
+ /** The timestep (delta) used for the simulation. */
25
+ step: float;
26
+ /** The rate at which the body stops rotating, if there are not any other forces moving it. */
27
+ total_angular_damp: float;
28
+ /** The total gravity vector being currently applied to this body. */
29
+ total_gravity: Vector2;
30
+ /** The rate at which the body stops moving, if there are not any other forces moving it. */
31
+ total_linear_damp: float;
32
+ /** The body's transformation matrix. */
33
+ transform: Transform2D;
34
+ set_angular_velocity(value: float): void;
35
+ get_angular_velocity(): float;
36
+ get_center_of_mass(): Vector2;
37
+ get_center_of_mass_local(): Vector2;
38
+ set_collision_layer(value: int): void;
39
+ get_collision_layer(): int;
40
+ set_collision_mask(value: int): void;
41
+ get_collision_mask(): int;
42
+ get_inverse_inertia(): float;
43
+ get_inverse_mass(): float;
44
+ set_linear_velocity(value: Vector2 | Vector2i): void;
45
+ get_linear_velocity(): Vector2;
46
+ set_sleep_state(value: boolean): void;
47
+ is_sleeping(): boolean;
48
+ get_step(): float;
49
+ get_total_angular_damp(): float;
50
+ get_total_gravity(): Vector2;
51
+ get_total_linear_damp(): float;
52
+ set_transform(value: Transform2D): void;
53
+ get_transform(): Transform2D;
54
+
55
+ /**
56
+ * Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with `constant_force = Vector2(0, 0)`.
57
+ * This is equivalent to using {@link add_constant_force} at the body's center of mass.
58
+ */
59
+ add_constant_central_force(force?: Vector2 | Vector2i): void;
60
+ /**
61
+ * Adds a constant positioned force to the body that keeps being applied over time until cleared with `constant_force = Vector2(0, 0)`.
62
+ * `position` is the offset from the body origin in global coordinates.
63
+ */
64
+ add_constant_force(force: Vector2 | Vector2i, position?: Vector2 | Vector2i): void;
65
+ /**
66
+ * Adds a constant rotational force without affecting position that keeps being applied over time until cleared with `constant_torque = 0`.
67
+ */
68
+ add_constant_torque(torque: float): void;
69
+ /**
70
+ * Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
71
+ * This is equivalent to using {@link apply_force} at the body's center of mass.
72
+ */
73
+ apply_central_force(force?: Vector2 | Vector2i): void;
74
+ /**
75
+ * Applies a directional impulse without affecting rotation.
76
+ * An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
77
+ * This is equivalent to using {@link apply_impulse} at the body's center of mass.
78
+ */
79
+ apply_central_impulse(impulse: Vector2 | Vector2i): void;
80
+ /**
81
+ * Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
82
+ * `position` is the offset from the body origin in global coordinates.
83
+ */
84
+ apply_force(force: Vector2 | Vector2i, position?: Vector2 | Vector2i): void;
85
+ /**
86
+ * Applies a positioned impulse to the body.
87
+ * An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
88
+ * `position` is the offset from the body origin in global coordinates.
89
+ */
90
+ apply_impulse(impulse: Vector2 | Vector2i, position?: Vector2 | Vector2i): void;
91
+ /**
92
+ * Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
93
+ * **Note:** {@link inverse_inertia} is required for this to work. To have {@link inverse_inertia}, an active {@link CollisionShape2D} must be a child of the node, or you can manually set {@link inverse_inertia}.
94
+ */
95
+ apply_torque(torque: float): void;
96
+ /**
97
+ * Applies a rotational impulse to the body without affecting the position.
98
+ * An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
99
+ * **Note:** {@link inverse_inertia} is required for this to work. To have {@link inverse_inertia}, an active {@link CollisionShape2D} must be a child of the node, or you can manually set {@link inverse_inertia}.
100
+ */
101
+ apply_torque_impulse(impulse: float): void;
102
+ /**
103
+ * Returns the body's total constant positional forces applied during each physics update.
