typescript-to-gdscript 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/README.md +324 -0
- package/dist/cache/index.d.ts +203 -0
- package/dist/cache/index.d.ts.map +1 -0
- package/dist/cache/index.js +609 -0
- package/dist/cache/index.js.map +1 -0
- package/dist/checker/godot-project.d.ts +15 -0
- package/dist/checker/godot-project.d.ts.map +1 -0
- package/dist/checker/godot-project.js +14 -0
- package/dist/checker/godot-project.js.map +1 -0
- package/dist/checker/index.d.ts +61 -0
- package/dist/checker/index.d.ts.map +1 -0
- package/dist/checker/index.js +229 -0
- package/dist/checker/index.js.map +1 -0
- package/dist/checker/ts-diagnostics.d.ts +11 -0
- package/dist/checker/ts-diagnostics.d.ts.map +1 -0
- package/dist/checker/ts-diagnostics.js +67 -0
- package/dist/checker/ts-diagnostics.js.map +1 -0
- package/dist/cli/clear-cache.d.ts +3 -0
- package/dist/cli/clear-cache.d.ts.map +1 -0
- package/dist/cli/clear-cache.js +42 -0
- package/dist/cli/clear-cache.js.map +1 -0
- package/dist/cli/convert-gd.d.ts +3 -0
- package/dist/cli/convert-gd.d.ts.map +1 -0
- package/dist/cli/convert-gd.js +148 -0
- package/dist/cli/convert-gd.js.map +1 -0
- package/dist/cli/convert.d.ts +3 -0
- package/dist/cli/convert.d.ts.map +1 -0
- package/dist/cli/convert.js +165 -0
- package/dist/cli/convert.js.map +1 -0
- package/dist/cli/generate-addon-typings.d.ts +3 -0
- package/dist/cli/generate-addon-typings.d.ts.map +1 -0
- package/dist/cli/generate-addon-typings.js +31 -0
- package/dist/cli/generate-addon-typings.js.map +1 -0
- package/dist/cli/generate-gdscript-global-typings.d.ts +3 -0
- package/dist/cli/generate-gdscript-global-typings.d.ts.map +1 -0
- package/dist/cli/generate-gdscript-global-typings.js +172 -0
- package/dist/cli/generate-gdscript-global-typings.js.map +1 -0
- package/dist/cli/generate-typings.d.ts +3 -0
- package/dist/cli/generate-typings.d.ts.map +1 -0
- package/dist/cli/generate-typings.js +48 -0
- package/dist/cli/generate-typings.js.map +1 -0
- package/dist/cli/helpers.d.ts +47 -0
- package/dist/cli/helpers.d.ts.map +1 -0
- package/dist/cli/helpers.js +180 -0
- package/dist/cli/helpers.js.map +1 -0
- package/dist/cli/index.d.ts +3 -0
- package/dist/cli/index.d.ts.map +1 -0
- package/dist/cli/index.js +35 -0
- package/dist/cli/index.js.map +1 -0
- package/dist/cli/init.d.ts +8 -0
- package/dist/cli/init.d.ts.map +1 -0
- package/dist/cli/init.js +222 -0
- package/dist/cli/init.js.map +1 -0
- package/dist/cli/initial-convert-gd-to-ts.d.ts +3 -0
- package/dist/cli/initial-convert-gd-to-ts.d.ts.map +1 -0
- package/dist/cli/initial-convert-gd-to-ts.js +149 -0
- package/dist/cli/initial-convert-gd-to-ts.js.map +1 -0
- package/dist/cli/lint.d.ts +3 -0
- package/dist/cli/lint.d.ts.map +1 -0
- package/dist/cli/lint.js +191 -0
- package/dist/cli/lint.js.map +1 -0
- package/dist/cli/open-editor.d.ts +21 -0
- package/dist/cli/open-editor.d.ts.map +1 -0
- package/dist/cli/open-editor.js +148 -0
- package/dist/cli/open-editor.js.map +1 -0
- package/dist/cli/set-latest.d.ts +3 -0
- package/dist/cli/set-latest.d.ts.map +1 -0
- package/dist/cli/set-latest.js +23 -0
- package/dist/cli/set-latest.js.map +1 -0
- package/dist/cli/validate-gd.d.ts +3 -0
- package/dist/cli/validate-gd.d.ts.map +1 -0
- package/dist/cli/validate-gd.js +37 -0
- package/dist/cli/validate-gd.js.map +1 -0
- package/dist/cli/watch.d.ts +3 -0
- package/dist/cli/watch.d.ts.map +1 -0
- package/dist/cli/watch.js +58 -0
- package/dist/cli/watch.js.map +1 -0
- package/dist/config/index.d.ts +142 -0
- package/dist/config/index.d.ts.map +1 -0
- package/dist/config/index.js +161 -0
- package/dist/config/index.js.map +1 -0
- package/dist/converter/common/index.d.ts +169 -0
- package/dist/converter/common/index.d.ts.map +1 -0
- package/dist/converter/common/index.js +298 -0
- package/dist/converter/common/index.js.map +1 -0
- package/dist/converter/gd-to-ts/class-scope.d.ts +80 -0
- package/dist/converter/gd-to-ts/class-scope.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/class-scope.js +208 -0
- package/dist/converter/gd-to-ts/class-scope.js.map +1 -0
- package/dist/converter/gd-to-ts/context.d.ts +94 -0
- package/dist/converter/gd-to-ts/context.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/context.js +71 -0
- package/dist/converter/gd-to-ts/context.js.map +1 -0
- package/dist/converter/gd-to-ts/expressions.d.ts +18 -0
- package/dist/converter/gd-to-ts/expressions.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/expressions.js +535 -0
- package/dist/converter/gd-to-ts/expressions.js.map +1 -0
- package/dist/converter/gd-to-ts/file-scope-emitter.d.ts +34 -0
- package/dist/converter/gd-to-ts/file-scope-emitter.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/file-scope-emitter.js +191 -0
- package/dist/converter/gd-to-ts/file-scope-emitter.js.map +1 -0
- package/dist/converter/gd-to-ts/functions.d.ts +20 -0
- package/dist/converter/gd-to-ts/functions.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/functions.js +313 -0
- package/dist/converter/gd-to-ts/functions.js.map +1 -0
- package/dist/converter/gd-to-ts/helpers/explicit-convert.d.ts +42 -0
- package/dist/converter/gd-to-ts/helpers/explicit-convert.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/helpers/explicit-convert.js +173 -0
- package/dist/converter/gd-to-ts/helpers/explicit-convert.js.map +1 -0
- package/dist/converter/gd-to-ts/helpers/nullable-return.d.ts +19 -0
- package/dist/converter/gd-to-ts/helpers/nullable-return.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/helpers/nullable-return.js +116 -0
- package/dist/converter/gd-to-ts/helpers/nullable-return.js.map +1 -0
- package/dist/converter/gd-to-ts/helpers/nullable.d.ts +41 -0
- package/dist/converter/gd-to-ts/helpers/nullable.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/helpers/nullable.js +526 -0
- package/dist/converter/gd-to-ts/helpers/nullable.js.map +1 -0
- package/dist/converter/gd-to-ts/helpers/operator-fix.d.ts +20 -0
- package/dist/converter/gd-to-ts/helpers/operator-fix.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/helpers/operator-fix.js +114 -0
- package/dist/converter/gd-to-ts/helpers/operator-fix.js.map +1 -0
- package/dist/converter/gd-to-ts/helpers/ready-field-types.d.ts +48 -0
- package/dist/converter/gd-to-ts/helpers/ready-field-types.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/helpers/ready-field-types.js +217 -0
- package/dist/converter/gd-to-ts/helpers/ready-field-types.js.map +1 -0
- package/dist/converter/gd-to-ts/helpers/unsafe-helpers.d.ts +64 -0
- package/dist/converter/gd-to-ts/helpers/unsafe-helpers.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/helpers/unsafe-helpers.js +336 -0
- package/dist/converter/gd-to-ts/helpers/unsafe-helpers.js.map +1 -0
- package/dist/converter/gd-to-ts/imports.d.ts +47 -0
- package/dist/converter/gd-to-ts/imports.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/imports.js +98 -0
- package/dist/converter/gd-to-ts/imports.js.map +1 -0
- package/dist/converter/gd-to-ts/index.d.ts +59 -0
- package/dist/converter/gd-to-ts/index.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/index.js +189 -0
- package/dist/converter/gd-to-ts/index.js.map +1 -0
- package/dist/converter/gd-to-ts/inject-imports.d.ts +55 -0
- package/dist/converter/gd-to-ts/inject-imports.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/inject-imports.js +161 -0
- package/dist/converter/gd-to-ts/inject-imports.js.map +1 -0
- package/dist/converter/gd-to-ts/members.d.ts +15 -0
- package/dist/converter/gd-to-ts/members.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/members.js +397 -0
- package/dist/converter/gd-to-ts/members.js.map +1 -0
- package/dist/converter/gd-to-ts/source-emitter.d.ts +27 -0
- package/dist/converter/gd-to-ts/source-emitter.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/source-emitter.js +420 -0
- package/dist/converter/gd-to-ts/source-emitter.js.map +1 -0
- package/dist/converter/gd-to-ts/statements.d.ts +6 -0
- package/dist/converter/gd-to-ts/statements.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/statements.js +385 -0
- package/dist/converter/gd-to-ts/statements.js.map +1 -0
- package/dist/converter/gd-to-ts/ts-helpers.d.ts +49 -0
- package/dist/converter/gd-to-ts/ts-helpers.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/ts-helpers.js +161 -0
- package/dist/converter/gd-to-ts/ts-helpers.js.map +1 -0
- package/dist/converter/gd-to-ts/type-inference.d.ts +41 -0
- package/dist/converter/gd-to-ts/type-inference.d.ts.map +1 -0
- package/dist/converter/gd-to-ts/type-inference.js +168 -0
- package/dist/converter/gd-to-ts/type-inference.js.map +1 -0
- package/dist/converter/ts-to-gd/class-body.d.ts +62 -0
- package/dist/converter/ts-to-gd/class-body.d.ts.map +1 -0
- package/dist/converter/ts-to-gd/class-body.js +290 -0
- package/dist/converter/ts-to-gd/class-body.js.map +1 -0
- package/dist/converter/ts-to-gd/class-members.d.ts +18 -0
- package/dist/converter/ts-to-gd/class-members.d.ts.map +1 -0
- package/dist/converter/ts-to-gd/class-members.js +246 -0
- package/dist/converter/ts-to-gd/class-members.js.map +1 -0
- package/dist/converter/ts-to-gd/diagnostics.d.ts +27 -0
- package/dist/converter/ts-to-gd/diagnostics.d.ts.map +1 -0
- package/dist/converter/ts-to-gd/diagnostics.js +95 -0
- package/dist/converter/ts-to-gd/diagnostics.js.map +1 -0
- package/dist/converter/ts-to-gd/emitter.d.ts +40 -0
- package/dist/converter/ts-to-gd/emitter.d.ts.map +1 -0
- package/dist/converter/ts-to-gd/emitter.js +88 -0
- package/dist/converter/ts-to-gd/emitter.js.map +1 -0
- package/dist/converter/ts-to-gd/expressions.d.ts +46 -0
- package/dist/converter/ts-to-gd/expressions.d.ts.map +1 -0
- package/dist/converter/ts-to-gd/expressions.js +793 -0
- package/dist/converter/ts-to-gd/expressions.js.map +1 -0
- package/dist/converter/ts-to-gd/file-scope.d.ts +42 -0
- package/dist/converter/ts-to-gd/file-scope.d.ts.map +1 -0
- package/dist/converter/ts-to-gd/file-scope.js +463 -0
- package/dist/converter/ts-to-gd/file-scope.js.map +1 -0
- package/dist/converter/ts-to-gd/gd-getset.d.ts +31 -0
- package/dist/converter/ts-to-gd/gd-getset.d.ts.map +1 -0
- package/dist/converter/ts-to-gd/gd-getset.js +219 -0
- package/dist/converter/ts-to-gd/gd-getset.js.map +1 -0
- package/dist/converter/ts-to-gd/gd-helpers.d.ts +44 -0
- package/dist/converter/ts-to-gd/gd-helpers.d.ts.map +1 -0
- package/dist/converter/ts-to-gd/gd-helpers.js +458 -0
- package/dist/converter/ts-to-gd/gd-helpers.js.map +1 -0
- package/dist/converter/ts-to-gd/imports.d.ts +67 -0
- package/dist/converter/ts-to-gd/imports.d.ts.map +1 -0
- package/dist/converter/ts-to-gd/imports.js +150 -0
- package/dist/converter/ts-to-gd/imports.js.map +1 -0
- package/dist/converter/ts-to-gd/index.d.ts +34 -0
- package/dist/converter/ts-to-gd/index.d.ts.map +1 -0
- package/dist/converter/ts-to-gd/index.js +52 -0
- package/dist/converter/ts-to-gd/index.js.map +1 -0
- package/dist/converter/ts-to-gd/parameters.d.ts +12 -0
- package/dist/converter/ts-to-gd/parameters.d.ts.map +1 -0
- package/dist/converter/ts-to-gd/parameters.js +100 -0
- package/dist/converter/ts-to-gd/parameters.js.map +1 -0
- package/dist/converter/ts-to-gd/statements.d.ts +12 -0
- package/dist/converter/ts-to-gd/statements.d.ts.map +1 -0
- package/dist/converter/ts-to-gd/statements.js +262 -0
- package/dist/converter/ts-to-gd/statements.js.map +1 -0
- package/dist/converter/ts-to-gd/transformer-types.d.ts +33 -0
- package/dist/converter/ts-to-gd/transformer-types.d.ts.map +1 -0
- package/dist/converter/ts-to-gd/transformer-types.js +2 -0
- package/dist/converter/ts-to-gd/transformer-types.js.map +1 -0
- package/dist/converter/ts-to-gd/transformer.d.ts +83 -0
- package/dist/converter/ts-to-gd/transformer.d.ts.map +1 -0
- package/dist/converter/ts-to-gd/transformer.js +344 -0
- package/dist/converter/ts-to-gd/transformer.js.map +1 -0
- package/dist/eslint/plugin.d.ts +11 -0
- package/dist/eslint/plugin.d.ts.map +1 -0
- package/dist/eslint/plugin.js +12 -0
- package/dist/eslint/plugin.js.map +1 -0
- package/dist/eslint/rules/convert.d.ts +4 -0
- package/dist/eslint/rules/convert.d.ts.map +1 -0
- package/dist/eslint/rules/convert.js +286 -0
- package/dist/eslint/rules/convert.js.map +1 -0
- package/dist/eslint/rules/no-in-variant.d.ts +10 -0
- package/dist/eslint/rules/no-in-variant.d.ts.map +1 -0
- package/dist/eslint/rules/no-in-variant.js +126 -0
- package/dist/eslint/rules/no-in-variant.js.map +1 -0
- package/dist/godot-validate/error-parser.d.ts +64 -0
- package/dist/godot-validate/error-parser.d.ts.map +1 -0
- package/dist/godot-validate/error-parser.js +170 -0
- package/dist/godot-validate/error-parser.js.map +1 -0
- package/dist/godot-validate/index.d.ts +76 -0
- package/dist/godot-validate/index.d.ts.map +1 -0
- package/dist/godot-validate/index.js +267 -0
- package/dist/godot-validate/index.js.map +1 -0
- package/dist/godot-validate/source-map-remap.d.ts +48 -0
- package/dist/godot-validate/source-map-remap.d.ts.map +1 -0
- package/dist/godot-validate/source-map-remap.js +195 -0
- package/dist/godot-validate/source-map-remap.js.map +1 -0
- package/dist/index.d.ts +13 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +12 -0
- package/dist/index.js.map +1 -0
- package/dist/parser/gdscript/generate-types.d.ts +7 -0
- package/dist/parser/gdscript/generate-types.d.ts.map +1 -0
- package/dist/parser/gdscript/generate-types.js +134 -0
- package/dist/parser/gdscript/generate-types.js.map +1 -0
- package/dist/parser/gdscript/index.d.ts +9 -0
- package/dist/parser/gdscript/index.d.ts.map +1 -0
- package/dist/parser/gdscript/index.js +17 -0
- package/dist/parser/gdscript/index.js.map +1 -0
- package/dist/parser/gdscript/types.d.ts +689 -0
- package/dist/parser/gdscript/types.d.ts.map +1 -0
- package/dist/parser/gdscript/types.js +89 -0
- package/dist/parser/gdscript/types.js.map +1 -0
- package/dist/parser/godot-resource/index.d.ts +7 -0
- package/dist/parser/godot-resource/index.d.ts.map +1 -0
- package/dist/parser/godot-resource/index.js +14 -0
- package/dist/parser/godot-resource/index.js.map +1 -0
- package/dist/parser/godot-resource/types.d.ts +330 -0
- package/dist/parser/godot-resource/types.d.ts.map +1 -0
- package/dist/parser/godot-resource/types.js +22 -0
- package/dist/parser/godot-resource/types.js.map +1 -0
- package/dist/parser/typescript/index.d.ts +12 -0
- package/dist/parser/typescript/index.d.ts.map +1 -0
- package/dist/parser/typescript/index.js +30 -0
- package/dist/parser/typescript/index.js.map +1 -0
- package/dist/sourcemap/index.d.ts +59 -0
- package/dist/sourcemap/index.d.ts.map +1 -0
- package/dist/sourcemap/index.js +85 -0
- package/dist/sourcemap/index.js.map +1 -0
- package/dist/ts-plugin/index.d.ts +47 -0
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- package/dist/ts-plugin/lint.d.ts +48 -0
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- package/dist/ts-plugin/lru.d.ts +40 -0
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- package/dist/ts-plugin/navigation.d.ts +58 -0
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- package/dist/ts-plugin/navigation.js.map +1 -0
- package/dist/ts-plugin/shadow-refs.d.ts +31 -0
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- package/dist/ts-plugin/shadow-refs.js.map +1 -0
- package/dist/ts-plugin/snapshot-transform.d.ts +61 -0
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- package/dist/ts-plugin/snapshot-transform.js +55 -0
- package/dist/ts-plugin/snapshot-transform.js.map +1 -0
- package/dist/typings/class-generator.d.ts +54 -0
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- package/dist/typings/classes.d.ts +24 -0
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- package/dist/typings/content-generators.d.ts +62 -0
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- package/dist/typings/godot-registry.d.ts +123 -0
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- package/dist/typings/godot-registry.js +157 -0
- package/dist/typings/godot-registry.js.map +1 -0
- package/dist/typings/index.d.ts +4 -0
- package/dist/typings/index.d.ts.map +1 -0
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- package/dist/typings/override-system.d.ts +36 -0
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- package/dist/typings/registry-generator.d.ts +44 -0
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- package/dist/typings/registry-generator.js.map +1 -0
- package/dist/typings/scene-parser.d.ts +113 -0
- package/dist/typings/scene-parser.d.ts.map +1 -0
- package/dist/typings/scene-parser.js +436 -0
- package/dist/typings/scene-parser.js.map +1 -0
- package/dist/typings/scene-tree.d.ts +33 -0
- package/dist/typings/scene-tree.d.ts.map +1 -0
- package/dist/typings/scene-tree.js +118 -0
- package/dist/typings/scene-tree.js.map +1 -0
- package/dist/typings/scene-utils.d.ts +131 -0
- package/dist/typings/scene-utils.d.ts.map +1 -0
- package/dist/typings/scene-utils.js +604 -0
- package/dist/typings/scene-utils.js.map +1 -0
- package/dist/typings/scenes.d.ts +96 -0
- package/dist/typings/scenes.d.ts.map +1 -0
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- package/typings/classes/TouchScreenButton.d.ts +61 -0
- package/typings/classes/Transform2D.d.ts +207 -0
- package/typings/classes/Transform3D.d.ts +173 -0
- package/typings/classes/Translation.d.ts +51 -0
- package/typings/classes/TranslationDomain.d.ts +115 -0
- package/typings/classes/TranslationServer.d.ts +117 -0
- package/typings/classes/Tree.d.ts +298 -0
- package/typings/classes/TreeItem.d.ts +374 -0
- package/typings/classes/TriangleMesh.d.ts +33 -0
- package/typings/classes/TubeTrailMesh.d.ts +50 -0
- package/typings/classes/Tween.d.ts +218 -0
- package/typings/classes/Tweener.d.ts +11 -0
- package/typings/classes/TwoBoneIK3D.d.ts +87 -0
- package/typings/classes/UDPServer.d.ts +35 -0
- package/typings/classes/UDSServer.d.ts +13 -0
- package/typings/classes/UndoRedo.d.ts +92 -0
- package/typings/classes/UniformSetCacheRD.d.ts +8 -0
- package/typings/classes/VBoxContainer.d.ts +6 -0
- package/typings/classes/VFlowContainer.d.ts +6 -0
- package/typings/classes/VScrollBar.d.ts +8 -0
- package/typings/classes/VSeparator.d.ts +6 -0
- package/typings/classes/VSlider.d.ts +8 -0
- package/typings/classes/VSplitContainer.d.ts +8 -0
- package/typings/classes/Variant.d.ts +6 -0
- package/typings/classes/Vector2.d.ts +298 -0
- package/typings/classes/Vector2i.d.ts +166 -0
- package/typings/classes/Vector3.d.ts +309 -0
- package/typings/classes/Vector3i.d.ts +172 -0
- package/typings/classes/Vector4.d.ts +216 -0
- package/typings/classes/Vector4i.d.ts +164 -0
- package/typings/classes/VehicleBody3D.d.ts +26 -0
- package/typings/classes/VehicleWheel3D.d.ts +112 -0
- package/typings/classes/VideoStream.d.ts +18 -0
- package/typings/classes/VideoStreamPlayback.d.ts +52 -0
- package/typings/classes/VideoStreamPlayer.d.ts +82 -0
- package/typings/classes/Viewport.d.ts +815 -0
- package/typings/classes/ViewportTexture.d.ts +13 -0
- package/typings/classes/VirtualJoystick.d.ts +94 -0
- package/typings/classes/VisibleOnScreenEnabler2D.d.ts +26 -0
- package/typings/classes/VisibleOnScreenEnabler3D.d.ts +26 -0
- package/typings/classes/VisibleOnScreenNotifier2D.d.ts +27 -0
- package/typings/classes/VisibleOnScreenNotifier3D.d.ts +20 -0
- package/typings/classes/VisualInstance3D.d.ts +53 -0
- package/typings/classes/VisualShader.d.ts +112 -0
- package/typings/classes/VisualShaderNode.d.ts +63 -0
- package/typings/classes/VisualShaderNodeBillboard.d.ts +28 -0
- package/typings/classes/VisualShaderNodeBooleanConstant.d.ts +10 -0
- package/typings/classes/VisualShaderNodeBooleanParameter.d.ts +14 -0
- package/typings/classes/VisualShaderNodeClamp.d.ts +26 -0
- package/typings/classes/VisualShaderNodeColorConstant.d.ts +10 -0
- package/typings/classes/VisualShaderNodeColorFunc.d.ts +32 -0
- package/typings/classes/VisualShaderNodeColorOp.d.ts +32 -0
- package/typings/classes/VisualShaderNodeColorParameter.d.ts +14 -0
- package/typings/classes/VisualShaderNodeComment.d.ts +12 -0
- package/typings/classes/VisualShaderNodeCompare.d.ts +68 -0
- package/typings/classes/VisualShaderNodeConstant.d.ts +6 -0
- package/typings/classes/VisualShaderNodeCubemap.d.ts +43 -0
- package/typings/classes/VisualShaderNodeCubemapParameter.d.ts +6 -0
- package/typings/classes/VisualShaderNodeCurveTexture.d.ts +10 -0
- package/typings/classes/VisualShaderNodeCurveXYZTexture.d.ts +10 -0
- package/typings/classes/VisualShaderNodeCustom.d.ts +122 -0
- package/typings/classes/VisualShaderNodeDerivativeFunc.d.ts +56 -0
- package/typings/classes/VisualShaderNodeDeterminant.d.ts +6 -0
- package/typings/classes/VisualShaderNodeDistanceFade.d.ts +6 -0
- package/typings/classes/VisualShaderNodeDotProduct.d.ts +6 -0
- package/typings/classes/VisualShaderNodeExpression.d.ts +12 -0
- package/typings/classes/VisualShaderNodeFaceForward.d.ts +8 -0
- package/typings/classes/VisualShaderNodeFloatConstant.d.ts +10 -0
- package/typings/classes/VisualShaderNodeFloatFunc.d.ts +108 -0
- package/typings/classes/VisualShaderNodeFloatOp.d.ts +36 -0
- package/typings/classes/VisualShaderNodeFloatParameter.d.ts +52 -0
- package/typings/classes/VisualShaderNodeFrame.d.ts +35 -0
- package/typings/classes/VisualShaderNodeFresnel.d.ts +6 -0
- package/typings/classes/VisualShaderNodeGlobalExpression.d.ts +6 -0