104
+ * See {@link add_constant_force} and {@link add_constant_central_force}.
105
+ */
106
+ get_constant_force(): Vector2;
107
+ /**
108
+ * Returns the body's total constant rotational forces applied during each physics update.
109
+ * See {@link add_constant_torque}.
110
+ */
111
+ get_constant_torque(): float;
112
+ /** Returns the collider's {@link RID}. */
113
+ get_contact_collider(contact_idx: int): RID;
114
+ /** Returns the collider's object id. */
115
+ get_contact_collider_id(contact_idx: int): int;
116
+ /**
117
+ * Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
118
+ */
119
+ get_contact_collider_object(contact_idx: int): GodotObject | null;
120
+ /** Returns the position of the contact point on the collider in the global coordinate system. */
121
+ get_contact_collider_position(contact_idx: int): Vector2;
122
+ /** Returns the collider's shape index. */
123
+ get_contact_collider_shape(contact_idx: int): int;
124
+ /** Returns the velocity vector at the collider's contact point. */
125
+ get_contact_collider_velocity_at_position(contact_idx: int): Vector2;
126
+ /**
127
+ * Returns the number of contacts this body has with other bodies.
128
+ * **Note:** By default, this returns 0 unless bodies are configured to monitor contacts. See {@link RigidBody2D.contact_monitor}.
129
+ */
130
+ get_contact_count(): int;
131
+ /** Returns the impulse created by the contact. */
132
+ get_contact_impulse(contact_idx: int): Vector2;
133
+ /** Returns the local normal at the contact point. */
134
+ get_contact_local_normal(contact_idx: int): Vector2;
135
+ /** Returns the position of the contact point on the body in the global coordinate system. */
136
+ get_contact_local_position(contact_idx: int): Vector2;
137
+ /** Returns the local shape index of the collision. */
138
+ get_contact_local_shape(contact_idx: int): int;
139
+ /** Returns the velocity vector at the body's contact point. */
140
+ get_contact_local_velocity_at_position(contact_idx: int): Vector2;
141
+ /** Returns the current state of the space, useful for queries. */
142
+ get_space_state(): PhysicsDirectSpaceState2D | null;
143
+ /**
144
+ * Returns the body's velocity at the given relative position.
145
+ * `local_position` is the offset from the body origin in global coordinates.
146
+ */
147
+ get_velocity_at_local_position(local_position: Vector2 | Vector2i): Vector2;
148
+ /**
149
+ * Updates the body's linear and angular velocity by applying gravity and damping for the equivalent of one physics tick.
150
+ */
151
+ integrate_forces(): void;
152
+ /**
153
+ * Sets the body's total constant positional forces applied during each physics update.
154
+ * See {@link add_constant_force} and {@link add_constant_central_force}.
155
+ */
156
+ set_constant_force(force: Vector2 | Vector2i): void;
157
+ /**
158
+ * Sets the body's total constant rotational forces applied during each physics update.
159
+ * See {@link add_constant_torque}.
160
+ */
161
+ set_constant_torque(torque: float): void;
162
+ }
@@ -0,0 +1,132 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /**
5
+ * Provides virtual methods that can be overridden to create custom {@link PhysicsDirectBodyState2D} implementations.
6
+ */
7
+ declare class PhysicsDirectBodyState2DExtension extends PhysicsDirectBodyState2D {
8
+ /** Overridable version of {@link PhysicsDirectBodyState2D.add_constant_central_force}. */
9
+ _add_constant_central_force(force: Vector2 | Vector2i): void;
10
+ /** Overridable version of {@link PhysicsDirectBodyState2D.add_constant_force}. */
11
+ _add_constant_force(force: Vector2 | Vector2i, position: Vector2 | Vector2i): void;
12
+ /** Overridable version of {@link PhysicsDirectBodyState2D.add_constant_torque}. */
13
+ _add_constant_torque(torque: float): void;
14
+ /** Overridable version of {@link PhysicsDirectBodyState2D.apply_central_force}. */
15
+ _apply_central_force(force: Vector2 | Vector2i): void;
16
+ /** Overridable version of {@link PhysicsDirectBodyState2D.apply_central_impulse}. */
17
+ _apply_central_impulse(impulse: Vector2 | Vector2i): void;
18
+ /** Overridable version of {@link PhysicsDirectBodyState2D.apply_force}. */
19
+ _apply_force(force: Vector2 | Vector2i, position: Vector2 | Vector2i): void;
20
+ /** Overridable version of {@link PhysicsDirectBodyState2D.apply_impulse}. */
21
+ _apply_impulse(impulse: Vector2 | Vector2i, position: Vector2 | Vector2i): void;
22
+ /** Overridable version of {@link PhysicsDirectBodyState2D.apply_torque}. */
23
+ _apply_torque(torque: float): void;
24
+ /** Overridable version of {@link PhysicsDirectBodyState2D.apply_torque_impulse}. */
25
+ _apply_torque_impulse(impulse: float): void;
26
+ /**
27
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.angular_velocity} and its respective getter.
28
+ */
29
+ _get_angular_velocity(): float;
30
+ /**
31
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.center_of_mass} and its respective getter.
32
+ */
33
+ _get_center_of_mass(): Vector2;
34
+ /**
35
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.center_of_mass_local} and its respective getter.
36
+ */
37
+ _get_center_of_mass_local(): Vector2;
38
+ _get_collision_layer(): int;
39
+ _get_collision_mask(): int;
40
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_constant_force}. */
41
+ _get_constant_force(): Vector2;
42
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_constant_torque}. */
43
+ _get_constant_torque(): float;
44
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_contact_collider}. */
45
+ _get_contact_collider(contact_idx: int): RID;
46
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_contact_collider_id}. */
47
+ _get_contact_collider_id(contact_idx: int): int;
48
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_contact_collider_object}. */
49
+ _get_contact_collider_object(contact_idx: int): GodotObject | null;
50
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_contact_collider_position}. */
51
+ _get_contact_collider_position(contact_idx: int): Vector2;
52
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_contact_collider_shape}. */
53
+ _get_contact_collider_shape(contact_idx: int): int;
54
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_contact_collider_velocity_at_position}. */
55
+ _get_contact_collider_velocity_at_position(contact_idx: int): Vector2;
56
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_contact_count}. */
57
+ _get_contact_count(): int;
58
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_contact_impulse}. */
59
+ _get_contact_impulse(contact_idx: int): Vector2;
60
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_contact_local_normal}. */
61
+ _get_contact_local_normal(contact_idx: int): Vector2;
62
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_contact_local_position}. */
63
+ _get_contact_local_position(contact_idx: int): Vector2;
64
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_contact_local_shape}. */
65
+ _get_contact_local_shape(contact_idx: int): int;
66
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_contact_local_velocity_at_position}. */
67
+ _get_contact_local_velocity_at_position(contact_idx: int): Vector2;
68
+ /**
69
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.inverse_inertia} and its respective getter.
70
+ */
71
+ _get_inverse_inertia(): float;
72
+ /**
73
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.inverse_mass} and its respective getter.
74
+ */
75
+ _get_inverse_mass(): float;
76
+ /**
77
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.linear_velocity} and its respective getter.
78
+ */
79
+ _get_linear_velocity(): Vector2;
80
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_space_state}. */
81
+ _get_space_state(): PhysicsDirectSpaceState2D | null;
82
+ /**
83
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.step} and its respective getter.
84
+ */
85
+ _get_step(): float;
86
+ /**
87
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.total_angular_damp} and its respective getter.
88
+ */
89
+ _get_total_angular_damp(): float;
90
+ /**
91
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.total_gravity} and its respective getter.
92
+ */
93
+ _get_total_gravity(): Vector2;
94
+ /**
95
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.total_linear_damp} and its respective getter.
96
+ */
97
+ _get_total_linear_damp(): float;
98
+ /**
99
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.transform} and its respective getter.