- package/typings/classes/VisualShaderNodeGroupBase.d.ts +60 -0
- package/typings/classes/VisualShaderNodeIf.d.ts +8 -0
- package/typings/classes/VisualShaderNodeInput.d.ts +20 -0
- package/typings/classes/VisualShaderNodeIntConstant.d.ts +10 -0
- package/typings/classes/VisualShaderNodeIntFunc.d.ts +24 -0
- package/typings/classes/VisualShaderNodeIntOp.d.ts +48 -0
- package/typings/classes/VisualShaderNodeIntParameter.d.ts +58 -0
- package/typings/classes/VisualShaderNodeIs.d.ts +18 -0
- package/typings/classes/VisualShaderNodeLinearSceneDepth.d.ts +6 -0
- package/typings/classes/VisualShaderNodeMix.d.ts +28 -0
- package/typings/classes/VisualShaderNodeMultiplyAdd.d.ts +22 -0
- package/typings/classes/VisualShaderNodeOuterProduct.d.ts +6 -0
- package/typings/classes/VisualShaderNodeOutput.d.ts +6 -0
- package/typings/classes/VisualShaderNodeParameter.d.ts +32 -0
- package/typings/classes/VisualShaderNodeParameterRef.d.ts +10 -0
- package/typings/classes/VisualShaderNodeParticleAccelerator.d.ts +20 -0
- package/typings/classes/VisualShaderNodeParticleBoxEmitter.d.ts +6 -0
- package/typings/classes/VisualShaderNodeParticleConeVelocity.d.ts +6 -0
- package/typings/classes/VisualShaderNodeParticleEmit.d.ts +22 -0
- package/typings/classes/VisualShaderNodeParticleEmitter.d.ts +12 -0
- package/typings/classes/VisualShaderNodeParticleMeshEmitter.d.ts +20 -0
- package/typings/classes/VisualShaderNodeParticleMultiplyByAxisAngle.d.ts +10 -0
- package/typings/classes/VisualShaderNodeParticleOutput.d.ts +6 -0
- package/typings/classes/VisualShaderNodeParticleRandomness.d.ts +22 -0
- package/typings/classes/VisualShaderNodeParticleRingEmitter.d.ts +6 -0
- package/typings/classes/VisualShaderNodeParticleSphereEmitter.d.ts +6 -0
- package/typings/classes/VisualShaderNodeProximityFade.d.ts +6 -0
- package/typings/classes/VisualShaderNodeRandomRange.d.ts +6 -0
- package/typings/classes/VisualShaderNodeRemap.d.ts +33 -0
- package/typings/classes/VisualShaderNodeReroute.d.ts +8 -0
- package/typings/classes/VisualShaderNodeResizableBase.d.ts +10 -0
- package/typings/classes/VisualShaderNodeRotationByAxis.d.ts +6 -0
- package/typings/classes/VisualShaderNodeSDFRaymarch.d.ts +6 -0
- package/typings/classes/VisualShaderNodeSDFToScreenUV.d.ts +8 -0
- package/typings/classes/VisualShaderNodeSample3D.d.ts +18 -0
- package/typings/classes/VisualShaderNodeScreenNormalWorldSpace.d.ts +6 -0
- package/typings/classes/VisualShaderNodeScreenUVToSDF.d.ts +8 -0
- package/typings/classes/VisualShaderNodeSmoothStep.d.ts +28 -0
- package/typings/classes/VisualShaderNodeStep.d.ts +28 -0
- package/typings/classes/VisualShaderNodeSwitch.d.ts +30 -0
- package/typings/classes/VisualShaderNodeTexture.d.ts +57 -0
- package/typings/classes/VisualShaderNodeTexture2DArray.d.ts +12 -0
- package/typings/classes/VisualShaderNodeTexture2DArrayParameter.d.ts +6 -0
- package/typings/classes/VisualShaderNodeTexture2DParameter.d.ts +6 -0
- package/typings/classes/VisualShaderNodeTexture3D.d.ts +12 -0
- package/typings/classes/VisualShaderNodeTexture3DParameter.d.ts +6 -0
- package/typings/classes/VisualShaderNodeTextureParameter.d.ts +104 -0
- package/typings/classes/VisualShaderNodeTextureParameterTriplanar.d.ts +6 -0
- package/typings/classes/VisualShaderNodeTextureSDF.d.ts +6 -0
- package/typings/classes/VisualShaderNodeTextureSDFNormal.d.ts +6 -0
- package/typings/classes/VisualShaderNodeTransformCompose.d.ts +6 -0
- package/typings/classes/VisualShaderNodeTransformConstant.d.ts +10 -0
- package/typings/classes/VisualShaderNodeTransformDecompose.d.ts +6 -0
- package/typings/classes/VisualShaderNodeTransformFunc.d.ts +18 -0
- package/typings/classes/VisualShaderNodeTransformOp.d.ts +32 -0
- package/typings/classes/VisualShaderNodeTransformParameter.d.ts +14 -0
- package/typings/classes/VisualShaderNodeTransformVecMult.d.ts +22 -0
- package/typings/classes/VisualShaderNodeUIntConstant.d.ts +10 -0
- package/typings/classes/VisualShaderNodeUIntFunc.d.ts +20 -0
- package/typings/classes/VisualShaderNodeUIntOp.d.ts +48 -0
- package/typings/classes/VisualShaderNodeUIntParameter.d.ts +16 -0
- package/typings/classes/VisualShaderNodeUVFunc.d.ts +22 -0
- package/typings/classes/VisualShaderNodeUVPolarCoord.d.ts +6 -0
- package/typings/classes/VisualShaderNodeVarying.d.ts +14 -0
- package/typings/classes/VisualShaderNodeVaryingGetter.d.ts +6 -0
- package/typings/classes/VisualShaderNodeVaryingSetter.d.ts +6 -0
- package/typings/classes/VisualShaderNodeVec2Constant.d.ts +10 -0
- package/typings/classes/VisualShaderNodeVec2Parameter.d.ts +14 -0
- package/typings/classes/VisualShaderNodeVec3Constant.d.ts +10 -0
- package/typings/classes/VisualShaderNodeVec3Parameter.d.ts +14 -0
- package/typings/classes/VisualShaderNodeVec4Constant.d.ts +10 -0
- package/typings/classes/VisualShaderNodeVec4Parameter.d.ts +14 -0
- package/typings/classes/VisualShaderNodeVectorBase.d.ts +20 -0
- package/typings/classes/VisualShaderNodeVectorCompose.d.ts +8 -0
- package/typings/classes/VisualShaderNodeVectorDecompose.d.ts +8 -0
- package/typings/classes/VisualShaderNodeVectorDistance.d.ts +6 -0
- package/typings/classes/VisualShaderNodeVectorFunc.d.ts +84 -0
- package/typings/classes/VisualShaderNodeVectorLen.d.ts +6 -0
- package/typings/classes/VisualShaderNodeVectorOp.d.ts +42 -0
- package/typings/classes/VisualShaderNodeVectorRefract.d.ts +8 -0
- package/typings/classes/VisualShaderNodeWorldPositionFromDepth.d.ts +8 -0
- package/typings/classes/VoxelGI.d.ts +54 -0
- package/typings/classes/VoxelGIData.d.ts +70 -0
- package/typings/classes/WeakRef.d.ts +12 -0
- package/typings/classes/Window.d.ts +790 -0
- package/typings/classes/WorkerThreadPool.d.ts +55 -0
- package/typings/classes/World2D.d.ts +24 -0
- package/typings/classes/World3D.d.ts +32 -0
- package/typings/classes/WorldBoundaryShape2D.d.ts +19 -0
- package/typings/classes/WorldBoundaryShape3D.d.ts +10 -0
- package/typings/classes/WorldEnvironment.d.ts +22 -0
- package/typings/classes/X509Certificate.d.ts +16 -0
- package/typings/classes/XMLParser.d.ts +74 -0
- package/typings/classes/XRAnchor3D.d.ts +12 -0
- package/typings/classes/XRBodyModifier3D.d.ts +35 -0
- package/typings/classes/XRBodyTracker.d.ts +218 -0
- package/typings/classes/XRCamera3D.d.ts +7 -0
- package/typings/classes/XRController3D.d.ts +39 -0
- package/typings/classes/XRControllerTracker.d.ts +7 -0
- package/typings/classes/XRFaceModifier3D.d.ts +14 -0
- package/typings/classes/XRFaceTracker.d.ts +308 -0
- package/typings/classes/XRHandModifier3D.d.ts +24 -0
- package/typings/classes/XRHandTracker.d.ts +127 -0
- package/typings/classes/XRInterface.d.ts +181 -0
- package/typings/classes/XRInterfaceExtension.d.ts +94 -0
- package/typings/classes/XRNode3D.d.ts +46 -0
- package/typings/classes/XROrigin3D.d.ts +18 -0
- package/typings/classes/XRPose.d.ts +55 -0
- package/typings/classes/XRPositionalTracker.d.ts +64 -0
- package/typings/classes/XRServer.d.ts +130 -0
- package/typings/classes/XRTracker.d.ts +27 -0
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- package/typings-overrides/callable-function.d.ts +92 -0
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- package/typings-overrides/function.d.ts +29 -0
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- package/typings-overrides/project-settings.d.ts +73 -0
- package/typings-overrides/property-tweener.d.ts +8 -0
- package/typings-overrides/resource.d.ts +3 -0
- package/typings-overrides/scene-tree.d.ts +54 -0
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- package/typings-overrides/tween.d.ts +18 -0
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// Manual overrides applied from typings-overrides/*.d.ts
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/** Server for anything visible. */
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declare interface RenderingServer extends GodotObject {
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/**
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* If `false`, disables rendering completely, but the engine logic is still being processed. You can call {@link force_draw} to draw a frame even with rendering disabled.
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*/
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render_loop_enabled: boolean;
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set_render_loop_enabled(value: boolean): void;
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is_render_loop_enabled(): boolean;
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/**
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* Bakes the material data of the Mesh passed in the `base` parameter with optional `material_overrides` to a set of {@link Image}s of size `image_size`. Returns an array of {@link Image}s containing material properties as specified in {@link BakeChannels}.
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*/
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bake_render_uv2(base: RID, material_overrides: Array<RID>, image_size: Vector2i | Vector2): Array<Image>;
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/**
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* As the RenderingServer actual logic may run on a separate thread, accessing its internals from the main (or any other) thread will result in errors. To make it easier to run code that can safely access the rendering internals (such as {@link RenderingDevice} and similar RD classes), push a callable via this function so it will be executed on the render thread.
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*/
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call_on_render_thread(callable: Callable): void;
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/**
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* Creates a camera attributes object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `camera_attributes_` RenderingServer functions.
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* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
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*/
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camera_attributes_create(): RID;
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* Sets the parameters to use with the auto-exposure effect. These parameters take on the same meaning as their counterparts in {@link CameraAttributes} and {@link CameraAttributesPractical}.
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camera_attributes_set_auto_exposure(camera_attributes: RID, enable: boolean, min_sensitivity: float, max_sensitivity: float, speed: float, scale: float): void;
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* Sets the parameters to use with the DOF blur effect. These parameters take on the same meaning as their counterparts in {@link CameraAttributesPractical}.
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camera_attributes_set_dof_blur(camera_attributes: RID, far_enable: boolean, far_distance: float, far_transition: float, near_enable: boolean, near_distance: float, near_transition: float, amount: float): void;
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camera_attributes_set_dof_blur_bokeh_shape(shape: int): void;
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/**
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camera_attributes_set_exposure(camera_attributes: RID, multiplier: float, normalization: float): void;
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/**
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* Creates a 3D camera and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `camera_*` RenderingServer functions.
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* **Note:** The equivalent node is {@link Camera3D}.
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*/
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camera_create(): RID;
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camera_set_camera_attributes(camera: RID, effects: RID): void;
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/**
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* Sets the cull mask associated with this camera. The cull mask describes which 3D layers are rendered by this camera. Equivalent to {@link Camera3D.cull_mask}.
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/**
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* Sets camera to use frustum projection. This mode allows adjusting the `offset` argument to create "tilted frustum" effects.
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*/
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camera_set_frustum(camera: RID, size: float, offset: Vector2 | Vector2i, z_near: float, z_far: float): void;
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* Sets camera to use orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.
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*/
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camera_set_orthogonal(camera: RID, size: float, z_near: float, z_far: float): void;
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* Sets camera to use perspective projection. Objects on the screen becomes smaller when they are far away.
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*/
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camera_set_perspective(camera: RID, fovy_degrees: float, z_near: float, z_far: float): void;
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camera_set_transform(camera: RID, transform: Transform3D | Projection): void;
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/**
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* If `true`, preserves the horizontal aspect ratio which is equivalent to {@link Camera3D.KEEP_WIDTH}. If `false`, preserves the vertical aspect ratio which is equivalent to {@link Camera3D.KEEP_HEIGHT}.
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*/
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camera_set_use_vertical_aspect(camera: RID, enable: boolean): void;
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/**
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* Creates a canvas and returns the assigned {@link RID}. It can be accessed with the RID that is returned. This RID will be used in all `canvas_*` RenderingServer functions.
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* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
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* Canvas has no {@link Resource} or {@link Node} equivalent.
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*/
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canvas_create(): RID;
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/**
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* Subsequent drawing commands will be ignored unless they fall within the specified animation slice. This is a faster way to implement animations that loop on background rather than redrawing constantly.
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*/
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canvas_item_add_animation_slice(item: RID, animation_length: float, slice_begin: float, slice_end: float, offset?: float): void;
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/**
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* Draws a circle on the {@link CanvasItem} pointed to by the `item` {@link RID}. See also {@link CanvasItem.draw_circle}.
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*/
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canvas_item_add_circle(item: RID, pos: Vector2 | Vector2i, radius: float, color: Color, antialiased?: boolean): void;
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/**
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* If `ignore` is `true`, ignore clipping on items drawn with this canvas item until this is called again with `ignore` set to `false`.
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99
|
+
*/
|
|
100
|
+
canvas_item_add_clip_ignore(item: RID, ignore: boolean): void;
|
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101
|
+
/**
|
|
102
|
+
* Draws an ellipse with semi-major axis `major` and semi-minor axis `minor` on the {@link CanvasItem} pointed to by the `item` {@link RID}. See also {@link CanvasItem.draw_ellipse}.
|
|
103
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+
*/
|
|
104
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+
canvas_item_add_ellipse(item: RID, pos: Vector2 | Vector2i, major: float, minor: float, color: Color, antialiased?: boolean): void;
|
|
105
|
+
/** See also {@link CanvasItem.draw_lcd_texture_rect_region}. */
|
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106
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+
canvas_item_add_lcd_texture_rect_region(item: RID, rect: Rect2 | Rect2i, texture: RID, src_rect: Rect2 | Rect2i, modulate: Color): void;
|
|
107
|
+
/**
|
|
108
|
+
* Draws a line on the {@link CanvasItem} pointed to by the `item` {@link RID}. See also {@link CanvasItem.draw_line}.
|
|
109
|
+
*/
|
|
110
|
+
canvas_item_add_line(item: RID, from_: Vector2 | Vector2i, to: Vector2 | Vector2i, color: Color, width?: float, antialiased?: boolean): void;
|
|
111
|
+
/**
|
|
112
|
+
* Draws a mesh created with {@link mesh_create} with given `transform`, `modulate` color, and `texture`. This is used internally by {@link MeshInstance2D}.
|
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113
|
+
*/
|
|
114
|
+
canvas_item_add_mesh(item: RID, mesh: RID, transform?: Transform2D, modulate?: Color, texture?: RID): void;
|
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115
|
+
/** See also {@link CanvasItem.draw_msdf_texture_rect_region}. */
|
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116
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+
canvas_item_add_msdf_texture_rect_region(item: RID, rect: Rect2 | Rect2i, texture: RID, src_rect: Rect2 | Rect2i, modulate?: Color, outline_size?: int, px_range?: float, scale?: float): void;
|
|
117
|
+
/**
|
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118
|
+
* Draws a 2D multiline on the {@link CanvasItem} pointed to by the `item` {@link RID}. See also {@link CanvasItem.draw_multiline} and {@link CanvasItem.draw_multiline_colors}.
|
|
119
|
+
*/
|
|
120
|
+
canvas_item_add_multiline(item: RID, points: PackedVector2Array | Array<unknown>, colors: PackedColorArray | Array<unknown>, width?: float, antialiased?: boolean): void;
|
|
121
|
+
/**
|
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122
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+
* Draws a 2D {@link MultiMesh} on the {@link CanvasItem} pointed to by the `item` {@link RID}. See also {@link CanvasItem.draw_multimesh}.
|
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123
|
+
*/
|
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124
|
+
canvas_item_add_multimesh(item: RID, mesh: RID, texture?: RID): void;
|
|
125
|
+
/** Draws a nine-patch rectangle on the {@link CanvasItem} pointed to by the `item` {@link RID}. */
|
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126
|
+
canvas_item_add_nine_patch(item: RID, rect: Rect2 | Rect2i, source: Rect2 | Rect2i, texture: RID, topleft: Vector2 | Vector2i, bottomright: Vector2 | Vector2i, x_axis_mode: int, y_axis_mode: int, draw_center?: boolean, modulate?: Color): void;
|
|
127
|
+
/** Draws particles on the {@link CanvasItem} pointed to by the `item` {@link RID}. */
|
|
128
|
+
canvas_item_add_particles(item: RID, particles: RID, texture: RID): void;
|
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129
|
+
/**
|
|
130
|
+
* Draws a 2D polygon on the {@link CanvasItem} pointed to by the `item` {@link RID}. If you need more flexibility (such as being able to use bones), use {@link canvas_item_add_triangle_array} instead. See also {@link CanvasItem.draw_polygon}.
|
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131
|
+
* **Note:** If you frequently redraw the same polygon with a large number of vertices, consider pre-calculating the triangulation with {@link Geometry2D.triangulate_polygon} and using {@link CanvasItem.draw_mesh}, {@link CanvasItem.draw_multimesh}, or {@link canvas_item_add_triangle_array}.
|
|
132
|
+
*/
|
|
133
|
+
canvas_item_add_polygon(item: RID, points: PackedVector2Array | Array<unknown>, colors: PackedColorArray | Array<unknown>, uvs?: PackedVector2Array | Array<unknown>, texture?: RID): void;
|
|
134
|
+
/**
|
|
135
|
+
* Draws a 2D polyline on the {@link CanvasItem} pointed to by the `item` {@link RID}. See also {@link CanvasItem.draw_polyline} and {@link CanvasItem.draw_polyline_colors}.
|
|
136
|
+
*/
|
|
137
|
+
canvas_item_add_polyline(item: RID, points: PackedVector2Array | Array<unknown>, colors: PackedColorArray | Array<unknown>, width?: float, antialiased?: boolean): void;
|
|
138
|
+
/**
|
|
139
|
+
* Draws a 2D primitive on the {@link CanvasItem} pointed to by the `item` {@link RID}. See also {@link CanvasItem.draw_primitive}.
|
|
140
|
+
*/
|
|
141
|
+
canvas_item_add_primitive(item: RID, points: PackedVector2Array | Array<unknown>, colors: PackedColorArray | Array<unknown>, uvs: PackedVector2Array | Array<unknown>, texture: RID): void;
|
|
142
|
+
/**
|
|
143
|
+
* Draws a rectangle on the {@link CanvasItem} pointed to by the `item` {@link RID}. See also {@link CanvasItem.draw_rect}.