100
+ */
101
+ _get_transform(): Transform2D;
102
+ /** Overridable version of {@link PhysicsDirectBodyState2D.get_velocity_at_local_position}. */
103
+ _get_velocity_at_local_position(local_position: Vector2 | Vector2i): Vector2;
104
+ /** Overridable version of {@link PhysicsDirectBodyState2D.integrate_forces}. */
105
+ _integrate_forces(): void;
106
+ /**
107
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.sleeping} and its respective getter.
108
+ */
109
+ _is_sleeping(): boolean;
110
+ /**
111
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.angular_velocity} and its respective setter.
112
+ */
113
+ _set_angular_velocity(velocity: float): void;
114
+ _set_collision_layer(layer: int): void;
115
+ _set_collision_mask(mask: int): void;
116
+ /** Overridable version of {@link PhysicsDirectBodyState2D.set_constant_force}. */
117
+ _set_constant_force(force: Vector2 | Vector2i): void;
118
+ /** Overridable version of {@link PhysicsDirectBodyState2D.set_constant_torque}. */
119
+ _set_constant_torque(torque: float): void;
120
+ /**
121
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.linear_velocity} and its respective setter.
122
+ */
123
+ _set_linear_velocity(velocity: Vector2 | Vector2i): void;
124
+ /**
125
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.sleeping} and its respective setter.
126
+ */
127
+ _set_sleep_state(enabled: boolean): void;
128
+ /**
129
+ * Implement to override the behavior of {@link PhysicsDirectBodyState2D.transform} and its respective setter.
130
+ */
131
+ _set_transform(transform: Transform2D): void;
132
+ }
@@ -0,0 +1,165 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** Provides direct access to a physics body in the {@link PhysicsServer3D}. */
5
+ declare class PhysicsDirectBodyState3D extends GodotObject {
6
+ /** The body's rotational velocity in *radians* per second. */
7
+ angular_velocity: Vector3;
8
+ /** The body's center of mass position relative to the body's center in the global coordinate system. */
9
+ center_of_mass: Vector3;
10
+ /** The body's center of mass position in the body's local coordinate system. */
11
+ center_of_mass_local: Vector3;
12
+ /** The body's collision layer. */
13
+ collision_layer: int;
14
+ /** The body's collision mask. */
15
+ collision_mask: int;
16
+ /** The inverse of the inertia of the body. */
17
+ inverse_inertia: Vector3;
18
+ /** The inverse of the inertia tensor of the body. */
19
+ inverse_inertia_tensor: Basis;
20
+ /** The inverse of the mass of the body. */
21
+ inverse_mass: float;
22
+ /** The body's linear velocity in units per second. */
23
+ linear_velocity: Vector3;
24
+ principal_inertia_axes: Basis;
25
+ /** If `true`, this body is currently sleeping (not active). */
26
+ sleeping: boolean;
27
+ /** The timestep (delta) used for the simulation. */
28
+ step: float;
29
+ /** The rate at which the body stops rotating, if there are not any other forces moving it. */
30
+ total_angular_damp: float;
31
+ /** The total gravity vector being currently applied to this body. */
32
+ total_gravity: Vector3;
33
+ /** The rate at which the body stops moving, if there are not any other forces moving it. */
34
+ total_linear_damp: float;
35
+ /** The body's transformation matrix. */
36
+ transform: Transform3D;
37
+ set_angular_velocity(value: Vector3 | Vector3i): void;
38
+ get_angular_velocity(): Vector3;
39
+ get_center_of_mass(): Vector3;
40
+ get_center_of_mass_local(): Vector3;
41
+ set_collision_layer(value: int): void;
42
+ get_collision_layer(): int;
43
+ set_collision_mask(value: int): void;
44
+ get_collision_mask(): int;
45
+ get_inverse_inertia(): Vector3;
46
+ get_inverse_inertia_tensor(): Basis;
47
+ get_inverse_mass(): float;
48
+ set_linear_velocity(value: Vector3 | Vector3i): void;
49
+ get_linear_velocity(): Vector3;
50
+ get_principal_inertia_axes(): Basis;
51
+ set_sleep_state(value: boolean): void;
52
+ is_sleeping(): boolean;
53
+ get_step(): float;
54
+ get_total_angular_damp(): float;
55
+ get_total_gravity(): Vector3;
56
+ get_total_linear_damp(): float;
57
+ set_transform(value: Transform3D | Projection): void;
58
+ get_transform(): Transform3D;
59
+
60
+ /**
61
+ * Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with `constant_force = Vector3(0, 0, 0)`.
62
+ * This is equivalent to using {@link add_constant_force} at the body's center of mass.
63
+ */
64
+ add_constant_central_force(force?: Vector3 | Vector3i): void;
65
+ /**
66
+ * Adds a constant positioned force to the body that keeps being applied over time until cleared with `constant_force = Vector3(0, 0, 0)`.
67
+ * `position` is the offset from the body origin in global coordinates.
68
+ */
69
+ add_constant_force(force: Vector3 | Vector3i, position?: Vector3 | Vector3i): void;
70
+ /**
71
+ * Adds a constant rotational force without affecting position that keeps being applied over time until cleared with `constant_torque = Vector3(0, 0, 0)`.
72
+ */
73
+ add_constant_torque(torque: Vector3 | Vector3i): void;
74
+ /**
75
+ * Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
76
+ * This is equivalent to using {@link apply_force} at the body's center of mass.
77
+ */
78
+ apply_central_force(force?: Vector3 | Vector3i): void;
79
+ /**
80
+ * Applies a directional impulse without affecting rotation.
81
+ * An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
82
+ * This is equivalent to using {@link apply_impulse} at the body's center of mass.
83
+ */
84
+ apply_central_impulse(impulse?: Vector3 | Vector3i): void;
85
+ /**
86
+ * Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
87
+ * `position` is the offset from the body origin in global coordinates.
88
+ */
89
+ apply_force(force: Vector3 | Vector3i, position?: Vector3 | Vector3i): void;
90
+ /**
91
+ * Applies a positioned impulse to the body.
92
+ * An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
93
+ * `position` is the offset from the body origin in global coordinates.
94
+ */
95
+ apply_impulse(impulse: Vector3 | Vector3i, position?: Vector3 | Vector3i): void;
96
+ /**
97
+ * Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
98
+ * **Note:** {@link inverse_inertia} is required for this to work. To have {@link inverse_inertia}, an active {@link CollisionShape3D} must be a child of the node, or you can manually set {@link inverse_inertia}.
99
+ */
100
+ apply_torque(torque: Vector3 | Vector3i): void;
101
+ /**
102
+ * Applies a rotational impulse to the body without affecting the position.
103
+ * An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
104
+ * **Note:** {@link inverse_inertia} is required for this to work. To have {@link inverse_inertia}, an active {@link CollisionShape3D} must be a child of the node, or you can manually set {@link inverse_inertia}.
105
+ */
106
+ apply_torque_impulse(impulse: Vector3 | Vector3i): void;
107
+ /**
108
+ * Returns the body's total constant positional forces applied during each physics update.
109
+ * See {@link add_constant_force} and {@link add_constant_central_force}.
110
+ */
111
+ get_constant_force(): Vector3;
112
+ /**
113
+ * Returns the body's total constant rotational forces applied during each physics update.
114
+ * See {@link add_constant_torque}.
115
+ */
116
+ get_constant_torque(): Vector3;
117
+ /** Returns the collider's {@link RID}. */
118
+ get_contact_collider(contact_idx: int): RID;
119
+ /** Returns the collider's object id. */
120
+ get_contact_collider_id(contact_idx: int): int;
121
+ /** Returns the collider object. */
122
+ get_contact_collider_object(contact_idx: int): GodotObject | null;
123
+ /** Returns the position of the contact point on the collider in the global coordinate system. */
124
+ get_contact_collider_position(contact_idx: int): Vector3;
125
+ /** Returns the collider's shape index. */
126
+ get_contact_collider_shape(contact_idx: int): int;
127
+ /** Returns the linear velocity vector at the collider's contact point. */
128
+ get_contact_collider_velocity_at_position(contact_idx: int): Vector3;
129
+ /**
130
+ * Returns the number of contacts this body has with other bodies.