|
|
144
|
+
*/
|
|
145
|
+
canvas_item_add_rect(item: RID, rect: Rect2 | Rect2i, color: Color, antialiased?: boolean): void;
|
|
146
|
+
/** Sets a {@link Transform2D} that will be used to transform subsequent canvas item commands. */
|
|
147
|
+
canvas_item_add_set_transform(item: RID, transform: Transform2D): void;
|
|
148
|
+
/**
|
|
149
|
+
* Draws a 2D textured rectangle on the {@link CanvasItem} pointed to by the `item` {@link RID}. See also {@link CanvasItem.draw_texture_rect} and {@link Texture2D.draw_rect}.
|
|
150
|
+
*/
|
|
151
|
+
canvas_item_add_texture_rect(item: RID, rect: Rect2 | Rect2i, texture: RID, tile?: boolean, modulate?: Color, transpose?: boolean): void;
|
|
152
|
+
/**
|
|
153
|
+
* Draws the specified region of a 2D textured rectangle on the {@link CanvasItem} pointed to by the `item` {@link RID}. See also {@link CanvasItem.draw_texture_rect_region} and {@link Texture2D.draw_rect_region}.
|
|
154
|
+
*/
|
|
155
|
+
canvas_item_add_texture_rect_region(item: RID, rect: Rect2 | Rect2i, texture: RID, src_rect: Rect2 | Rect2i, modulate?: Color, transpose?: boolean, clip_uv?: boolean): void;
|
|
156
|
+
/**
|
|
157
|
+
* Draws a triangle array on the {@link CanvasItem} pointed to by the `item` {@link RID}. This is internally used by {@link Line2D} and {@link StyleBoxFlat} for rendering. {@link canvas_item_add_triangle_array} is highly flexible, but more complex to use than {@link canvas_item_add_polygon}.
|
|
158
|
+
* **Note:** If `count` is set to a non-negative value, only the first `count * 3` indices (corresponding to [code skip-lint]count[/code] triangles) will be drawn. Otherwise, all indices are drawn.
|
|
159
|
+
*/
|
|
160
|
+
canvas_item_add_triangle_array(item: RID, indices: PackedInt32Array | Array<unknown>, points: PackedVector2Array | Array<unknown>, colors: PackedColorArray | Array<unknown>, uvs?: PackedVector2Array | Array<unknown>, bones?: PackedInt32Array | Array<unknown>, weights?: PackedFloat32Array | Array<unknown>, texture?: RID, count?: int): void;
|
|
161
|
+
/** Attaches a skeleton to the {@link CanvasItem}. Removes the previous skeleton. */
|
|
162
|
+
canvas_item_attach_skeleton(item: RID, skeleton: RID): void;
|
|
163
|
+
/** Clears the {@link CanvasItem} and removes all commands in it. */
|
|
164
|
+
canvas_item_clear(item: RID): void;
|
|
165
|
+
/**
|
|
166
|
+
* Creates a new CanvasItem instance and returns its {@link RID}. It can be accessed with the RID that is returned. This RID will be used in all `canvas_item_*` RenderingServer functions.
|
|
167
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
168
|
+
* **Note:** The equivalent node is {@link CanvasItem}.
|
|
169
|
+
*/
|
|
170
|
+
canvas_item_create(): RID;
|
|
171
|
+
/**
|
|
172
|
+
* Returns the value of the per-instance shader uniform from the specified canvas item instance. Equivalent to {@link CanvasItem.get_instance_shader_parameter}.
|
|
173
|
+
*/
|
|
174
|
+
canvas_item_get_instance_shader_parameter(instance: RID, parameter: string): unknown;
|
|
175
|
+
/**
|
|
176
|
+
* Returns the default value of the per-instance shader uniform from the specified canvas item instance. Equivalent to {@link CanvasItem.get_instance_shader_parameter}.
|
|
177
|
+
*/
|
|
178
|
+
canvas_item_get_instance_shader_parameter_default_value(instance: RID, parameter: string): unknown;
|
|
179
|
+
/**
|
|
180
|
+
* Returns a dictionary of per-instance shader uniform names of the per-instance shader uniform from the specified canvas item instance.
|
|
181
|
+
* The returned dictionary is in PropertyInfo format, with the keys `name`, `class_name`, `type`, `hint`, `hint_string`, and `usage`.
|
|
182
|
+
*/
|
|
183
|
+
canvas_item_get_instance_shader_parameter_list(instance: RID): Array<Dictionary>;
|
|
184
|
+
/**
|
|
185
|
+
* Prevents physics interpolation for the current physics tick.
|
|
186
|
+
* This is useful when moving a canvas item to a new location, to give an instantaneous change rather than interpolation from the previous location.
|
|
187
|
+
*/
|
|
188
|
+
canvas_item_reset_physics_interpolation(item: RID): void;
|
|
189
|
+
/**
|
|
190
|
+
* Sets the canvas group mode used during 2D rendering for the canvas item specified by the `item` RID. For faster but more limited clipping, use {@link canvas_item_set_clip} instead.
|
|
191
|
+
* **Note:** The equivalent node functionality is found in {@link CanvasGroup} and {@link CanvasItem.clip_children}.
|
|
192
|
+
*/
|
|
193
|
+
canvas_item_set_canvas_group_mode(item: RID, mode: int, clear_margin?: float, fit_empty?: boolean, fit_margin?: float, blur_mipmaps?: boolean): void;
|
|
194
|
+
/**
|
|
195
|
+
* If `clip` is `true`, makes the canvas item specified by the `item` RID not draw anything outside of its rect's coordinates. This clipping is fast, but works only with axis-aligned rectangles. This means that rotation is ignored by the clipping rectangle. For more advanced clipping shapes, use {@link canvas_item_set_canvas_group_mode} instead.
|
|
196
|
+
* **Note:** The equivalent node functionality is found in {@link Label.clip_text}, {@link RichTextLabel} (always enabled) and more.
|
|
197
|
+
*/
|
|
198
|
+
canvas_item_set_clip(item: RID, clip: boolean): void;
|
|
199
|
+
/** Sets the {@link CanvasItem} to copy a rect to the backbuffer. */
|
|
200
|
+
canvas_item_set_copy_to_backbuffer(item: RID, enabled: boolean, rect: Rect2 | Rect2i): void;
|
|
201
|
+
/**
|
|
202
|
+
* If `use_custom_rect` is `true`, sets the custom visibility rectangle (used for culling) to `rect` for the canvas item specified by `item`. Setting a custom visibility rect can reduce CPU load when drawing lots of 2D instances. If `use_custom_rect` is `false`, automatically computes a visibility rectangle based on the canvas item's draw commands.
|
|
203
|
+
*/
|
|
204
|
+
canvas_item_set_custom_rect(item: RID, use_custom_rect: boolean, rect?: Rect2 | Rect2i): void;
|
|
205
|
+
/**
|
|
206
|
+
* Sets the default texture filter mode for the canvas item specified by the `item` RID. Equivalent to {@link CanvasItem.texture_filter}.
|
|
207
|
+
*/
|
|
208
|
+
canvas_item_set_default_texture_filter(item: RID, filter: int): void;
|
|
209
|
+
/**
|
|
210
|
+
* Sets the default texture repeat mode for the canvas item specified by the `item` RID. Equivalent to {@link CanvasItem.texture_repeat}.
|
|
211
|
+
*/
|
|
212
|
+
canvas_item_set_default_texture_repeat(item: RID, repeat: int): void;
|
|
213
|
+
/**
|
|
214
|
+
* If `enabled` is `true`, enables multichannel signed distance field rendering mode for the canvas item specified by the `item` RID. This is meant to be used for font rendering, or with specially generated images using msdfgen (https://github.com/Chlumsky/msdfgen).
|
|
215
|
+
*/
|
|
216
|
+
canvas_item_set_distance_field_mode(item: RID, enabled: boolean): void;
|
|
217
|
+
/**
|
|
218
|
+
* If `enabled` is `true`, draws the canvas item specified by the `item` RID behind its parent. Equivalent to {@link CanvasItem.show_behind_parent}.
|
|
219
|
+
*/
|
|
220
|
+
canvas_item_set_draw_behind_parent(item: RID, enabled: boolean): void;
|
|
221
|
+
/** Sets the index for the {@link CanvasItem}. */
|
|
222
|
+
canvas_item_set_draw_index(item: RID, index: int): void;
|
|
223
|
+
/**
|
|
224
|
+
* Sets the per-instance shader uniform on the specified canvas item instance. Equivalent to {@link CanvasItem.set_instance_shader_parameter}.
|
|
225
|
+
*/
|
|
226
|
+
canvas_item_set_instance_shader_parameter(instance: RID, parameter: string, value: unknown): void;
|
|
227
|
+
/** If `interpolated` is `true`, turns on physics interpolation for the canvas item. */
|
|
228
|
+
canvas_item_set_interpolated(item: RID, interpolated: boolean): void;
|
|
229
|
+
/**
|
|
230
|
+
* Sets the light `mask` for the canvas item specified by the `item` RID. Equivalent to {@link CanvasItem.light_mask}.
|
|
231
|
+
*/
|
|
232
|
+
canvas_item_set_light_mask(item: RID, mask: int): void;
|
|
233
|
+
/**
|
|
234
|
+
* Sets a new `material` to the canvas item specified by the `item` RID. Equivalent to {@link CanvasItem.material}.
|
|
235
|
+
*/
|
|
236
|
+
canvas_item_set_material(item: RID, material: RID): void;
|
|
237
|
+
/**
|
|
238
|
+
* Multiplies the color of the canvas item specified by the `item` RID, while affecting its children. See also {@link canvas_item_set_self_modulate}. Equivalent to {@link CanvasItem.modulate}.
|
|
239
|
+
*/
|
|
240
|
+
canvas_item_set_modulate(item: RID, color: Color): void;
|
|
241
|
+
/**
|
|
242
|
+
* Sets a parent {@link CanvasItem} to the {@link CanvasItem}. The item will inherit transform, modulation and visibility from its parent, like {@link CanvasItem} nodes in the scene tree.
|
|
243
|
+
*/
|
|
244
|
+
canvas_item_set_parent(item: RID, parent: RID): void;
|
|
245
|
+
/**
|
|
246
|
+
* Multiplies the color of the canvas item specified by the `item` RID, without affecting its children. See also {@link canvas_item_set_modulate}. Equivalent to {@link CanvasItem.self_modulate}.
|
|
247
|
+
*/
|
|
248
|
+
canvas_item_set_self_modulate(item: RID, color: Color): void;
|
|
249
|
+
/**
|
|
250
|
+
* If `enabled` is `true`, child nodes with the lowest Y position are drawn before those with a higher Y position. Y-sorting only affects children that inherit from the canvas item specified by the `item` RID, not the canvas item itself. Equivalent to {@link CanvasItem.y_sort_enabled}.
|
|
251
|
+
*/
|
|
252
|
+
canvas_item_set_sort_children_by_y(item: RID, enabled: boolean): void;
|
|
253
|
+
/**
|
|
254
|
+
* Sets the `transform` of the canvas item specified by the `item` RID. This affects where and how the item will be drawn. Child canvas items' transforms are multiplied by their parent's transform. Equivalent to {@link Node2D.transform}.
|
|
255
|
+
*/
|
|
256
|
+
canvas_item_set_transform(item: RID, transform: Transform2D): void;
|
|
257
|
+
/** Sets if the {@link CanvasItem} uses its parent's material. */
|
|
258
|
+
canvas_item_set_use_parent_material(item: RID, enabled: boolean): void;
|
|
259
|
+
/**
|
|
260
|
+
* Sets the rendering visibility layer associated with this {@link CanvasItem}. Only {@link Viewport} nodes with a matching rendering mask will render this {@link CanvasItem}.
|
|
261
|
+
*/
|
|
262
|
+
canvas_item_set_visibility_layer(item: RID, visibility_layer: int): void;
|
|
263
|
+
/**
|
|
264
|
+
* Sets the given {@link CanvasItem} as visibility notifier. `area` defines the area of detecting visibility. `enter_callable` is called when the {@link CanvasItem} enters the screen, `exit_callable` is called when the {@link CanvasItem} exits the screen. If `enable` is `false`, the item will no longer function as notifier.
|
|
265
|
+
* This method can be used to manually mimic {@link VisibleOnScreenNotifier2D}.
|
|
266
|
+
*/
|
|
267
|
+
canvas_item_set_visibility_notifier(item: RID, enable: boolean, area: Rect2 | Rect2i, enter_callable: Callable, exit_callable: Callable): void;
|
|
268
|
+
/** Sets the visibility of the {@link CanvasItem}. */
|
|
269
|
+
canvas_item_set_visible(item: RID, visible: boolean): void;
|
|
270
|
+
/** If this is enabled, the Z index of the parent will be added to the children's Z index. */
|
|
271
|
+
canvas_item_set_z_as_relative_to_parent(item: RID, enabled: boolean): void;
|
|
272
|
+
/** Sets the {@link CanvasItem}'s Z index, i.e. its draw order (lower indexes are drawn first). */
|
|
273
|
+
canvas_item_set_z_index(item: RID, z_index: int): void;
|
|
274
|
+
/**
|
|
275
|
+
* Transforms both the current and previous stored transform for a canvas item.
|
|
276
|
+
* This allows transforming a canvas item without creating a "glitch" in the interpolation, which is particularly useful for large worlds utilizing a shifting origin.
|
|
277
|
+
*/
|
|
278
|
+
canvas_item_transform_physics_interpolation(item: RID, transform: Transform2D): void;
|
|
279
|
+
/** Attaches the canvas light to the canvas. Removes it from its previous canvas. */
|
|
280
|
+
canvas_light_attach_to_canvas(light: RID, canvas: RID): void;
|
|
281
|
+
/**
|
|
282
|
+
* Creates a canvas light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `canvas_light_*` RenderingServer functions.
|
|
283
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
284
|
+
* **Note:** The equivalent node is {@link Light2D}.
|
|
285
|
+
*/
|
|
286
|
+
canvas_light_create(): RID;
|
|
287
|
+
/** Attaches a light occluder to the canvas. Removes it from its previous canvas. */
|
|
288
|
+
canvas_light_occluder_attach_to_canvas(occluder: RID, canvas: RID): void;
|
|
289
|
+
/**
|
|
290
|
+
* Creates a light occluder and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `canvas_light_occluder_*` RenderingServer functions.
|
|
291
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
292
|
+
* **Note:** The equivalent node is {@link LightOccluder2D}.
|
|
293
|
+
*/
|
|
294
|
+
canvas_light_occluder_create(): RID;
|
|
295
|
+
/**
|
|
296
|
+
* Prevents physics interpolation for the current physics tick.
|
|
297
|
+
* This is useful when moving an occluder to a new location, to give an instantaneous change rather than interpolation from the previous location.
|
|
298
|
+
*/
|
|
299
|
+
canvas_light_occluder_reset_physics_interpolation(occluder: RID): void;
|
|
300
|
+
/** Enables or disables using the light occluder as a signed distance field for 2D particle collision. */
|
|
301
|
+
canvas_light_occluder_set_as_sdf_collision(occluder: RID, enable: boolean): void;
|
|
302
|
+
/** Enables or disables light occluder. */
|
|
303
|
+
canvas_light_occluder_set_enabled(occluder: RID, enabled: boolean): void;
|
|
304
|
+
/** If `interpolated` is `true`, turns on physics interpolation for the light occluder. */
|
|
305
|
+
canvas_light_occluder_set_interpolated(occluder: RID, interpolated: boolean): void;
|
|
306
|
+
/** The light mask. See {@link LightOccluder2D} for more information on light masks. */
|
|
307
|
+
canvas_light_occluder_set_light_mask(occluder: RID, mask: int): void;
|
|
308
|
+
/** Sets a light occluder's polygon. */
|
|
309
|
+
canvas_light_occluder_set_polygon(occluder: RID, polygon: RID): void;
|
|
310
|
+
/** Sets a light occluder's {@link Transform2D}. */
|
|
311
|
+
canvas_light_occluder_set_transform(occluder: RID, transform: Transform2D): void;
|
|
312
|
+
/**
|
|
313
|
+
* Transforms both the current and previous stored transform for a light occluder.
|
|
314
|
+
* This allows transforming an occluder without creating a "glitch" in the interpolation, which is particularly useful for large worlds utilizing a shifting origin.
|
|
315
|
+
*/
|
|
316
|
+
canvas_light_occluder_transform_physics_interpolation(occluder: RID, transform: Transform2D): void;
|
|
317
|
+
/**
|
|
318
|
+
* Prevents physics interpolation for the current physics tick.
|
|
319
|
+
* This is useful when moving a canvas item to a new location, to give an instantaneous change rather than interpolation from the previous location.
|
|
320
|
+
*/
|
|
321
|
+
canvas_light_reset_physics_interpolation(light: RID): void;
|
|
322
|
+
/** Sets the blend mode for the given canvas light to `mode`. Equivalent to {@link Light2D.blend_mode}. */
|
|
323
|
+
canvas_light_set_blend_mode(light: RID, mode: int): void;
|
|
324
|
+
/** Sets the color for a light. */
|
|
325
|
+
canvas_light_set_color(light: RID, color: Color): void;
|
|
326
|
+
/** Enables or disables a canvas light. */
|
|
327
|
+
canvas_light_set_enabled(light: RID, enabled: boolean): void;
|
|
328
|
+
/** Sets a canvas light's energy. */
|
|
329
|
+
canvas_light_set_energy(light: RID, energy: float): void;
|
|
330
|
+
/** Sets a canvas light's height. */
|
|
331
|
+
canvas_light_set_height(light: RID, height: float): void;
|
|
332
|
+
/** If `interpolated` is `true`, turns on physics interpolation for the canvas light. */
|
|
333
|
+
canvas_light_set_interpolated(light: RID, interpolated: boolean): void;
|
|
334
|
+
/** The light mask. See {@link LightOccluder2D} for more information on light masks. */
|
|
335
|
+
canvas_light_set_item_cull_mask(light: RID, mask: int): void;
|
|
336
|
+
/**
|
|
337
|
+
* The binary mask used to determine which layers this canvas light's shadows affects. See {@link LightOccluder2D} for more information on light masks.
|
|
338
|
+
*/
|
|
339
|
+
canvas_light_set_item_shadow_cull_mask(light: RID, mask: int): void;
|
|
340
|
+
/** The layer range that gets rendered with this light. */
|
|
341
|
+
canvas_light_set_layer_range(light: RID, min_layer: int, max_layer: int): void;
|
|
342
|
+
/** Sets the mode of the canvas light. */
|
|
343
|
+
canvas_light_set_mode(light: RID, mode: int): void;
|
|
344
|
+
/** Sets the color of the canvas light's shadow. */
|
|
345
|
+
canvas_light_set_shadow_color(light: RID, color: Color): void;
|
|
346
|
+
/** Enables or disables the canvas light's shadow. */
|
|
347
|
+
canvas_light_set_shadow_enabled(light: RID, enabled: boolean): void;
|
|
348
|
+
/** Sets the canvas light's shadow's filter. */
|
|
349
|
+
canvas_light_set_shadow_filter(light: RID, filter: int): void;
|
|
350
|
+
/** Smoothens the shadow. The lower, the smoother. */
|
|
351
|
+
canvas_light_set_shadow_smooth(light: RID, smooth: float): void;
|
|
352
|
+
/** Sets the texture to be used by a {@link PointLight2D}. Equivalent to {@link PointLight2D.texture}. */
|
|
353
|
+
canvas_light_set_texture(light: RID, texture: RID): void;
|
|
354
|
+
/** Sets the offset of a {@link PointLight2D}'s texture. Equivalent to {@link PointLight2D.offset}. */
|
|
355
|
+
canvas_light_set_texture_offset(light: RID, offset: Vector2 | Vector2i): void;
|
|
356
|
+
/**
|
|
357
|
+
* Sets the scale factor of a {@link PointLight2D}'s texture. Equivalent to {@link PointLight2D.texture_scale}.
|
|
358
|
+
*/
|
|
359
|
+
canvas_light_set_texture_scale(light: RID, scale: float): void;
|
|
360
|
+
/** Sets the canvas light's {@link Transform2D}. */
|
|
361
|
+
canvas_light_set_transform(light: RID, transform: Transform2D): void;
|
|
362
|
+
/**
|
|
363
|
+
* Sets the Z range of objects that will be affected by this light. Equivalent to {@link Light2D.range_z_min} and {@link Light2D.range_z_max}.
|
|
364
|
+
*/
|
|
365
|
+
canvas_light_set_z_range(light: RID, min_z: int, max_z: int): void;
|
|
366
|
+
/**
|
|
367
|
+
* Transforms both the current and previous stored transform for a canvas light.
|
|
368
|
+
* This allows transforming a light without creating a "glitch" in the interpolation, which is particularly useful for large worlds utilizing a shifting origin.
|
|
369
|
+
*/
|
|
370
|
+
canvas_light_transform_physics_interpolation(light: RID, transform: Transform2D): void;
|
|
371
|
+
/**
|
|
372
|
+
* Creates a new light occluder polygon and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `canvas_occluder_polygon_*` RenderingServer functions.
|
|
373
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
374
|
+
* **Note:** The equivalent resource is {@link OccluderPolygon2D}.
|
|
375
|
+
*/
|
|
376
|
+
canvas_occluder_polygon_create(): RID;
|
|
377
|
+
/** Sets an occluder polygon's cull mode. */
|
|
378
|
+
canvas_occluder_polygon_set_cull_mode(occluder_polygon: RID, mode: int): void;
|
|
379
|
+
/** Sets the shape of the occluder polygon. */
|
|
380
|
+
canvas_occluder_polygon_set_shape(occluder_polygon: RID, shape: PackedVector2Array | Array<unknown>, closed: boolean): void;
|
|
381
|
+
/**
|
|
382
|
+
* If `disable` is `true`, makes 2D rendering ignore the canvas scale defined for each canvas layer. This affects {@link CanvasLayer}s with the {@link CanvasLayer.follow_viewport_enabled} property set to `true`.
|
|
383
|
+
* In the editor, this is set to `true` by default, and set to `false` when **View > Preview Canvas Scale** is enabled at the top of the 2D editor viewport.
|
|
384
|
+
* **Note:** Setting this to `true` does not impact the behavior of {@link CanvasLayer.scale}, {@link Node2D.scale}, or {@link Control.scale}.