131
+ * **Note:** By default, this returns 0 unless bodies are configured to monitor contacts. See {@link RigidBody3D.contact_monitor}.
132
+ */
133
+ get_contact_count(): int;
134
+ /** Impulse created by the contact. */
135
+ get_contact_impulse(contact_idx: int): Vector3;
136
+ /** Returns the local normal at the contact point. */
137
+ get_contact_local_normal(contact_idx: int): Vector3;
138
+ /** Returns the position of the contact point on the body in the global coordinate system. */
139
+ get_contact_local_position(contact_idx: int): Vector3;
140
+ /** Returns the local shape index of the collision. */
141
+ get_contact_local_shape(contact_idx: int): int;
142
+ /** Returns the linear velocity vector at the body's contact point. */
143
+ get_contact_local_velocity_at_position(contact_idx: int): Vector3;
144
+ /** Returns the current state of the space, useful for queries. */
145
+ get_space_state(): PhysicsDirectSpaceState3D | null;
146
+ /**
147
+ * Returns the body's velocity at the given relative position.
148
+ * `local_position` is the offset from the body origin in global coordinates.
149
+ */
150
+ get_velocity_at_local_position(local_position: Vector3 | Vector3i): Vector3;
151
+ /**
152
+ * Updates the body's linear and angular velocity by applying gravity and damping for the equivalent of one physics tick.
153
+ */
154
+ integrate_forces(): void;
155
+ /**
156
+ * Sets the body's total constant positional forces applied during each physics update.
157
+ * See {@link add_constant_force} and {@link add_constant_central_force}.
158
+ */
159
+ set_constant_force(force: Vector3 | Vector3i): void;
160
+ /**
161
+ * Sets the body's total constant rotational forces applied during each physics update.
162
+ * See {@link add_constant_torque}.
163
+ */
164
+ set_constant_torque(torque: Vector3 | Vector3i): void;
165
+ }
@@ -0,0 +1,58 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /**
5
+ * Provides virtual methods that can be overridden to create custom {@link PhysicsDirectBodyState3D} implementations.
6
+ */
7
+ declare class PhysicsDirectBodyState3DExtension extends PhysicsDirectBodyState3D {
8
+ _add_constant_central_force(force: Vector3 | Vector3i): void;
9
+ _add_constant_force(force: Vector3 | Vector3i, position: Vector3 | Vector3i): void;
10
+ _add_constant_torque(torque: Vector3 | Vector3i): void;
11
+ _apply_central_force(force: Vector3 | Vector3i): void;
12
+ _apply_central_impulse(impulse: Vector3 | Vector3i): void;
13
+ _apply_force(force: Vector3 | Vector3i, position: Vector3 | Vector3i): void;
14
+ _apply_impulse(impulse: Vector3 | Vector3i, position: Vector3 | Vector3i): void;
15
+ _apply_torque(torque: Vector3 | Vector3i): void;
16
+ _apply_torque_impulse(impulse: Vector3 | Vector3i): void;
17
+ _get_angular_velocity(): Vector3;
18
+ _get_center_of_mass(): Vector3;
19
+ _get_center_of_mass_local(): Vector3;
20
+ _get_collision_layer(): int;
21
+ _get_collision_mask(): int;
22
+ _get_constant_force(): Vector3;
23
+ _get_constant_torque(): Vector3;
24
+ _get_contact_collider(contact_idx: int): RID;
25
+ _get_contact_collider_id(contact_idx: int): int;
26
+ _get_contact_collider_object(contact_idx: int): GodotObject | null;
27
+ _get_contact_collider_position(contact_idx: int): Vector3;
28
+ _get_contact_collider_shape(contact_idx: int): int;
29
+ _get_contact_collider_velocity_at_position(contact_idx: int): Vector3;
30
+ _get_contact_count(): int;
31
+ _get_contact_impulse(contact_idx: int): Vector3;
32
+ _get_contact_local_normal(contact_idx: int): Vector3;
33
+ _get_contact_local_position(contact_idx: int): Vector3;
34
+ _get_contact_local_shape(contact_idx: int): int;
35
+ _get_contact_local_velocity_at_position(contact_idx: int): Vector3;
36
+ _get_inverse_inertia(): Vector3;
37
+ _get_inverse_inertia_tensor(): Basis;
38
+ _get_inverse_mass(): float;
39
+ _get_linear_velocity(): Vector3;
40
+ _get_principal_inertia_axes(): Basis;
41
+ _get_space_state(): PhysicsDirectSpaceState3D | null;
42
+ _get_step(): float;
43
+ _get_total_angular_damp(): float;
44
+ _get_total_gravity(): Vector3;
45
+ _get_total_linear_damp(): float;
46
+ _get_transform(): Transform3D;
47
+ _get_velocity_at_local_position(local_position: Vector3 | Vector3i): Vector3;
48
+ _integrate_forces(): void;
49
+ _is_sleeping(): boolean;
50
+ _set_angular_velocity(velocity: Vector3 | Vector3i): void;
51
+ _set_collision_layer(layer: int): void;
52
+ _set_collision_mask(mask: int): void;
53
+ _set_constant_force(force: Vector3 | Vector3i): void;
54
+ _set_constant_torque(torque: Vector3 | Vector3i): void;
55
+ _set_linear_velocity(velocity: Vector3 | Vector3i): void;
56
+ _set_sleep_state(enabled: boolean): void;
57
+ _set_transform(transform: Transform3D | Projection): void;
58
+ }
@@ -0,0 +1,58 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** Provides direct access to a physics space in the {@link PhysicsServer2D}. */
5
+ declare class PhysicsDirectSpaceState2D extends GodotObject {
6
+ /**
7
+ * Checks how far a {@link Shape2D} can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a {@link PhysicsShapeQueryParameters2D} object.
8
+ * Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of `[1.0, 1.0]` will be returned.
9
+ * **Note:** Any {@link Shape2D}s that the shape is already colliding with e.g. inside of, will be ignored. Use {@link collide_shape} to determine the {@link Shape2D}s that the shape is already colliding with.
10
+ */
11
+ cast_motion(parameters: PhysicsShapeQueryParameters2D): PackedFloat32Array;
12
+ /**
13
+ * Checks the intersections of a shape, given through a {@link PhysicsShapeQueryParameters2D} object, against the space. The resulting array contains a list of points where the shape intersects another. Like with {@link intersect_shape}, the number of returned results can be limited to save processing time.
14
+ * Returned points are a list of pairs of contact points. For each pair the first one is in the shape passed in {@link PhysicsShapeQueryParameters2D} object, second one is in the collided shape from the physics space.
15
+ */
16
+ collide_shape(parameters: PhysicsShapeQueryParameters2D, max_results?: int): Array<Vector2>;
17
+ /**
18
+ * Checks the intersections of a shape, given through a {@link PhysicsShapeQueryParameters2D} object, against the space. If it collides with more than one shape, the nearest one is selected. The returned object is a dictionary containing the following fields:
19
+ * `collider_id`: The colliding object's ID.
20
+ * `linear_velocity`: The colliding object's velocity {@link Vector2}. If the object is an {@link Area2D}, the result is `(0, 0)`.
21
+ * `normal`: The collision normal of the query shape at the intersection point, pointing away from the intersecting object.
22
+ * `point`: The intersection point.
23
+ * `rid`: The intersecting object's {@link RID}.
24
+ * `shape`: The shape index of the colliding shape.
25
+ * If the shape did not intersect anything, then an empty dictionary is returned instead.
26
+ */
27
+ get_rest_info(parameters: PhysicsShapeQueryParameters2D): Dictionary;
28
+ /**
29
+ * Checks whether a point is inside any solid shape. Position and other parameters are defined through {@link PhysicsPointQueryParameters2D}. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
30
+ * `collider`: The colliding object.