|
|
385
|
+
*/
|
|
386
|
+
canvas_set_disable_scale(disable: boolean): void;
|
|
387
|
+
/**
|
|
388
|
+
* A copy of the canvas item will be drawn with a local offset of the `mirroring`.
|
|
389
|
+
* **Note:** This is equivalent to calling {@link canvas_set_item_repeat} like `canvas_set_item_repeat(item, mirroring, 1)`, with an additional check ensuring `canvas` is a parent of `item`.
|
|
390
|
+
*/
|
|
391
|
+
canvas_set_item_mirroring(canvas: RID, item: RID, mirroring: Vector2 | Vector2i): void;
|
|
392
|
+
/**
|
|
393
|
+
* A copy of the canvas item will be drawn with a local offset of the `repeat_size` by the number of times of the `repeat_times`. As the `repeat_times` increases, the copies will spread away from the origin texture.
|
|
394
|
+
*/
|
|
395
|
+
canvas_set_item_repeat(item: RID, repeat_size: Vector2 | Vector2i, repeat_times: int): void;
|
|
396
|
+
/** Modulates all colors in the given canvas. */
|
|
397
|
+
canvas_set_modulate(canvas: RID, color: Color): void;
|
|
398
|
+
/**
|
|
399
|
+
* Sets the {@link ProjectSettings.rendering/2d/shadow_atlas/size} to use for {@link Light2D} shadow rendering (in pixels). The value is rounded up to the nearest power of 2.
|
|
400
|
+
*/
|
|
401
|
+
canvas_set_shadow_texture_size(size: int): void;
|
|
402
|
+
/**
|
|
403
|
+
* Creates a canvas texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `canvas_texture_*` RenderingServer functions.
|
|
404
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method. See also {@link texture_2d_create}.
|
|
405
|
+
* **Note:** The equivalent resource is {@link CanvasTexture} and is only meant to be used in 2D rendering, not 3D.
|
|
406
|
+
*/
|
|
407
|
+
canvas_texture_create(): RID;
|
|
408
|
+
/**
|
|
409
|
+
* Sets the `channel`'s `texture` for the canvas texture specified by the `canvas_texture` RID. Equivalent to {@link CanvasTexture.diffuse_texture}, {@link CanvasTexture.normal_texture} and {@link CanvasTexture.specular_texture}.
|
|
410
|
+
*/
|
|
411
|
+
canvas_texture_set_channel(canvas_texture: RID, channel: int, texture: RID): void;
|
|
412
|
+
/**
|
|
413
|
+
* Sets the `base_color` and `shininess` to use for the canvas texture specified by the `canvas_texture` RID. Equivalent to {@link CanvasTexture.specular_color} and {@link CanvasTexture.specular_shininess}.
|
|
414
|
+
*/
|
|
415
|
+
canvas_texture_set_shading_parameters(canvas_texture: RID, base_color: Color, shininess: float): void;
|
|
416
|
+
/** Sets the texture `filter` mode to use for the canvas texture specified by the `canvas_texture` RID. */
|
|
417
|
+
canvas_texture_set_texture_filter(canvas_texture: RID, filter: int): void;
|
|
418
|
+
/** Sets the texture `repeat` mode to use for the canvas texture specified by the `canvas_texture` RID. */
|
|
419
|
+
canvas_texture_set_texture_repeat(canvas_texture: RID, repeat: int): void;
|
|
420
|
+
/**
|
|
421
|
+
* Creates a new compositor and adds it to the RenderingServer. It can be accessed with the RID that is returned.
|
|
422
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
423
|
+
*/
|
|
424
|
+
compositor_create(): RID;
|
|
425
|
+
/**
|
|
426
|
+
* Creates a new rendering effect and adds it to the RenderingServer. It can be accessed with the RID that is returned.
|
|
427
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
428
|
+
*/
|
|
429
|
+
compositor_effect_create(): RID;
|
|
430
|
+
/** Sets the callback type (`callback_type`) and callback method(`callback`) for this rendering effect. */
|
|
431
|
+
compositor_effect_set_callback(effect: RID, callback_type: int, callback: Callable): void;
|
|
432
|
+
/** Enables/disables this rendering effect. */
|
|
433
|
+
compositor_effect_set_enabled(effect: RID, enabled: boolean): void;
|
|
434
|
+
/** Sets the flag (`flag`) for this rendering effect to `true` or `false` (`set`). */
|
|
435
|
+
compositor_effect_set_flag(effect: RID, flag: int, set_: boolean): void;
|
|
436
|
+
/**
|
|
437
|
+
* Sets the compositor effects for the specified compositor RID. `effects` should be an array containing RIDs created with {@link compositor_effect_create}.
|
|
438
|
+
*/
|
|
439
|
+
compositor_set_compositor_effects(compositor: RID, effects: Array<RID>): void;
|
|
440
|
+
/**
|
|
441
|
+
* Creates a RenderingDevice that can be used to do draw and compute operations on a separate thread. Cannot draw to the screen nor share data with the global RenderingDevice.
|
|
442
|
+
* **Note:** When using the OpenGL rendering driver or when running in headless mode, this function always returns `null`.
|
|
443
|
+
*/
|
|
444
|
+
create_local_rendering_device(): RenderingDevice | null;
|
|
445
|
+
/**
|
|
446
|
+
* Returns the bounding rectangle for a canvas item in local space, as calculated by the renderer. This bound is used internally for culling.
|
|
447
|
+
* **Warning:** This function is intended for debugging in the editor, and will pass through and return a zero {@link Rect2} in exported projects.
|
|
448
|
+
*/
|
|
449
|
+
debug_canvas_item_get_rect(item: RID): Rect2;
|
|
450
|
+
/**
|
|
451
|
+
* Creates a decal and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `decal_*` RenderingServer functions.
|
|
452
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
453
|
+
* To place in a scene, attach this decal to an instance using {@link instance_set_base} using the returned RID.
|
|
454
|
+
* **Note:** The equivalent node is {@link Decal}.
|
|
455
|
+
*/
|
|
456
|
+
decal_create(): RID;
|
|
457
|
+
/**
|
|
458
|
+
* Sets the `albedo_mix` in the decal specified by the `decal` RID. Equivalent to {@link Decal.albedo_mix}.
|
|
459
|
+
*/
|
|
460
|
+
decal_set_albedo_mix(decal: RID, albedo_mix: float): void;
|
|
461
|
+
/**
|
|
462
|
+
* Sets the cull `mask` in the decal specified by the `decal` RID. Equivalent to {@link Decal.cull_mask}.
|
|
463
|
+
*/
|
|
464
|
+
decal_set_cull_mask(decal: RID, mask: int): void;
|
|
465
|
+
/**
|
|
466
|
+
* Sets the distance fade parameters in the decal specified by the `decal` RID. Equivalent to {@link Decal.distance_fade_enabled}, {@link Decal.distance_fade_begin} and {@link Decal.distance_fade_length}.
|
|
467
|
+
*/
|
|
468
|
+
decal_set_distance_fade(decal: RID, enabled: boolean, begin: float, length: float): void;
|
|
469
|
+
/**
|
|
470
|
+
* Sets the emission `energy` in the decal specified by the `decal` RID. Equivalent to {@link Decal.emission_energy}.
|
|
471
|
+
*/
|
|
472
|
+
decal_set_emission_energy(decal: RID, energy: float): void;
|
|
473
|
+
/**
|
|
474
|
+
* Sets the upper fade (`above`) and lower fade (`below`) in the decal specified by the `decal` RID. Equivalent to {@link Decal.upper_fade} and {@link Decal.lower_fade}.
|
|
475
|
+
*/
|
|
476
|
+
decal_set_fade(decal: RID, above: float, below: float): void;
|
|
477
|
+
/**
|
|
478
|
+
* Sets the color multiplier in the decal specified by the `decal` RID to `color`. Equivalent to {@link Decal.modulate}.
|
|
479
|
+
*/
|
|
480
|
+
decal_set_modulate(decal: RID, color: Color): void;
|
|
481
|
+
/**
|
|
482
|
+
* Sets the normal `fade` in the decal specified by the `decal` RID. Equivalent to {@link Decal.normal_fade}.
|
|
483
|
+
*/
|
|
484
|
+
decal_set_normal_fade(decal: RID, fade: float): void;
|
|
485
|
+
/** Sets the `size` of the decal specified by the `decal` RID. Equivalent to {@link Decal.size}. */
|
|
486
|
+
decal_set_size(decal: RID, size: Vector3 | Vector3i): void;
|
|
487
|
+
/**
|
|
488
|
+
* Sets the `texture` in the given texture `type` slot for the specified decal. Equivalent to {@link Decal.set_texture}.
|
|
489
|
+
*/
|
|
490
|
+
decal_set_texture(decal: RID, type_: int, texture: RID): void;
|
|
491
|
+
/**
|
|
492
|
+
* Sets the texture `filter` mode to use when rendering decals. This parameter is global and cannot be set on a per-decal basis.
|
|
493
|
+
*/
|
|
494
|
+
decals_set_filter(filter: int): void;
|
|
495
|
+
/**
|
|
496
|
+
* Creates a directional light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most `light_*` RenderingServer functions.
|
|
497
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
498
|
+
* To place in a scene, attach this directional light to an instance using {@link instance_set_base} using the returned RID.
|
|
499
|
+
* **Note:** The equivalent node is {@link DirectionalLight3D}.
|
|
500
|
+
*/
|
|
501
|
+
directional_light_create(): RID;
|
|
502
|
+
/**
|
|
503
|
+
* Sets the `size` of the directional light shadows in 3D. See also {@link ProjectSettings.rendering/lights_and_shadows/directional_shadow/size}. This parameter is global and cannot be set on a per-viewport basis.
|
|
504
|
+
*/
|
|
505
|
+
directional_shadow_atlas_set_size(size: int, is_16bits: boolean): void;
|
|
506
|
+
/**
|
|
507
|
+
* Sets the filter `quality` for directional light shadows in 3D. See also {@link ProjectSettings.rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality}. This parameter is global and cannot be set on a per-viewport basis.
|
|
508
|
+
*/
|
|
509
|
+
directional_soft_shadow_filter_set_quality(quality: int): void;
|
|
510
|
+
/**
|
|
511
|
+
* Generates and returns an {@link Image} containing the radiance map for the specified `environment` RID's sky. This supports built-in sky material and custom sky shaders. If `bake_irradiance` is `true`, the irradiance map is saved instead of the radiance map. The radiance map is used to render reflected light, while the irradiance map is used to render ambient light. See also {@link sky_bake_panorama}.
|
|
512
|
+
* **Note:** The image is saved using linear encoding without any tonemapping performed, which means it will look too dark if viewed directly in an image editor.
|
|
513
|
+
* **Note:** `size` should be a 2:1 aspect ratio for the generated panorama to have square pixels. For radiance maps, there is no point in using a height greater than {@link Sky.radiance_size}, as it won't increase detail. Irradiance maps only contain low-frequency data, so there is usually no point in going past a size of 128×64 pixels when saving an irradiance map.
|
|
514
|
+
*/
|
|
515
|
+
environment_bake_panorama(environment: RID, bake_irradiance: boolean, size: Vector2i | Vector2): Image | null;
|
|
516
|
+
/**
|
|
517
|
+
* Creates an environment and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `environment_*` RenderingServer functions.
|
|
518
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
519
|
+
* **Note:** The equivalent resource is {@link Environment}.
|
|
520
|
+
*/
|
|
521
|
+
environment_create(): RID;
|
|
522
|
+
/**
|
|
523
|
+
* If `enable` is `true`, enables bicubic upscaling for glow which improves quality at the cost of performance. Equivalent to {@link ProjectSettings.rendering/environment/glow/upscale_mode}.
|
|
524
|
+
* **Note:** This setting is only effective when using the Forward+ or Mobile rendering methods, as Compatibility uses a different glow implementation.
|
|
525
|
+
*/
|
|
526
|
+
environment_glow_set_use_bicubic_upscale(enable: boolean): void;
|
|
527
|
+
/**
|
|
528
|
+
* Sets the values to be used with the "adjustments" post-process effect. See {@link Environment} for more details.
|
|
529
|
+
*/
|
|
530
|
+
environment_set_adjustment(env: RID, enable: boolean, brightness: float, contrast: float, saturation: float, use_1d_color_correction: boolean, color_correction: RID): void;
|
|
531
|
+
/** Sets the values to be used for ambient light rendering. See {@link Environment} for more details. */
|
|
532
|
+
environment_set_ambient_light(env: RID, color: Color, ambient: int, energy?: float, sky_contribution?: float, reflection_source?: int): void;
|
|
533
|
+
/** Sets the environment's background mode. Equivalent to {@link Environment.background_mode}. */
|
|
534
|
+
environment_set_background(env: RID, bg: int): void;
|
|
535
|
+
/**
|
|
536
|
+
* Color displayed for clear areas of the scene. Only effective if using the {@link ENV_BG_COLOR} background mode.
|
|
537
|
+
*/
|
|
538
|
+
environment_set_bg_color(env: RID, color: Color): void;
|
|
539
|
+
/** Sets the intensity of the background color. */
|
|
540
|
+
environment_set_bg_energy(env: RID, multiplier: float, exposure_value: float): void;
|
|
541
|
+
/** Sets the camera ID to be used as environment background. */
|
|
542
|
+
environment_set_camera_id(env: RID, id: int): void;
|
|
543
|
+
/** Sets the maximum layer to use if using Canvas background mode. */
|
|
544
|
+
environment_set_canvas_max_layer(env: RID, max_layer: int): void;
|
|
545
|
+
/**
|
|
546
|
+
* Configures fog for the specified environment RID. See `fog_*` properties in {@link Environment} for more information.
|
|
547
|
+
*/
|
|
548
|
+
environment_set_fog(env: RID, enable: boolean, light_color: Color, light_energy: float, sun_scatter: float, density: float, height: float, height_density: float, aerial_perspective: float, sky_affect: float, fog_mode: int): void;
|
|
549
|
+
/**
|
|
550
|
+
* Configures fog depth for the specified environment RID. Only has an effect when the fog mode of the environment is {@link ENV_FOG_MODE_DEPTH}. See `fog_depth_*` properties in {@link Environment} for more information.
|
|
551
|
+
*/
|
|
552
|
+
environment_set_fog_depth(env: RID, curve: float, begin: float, end: float): void;
|
|
553
|
+
/**
|
|
554
|
+
* Configures glow for the specified environment RID. See `glow_*` properties in {@link Environment} for more information.
|
|
555
|
+
*/
|
|
556
|
+
environment_set_glow(env: RID, enable: boolean, levels: PackedFloat32Array | Array<unknown>, intensity: float, strength: float, mix: float, bloom_threshold: float, blend_mode: int, hdr_bleed_threshold: float, hdr_bleed_scale: float, hdr_luminance_cap: float, glow_map_strength: float, glow_map: RID): void;
|
|
557
|
+
/**
|
|
558
|
+
* Configures signed distance field global illumination for the specified environment RID. See `sdfgi_*` properties in {@link Environment} for more information.
|
|
559
|
+
*/
|
|
560
|
+
environment_set_sdfgi(env: RID, enable: boolean, cascades: int, min_cell_size: float, y_scale: int, use_occlusion: boolean, bounce_feedback: float, read_sky: boolean, energy: float, normal_bias: float, probe_bias: float): void;
|
|
561
|
+
/**
|
|
562
|
+
* Sets the number of frames to use for converging signed distance field global illumination. Equivalent to {@link ProjectSettings.rendering/global_illumination/sdfgi/frames_to_converge}.
|
|
563
|
+
*/
|
|
564
|
+
environment_set_sdfgi_frames_to_converge(frames: int): void;
|
|
565
|
+
/**
|
|
566
|
+
* Sets the update speed for dynamic lights' indirect lighting when computing signed distance field global illumination. Equivalent to {@link ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights}.
|
|
567
|
+
*/
|
|
568
|
+
environment_set_sdfgi_frames_to_update_light(frames: int): void;
|
|
569
|
+
/**
|
|
570
|
+
* Sets the number of rays to throw per frame when computing signed distance field global illumination. Equivalent to {@link ProjectSettings.rendering/global_illumination/sdfgi/probe_ray_count}.
|
|
571
|
+
*/
|
|
572
|
+
environment_set_sdfgi_ray_count(ray_count: int): void;
|
|
573
|
+
/**
|
|
574
|
+
* Sets the {@link Sky} to be used as the environment's background when using *BGMode* sky. Equivalent to {@link Environment.sky}.
|
|
575
|
+
*/
|
|
576
|
+
environment_set_sky(env: RID, sky: RID): void;
|
|
577
|
+
/**
|
|
578
|
+
* Sets a custom field of view for the background {@link Sky}. Equivalent to {@link Environment.sky_custom_fov}.
|
|
579
|
+
*/
|
|
580
|
+
environment_set_sky_custom_fov(env: RID, scale: float): void;
|
|
581
|
+
/**
|
|
582
|
+
* Sets the rotation of the background {@link Sky} expressed as a {@link Basis}. Equivalent to {@link Environment.sky_rotation}, where the rotation vector is used to construct the {@link Basis}.
|
|
583
|
+
*/
|
|
584
|
+
environment_set_sky_orientation(env: RID, orientation: Basis | Quaternion): void;
|
|
585
|
+
/**
|
|
586
|
+
* Sets the variables to be used with the screen-space ambient occlusion (SSAO) post-process effect. See {@link Environment} for more details.
|
|
587
|
+
*/
|
|
588
|
+
environment_set_ssao(env: RID, enable: boolean, radius: float, intensity: float, power: float, detail: float, horizon: float, sharpness: float, light_affect: float, ao_channel_affect: float): void;
|
|
589
|
+
/**
|
|
590
|
+
* Sets the quality level of the screen-space ambient occlusion (SSAO) post-process effect. See {@link Environment} for more details.
|
|
591
|
+
*/
|
|
592
|
+
environment_set_ssao_quality(quality: int, half_size: boolean, adaptive_target: float, blur_passes: int, fadeout_from: float, fadeout_to: float): void;
|
|
593
|
+
/**
|
|
594
|
+
* Sets the quality level of the screen-space indirect lighting (SSIL) post-process effect. See {@link Environment} for more details.
|
|
595
|
+
*/
|
|
596
|
+
environment_set_ssil_quality(quality: int, half_size: boolean, adaptive_target: float, blur_passes: int, fadeout_from: float, fadeout_to: float): void;
|
|
597
|
+
/**
|
|
598
|
+
* Sets the variables to be used with the screen-space reflections (SSR) post-process effect. See {@link Environment} for more details.
|
|
599
|
+
*/
|
|
600
|
+
environment_set_ssr(env: RID, enable: boolean, max_steps: int, fade_in: float, fade_out: float, depth_tolerance: float): void;
|
|
601
|
+
/**
|
|
602
|
+
* Sets whether screen-space reflections will be rendered at full or half size. Half size is faster, but may look pixelated or cause flickering.
|
|
603
|
+
*/
|
|
604
|
+
environment_set_ssr_half_size(half_size: boolean): void;
|
|
605
|
+
environment_set_ssr_roughness_quality(quality: int): void;
|
|
606
|
+
/**
|
|
607
|
+
* Sets the variables to be used with the "tonemap" post-process effect. See {@link Environment} for more details.
|
|
608
|
+
*/
|
|
609
|
+
environment_set_tonemap(env: RID, tone_mapper: int, exposure: float, white: float): void;
|
|
610
|
+
/** See {@link Environment.tonemap_agx_contrast} for more details. */
|
|
611
|
+
environment_set_tonemap_agx_contrast(env: RID, agx_contrast: float): void;
|
|
612
|
+
/**
|
|
613
|
+
* Sets the variables to be used with the volumetric fog post-process effect. See {@link Environment} for more details.
|
|
614
|
+
*/
|
|
615
|
+
environment_set_volumetric_fog(env: RID, enable: boolean, density: float, albedo: Color, emission: Color, emission_energy: float, anisotropy: float, length: float, p_detail_spread: float, gi_inject: float, temporal_reprojection: boolean, temporal_reprojection_amount: float, ambient_inject: float, sky_affect: float): void;
|
|
616
|
+
/**
|
|
617
|
+
* Enables filtering of the volumetric fog scattering buffer. This results in much smoother volumes with very few under-sampling artifacts.
|
|
618
|
+
*/
|
|
619
|
+
environment_set_volumetric_fog_filter_active(active: boolean): void;
|
|
620
|
+
/**
|
|
621
|
+
* Sets the resolution of the volumetric fog's froxel buffer. `size` is modified by the screen's aspect ratio and then used to set the width and height of the buffer. While `depth` is directly used to set the depth of the buffer.
|
|
622
|
+
*/
|
|
623
|
+
environment_set_volumetric_fog_volume_size(size: int, depth: int): void;
|
|
624
|
+
/**
|
|
625
|
+
* Creates a new fog volume and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `fog_volume_*` RenderingServer functions.
|
|
626
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
627
|
+
* **Note:** The equivalent node is {@link FogVolume}.
|
|
628
|
+
*/
|
|
629
|
+
fog_volume_create(): RID;
|
|
630
|
+
/**
|
|
631
|
+
* Sets the {@link Material} of the fog volume. Can be either a {@link FogMaterial} or a custom {@link ShaderMaterial}.
|
|
632
|
+
*/
|
|
633
|
+
fog_volume_set_material(fog_volume: RID, material: RID): void;
|
|
634
|
+
/**
|
|
635
|
+
* Sets the shape of the fog volume to either {@link RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID}, {@link RenderingServer.FOG_VOLUME_SHAPE_CONE}, {@link RenderingServer.FOG_VOLUME_SHAPE_CYLINDER}, {@link RenderingServer.FOG_VOLUME_SHAPE_BOX} or {@link RenderingServer.FOG_VOLUME_SHAPE_WORLD}.
|
|
636
|
+
*/
|
|
637
|
+
fog_volume_set_shape(fog_volume: RID, shape: int): void;
|
|
638
|
+
/**
|
|
639
|
+
* Sets the size of the fog volume when shape is {@link RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID}, {@link RenderingServer.FOG_VOLUME_SHAPE_CONE}, {@link RenderingServer.FOG_VOLUME_SHAPE_CYLINDER} or {@link RenderingServer.FOG_VOLUME_SHAPE_BOX}.
|
|
640
|
+
*/
|
|
641
|
+
fog_volume_set_size(fog_volume: RID, size: Vector3 | Vector3i): void;
|
|
642
|
+
/** Forces redrawing of all viewports at once. Must be called from the main thread. */
|
|
643
|
+
force_draw(swap_buffers?: boolean, frame_step?: float): void;
|
|
644
|
+
/**
|
|
645
|
+
* Forces a synchronization between the CPU and GPU, which may be required in certain cases. Only call this when needed, as CPU-GPU synchronization has a performance cost.
|
|
646
|
+
*/
|
|
647
|
+
force_sync(): void;
|
|
648
|
+
/**
|
|
649
|
+
* Tries to free an object in the RenderingServer. To avoid memory leaks, this should be called after using an object as memory management does not occur automatically when using RenderingServer directly.
|
|
650
|
+
*/
|
|
651
|
+
free_rid(rid: RID): void;
|
|
652
|
+
/**
|
|
653
|
+
* Returns the name of the current rendering driver. This can be `vulkan`, `d3d12`, `metal`, `opengl3`, `opengl3_es`, or `opengl3_angle`. See also {@link get_current_rendering_method}.
|
|
654
|
+
* When {@link ProjectSettings.rendering/renderer/rendering_method} is `forward_plus` or `mobile`, the rendering driver is determined by {@link ProjectSettings.rendering/rendering_device/driver}.
|
|
655
|
+
* When {@link ProjectSettings.rendering/renderer/rendering_method} is `gl_compatibility`, the rendering driver is determined by {@link ProjectSettings.rendering/gl_compatibility/driver}.
|
|
656
|
+
* The rendering driver is also determined by the `--rendering-driver` command line argument that overrides this project setting, or an automatic fallback that is applied depending on the hardware.
|
|
657
|
+
*/
|
|
658
|
+
get_current_rendering_driver_name(): string;
|
|
659
|
+
/**
|
|
660
|
+
* Returns the name of the current rendering method. This can be `forward_plus`, `mobile`, or `gl_compatibility`. See also {@link get_current_rendering_driver_name}.
|
|
661
|
+
* The rendering method is determined by {@link ProjectSettings.rendering/renderer/rendering_method}, the `--rendering-method` command line argument that overrides this project setting, or an automatic fallback that is applied depending on the hardware.
|
|
662
|
+
*/
|
|
663
|
+
get_current_rendering_method(): string;
|
|
664
|
+
/**
|
|
665
|
+
* Returns the default clear color which is used when a specific clear color has not been selected. See also {@link set_default_clear_color}.
|
|
666
|
+
*/
|
|
667
|
+
get_default_clear_color(): Color;
|
|
668
|
+
/**
|
|
669
|
+
* Returns the time taken to setup rendering on the CPU in milliseconds. This value is shared across all viewports and does *not* require {@link viewport_set_measure_render_time} to be enabled on a viewport to be queried. See also {@link viewport_get_measured_render_time_cpu}.
|
|
670
|
+
*/
|
|
671
|
+
get_frame_setup_time_cpu(): float;
|
|
672
|
+
/**
|
|
673
|
+
* Returns the global RenderingDevice.
|
|
674
|
+
* **Note:** When using the OpenGL rendering driver or when running in headless mode, this function always returns `null`.
|
|
675
|
+
*/
|
|
676
|
+
get_rendering_device(): RenderingDevice | null;
|
|
677
|
+
/**
|
|
678
|
+
* Returns a statistic about the rendering engine which can be used for performance profiling. See also {@link viewport_get_render_info}, which returns information specific to a viewport.
|
|
679
|
+
* **Note:** Only 3D rendering is currently taken into account by some of these values, such as the number of draw calls.
|
|
680
|
+
* **Note:** Rendering information is not available until at least 2 frames have been rendered by the engine. If rendering information is not available, {@link get_rendering_info} returns `0`. To print rendering information in `_ready()` successfully, use the following:
|
|
681
|
+
*/
|
|
682
|
+
get_rendering_info(info: int): int;
|
|
683
|
+
/** Returns the parameters of a shader. */
|
|
684
|
+
get_shader_parameter_list(shader: RID): Array<Dictionary>;
|
|
685
|
+
/**
|
|
686
|
+
* Returns the RID of the test cube. This mesh will be created and returned on the first call to {@link get_test_cube}, then it will be cached for subsequent calls. See also {@link make_sphere_mesh}.
|
|
687
|
+
*/
|
|
688
|
+
get_test_cube(): RID;
|
|
689
|
+
/**
|
|
690
|
+
* Returns the RID of a 256×256 texture with a testing pattern on it (in {@link Image.FORMAT_RGB8} format). This texture will be created and returned on the first call to {@link get_test_texture}, then it will be cached for subsequent calls. See also {@link get_white_texture}.
|
|
691
|
+
* **Example:** Get the test texture and apply it to a {@link Sprite2D} node:
|
|
692
|
+
*/
|
|
693
|
+
get_test_texture(): RID;
|
|
694
|
+
/**
|
|
695
|
+
* Returns the version of the graphics video adapter *currently in use* (e.g. "1.2.189" for Vulkan, "3.3.0 NVIDIA 510.60.02" for OpenGL). This version may be different from the actual latest version supported by the hardware, as Godot may not always request the latest version. See also {@link OS.get_video_adapter_driver_info}.
|
|
696
|
+
* **Note:** When running a headless or server binary, this function returns an empty string.
|
|
697
|
+
*/
|
|
698
|
+
get_video_adapter_api_version(): string;
|
|
699
|
+
/**
|
|
700
|
+
* Returns the name of the video adapter (e.g. "GeForce GTX 1080/PCIe/SSE2").
|
|
701
|
+
* **Note:** When running a headless or server binary, this function returns an empty string.
|
|
702
|
+
* **Note:** On the web platform, some browsers such as Firefox may report a different, fixed GPU name such as "GeForce GTX 980" (regardless of the user's actual GPU model). This is done to make fingerprinting more difficult.
|
|
703
|
+
*/
|
|
704
|
+
get_video_adapter_name(): string;
|
|
705
|
+
/**
|
|
706
|
+
* Returns the type of the video adapter. Since dedicated graphics cards from a given generation will *usually* be significantly faster than integrated graphics made in the same generation, the device type can be used as a basis for automatic graphics settings adjustment. However, this is not always true, so make sure to provide users with a way to manually override graphics settings.
|
|
707
|
+
* **Note:** When using the OpenGL rendering driver or when running in headless mode, this function always returns {@link RenderingDevice.DEVICE_TYPE_OTHER}.
|
|
708
|
+
*/
|
|
709
|
+
get_video_adapter_type(): int;
|
|
710
|
+
/**
|
|
711
|
+
* Returns the vendor of the video adapter (e.g. "NVIDIA Corporation").
|
|
712
|
+
* **Note:** When running a headless or server binary, this function returns an empty string.
|
|
713
|
+
*/
|
|
714
|
+
get_video_adapter_vendor(): string;
|
|
715
|
+
/**
|
|
716
|
+
* Returns the ID of a 4×4 white texture (in {@link Image.FORMAT_RGB8} format). This texture will be created and returned on the first call to {@link get_white_texture}, then it will be cached for subsequent calls. See also {@link get_test_texture}.
|
|
717
|
+
* **Example:** Get the white texture and apply it to a {@link Sprite2D} node:
|
|
718
|
+
*/
|
|
719
|
+
get_white_texture(): RID;
|
|
720
|
+
/**
|
|
721
|
+
* If `half_resolution` is `true`, renders {@link VoxelGI} and SDFGI ({@link Environment.sdfgi_enabled}) buffers at halved resolution on each axis (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. {@link LightmapGI} rendering is not affected by this setting. Equivalent to {@link ProjectSettings.rendering/global_illumination/gi/use_half_resolution}.
|
|
722
|
+
*/
|
|
723
|
+
gi_set_use_half_resolution(half_resolution: boolean): void;
|
|
724
|
+
/**
|
|
725
|
+
* Creates a new global shader uniform.
|
|
726
|
+
* **Note:** Global shader parameter names are case-sensitive.
|
|
727
|
+
*/
|
|
728
|
+
global_shader_parameter_add(name: string, type_: int, default_value: unknown): void;
|
|
729
|
+
/**
|
|
730
|
+
* Returns the value of the global shader uniform specified by `name`.
|
|
731
|
+
* **Note:** {@link global_shader_parameter_get} has a large performance penalty as the rendering thread needs to synchronize with the calling thread, which is slow. Do not use this method during gameplay to avoid stuttering. If you need to read values in a script after setting them, consider creating an autoload where you store the values you need to query at the same time you're setting them as global parameters.
|
|
732
|
+
*/
|
|
733
|
+
global_shader_parameter_get(name: string): unknown;
|
|
734
|
+
/**
|
|
735
|
+
* Returns the list of global shader uniform names.
|
|
736
|
+
* **Note:** {@link global_shader_parameter_get} has a large performance penalty as the rendering thread needs to synchronize with the calling thread, which is slow. Do not use this method during gameplay to avoid stuttering. If you need to read values in a script after setting them, consider creating an autoload where you store the values you need to query at the same time you're setting them as global parameters.
|
|
737
|
+
*/
|
|
738
|
+
global_shader_parameter_get_list(): Array<string>;
|
|
739
|
+
/**
|
|
740
|
+
* Returns the type associated to the global shader uniform specified by `name`.
|
|
741
|
+
* **Note:** {@link global_shader_parameter_get} has a large performance penalty as the rendering thread needs to synchronize with the calling thread, which is slow. Do not use this method during gameplay to avoid stuttering. If you need to read values in a script after setting them, consider creating an autoload where you store the values you need to query at the same time you're setting them as global parameters.
|
|
742
|
+
*/
|
|
743
|
+
global_shader_parameter_get_type(name: string): int;
|
|
744
|
+
/** Removes the global shader uniform specified by `name`. */
|
|
745
|
+
global_shader_parameter_remove(name: string): void;
|
|
746
|
+
/** Sets the global shader uniform `name` to `value`. */
|
|
747
|
+
global_shader_parameter_set(name: string, value: unknown): void;
|
|
748
|
+
/**
|
|
749
|
+
* Overrides the global shader uniform `name` with `value`. Equivalent to the {@link ShaderGlobalsOverride} node.
|
|
750
|
+
*/
|
|
751
|
+
global_shader_parameter_set_override(name: string, value: unknown): void;
|
|
752
|
+
/**
|
|
753
|
+
* Returns `true` if changes have been made to the RenderingServer's data. {@link force_draw} is usually called if this happens.
|
|
754
|
+
*/
|
|
755
|
+
has_changed(): boolean;
|
|
756
|
+
/** This method does nothing and always returns `false`. */
|
|
757
|
+
has_feature(feature: int): boolean;
|
|
758
|
+
/** Returns `true` if the OS supports a certain `feature`. Features might be `s3tc`, `etc`, and `etc2`. */
|
|
759
|
+
has_os_feature(feature: string | NodePath): boolean;
|
|
760
|
+
/**
|
|
761
|
+
* Attaches a unique Object ID to instance. Object ID must be attached to instance for proper culling with {@link instances_cull_aabb}, {@link instances_cull_convex}, and {@link instances_cull_ray}.
|
|
762
|
+
*/
|
|
763
|
+
instance_attach_object_instance_id(instance: RID, id: int): void;
|
|
764
|
+
/** Attaches a skeleton to an instance. Removes the previous skeleton from the instance. */
|
|
765
|
+
instance_attach_skeleton(instance: RID, skeleton: RID): void;
|
|
766
|
+
/**
|
|
767
|
+
* Creates a visual instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `instance_*` RenderingServer functions.
|
|
768
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
769
|
+
* An instance is a way of placing a 3D object in the scenario. Objects like particles, meshes, reflection probes and decals need to be associated with an instance to be visible in the scenario using {@link instance_set_base}.
|
|
770
|
+
* **Note:** The equivalent node is {@link VisualInstance3D}.
|
|
771
|
+
*/
|
|
772
|
+
instance_create(): RID;
|
|
773
|
+
/**
|
|
774
|
+
* Creates a visual instance, adds it to the RenderingServer, and sets both base and scenario. It can be accessed with the RID that is returned. This RID will be used in all `instance_*` RenderingServer functions.
|
|
775
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method. This is a shorthand for using {@link instance_create} and setting the base and scenario manually.
|
|
776
|
+
*/
|
|
777
|
+
instance_create2(base: RID, scenario: RID): RID;
|
|
778
|
+
/**
|
|
779
|
+
* Returns the value of the per-instance shader uniform from the specified 3D geometry instance. Equivalent to {@link GeometryInstance3D.get_instance_shader_parameter}.
|
|
780
|
+
* **Note:** Per-instance shader parameter names are case-sensitive.
|
|
781
|
+
*/
|
|
782
|
+
instance_geometry_get_shader_parameter(instance: RID, parameter: string): unknown;
|
|
783
|
+
/**
|
|
784
|
+
* Returns the default value of the per-instance shader uniform from the specified 3D geometry instance. Equivalent to {@link GeometryInstance3D.get_instance_shader_parameter}.
|
|
785
|
+
*/
|
|
786
|
+
instance_geometry_get_shader_parameter_default_value(instance: RID, parameter: string): unknown;
|
|
787
|
+
/**
|
|
788
|
+
* Returns a dictionary of per-instance shader uniform names of the per-instance shader uniform from the specified 3D geometry instance. The returned dictionary is in PropertyInfo format, with the keys `name`, `class_name`, `type`, `hint`, `hint_string` and `usage`. Equivalent to {@link GeometryInstance3D.get_instance_shader_parameter}.
|
|
789
|
+
*/
|
|
790
|
+
instance_geometry_get_shader_parameter_list(instance: RID): Array<Dictionary>;
|
|
791
|
+
/** Sets the shadow casting setting. Equivalent to {@link GeometryInstance3D.cast_shadow}. */
|
|
792
|
+
instance_geometry_set_cast_shadows_setting(instance: RID, shadow_casting_setting: int): void;
|
|
793
|
+
/** Sets the `flag` for a given `instance` to `enabled`. */
|
|
794
|
+
instance_geometry_set_flag(instance: RID, flag: int, enabled: boolean): void;
|
|
795
|
+
/**
|
|
796
|
+
* Sets the lightmap GI instance to use for the specified 3D geometry instance. The lightmap UV scale for the specified instance (equivalent to {@link GeometryInstance3D.gi_lightmap_scale}) and lightmap atlas slice must also be specified.
|
|
797
|
+
*/
|
|
798
|
+
instance_geometry_set_lightmap(instance: RID, lightmap: RID, lightmap_uv_scale: Rect2 | Rect2i, lightmap_slice: int): void;
|
|
799
|
+
/**
|
|
800
|
+
* Sets the level of detail bias to use when rendering the specified 3D geometry instance. Higher values result in higher detail from further away. Equivalent to {@link GeometryInstance3D.lod_bias}.
|
|
801
|
+
*/
|
|
802
|
+
instance_geometry_set_lod_bias(instance: RID, lod_bias: float): void;
|
|
803
|
+
/**
|
|
804
|
+
* Sets a material that will be rendered for all surfaces on top of active materials for the mesh associated with this instance. Equivalent to {@link GeometryInstance3D.material_overlay}.
|
|
805
|
+
*/
|
|
806
|
+
instance_geometry_set_material_overlay(instance: RID, material: RID): void;
|
|
807
|
+
/**
|
|
808
|
+
* Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to {@link GeometryInstance3D.material_override}.
|
|
809
|
+
*/
|
|
810
|
+
instance_geometry_set_material_override(instance: RID, material: RID): void;
|
|
811
|
+
/**
|
|
812
|
+
* Sets the per-instance shader uniform on the specified 3D geometry instance. Equivalent to {@link GeometryInstance3D.set_instance_shader_parameter}.
|
|
813
|
+
*/
|
|
814
|
+
instance_geometry_set_shader_parameter(instance: RID, parameter: string, value: unknown): void;
|
|
815
|
+
/**
|
|
816
|
+
* Sets the transparency for the given geometry instance. Equivalent to {@link GeometryInstance3D.transparency}.
|
|
817
|
+
* A transparency of `0.0` is fully opaque, while `1.0` is fully transparent. Values greater than `0.0` (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting `transparency` to a value greater than `0.0` (exclusive) will *not* disable shadow rendering.
|
|
818
|
+
* In spatial shaders, `1.0 - transparency` is set as the default value of the `ALPHA` built-in.
|
|
819
|
+
* **Note:** `transparency` is clamped between `0.0` and `1.0`, so this property cannot be used to make transparent materials more opaque than they originally are.
|
|
820
|
+
*/
|
|
821
|
+
instance_geometry_set_transparency(instance: RID, transparency: float): void;
|
|
822
|
+
/**
|
|
823
|
+
* Sets the visibility range values for the given geometry instance. Equivalent to {@link GeometryInstance3D.visibility_range_begin} and related properties.
|
|
824
|
+
*/
|
|
825
|
+
instance_geometry_set_visibility_range(instance: RID, min: float, max: float, min_margin: float, max_margin: float, fade_mode: int): void;
|
|
826
|
+
/**
|
|
827
|
+
* Sets the base of the instance. A base can be any of the 3D objects that are created in the RenderingServer that can be displayed. For example, any of the light types, mesh, multimesh, particle system, reflection probe, decal, lightmap, voxel GI and visibility notifiers are all types that can be set as the base of an instance in order to be displayed in the scenario.
|
|
828
|
+
*/
|
|
829
|
+
instance_set_base(instance: RID, base: RID): void;
|
|
830
|
+
/** Sets the weight for a given blend shape associated with this instance. */
|
|
831
|
+
instance_set_blend_shape_weight(instance: RID, shape: int, weight: float): void;
|
|
832
|
+
/**
|
|
833
|
+
* Sets a custom AABB to use when culling objects from the view frustum. Equivalent to setting {@link GeometryInstance3D.custom_aabb}.
|
|
834
|
+
*/
|
|
835
|
+
instance_set_custom_aabb(instance: RID, aabb: AABB): void;
|
|
836
|
+
/**
|
|
837
|
+
* Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you to avoid culling objects that fall outside the view frustum. Equivalent to {@link GeometryInstance3D.extra_cull_margin}.
|
|
838
|
+
*/
|
|
839
|
+
instance_set_extra_visibility_margin(instance: RID, margin: float): void;
|
|
840
|
+
/**
|
|
841
|
+
* If `true`, ignores all culling on the specified 3D geometry instance, including frustum culling, occlusion culling, and layer culling. This is not the same as {@link GeometryInstance3D.ignore_occlusion_culling}, which only ignores occlusion culling but leaves frustum and layer culling intact.
|
|
842
|
+
*/
|
|
843
|
+
instance_set_ignore_culling(instance: RID, enabled: boolean): void;
|
|
844
|
+
/**
|
|
845
|
+
* Sets the render layers that this instance will be drawn to. Equivalent to {@link VisualInstance3D.layers}.
|
|
846
|
+
*/
|
|
847
|
+
instance_set_layer_mask(instance: RID, mask: int): void;
|
|
848
|
+
/**
|
|
849
|
+
* Sets the sorting offset and switches between using the bounding box or instance origin for depth sorting.
|
|
850
|
+
*/
|
|
851
|
+
instance_set_pivot_data(instance: RID, sorting_offset: float, use_aabb_center: boolean): void;
|
|
852
|
+
/**
|
|
853
|
+
* Sets the scenario that the instance is in. The scenario is the 3D world that the objects will be displayed in.
|
|
854
|
+
*/
|
|
855
|
+
instance_set_scenario(instance: RID, scenario: RID): void;
|
|
856
|
+
/**
|
|
857
|
+
* Sets the override material of a specific surface. Equivalent to {@link MeshInstance3D.set_surface_override_material}.
|
|
858
|
+
*/
|
|
859
|
+
instance_set_surface_override_material(instance: RID, surface: int, material: RID): void;
|
|
860
|
+
/** Sets the world space transform of the instance. Equivalent to {@link Node3D.global_transform}. */
|
|
861
|
+
instance_set_transform(instance: RID, transform: Transform3D | Projection): void;
|
|
862
|
+
/** Sets the visibility parent for the given instance. Equivalent to {@link Node3D.visibility_parent}. */
|
|
863
|
+
instance_set_visibility_parent(instance: RID, parent: RID): void;
|
|
864
|
+
/** Sets whether an instance is drawn or not. Equivalent to {@link Node3D.visible}. */
|
|
865
|
+
instance_set_visible(instance: RID, visible: boolean): void;
|
|
866
|
+
/**
|
|
867
|
+
* Resets motion vectors and other interpolated values. Use this *after* teleporting a mesh from one position to another to avoid ghosting artifacts.
|
|
868
|
+
*/
|
|
869
|
+
instance_teleport(instance: RID): void;
|
|
870
|
+
/**
|
|
871
|
+
* Returns an array of object IDs intersecting with the provided AABB. Only 3D nodes that inherit from {@link VisualInstance3D} are considered, such as {@link MeshInstance3D} or {@link DirectionalLight3D}. Use {@link @GlobalScope.instance_from_id} to obtain the actual nodes. A scenario RID must be provided, which is available in the {@link World3D} you want to query. This forces an update for all resources queued to update.
|
|
872
|
+
* **Warning:** This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
|
|
873
|
+
*/
|
|
874
|
+
instances_cull_aabb(aabb: AABB, scenario?: RID): PackedInt64Array;
|
|
875
|
+
/**
|
|
876
|
+
* Returns an array of object IDs intersecting with the provided convex shape. Only 3D nodes that inherit from {@link VisualInstance3D} are considered, such as {@link MeshInstance3D} or {@link DirectionalLight3D}. Use {@link @GlobalScope.instance_from_id} to obtain the actual nodes. A scenario RID must be provided, which is available in the {@link World3D} you want to query. This forces an update for all resources queued to update.
|
|
877
|
+
* **Warning:** This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
|
|
878
|
+
*/
|
|
879
|
+
instances_cull_convex(convex: Array<Plane>, scenario?: RID): PackedInt64Array;
|
|
880
|
+
/**
|
|
881
|
+
* Returns an array of object IDs intersecting with the provided 3D ray. Only 3D nodes that inherit from {@link VisualInstance3D} are considered, such as {@link MeshInstance3D} or {@link DirectionalLight3D}. Use {@link @GlobalScope.instance_from_id} to obtain the actual nodes. A scenario RID must be provided, which is available in the {@link World3D} you want to query. This forces an update for all resources queued to update.