31
+ * `collider_id`: The colliding object's ID.
32
+ * `rid`: The intersecting object's {@link RID}.
33
+ * `shape`: The shape index of the colliding shape.
34
+ * The number of intersections can be limited with the `max_results` parameter, to reduce the processing time.
35
+ * **Note:** {@link ConcavePolygonShape2D}s and {@link CollisionPolygon2D}s in `Segments` build mode are not solid shapes. Therefore, they will not be detected.
36
+ */
37
+ intersect_point(parameters: PhysicsPointQueryParameters2D, max_results?: int): Array<Dictionary>;
38
+ /**
39
+ * Intersects a ray in a given space. Ray position and other parameters are defined through {@link PhysicsRayQueryParameters2D}. The returned object is a dictionary with the following fields:
40
+ * `collider`: The colliding object.
41
+ * `collider_id`: The colliding object's ID.
42
+ * `normal`: The object's surface normal at the intersection point, or `Vector2(0, 0)` if the ray starts inside the shape and {@link PhysicsRayQueryParameters2D.hit_from_inside} is `true`.
43
+ * `position`: The intersection point.
44
+ * `rid`: The intersecting object's {@link RID}.
45
+ * `shape`: The shape index of the colliding shape.
46
+ * If the ray did not intersect anything, then an empty dictionary is returned instead.
47
+ */
48
+ intersect_ray(parameters: PhysicsRayQueryParameters2D): Dictionary;
49
+ /**
50
+ * Checks the intersections of a shape, given through a {@link PhysicsShapeQueryParameters2D} object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
51
+ * `collider`: The colliding object.
52
+ * `collider_id`: The colliding object's ID.
53
+ * `rid`: The intersecting object's {@link RID}.
54
+ * `shape`: The shape index of the colliding shape.
55
+ * The number of intersections can be limited with the `max_results` parameter, to reduce the processing time.
56
+ */
57
+ intersect_shape(parameters: PhysicsShapeQueryParameters2D, max_results?: int): Array<Dictionary>;
58
+ }
@@ -0,0 +1,15 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /**
5
+ * Provides virtual methods that can be overridden to create custom {@link PhysicsDirectSpaceState2D} implementations.
6
+ */
7
+ declare class PhysicsDirectSpaceState2DExtension extends PhysicsDirectSpaceState2D {
8
+ _cast_motion(shape_rid: RID, transform: Transform2D, motion: Vector2 | Vector2i, margin: float, collision_mask: int, collide_with_bodies: boolean, collide_with_areas: boolean, closest_safe: float, closest_unsafe: float): boolean;
9
+ _collide_shape(shape_rid: RID, transform: Transform2D, motion: Vector2 | Vector2i, margin: float, collision_mask: int, collide_with_bodies: boolean, collide_with_areas: boolean, results: void, max_results: int, result_count: int): boolean;
10
+ _intersect_point(position: Vector2 | Vector2i, canvas_instance_id: int, collision_mask: int, collide_with_bodies: boolean, collide_with_areas: boolean, results: unknown, max_results: int): int;
11
+ _intersect_ray(from_: Vector2 | Vector2i, to: Vector2 | Vector2i, collision_mask: int, collide_with_bodies: boolean, collide_with_areas: boolean, hit_from_inside: boolean, result: unknown): boolean;
12
+ _intersect_shape(shape_rid: RID, transform: Transform2D, motion: Vector2 | Vector2i, margin: float, collision_mask: int, collide_with_bodies: boolean, collide_with_areas: boolean, result: unknown, max_results: int): int;
13
+ _rest_info(shape_rid: RID, transform: Transform2D, motion: Vector2 | Vector2i, margin: float, collision_mask: int, collide_with_bodies: boolean, collide_with_areas: boolean, rest_info: unknown): boolean;
14
+ is_body_excluded_from_query(body: RID): boolean;
15
+ }