|
|
882
|
+
* **Warning:** This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
|
|
883
|
+
*/
|
|
884
|
+
instances_cull_ray(from_: Vector3 | Vector3i, to: Vector3 | Vector3i, scenario?: RID): PackedInt64Array;
|
|
885
|
+
/** Returns `true` if our code is currently executing on the rendering thread. */
|
|
886
|
+
is_on_render_thread(): boolean;
|
|
887
|
+
/**
|
|
888
|
+
* If `true`, this directional light will blend between shadow map splits resulting in a smoother transition between them. Equivalent to {@link DirectionalLight3D.directional_shadow_blend_splits}.
|
|
889
|
+
*/
|
|
890
|
+
light_directional_set_blend_splits(light: RID, enable: boolean): void;
|
|
891
|
+
/**
|
|
892
|
+
* Sets the shadow mode for this directional light. Equivalent to {@link DirectionalLight3D.directional_shadow_mode}.
|
|
893
|
+
*/
|
|
894
|
+
light_directional_set_shadow_mode(light: RID, mode: int): void;
|
|
895
|
+
/**
|
|
896
|
+
* If `true`, this light will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon.
|
|
897
|
+
*/
|
|
898
|
+
light_directional_set_sky_mode(light: RID, mode: int): void;
|
|
899
|
+
/**
|
|
900
|
+
* Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to {@link OmniLight3D.omni_shadow_mode}.
|
|
901
|
+
*/
|
|
902
|
+
light_omni_set_shadow_mode(light: RID, mode: int): void;
|
|
903
|
+
/**
|
|
904
|
+
* Sets the texture filter mode to use when rendering light projectors. This parameter is global and cannot be set on a per-light basis.
|
|
905
|
+
*/
|
|
906
|
+
light_projectors_set_filter(filter: int): void;
|
|
907
|
+
/**
|
|
908
|
+
* Sets the bake mode to use for the specified 3D light. Equivalent to {@link Light3D.light_bake_mode}.
|
|
909
|
+
*/
|
|
910
|
+
light_set_bake_mode(light: RID, bake_mode: int): void;
|
|
911
|
+
/** Sets the color of the light. Equivalent to {@link Light3D.light_color}. */
|
|
912
|
+
light_set_color(light: RID, color: Color): void;
|
|
913
|
+
/**
|
|
914
|
+
* Sets the cull mask for this 3D light. Lights only affect objects in the selected layers. Equivalent to {@link Light3D.light_cull_mask}.
|
|
915
|
+
*/
|
|
916
|
+
light_set_cull_mask(light: RID, mask: int): void;
|
|
917
|
+
/**
|
|
918
|
+
* Sets the distance fade for this 3D light. This acts as a form of level of detail (LOD) and can be used to improve performance. Equivalent to {@link Light3D.distance_fade_enabled}, {@link Light3D.distance_fade_begin}, {@link Light3D.distance_fade_shadow}, and {@link Light3D.distance_fade_length}.
|
|
919
|
+
*/
|
|
920
|
+
light_set_distance_fade(decal: RID, enabled: boolean, begin: float, shadow: float, length: float): void;
|
|
921
|
+
/**
|
|
922
|
+
* Sets the maximum SDFGI cascade in which the 3D light's indirect lighting is rendered. Higher values allow the light to be rendered in SDFGI further away from the camera.
|
|
923
|
+
*/
|
|
924
|
+
light_set_max_sdfgi_cascade(light: RID, cascade: int): void;
|
|
925
|
+
/**
|
|
926
|
+
* If `true`, the 3D light will subtract light instead of adding light. Equivalent to {@link Light3D.light_negative}.
|
|
927
|
+
*/
|
|
928
|
+
light_set_negative(light: RID, enable: boolean): void;
|
|
929
|
+
/** Sets the specified 3D light parameter. Equivalent to {@link Light3D.set_param}. */
|
|
930
|
+
light_set_param(light: RID, param: int, value: float): void;
|
|
931
|
+
/**
|
|
932
|
+
* Sets the projector texture to use for the specified 3D light. Equivalent to {@link Light3D.light_projector}.
|
|
933
|
+
*/
|
|
934
|
+
light_set_projector(light: RID, texture: RID): void;
|
|
935
|
+
/**
|
|
936
|
+
* If `true`, reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with {@link instance_geometry_set_cast_shadows_setting}. Equivalent to {@link Light3D.shadow_reverse_cull_face}.
|
|
937
|
+
*/
|
|
938
|
+
light_set_reverse_cull_face_mode(light: RID, enabled: boolean): void;
|
|
939
|
+
/** If `true`, light will cast shadows. Equivalent to {@link Light3D.shadow_enabled}. */
|
|
940
|
+
light_set_shadow(light: RID, enabled: boolean): void;
|
|
941
|
+
/**
|
|
942
|
+
* Sets the shadow caster mask for this 3D light. Shadows will only be cast using objects in the selected layers. Equivalent to {@link Light3D.shadow_caster_mask}.
|
|
943
|
+
*/
|
|
944
|
+
light_set_shadow_caster_mask(light: RID, mask: int): void;
|
|
945
|
+
/**
|
|
946
|
+
* Creates a new lightmap global illumination instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `lightmap_*` RenderingServer functions.
|
|
947
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
948
|
+
* **Note:** The equivalent node is {@link LightmapGI}.
|
|
949
|
+
*/
|
|
950
|
+
lightmap_create(): RID;
|
|
951
|
+
/**
|
|
952
|
+
* Returns the BSP tree data used for accelerating probe lookups. The BSP data is structured as a series of six signed 32-bit values per BSP node in this order: `float plane_x`, `float plane_y`, `float plane_z`, `float plane_distance`, `int32_t over`, `int32_t under`. An empty leaf is denoted by the value `-2147483648` (the minimum 32-bit signed integer). See also {@link lightmap_set_probe_capture_data}.
|
|
953
|
+
*/
|
|
954
|
+
lightmap_get_probe_capture_bsp_tree(lightmap: RID): PackedInt32Array;
|
|
955
|
+
/**
|
|
956
|
+
* Returns the *local space* positions of each lightmap probe capture point. Keep in mind the lightmap instance may have a non-zero transform, which will affect the position of the probe capture points. See also {@link lightmap_set_probe_capture_data}.
|
|
957
|
+
*/
|
|
958
|
+
lightmap_get_probe_capture_points(lightmap: RID): PackedVector3Array;
|
|
959
|
+
/**
|
|
960
|
+
* Returns the L0, L1, and L2 spherical harmonics (https://en.wikipedia.org/wiki/Spherical_harmonics) data for each lightmap probe capture point. This is specified as 9 {@link Color} values per probe, which means the size of the returned data is always 9 times the number of probe points. See also {@link lightmap_set_probe_capture_data}.
|
|
961
|
+
*/
|
|
962
|
+
lightmap_get_probe_capture_sh(lightmap: RID): PackedColorArray;
|
|
963
|
+
/**
|
|
964
|
+
* Returns the tetrahedralization data used for interpolating between lightmap probe capture points. Each tetrahedron is specified as a series of 4 numbers, each being an index into the probe capture points array returned by {@link lightmap_get_probe_capture_points}. See also {@link lightmap_set_probe_capture_data}.
|
|
965
|
+
*/
|
|
966
|
+
lightmap_get_probe_capture_tetrahedra(lightmap: RID): PackedInt32Array;
|
|
967
|
+
/**
|
|
968
|
+
* Used to inform the renderer what exposure normalization value was used while baking the lightmap. This value will be used and modulated at run time to ensure that the lightmap maintains a consistent level of exposure even if the scene-wide exposure normalization is changed at run time. For more information see {@link camera_attributes_set_exposure}.
|
|
969
|
+
*/
|
|
970
|
+
lightmap_set_baked_exposure_normalization(lightmap: RID, baked_exposure: float): void;
|
|
971
|
+
/**
|
|
972
|
+
* Sets the bounds that this lightmap instance should visually affect, both in terms of static lightmap baking and probe-based global illumination.
|
|
973
|
+
*/
|
|
974
|
+
lightmap_set_probe_bounds(lightmap: RID, bounds: AABB): void;
|
|
975
|
+
/**
|
|
976
|
+
* Sets the probe capture data for the given lightmap instance. See {@link lightmap_get_probe_capture_points}, {@link lightmap_get_probe_capture_sh}, {@link lightmap_get_probe_capture_tetrahedra}, and {@link lightmap_get_probe_capture_bsp_tree} for the expected data formats.
|
|
977
|
+
*/
|
|
978
|
+
lightmap_set_probe_capture_data(lightmap: RID, points: PackedVector3Array | Array<unknown>, point_sh: PackedColorArray | Array<unknown>, tetrahedra: PackedInt32Array | Array<unknown>, bsp_tree: PackedInt32Array | Array<unknown>): void;
|
|
979
|
+
/**
|
|
980
|
+
* The framerate-independent update speed when representing dynamic object lighting from {@link LightmapProbe}s. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area. See also {@link ProjectSettings.rendering/lightmapping/probe_capture/update_speed}.
|
|
981
|
+
*/
|
|
982
|
+
lightmap_set_probe_capture_update_speed(speed: float): void;
|
|
983
|
+
/**
|
|
984
|
+
* Sets whether the lightmap instance should be considered as interior (when `interior` is `true`). If the lightmap is marked as interior, environment lighting is ignored when baking lightmaps.
|
|
985
|
+
*/
|
|
986
|
+
lightmap_set_probe_interior(lightmap: RID, interior: boolean): void;
|
|
987
|
+
/**
|
|
988
|
+
* Set the textures on the given `lightmap` GI instance to the texture array pointed to by the `light` RID. If the lightmap texture was baked with {@link LightmapGI.directional} set to `true`, then `uses_sh` must also be `true`.
|
|
989
|
+
*/
|
|
990
|
+
lightmap_set_textures(lightmap: RID, light: RID, uses_sh: boolean): void;
|
|
991
|
+
/**
|
|
992
|
+
* Toggles whether a bicubic filter should be used when lightmaps are sampled. This smoothens their appearance at a performance cost.
|
|
993
|
+
*/
|
|
994
|
+
lightmaps_set_bicubic_filter(enable: boolean): void;
|
|
995
|
+
/**
|
|
996
|
+
* Returns a mesh of a sphere with the given number of horizontal subdivisions, vertical subdivisions and radius. See also {@link get_test_cube}.
|
|
997
|
+
*/
|
|
998
|
+
make_sphere_mesh(latitudes: int, longitudes: int, radius: float): RID;
|
|
999
|
+
/**
|
|
1000
|
+
* Creates an empty material and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `material_*` RenderingServer functions.
|
|
1001
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1002
|
+
* **Note:** The equivalent resource is {@link Material}.
|
|
1003
|
+
*/
|
|
1004
|
+
material_create(): RID;
|
|
1005
|
+
/** Returns the value of a certain material's parameter. */
|
|
1006
|
+
material_get_param(material: RID, parameter: string): unknown;
|
|
1007
|
+
/** Sets an object's next material. */
|
|
1008
|
+
material_set_next_pass(material: RID, next_material: RID): void;
|
|
1009
|
+
/** Sets a material's parameter. */
|
|
1010
|
+
material_set_param(material: RID, parameter: string, value: unknown): void;
|
|
1011
|
+
/** Sets a material's render priority. */
|
|
1012
|
+
material_set_render_priority(material: RID, priority: int): void;
|
|
1013
|
+
/** Sets a shader material's shader. */
|
|
1014
|
+
material_set_shader(shader_material: RID, shader: RID): void;
|
|
1015
|
+
/**
|
|
1016
|
+
* When using the Mobile renderer, {@link material_set_use_debanding} can be used to enable or disable the debanding feature of 3D materials ({@link BaseMaterial3D} and {@link ShaderMaterial}).
|
|
1017
|
+
* {@link material_set_use_debanding} has no effect when using the Compatibility or Forward+ renderer. In Forward+, {@link Viewport} debanding can be used instead.
|
|
1018
|
+
* See also {@link ProjectSettings.rendering/anti_aliasing/quality/use_debanding} and {@link RenderingServer.viewport_set_use_debanding}.
|
|
1019
|
+
*/
|
|
1020
|
+
material_set_use_debanding(enable: boolean): void;
|
|
1021
|
+
/**
|
|
1022
|
+
* Creates a new surface on the given `mesh`. Equivalent to {@link mesh_add_surface_from_arrays}, but takes a single {@link Dictionary} argument instead of separate arguments. The dictionary must follow this structure:
|
|
1023
|
+
* See also {@link mesh_get_surface}, which returns data in the same structure defined above.
|
|
1024
|
+
*/
|
|
1025
|
+
mesh_add_surface(mesh: RID, surface: Dictionary): void;
|
|
1026
|
+
/**
|
|
1027
|
+
* Creates a new surface on the given `mesh`. {@link mesh_get_surface_count} will become the surface index for this new surface.
|
|
1028
|
+
* Surfaces are created to be rendered using a `primitive`, which may be any of the values defined in {@link Mesh.PrimitiveType}.
|
|
1029
|
+
* The `arrays` argument is an array of arrays. Each of the {@link Mesh.ARRAY_MAX} elements contains an array with some of the mesh data for this surface as described by the corresponding member of {@link Mesh.ArrayType} or `null` if it is not used by the surface. For example, `arrays[0]` is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this surface into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for {@link Mesh.ARRAY_INDEX} if it is used.
|
|
1030
|
+
* The `blend_shapes` argument is an array of vertex data for each blend shape. Each element is an array of the same structure as `arrays`, but {@link Mesh.ARRAY_VERTEX}, {@link Mesh.ARRAY_NORMAL}, and {@link Mesh.ARRAY_TANGENT} are set if and only if they are set in `arrays` and all other entries are `null`.
|
|
1031
|
+
* The `lods` argument is a dictionary with [float] keys and {@link PackedInt32Array} values. Each entry in the dictionary represents an LOD level of the surface, where the value is the {@link Mesh.ARRAY_INDEX} array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of an LOD also increases the distance that the objects has to be from the camera before the LOD is used.
|
|
1032
|
+
* The `compress_format` argument is the bitwise OR of, as required: One value of {@link ArrayFormat} left shifted by `ARRAY_FORMAT_CUSTOMn_SHIFT` for each custom channel in use, {@link ARRAY_FLAG_USE_DYNAMIC_UPDATE}, {@link ARRAY_FLAG_USE_8_BONE_WEIGHTS}, or {@link ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY}.
|
|
1033
|
+
* See {@link ArrayMesh.add_surface_from_arrays} and {@link ImporterMesh.add_surface} for higher-level equivalents of this method.
|
|
1034
|
+
* **Note:** When using indices, it is recommended to only use points, lines, or triangles.
|
|
1035
|
+
*/
|
|
1036
|
+
mesh_add_surface_from_arrays(mesh: RID, primitive: int, arrays: Array<unknown> | PackedByteArray | PackedColorArray | PackedFloat32Array | PackedFloat64Array | PackedInt32Array | PackedInt64Array | PackedStringArray | PackedVector2Array | PackedVector3Array | PackedVector4Array, blend_shapes?: Array<unknown> | PackedByteArray | PackedColorArray | PackedFloat32Array | PackedFloat64Array | PackedInt32Array | PackedInt64Array | PackedStringArray | PackedVector2Array | PackedVector3Array | PackedVector4Array, lods?: Dictionary, compress_format?: int): void;
|
|
1037
|
+
/** Removes all surfaces from a mesh. */
|
|
1038
|
+
mesh_clear(mesh: RID): void;
|
|
1039
|
+
/**
|
|
1040
|
+
* Creates a new mesh and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `mesh_*` RenderingServer functions.
|
|
1041
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1042
|
+
* To place in a scene, attach this mesh to an instance using {@link instance_set_base} using the returned RID.
|
|
1043
|
+
* **Note:** The equivalent resource is {@link Mesh}.
|
|
1044
|
+
*/
|
|
1045
|
+
mesh_create(): RID;
|
|
1046
|
+
/**
|
|
1047
|
+
* Creates a new mesh with predefined surfaces for it and adds the mesh to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `mesh_*` RenderingServer functions. This method is more efficient for creating meshes with multiple surfaces compared to creating an empty mesh with {@link mesh_create} and adding surfaces one by one with {@link mesh_add_surface}.
|
|
1048
|
+
* Each element in the `surfaces` array must follow the same structure as described in {@link mesh_add_surface}. The `blend_shape_count` parameter must match the blend shape data defined in all surfaces.
|
|
1049
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1050
|
+
* To place in a scene, attach this mesh to an instance using {@link instance_set_base} using the returned RID.
|
|
1051
|
+
* **Note:** The equivalent resource is {@link Mesh}.
|
|
1052
|
+
*/
|
|
1053
|
+
mesh_create_from_surfaces(surfaces: Array<Dictionary>, blend_shape_count?: int): RID;
|
|
1054
|
+
/** Returns a mesh's blend shape count. */
|
|
1055
|
+
mesh_get_blend_shape_count(mesh: RID): int;
|
|
1056
|
+
/** Returns a mesh's blend shape mode. */
|
|
1057
|
+
mesh_get_blend_shape_mode(mesh: RID): int;
|
|
1058
|
+
/** Returns a mesh's custom aabb. */
|
|
1059
|
+
mesh_get_custom_aabb(mesh: RID): AABB;
|
|
1060
|
+
/**
|
|
1061
|
+
* Returns a mesh's surface as a dictionary following the same structure as described in {@link mesh_add_surface}.
|
|
1062
|
+
*/
|
|
1063
|
+
mesh_get_surface(mesh: RID, surface: int): Dictionary;
|
|
1064
|
+
/** Returns a mesh's number of surfaces. */
|
|
1065
|
+
mesh_get_surface_count(mesh: RID): int;
|
|
1066
|
+
/** Sets a mesh's blend shape mode. */
|
|
1067
|
+
mesh_set_blend_shape_mode(mesh: RID, mode: int): void;
|
|
1068
|
+
/** Sets a mesh's custom aabb. */
|
|
1069
|
+
mesh_set_custom_aabb(mesh: RID, aabb: AABB): void;
|
|
1070
|
+
/**
|
|
1071
|
+
* Sets an optional second mesh which can be used for rendering shadows and the depth prepass. Can be used to increase performance by supplying a mesh with fused vertices and only vertex position data (without normals, UVs, colors, etc.).
|
|
1072
|
+
* **Note:** This mesh must have exactly the same vertex positions as the source mesh (including the source mesh's LODs, if present). If vertex positions differ, then the mesh will not draw correctly.
|
|
1073
|
+
*/
|
|
1074
|
+
mesh_set_shadow_mesh(mesh: RID, shadow_mesh: RID): void;
|
|
1075
|
+
/** Returns a mesh's surface's buffer arrays. */
|
|
1076
|
+
mesh_surface_get_arrays(mesh: RID, surface: int): Array<unknown>;
|
|
1077
|
+
/** Returns a mesh's surface's arrays for blend shapes. */
|
|
1078
|
+
mesh_surface_get_blend_shape_arrays(mesh: RID, surface: int): Array<Array<unknown>>;
|
|
1079
|
+
/** Returns the stride of the attribute buffer for a mesh with given `format`. */
|
|
1080
|
+
mesh_surface_get_format_attribute_stride(format: int, vertex_count: int): int;
|
|
1081
|
+
/** Returns the stride of the index buffer for a mesh with the given `format`. */
|
|
1082
|
+
mesh_surface_get_format_index_stride(format: int, vertex_count: int): int;
|
|
1083
|
+
/**
|
|
1084
|
+
* Returns the stride of the combined normals and tangents for a mesh with given `format`. Note importantly that, while normals and tangents are in the vertex buffer with vertices, they are only interleaved with each other and so have a different stride than vertex positions.
|
|
1085
|
+
*/
|
|
1086
|
+
mesh_surface_get_format_normal_tangent_stride(format: int, vertex_count: int): int;
|
|
1087
|
+
/** Returns the offset of a given attribute by `array_index` in the start of its respective buffer. */
|
|
1088
|
+
mesh_surface_get_format_offset(format: int, vertex_count: int, array_index: int): int;
|
|
1089
|
+
/** Returns the stride of the skin buffer for a mesh with given `format`. */
|
|
1090
|
+
mesh_surface_get_format_skin_stride(format: int, vertex_count: int): int;
|
|
1091
|
+
/**
|
|
1092
|
+
* Returns the stride of the vertex positions for a mesh with given `format`. Note importantly that vertex positions are stored consecutively and are not interleaved with the other attributes in the vertex buffer (normals and tangents).
|
|
1093
|
+
*/
|
|
1094
|
+
mesh_surface_get_format_vertex_stride(format: int, vertex_count: int): int;
|
|
1095
|
+
/** Returns a mesh's surface's material. */
|
|
1096
|
+
mesh_surface_get_material(mesh: RID, surface: int): RID;
|
|
1097
|
+
/**
|
|
1098
|
+
* Removes the surface at the given index from the Mesh, shifting surfaces with higher index down by one.
|
|
1099
|
+
*/
|
|
1100
|
+
mesh_surface_remove(mesh: RID, surface: int): void;
|
|
1101
|
+
/** Sets a mesh's surface's material. */
|
|
1102
|
+
mesh_surface_set_material(mesh: RID, surface: int, material: RID): void;
|
|
1103
|
+
/**
|
|
1104
|
+
* Updates the attribute buffer of the mesh surface with the given `data`. The expected data per attribute is 8 or 12 bytes (4 bytes per float, 2 floats per {@link Vector2}, and 3 floats per {@link Vector3}) depending on if the mesh is using {@link Vector2} or {@link Vector3} vertices. This value can be determined with {@link mesh_surface_get_format_attribute_stride} instead.
|
|
1105
|
+
* The starting point of the updates can be changed with `offset`. The value of `offset` should be a multiple of 12 bytes in most cases to align to each attribute.
|
|
1106
|
+
* A {@link PackedVector3Array} of attribute locations can be converted into a {@link PackedByteArray} using {@link PackedVector3Array.to_byte_array} for use in `data`.
|
|
1107
|
+
*/
|
|
1108
|
+
mesh_surface_update_attribute_region(mesh: RID, surface: int, offset: int, data: PackedByteArray | Array<unknown>): void;
|
|
1109
|
+
/**
|
|
1110
|
+
* Updates the index buffer of the mesh surface with the given `data`. The expected data are 16 or 32-bit unsigned integers, which can be determined with {@link mesh_surface_get_format_index_stride}.
|
|
1111
|
+
*/
|
|
1112
|
+
mesh_surface_update_index_region(mesh: RID, surface: int, offset: int, data: PackedByteArray | Array<unknown>): void;
|
|
1113
|
+
/**
|
|
1114
|
+
* Updates the skin buffer of the mesh surface with the given `data`. The expected data per skin is 8 or 12 bytes (4 bytes per float, 2 floats per {@link Vector2}, and 3 floats per {@link Vector3}) depending on if the mesh is using {@link Vector2} or {@link Vector3} vertices. This value can be determined with {@link mesh_surface_get_format_skin_stride} instead.
|
|
1115
|
+
* The starting point of the updates can be changed with `offset`. The value of `offset` should be a multiple of 12 bytes in most cases to align to each skin.
|
|
1116
|
+
* A {@link PackedVector3Array} of skin locations can be converted into a {@link PackedByteArray} using {@link PackedVector3Array.to_byte_array} for use in `data`.
|
|
1117
|
+
*/
|
|
1118
|
+
mesh_surface_update_skin_region(mesh: RID, surface: int, offset: int, data: PackedByteArray | Array<unknown>): void;
|
|
1119
|
+
/**
|
|
1120
|
+
* Updates the vertex buffer of the mesh surface with the given `data`. The expected data per vertex is 8 or 12 bytes (4 bytes per float, 2 floats per {@link Vector2}, and 3 floats per {@link Vector3}) depending on if the mesh is using {@link Vector2} or {@link Vector3} vertices. This value can be determined with {@link mesh_surface_get_format_vertex_stride} instead.
|
|
1121
|
+
* The starting point of the updates can be changed with `offset`. The value of `offset` should be a multiple of 12 bytes in most cases to align to each vertex.
|
|
1122
|
+
* A {@link PackedVector3Array} of vertex locations can be converted into a {@link PackedByteArray} using {@link PackedVector3Array.to_byte_array} for use in `data`.
|
|
1123
|
+
*/
|
|
1124
|
+
mesh_surface_update_vertex_region(mesh: RID, surface: int, offset: int, data: PackedByteArray | Array<unknown>): void;
|
|
1125
|
+
/**
|
|
1126
|
+
* Sets up the multimesh using the specified data. The number of instances is set by `instances`. The format of the instance transforms is set by `transform_format`, which should be set according to whether the multimesh is meant to be rendered in 2D or 3D. If `color_format` is `true`, each instance will have a color associated with it. If `custom_data_format` is `true`, each instance will have a custom data vector associated with it. If `use_indirect` is `true`, an indirect command buffer will be created for this multimesh, allowing the instance count to be modified directly on the GPU. See also {@link multimesh_get_command_buffer_rd_rid}.
|
|
1127
|
+
*/
|
|
1128
|
+
multimesh_allocate_data(multimesh: RID, instances: int, transform_format: int, color_format?: boolean, custom_data_format?: boolean, use_indirect?: boolean): void;
|
|
1129
|
+
/**
|
|
1130
|
+
* Creates a new multimesh on the RenderingServer and returns an {@link RID} handle. This RID will be used in all `multimesh_*` RenderingServer functions.
|
|
1131
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1132
|
+
* To place in a scene, attach this multimesh to an instance using {@link instance_set_base} using the returned RID.
|
|
1133
|
+
* **Note:** The equivalent resource is {@link MultiMesh}.
|
|
1134
|
+
*/
|
|
1135
|
+
multimesh_create(): RID;
|
|
1136
|
+
/**
|
|
1137
|
+
* Calculates and returns the axis-aligned bounding box that encloses all instances within the multimesh.
|
|
1138
|
+
*/
|
|
1139
|
+
multimesh_get_aabb(multimesh: RID): AABB;
|
|
1140
|
+
/**
|
|
1141
|
+
* Returns the MultiMesh data (such as instance transforms, colors, etc.). See {@link multimesh_set_buffer} for details on the returned data.
|
|
1142
|
+
* **Note:** If the buffer is in the engine's internal cache, it will have to be fetched from GPU memory and possibly decompressed. This means {@link multimesh_get_buffer} is potentially a slow operation and should be avoided whenever possible.
|
|
1143
|
+
*/
|
|
1144
|
+
multimesh_get_buffer(multimesh: RID): PackedFloat32Array;
|
|
1145
|
+
/**
|
|
1146
|
+
* Returns the {@link RenderingDevice} {@link RID} handle of the {@link MultiMesh}, which can be used as any other buffer on the Rendering Device.
|
|
1147
|
+
*/
|
|
1148
|
+
multimesh_get_buffer_rd_rid(multimesh: RID): RID;
|
|
1149
|
+
/**
|
|
1150
|
+
* Returns the {@link RenderingDevice} {@link RID} handle of the {@link MultiMesh} command buffer. This {@link RID} is only valid if `use_indirect` is set to `true` when allocating data through {@link multimesh_allocate_data}. It can be used to directly modify the instance count via buffer.
|
|
1151
|
+
* The data structure is dependent on both how many surfaces the mesh contains and whether it is indexed or not, the buffer has 5 integers in it, with the last unused if the mesh is not indexed.
|
|
1152
|
+
* Each of the values in the buffer correspond to these options:
|
|
1153
|
+
* [codeblock lang=text]
|
|
1154
|
+
* Indexed:
|
|
1155
|
+
* 0 - indexCount;
|
|
1156
|
+
* 1 - instanceCount;
|
|
1157
|
+
* 2 - firstIndex;
|
|
1158
|
+
* 3 - vertexOffset;
|
|
1159
|
+
* 4 - firstInstance;
|
|
1160
|
+
* Non-indexed:
|
|
1161
|
+
* 0 - vertexCount;
|
|
1162
|
+
* 1 - instanceCount;
|
|
1163
|
+
* 2 - firstVertex;
|
|
1164
|
+
* 3 - firstInstance;
|
|
1165
|
+
* 4 - unused;
|
|
1166
|
+
* [/codeblock]
|
|
1167
|
+
*/
|
|
1168
|
+
multimesh_get_command_buffer_rd_rid(multimesh: RID): RID;
|
|
1169
|
+
/** Returns the custom AABB defined for this MultiMesh resource. */
|
|
1170
|
+
multimesh_get_custom_aabb(multimesh: RID): AABB;
|
|
1171
|
+
/** Returns the number of instances allocated for this multimesh. */
|
|
1172
|
+
multimesh_get_instance_count(multimesh: RID): int;
|
|
1173
|
+
/** Returns the RID of the mesh that will be used in drawing this multimesh. */
|
|
1174
|
+
multimesh_get_mesh(multimesh: RID): RID;
|
|
1175
|
+
/** Returns the number of visible instances for this multimesh. */
|
|
1176
|
+
multimesh_get_visible_instances(multimesh: RID): int;
|
|
1177
|
+
/** Returns the color by which the specified instance will be modulated. */
|
|
1178
|
+
multimesh_instance_get_color(multimesh: RID, index: int): Color;
|
|
1179
|
+
/** Returns the custom data associated with the specified instance. */
|
|
1180
|
+
multimesh_instance_get_custom_data(multimesh: RID, index: int): Color;
|
|
1181
|
+
/** Returns the {@link Transform3D} of the specified instance. */
|
|
1182
|
+
multimesh_instance_get_transform(multimesh: RID, index: int): Transform3D;
|
|
1183
|
+
/**
|
|
1184
|
+
* Returns the {@link Transform2D} of the specified instance. For use when the multimesh is set to use 2D transforms.
|
|
1185
|
+
*/
|
|
1186
|
+
multimesh_instance_get_transform_2d(multimesh: RID, index: int): Transform2D;
|
|
1187
|
+
/**
|
|
1188
|
+
* Prevents physics interpolation for the specified instance during the current physics tick.
|
|
1189
|
+
* This is useful when moving an instance to a new location, to give an instantaneous change rather than interpolation from the previous location.
|
|
1190
|
+
*/
|
|
1191
|
+
multimesh_instance_reset_physics_interpolation(multimesh: RID, index: int): void;
|
|
1192
|
+
/**
|
|
1193
|
+
* Sets the color by which this instance will be modulated. Equivalent to {@link MultiMesh.set_instance_color}.
|
|
1194
|
+
*/
|
|
1195
|
+
multimesh_instance_set_color(multimesh: RID, index: int, color: Color): void;
|
|
1196
|
+
/**
|
|
1197
|
+
* Sets the custom data for this instance. Custom data is passed as a {@link Color}, but is interpreted as a `vec4` in the shader. Equivalent to {@link MultiMesh.set_instance_custom_data}.
|
|
1198
|
+
*/
|
|
1199
|
+
multimesh_instance_set_custom_data(multimesh: RID, index: int, custom_data: Color): void;
|
|
1200
|
+
/**
|
|
1201
|
+
* Sets the {@link Transform3D} for this instance. Equivalent to {@link MultiMesh.set_instance_transform}.
|
|
1202
|
+
*/
|
|
1203
|
+
multimesh_instance_set_transform(multimesh: RID, index: int, transform: Transform3D | Projection): void;
|
|
1204
|
+
/**
|
|
1205
|
+
* Sets the {@link Transform2D} for this instance. For use when multimesh is used in 2D. Equivalent to {@link MultiMesh.set_instance_transform_2d}.
|
|
1206
|
+
*/
|
|
1207
|
+
multimesh_instance_set_transform_2d(multimesh: RID, index: int, transform: Transform2D): void;
|
|
1208
|
+
/**
|
|
1209
|
+
* Prevents physics interpolation for all instances during the current physics tick.
|
|
1210
|
+
* This is useful when moving all instances to new locations, to give instantaneous changes rather than interpolation from the previous locations.
|
|
1211
|
+
*/
|
|
1212
|
+
multimesh_instances_reset_physics_interpolation(multimesh: RID): void;
|
|
1213
|
+
/**
|
|
1214
|
+
* Set the entire data to use for drawing the `multimesh` at once to `buffer` (such as instance transforms and colors). `buffer`'s size must match the number of instances multiplied by the per-instance data size (which depends on the enabled MultiMesh fields). Otherwise, an error message is printed and nothing is rendered. See also {@link multimesh_get_buffer}.
|
|
1215
|
+
* The per-instance data size and expected data order is:
|
|
1216
|
+
* [codeblock lang=text]
|
|
1217
|
+
* 2D:
|
|
1218
|
+
* - Position: 8 floats (8 floats for Transform2D)
|
|
1219
|
+
* - Position + Vertex color: 12 floats (8 floats for Transform2D, 4 floats for Color)
|
|
1220
|
+
* - Position + Custom data: 12 floats (8 floats for Transform2D, 4 floats of custom data)
|
|
1221
|
+
* - Position + Vertex color + Custom data: 16 floats (8 floats for Transform2D, 4 floats for Color, 4 floats of custom data)
|
|
1222
|
+
* 3D:
|
|
1223
|
+
* - Position: 12 floats (12 floats for Transform3D)
|
|
1224
|
+
* - Position + Vertex color: 16 floats (12 floats for Transform3D, 4 floats for Color)
|
|
1225
|
+
* - Position + Custom data: 16 floats (12 floats for Transform3D, 4 floats of custom data)
|
|
1226
|
+
* - Position + Vertex color + Custom data: 20 floats (12 floats for Transform3D, 4 floats for Color, 4 floats of custom data)
|
|
1227
|
+
* [/codeblock]
|
|
1228
|
+
* Instance transforms are in row-major order. Specifically:
|
|
1229
|
+
* - For {@link Transform2D} the float-order is: `(x.x, y.x, padding_float, origin.x, x.y, y.y, padding_float, origin.y)`.
|
|
1230
|
+
* - For {@link Transform3D} the float-order is: `(basis.x.x, basis.y.x, basis.z.x, origin.x, basis.x.y, basis.y.y, basis.z.y, origin.y, basis.x.z, basis.y.z, basis.z.z, origin.z)`.
|
|
1231
|
+
*/
|
|
1232
|
+
multimesh_set_buffer(multimesh: RID, buffer: PackedFloat32Array | Array<unknown>): void;
|
|
1233
|
+
/**
|
|
1234
|
+
* Alternative version of {@link multimesh_set_buffer} for use with physics interpolation.
|
|
1235
|
+
* Takes both an array of current data and an array of data for the previous physics tick.
|
|
1236
|
+
*/
|
|
1237
|
+
multimesh_set_buffer_interpolated(multimesh: RID, buffer: PackedFloat32Array | Array<unknown>, buffer_previous: PackedFloat32Array | Array<unknown>): void;
|
|
1238
|
+
/** Sets the custom AABB for this MultiMesh resource. */
|
|
1239
|
+
multimesh_set_custom_aabb(multimesh: RID, aabb: AABB): void;
|
|
1240
|
+
/** Sets the mesh to be drawn by the multimesh. Equivalent to {@link MultiMesh.mesh}. */
|
|
1241
|
+
multimesh_set_mesh(multimesh: RID, mesh: RID): void;
|
|
1242
|
+
/** Turns on and off physics interpolation for this MultiMesh resource. */
|
|
1243
|
+
multimesh_set_physics_interpolated(multimesh: RID, interpolated: boolean): void;
|
|
1244
|
+
/**
|
|
1245
|
+
* Sets the physics interpolation quality for the {@link MultiMesh}.
|
|
1246
|
+
* A value of {@link MULTIMESH_INTERP_QUALITY_FAST} gives fast but low quality interpolation, a value of {@link MULTIMESH_INTERP_QUALITY_HIGH} gives slower but higher quality interpolation.
|
|
1247
|
+
*/
|
|
1248
|
+
multimesh_set_physics_interpolation_quality(multimesh: RID, quality: int): void;
|
|
1249
|
+
/**
|
|
1250
|
+
* Sets the number of instances visible at a given time. If -1, all instances that have been allocated are drawn. Equivalent to {@link MultiMesh.visible_instance_count}.
|
|
1251
|
+
*/
|
|
1252
|
+
multimesh_set_visible_instances(multimesh: RID, visible: int): void;
|
|
1253
|
+
/**
|
|
1254
|
+
* Creates an occluder instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `occluder_*` RenderingServer functions.
|
|
1255
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1256
|
+
* **Note:** The equivalent resource is {@link Occluder3D} (not to be confused with the {@link OccluderInstance3D} node).
|
|
1257
|
+
*/
|
|
1258
|
+
occluder_create(): RID;
|
|
1259
|
+
/**
|
|
1260
|
+
* Sets the mesh data for the given occluder RID, which controls the shape of the occlusion culling that will be performed.
|
|
1261
|
+
*/
|
|
1262
|
+
occluder_set_mesh(occluder: RID, vertices: PackedVector3Array | Array<unknown>, indices: PackedInt32Array | Array<unknown>): void;
|
|
1263
|
+
/**
|
|
1264
|
+
* Creates a new omni light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most `light_*` RenderingServer functions.
|
|
1265
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1266
|
+
* To place in a scene, attach this omni light to an instance using {@link instance_set_base} using the returned RID.
|
|
1267
|
+
* **Note:** The equivalent node is {@link OmniLight3D}.
|
|
1268
|
+
*/
|
|
1269
|
+
omni_light_create(): RID;
|
|
1270
|
+
/**
|
|
1271
|
+
* Creates a new 3D GPU particle collision or attractor and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most `particles_collision_*` RenderingServer functions.
|
|
1272
|
+
* **Note:** The equivalent nodes are {@link GPUParticlesCollision3D} and {@link GPUParticlesAttractor3D}.
|
|
1273
|
+
*/
|
|
1274
|
+
particles_collision_create(): RID;
|
|
1275
|
+
/**
|
|
1276
|
+
* Requests an update for the 3D GPU particle collision heightfield. This may be automatically called by the 3D GPU particle collision heightfield depending on its {@link GPUParticlesCollisionHeightField3D.update_mode}.
|
|
1277
|
+
*/
|
|
1278
|
+
particles_collision_height_field_update(particles_collision: RID): void;
|
|
1279
|
+
/**
|
|
1280
|
+
* Sets the attenuation `curve` for the 3D GPU particles attractor specified by the `particles_collision` RID. Only used for attractors, not colliders. Equivalent to {@link GPUParticlesAttractor3D.attenuation}.
|
|
1281
|
+
*/
|
|
1282
|
+
particles_collision_set_attractor_attenuation(particles_collision: RID, curve: float): void;
|
|
1283
|
+
/**
|
|
1284
|
+
* Sets the directionality `amount` for the 3D GPU particles attractor specified by the `particles_collision` RID. Only used for attractors, not colliders. Equivalent to {@link GPUParticlesAttractor3D.directionality}.
|
|
1285
|
+
*/
|
|
1286
|
+
particles_collision_set_attractor_directionality(particles_collision: RID, amount: float): void;
|
|
1287
|
+
/**
|
|
1288
|
+
* Sets the `strength` for the 3D GPU particles attractor specified by the `particles_collision` RID. Only used for attractors, not colliders. Equivalent to {@link GPUParticlesAttractor3D.strength}.
|
|
1289
|
+
*/
|
|
1290
|
+
particles_collision_set_attractor_strength(particles_collision: RID, strength: float): void;
|
|
1291
|
+
/**
|
|
1292
|
+
* Sets the `extents` for the 3D GPU particles collision by the `particles_collision` RID. Equivalent to {@link GPUParticlesCollisionBox3D.size}, {@link GPUParticlesCollisionSDF3D.size}, {@link GPUParticlesCollisionHeightField3D.size}, {@link GPUParticlesAttractorBox3D.size} or {@link GPUParticlesAttractorVectorField3D.size} depending on the `particles_collision` type.
|
|
1293
|
+
*/
|
|
1294
|
+
particles_collision_set_box_extents(particles_collision: RID, extents: Vector3 | Vector3i): void;
|
|
1295
|
+
/**
|
|
1296
|
+
* Sets the collision or attractor shape `type` for the 3D GPU particles collision or attractor specified by the `particles_collision` RID.
|
|
1297
|
+
*/
|
|
1298
|
+
particles_collision_set_collision_type(particles_collision: RID, type_: int): void;
|
|
1299
|
+
/**
|
|
1300
|
+
* Sets the cull `mask` for the 3D GPU particles collision or attractor specified by the `particles_collision` RID. Equivalent to {@link GPUParticlesCollision3D.cull_mask} or {@link GPUParticlesAttractor3D.cull_mask} depending on the `particles_collision` type.
|
|
1301
|
+
*/
|
|
1302
|
+
particles_collision_set_cull_mask(particles_collision: RID, mask: int): void;
|
|
1303
|
+
/**
|
|
1304
|
+
* Sets the signed distance field `texture` for the 3D GPU particles collision specified by the `particles_collision` RID. Equivalent to {@link GPUParticlesCollisionSDF3D.texture} or {@link GPUParticlesAttractorVectorField3D.texture} depending on the `particles_collision` type.
|
|
1305
|
+
*/
|
|
1306
|
+
particles_collision_set_field_texture(particles_collision: RID, texture: RID): void;
|
|
1307
|
+
/**
|
|
1308
|
+
* Sets the heightfield `mask` for the 3D GPU particles heightfield collision specified by the `particles_collision` RID. Equivalent to {@link GPUParticlesCollisionHeightField3D.heightfield_mask}.
|
|
1309
|
+
*/
|
|
1310
|
+
particles_collision_set_height_field_mask(particles_collision: RID, mask: int): void;
|
|
1311
|
+
/**
|
|
1312
|
+
* Sets the heightmap `resolution` for the 3D GPU particles heightfield collision specified by the `particles_collision` RID. Equivalent to {@link GPUParticlesCollisionHeightField3D.resolution}.
|
|
1313
|
+
*/
|
|
1314
|
+
particles_collision_set_height_field_resolution(particles_collision: RID, resolution: int): void;
|
|
1315
|
+
/**
|
|
1316
|
+
* Sets the `radius` for the 3D GPU particles sphere collision or attractor specified by the `particles_collision` RID. Equivalent to {@link GPUParticlesCollisionSphere3D.radius} or {@link GPUParticlesAttractorSphere3D.radius} depending on the `particles_collision` type.
|
|
1317
|
+
*/
|
|
1318
|
+
particles_collision_set_sphere_radius(particles_collision: RID, radius: float): void;
|
|
1319
|
+
/**
|
|
1320
|
+
* Creates a GPU-based particle system and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `particles_*` RenderingServer functions.
|
|
1321
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1322
|
+
* To place in a scene, attach these particles to an instance using {@link instance_set_base} using the returned RID.
|
|
1323
|
+
* **Note:** The equivalent nodes are {@link GPUParticles2D} and {@link GPUParticles3D}.
|
|
1324
|
+
* **Note:** All `particles_*` methods only apply to GPU-based particles, not CPU-based particles. {@link CPUParticles2D} and {@link CPUParticles3D} do not have equivalent RenderingServer functions available, as these use {@link MultiMeshInstance2D} and {@link MultiMeshInstance3D} under the hood (see `multimesh_*` methods).
|
|
1325
|
+
*/
|
|
1326
|
+
particles_create(): RID;
|
|
1327
|
+
/** Manually emits particles from the `particles` instance. */
|
|
1328
|
+
particles_emit(particles: RID, transform: Transform3D | Projection, velocity: Vector3 | Vector3i, color: Color, custom: Color, emit_flags: int): void;
|
|
1329
|
+
/**
|
|
1330
|
+
* Calculates and returns the axis-aligned bounding box that contains all the particles. Equivalent to {@link GPUParticles3D.capture_aabb}.
|
|
1331
|
+
*/
|
|
1332
|
+
particles_get_current_aabb(particles: RID): AABB;
|
|
1333
|
+
/** Returns `true` if particles are currently set to emitting. */
|
|
1334
|
+
particles_get_emitting(particles: RID): boolean;
|
|
1335
|
+
/** Returns `true` if particles are not emitting and particles are set to inactive. */
|
|
1336
|
+
particles_is_inactive(particles: RID): boolean;
|
|
1337
|
+
/**
|
|
1338
|
+
* Add particle system to list of particle systems that need to be updated. Update will take place on the next frame, or on the next call to {@link instances_cull_aabb}, {@link instances_cull_convex}, or {@link instances_cull_ray}.
|
|
1339
|
+
*/
|
|
1340
|
+
particles_request_process(particles: RID): void;
|
|
1341
|
+
/** Requests particles to process for extra process time during a single frame. */
|
|
1342
|
+
particles_request_process_time(particles: RID, time: float): void;
|
|
1343
|
+
/** Reset the particles on the next update. Equivalent to {@link GPUParticles3D.restart}. */
|
|
1344
|
+
particles_restart(particles: RID): void;
|
|
1345
|
+
/**
|
|
1346
|
+
* Sets the number of particles to be drawn and allocates the memory for them. Equivalent to {@link GPUParticles3D.amount}.
|
|
1347
|
+
*/
|
|
1348
|
+
particles_set_amount(particles: RID, amount: int): void;
|
|
1349
|
+
/**
|
|
1350
|
+
* Sets the amount ratio for particles to be emitted. Equivalent to {@link GPUParticles3D.amount_ratio}.
|
|
1351
|
+
*/
|
|
1352
|
+
particles_set_amount_ratio(particles: RID, ratio: float): void;
|
|
1353
|
+
/**
|
|
1354
|
+
* Sets the base size for particle collision. Equivalent to {@link GPUParticles3D.collision_base_size}.
|
|
1355
|
+
*/
|
|
1356
|
+
particles_set_collision_base_size(particles: RID, size: float): void;
|
|
1357
|
+
/**
|
|
1358
|
+
* Sets a custom axis-aligned bounding box for the particle system. Equivalent to {@link GPUParticles3D.visibility_aabb}.
|
|
1359
|
+
*/
|
|
1360
|
+
particles_set_custom_aabb(particles: RID, aabb: AABB): void;
|
|
1361
|
+
/** Sets the draw order of the particles. Equivalent to {@link GPUParticles3D.draw_order}. */
|
|
1362
|
+
particles_set_draw_order(particles: RID, order: int): void;
|
|
1363
|
+
/**
|
|
1364
|
+
* Sets the mesh to be used for the specified draw pass. Equivalent to {@link GPUParticles3D.draw_pass_1}, {@link GPUParticles3D.draw_pass_2}, {@link GPUParticles3D.draw_pass_3}, and {@link GPUParticles3D.draw_pass_4}.
|
|
1365
|
+
*/
|
|
1366
|
+
particles_set_draw_pass_mesh(particles: RID, pass: int, mesh: RID): void;
|
|
1367
|
+
/** Sets the number of draw passes to use. Equivalent to {@link GPUParticles3D.draw_passes}. */
|
|
1368
|
+
particles_set_draw_passes(particles: RID, count: int): void;
|
|
1369
|
+
/** Sets the {@link Transform3D} that will be used by the particles when they first emit. */
|
|
1370
|
+
particles_set_emission_transform(particles: RID, transform: Transform3D | Projection): void;
|
|
1371
|
+
/**
|
|
1372
|
+
* Sets the velocity of a particle node, that will be used by {@link ParticleProcessMaterial.inherit_velocity_ratio}.
|
|
1373
|
+
*/
|
|
1374
|
+
particles_set_emitter_velocity(particles: RID, velocity: Vector3 | Vector3i): void;
|
|
1375
|
+
/**
|
|
1376
|
+
* If `true`, particles will emit over time. Setting to `false` does not reset the particles, but only stops their emission. Equivalent to {@link GPUParticles3D.emitting}.
|
|
1377
|
+
*/
|
|
1378
|
+
particles_set_emitting(particles: RID, emitting: boolean): void;
|
|
1379
|
+
/** Sets the explosiveness ratio. Equivalent to {@link GPUParticles3D.explosiveness}. */
|
|
1380
|
+
particles_set_explosiveness_ratio(particles: RID, ratio: float): void;
|
|
1381
|
+
/**
|
|
1382
|
+
* Sets the frame rate that the particle system rendering will be fixed to. Equivalent to {@link GPUParticles3D.fixed_fps}.
|
|
1383
|
+
*/
|
|
1384
|
+
particles_set_fixed_fps(particles: RID, fps: int): void;
|
|
1385
|
+
/**
|
|
1386
|
+
* If `true`, uses fractional delta which smooths the movement of the particles. Equivalent to {@link GPUParticles3D.fract_delta}.
|
|
1387
|
+
*/
|
|
1388
|
+
particles_set_fractional_delta(particles: RID, enable: boolean): void;
|
|
1389
|
+
/**
|
|
1390
|
+
* Sets the value that informs a {@link ParticleProcessMaterial} to rush all particles towards the end of their lifetime.
|
|
1391
|
+
*/
|
|
1392
|
+
particles_set_interp_to_end(particles: RID, factor: float): void;
|
|
1393
|
+
/**
|
|
1394
|
+
* Sets whether particles should use interpolation between fixed steps. Equivalent to {@link GPUParticles3D.interpolate}.
|
|
1395
|
+
*/
|
|
1396
|
+
particles_set_interpolate(particles: RID, enable: boolean): void;
|
|
1397
|
+
/** Sets the lifetime of each particle in the system. Equivalent to {@link GPUParticles3D.lifetime}. */
|
|
1398
|
+
particles_set_lifetime(particles: RID, lifetime: float): void;
|
|
1399
|
+
/**
|
|
1400
|
+
* Sets whether the GPU particles specified by the `particles` RID should be rendered in 2D or 3D according to `mode`.
|
|
1401
|
+
*/
|
|
1402
|
+
particles_set_mode(particles: RID, mode: int): void;
|
|
1403
|
+
/** If `true`, particles will emit once and then stop. Equivalent to {@link GPUParticles3D.one_shot}. */
|
|
1404
|
+
particles_set_one_shot(particles: RID, one_shot: boolean): void;
|
|
1405
|
+
/**
|
|
1406
|
+
* Sets the preprocess time for the particles' animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to {@link GPUParticles3D.preprocess}.
|
|
1407
|
+
*/
|
|
1408
|
+
particles_set_pre_process_time(particles: RID, time: float): void;
|
|
1409
|
+
/**
|
|
1410
|
+
* Sets the material for processing the particles.
|
|
1411
|
+
* **Note:** This is not the material used to draw the materials. Equivalent to {@link GPUParticles3D.process_material}.
|
|
1412
|
+
*/
|
|
1413
|
+
particles_set_process_material(particles: RID, material: RID): void;
|
|
1414
|
+
/**
|
|
1415
|
+
* Sets the emission randomness ratio. This randomizes the emission of particles within their phase. Equivalent to {@link GPUParticles3D.randomness}.
|
|
1416
|
+
*/
|
|
1417
|
+
particles_set_randomness_ratio(particles: RID, ratio: float): void;
|
|
1418
|
+
/** Sets the speed scale of the particle system. Equivalent to {@link GPUParticles3D.speed_scale}. */
|
|
1419
|
+
particles_set_speed_scale(particles: RID, scale: float): void;
|
|
1420
|
+
/**
|
|
1421
|
+
* Sets the subemitter particles for the particle system. Equivalent to {@link GPUParticles3D.sub_emitter}.
|
|
1422
|
+
*/
|
|
1423
|
+
particles_set_subemitter(particles: RID, subemitter_particles: RID): void;
|
|
1424
|
+
/**
|
|
1425
|
+
* Sets the trail bind poses for the particle system. This specified as an array of {@link Transform3D}s representing the bind pose for each draw pass. See {@link GPUParticles3D.draw_skin}, {@link Skin.get_bind_count}, and {@link Skin.get_bind_pose}. Set the value for each draw pass to {@link Transform3D.IDENTITY} to use the default behavior, which is what built-in trails use ({@link RibbonTrailMesh} and {@link TubeTrailMesh}).
|
|
1426
|
+
*/
|
|
1427
|
+
particles_set_trail_bind_poses(particles: RID, bind_poses: Array<Transform3D>): void;
|
|
1428
|
+
/**
|
|
1429
|
+
* If `enable` is `true`, enables trails for the `particles` with the specified `length_sec` in seconds. Equivalent to {@link GPUParticles3D.trail_enabled} and {@link GPUParticles3D.trail_lifetime}.
|
|
1430
|
+
*/
|
|
1431
|
+
particles_set_trails(particles: RID, enable: boolean, length_sec: float): void;
|
|
1432
|
+
/**
|
|
1433
|
+
* Sets the transform alignment for the particle system. Equivalent to {@link GPUParticles3D.transform_align}.
|
|
1434
|
+
*/
|
|
1435
|
+
particles_set_transform_align(particles: RID, align: int): void;
|
|
1436
|
+
/**
|
|
1437
|
+
* If `true`, particles use local coordinates. If `false` they use global coordinates. Equivalent to {@link GPUParticles3D.local_coords}.
|
|
1438
|
+
*/
|
|
1439
|
+
particles_set_use_local_coordinates(particles: RID, enable: boolean): void;
|
|
1440
|
+
/**
|
|
1441
|
+
* Sets the filter quality for omni and spot light shadows in 3D. See also {@link ProjectSettings.rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality}. This parameter is global and cannot be set on a per-viewport basis.
|
|
1442
|
+
*/
|
|
1443
|
+
positional_soft_shadow_filter_set_quality(quality: int): void;
|
|
1444
|
+
/**
|
|
1445
|
+
* Creates a reflection probe and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `reflection_probe_*` RenderingServer functions.
|
|
1446
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1447
|
+
* To place in a scene, attach this reflection probe to an instance using {@link instance_set_base} using the returned RID.
|
|
1448
|
+
* **Note:** The equivalent node is {@link ReflectionProbe}.
|
|
1449
|
+
*/
|
|
1450
|
+
reflection_probe_create(): RID;
|
|
1451
|
+
/**
|
|
1452
|
+
* Sets the reflection probe's custom ambient light color. Equivalent to {@link ReflectionProbe.ambient_color}.
|
|
1453
|
+
*/
|
|
1454
|
+
reflection_probe_set_ambient_color(probe: RID, color: Color): void;
|
|
1455
|
+
/**
|
|
1456
|
+
* Sets the reflection probe's custom ambient light energy. Equivalent to {@link ReflectionProbe.ambient_color_energy}.
|
|
1457
|
+
*/
|
|
1458
|
+
reflection_probe_set_ambient_energy(probe: RID, energy: float): void;
|
|
1459
|
+
/** Sets the reflection probe's ambient light mode. Equivalent to {@link ReflectionProbe.ambient_mode}. */
|
|
1460
|
+
reflection_probe_set_ambient_mode(probe: RID, mode: int): void;
|
|
1461
|
+
/**
|
|
1462
|
+
* If `true`, reflections will ignore sky contribution. Equivalent to {@link ReflectionProbe.interior}.
|
|
1463
|
+
*/
|
|
1464
|
+
reflection_probe_set_as_interior(probe: RID, enable: boolean): void;
|
|
1465
|
+
/** Sets the distance in meters over which a probe blends into the scene. */
|
|
1466
|
+
reflection_probe_set_blend_distance(probe: RID, blend_distance: float): void;
|
|
1467
|
+
/**
|
|
1468
|
+
* Sets the render cull mask for this reflection probe. Only instances with a matching layer will be reflected by this probe. Equivalent to {@link ReflectionProbe.cull_mask}.
|
|
1469
|
+
*/
|
|
1470
|
+
reflection_probe_set_cull_mask(probe: RID, layers: int): void;
|
|
1471
|
+
/**
|
|
1472
|
+
* If `true`, uses box projection. This can make reflections look more correct in certain situations. Equivalent to {@link ReflectionProbe.box_projection}.
|
|
1473
|
+
*/
|
|
1474
|
+
reflection_probe_set_enable_box_projection(probe: RID, enable: boolean): void;
|
|
1475
|
+
/**
|
|
1476
|
+
* If `true`, computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to {@link ReflectionProbe.enable_shadows}.
|
|
1477
|
+
*/
|
|
1478
|
+
reflection_probe_set_enable_shadows(probe: RID, enable: boolean): void;
|
|
1479
|
+
/**
|
|
1480
|
+
* Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to {@link ReflectionProbe.intensity}.
|
|
1481
|
+
*/
|
|
1482
|
+
reflection_probe_set_intensity(probe: RID, intensity: float): void;
|
|
1483
|
+
/**
|
|
1484
|
+
* Sets the max distance away from the probe an object can be before it is culled. Equivalent to {@link ReflectionProbe.max_distance}.
|
|
1485
|
+
*/
|
|
1486
|
+
reflection_probe_set_max_distance(probe: RID, distance: float): void;
|
|
1487
|
+
/**
|
|
1488
|
+
* Sets the mesh level of detail to use in the reflection probe rendering. Higher values will use less detailed versions of meshes that have LOD variations generated, which can improve performance. Equivalent to {@link ReflectionProbe.mesh_lod_threshold}.
|
|
1489
|
+
*/
|
|
1490
|
+
reflection_probe_set_mesh_lod_threshold(probe: RID, pixels: float): void;
|
|
1491
|
+
/**
|
|
1492
|
+
* Sets the origin offset to be used when this reflection probe is in box project mode. Equivalent to {@link ReflectionProbe.origin_offset}.
|
|
1493
|
+
*/
|
|
1494
|
+
reflection_probe_set_origin_offset(probe: RID, offset: Vector3 | Vector3i): void;
|
|
1495
|
+
/**
|
|
1496
|
+
* Sets the render reflection mask for this reflection probe. Only instances with a matching layer will have reflections applied from this probe. Equivalent to {@link ReflectionProbe.reflection_mask}.
|
|
1497
|
+
*/
|
|
1498
|
+
reflection_probe_set_reflection_mask(probe: RID, layers: int): void;
|
|
1499
|
+
/** Deprecated. This method does nothing. */
|
|
1500
|
+
reflection_probe_set_resolution(probe: RID, resolution: int): void;
|
|
1501
|
+
/**
|
|
1502
|
+
* Sets the size of the area that the reflection probe will capture. Equivalent to {@link ReflectionProbe.size}.
|
|
1503
|
+
*/
|
|
1504
|
+
reflection_probe_set_size(probe: RID, size: Vector3 | Vector3i): void;
|
|
1505
|
+
/** Sets how often the reflection probe updates. Can either be once or every frame. */
|
|
1506
|
+
reflection_probe_set_update_mode(probe: RID, mode: int): void;
|
|
1507
|
+
/** Schedules a callback to the given callable after a frame has been drawn. */
|
|
1508
|
+
request_frame_drawn_callback(callable: Callable): void;
|
|
1509
|
+
/**
|
|
1510
|
+
* Creates a scenario and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `scenario_*` RenderingServer functions.
|
|
1511
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1512
|
+
* The scenario is the 3D world that all the visual instances exist in.
|
|
1513
|
+
*/
|
|
1514
|
+
scenario_create(): RID;
|
|
1515
|
+
/**
|
|
1516
|
+
* Sets the camera attributes (`effects`) that will be used with this scenario. See also {@link CameraAttributes}.
|
|
1517
|
+
*/
|
|
1518
|
+
scenario_set_camera_attributes(scenario: RID, effects: RID): void;
|
|
1519
|
+
/**
|
|
1520
|
+
* Sets the compositor (`compositor`) that will be used with this scenario. See also {@link Compositor}.
|
|
1521
|
+
*/
|
|
1522
|
+
scenario_set_compositor(scenario: RID, compositor: RID): void;
|
|
1523
|
+
/** Sets the environment that will be used with this scenario. See also {@link Environment}. */
|
|
1524
|
+
scenario_set_environment(scenario: RID, environment: RID): void;
|
|
1525
|
+
/**
|
|
1526
|
+
* Sets the fallback environment to be used by this scenario. The fallback environment is used if no environment is set. Internally, this is used by the editor to provide a default environment.
|
|
1527
|
+
*/
|
|
1528
|
+
scenario_set_fallback_environment(scenario: RID, environment: RID): void;
|
|
1529
|
+
/**
|
|
1530
|
+
* Sets the screen-space roughness limiter parameters, such as whether it should be enabled and its thresholds. Equivalent to {@link ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/enabled}, {@link ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/amount} and {@link ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/limit}.
|
|
1531
|
+
*/
|
|
1532
|
+
screen_space_roughness_limiter_set_active(enable: boolean, amount: float, limit: float): void;
|
|
1533
|
+
/**
|
|
1534
|
+
* Sets a boot image. The `color` defines the background color. The value of `scale` indicates if the image will be scaled to fit the screen size. If `use_filter` is `true`, the image will be scaled with linear interpolation. If `use_filter` is `false`, the image will be scaled with nearest-neighbor interpolation.
|
|
1535
|
+
*/
|
|
1536
|
+
set_boot_image(image: Image, color: Color, scale: boolean, use_filter?: boolean): void;
|
|
1537
|
+
/**
|
|
1538
|
+
* Sets a boot image. The `color` defines the background color. The value of `stretch_mode` indicates how the image will be stretched (see {@link SplashStretchMode} for possible values). If `use_filter` is `true`, the image will be scaled with linear interpolation. If `use_filter` is `false`, the image will be scaled with nearest-neighbor interpolation.
|
|
1539
|
+
*/
|
|
1540
|
+
set_boot_image_with_stretch(image: Image, color: Color, stretch_mode: int, use_filter?: boolean): void;
|
|
1541
|
+
/**
|
|
1542
|
+
* If `generate` is `true`, generates debug wireframes for all meshes that are loaded when using the Compatibility renderer. By default, the engine does not generate debug wireframes at runtime, since they slow down loading of assets and take up VRAM.
|
|
1543
|
+
* **Note:** You must call this method before loading any meshes when using the Compatibility renderer. Otherwise, wireframes will not be used.
|
|
1544
|
+
*/
|
|
1545
|
+
set_debug_generate_wireframes(generate: boolean): void;
|
|
1546
|
+
/**
|
|
1547
|
+
* Sets the default clear color which is used when a specific clear color has not been selected. See also {@link get_default_clear_color}.
|
|
1548
|
+
*/
|
|
1549
|
+
set_default_clear_color(color: Color): void;
|
|
1550
|
+
/**
|
|
1551
|
+
* Creates an empty shader and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `shader_*` RenderingServer functions.
|
|
1552
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1553
|
+
* **Note:** The equivalent resource is {@link Shader}.
|
|
1554
|
+
*/
|
|
1555
|
+
shader_create(): RID;
|
|
1556
|
+
/** Returns a shader's source code as a string. */
|
|
1557
|
+
shader_get_code(shader: RID): string;
|
|
1558
|
+
/**
|
|
1559
|
+
* Returns a default texture from a shader searched by name.
|
|
1560
|
+
* **Note:** If the sampler array is used use `index` to access the specified texture.
|
|
1561
|
+
*/
|
|
1562
|
+
shader_get_default_texture_parameter(shader: RID, name: string, index?: int): RID;
|
|
1563
|
+
/**
|
|
1564
|
+
* Returns the default value for the specified shader uniform. This is usually the value written in the shader source code.
|
|
1565
|
+
*/
|
|
1566
|
+
shader_get_parameter_default(shader: RID, name: string): unknown;
|
|
1567
|
+
/** Sets the shader's source code (which triggers recompilation after being changed). */
|
|
1568
|
+
shader_set_code(shader: RID, code: string | NodePath): void;
|
|
1569
|
+
/**
|
|
1570
|
+
* Sets a shader's default texture. Overwrites the texture given by name.
|
|
1571
|
+
* **Note:** If the sampler array is used use `index` to access the specified texture.
|
|
1572
|
+
*/
|
|
1573
|
+
shader_set_default_texture_parameter(shader: RID, name: string, texture: RID, index?: int): void;
|
|
1574
|
+
/**
|
|
1575
|
+
* Sets the path hint for the specified shader. This should generally match the {@link Shader} resource's {@link Resource.resource_path}.
|
|
1576
|
+
*/
|
|
1577
|
+
shader_set_path_hint(shader: RID, path: string | NodePath): void;
|
|
1578
|
+
/**
|
|
1579
|
+
* Allocates data for this skeleton using the number of bones specified in `bones`. If `is_2d_skeleton` is `true`, the skeleton will be treated as a 2D skeleton instead of a 3D skeleton. See also {@link skeleton_get_bone_count}.
|
|
1580
|
+
*/
|
|
1581
|
+
skeleton_allocate_data(skeleton: RID, bones: int, is_2d_skeleton?: boolean): void;
|
|
1582
|
+
/** Returns the {@link Transform3D} set for a specific bone of this skeleton. */
|
|
1583
|
+
skeleton_bone_get_transform(skeleton: RID, bone: int): Transform3D;
|
|
1584
|
+
/** Returns the {@link Transform2D} set for a specific bone of this skeleton. */
|
|
1585
|
+
skeleton_bone_get_transform_2d(skeleton: RID, bone: int): Transform2D;
|
|
1586
|
+
/** Sets the {@link Transform3D} for a specific bone of this skeleton. */
|
|
1587
|
+
skeleton_bone_set_transform(skeleton: RID, bone: int, transform: Transform3D | Projection): void;
|
|
1588
|
+
/** Sets the {@link Transform2D} for a specific bone of this skeleton. */
|
|
1589
|
+
skeleton_bone_set_transform_2d(skeleton: RID, bone: int, transform: Transform2D): void;
|
|
1590
|
+
/**
|
|
1591
|
+
* Creates a skeleton and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `skeleton_*` RenderingServer functions.
|
|
1592
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1593
|
+
*/
|
|
1594
|
+
skeleton_create(): RID;
|
|
1595
|
+
/** Returns the number of bones allocated for this skeleton. See also {@link skeleton_allocate_data}. */
|
|
1596
|
+
skeleton_get_bone_count(skeleton: RID): int;
|
|
1597
|
+
/** Sets the base {@link Transform2D} to use for the specified skeleton. */
|
|
1598
|
+
skeleton_set_base_transform_2d(skeleton: RID, base_transform: Transform2D): void;
|
|
1599
|
+
/**
|
|
1600
|
+
* Generates and returns an {@link Image} containing the radiance map for the specified `sky` RID. This supports built-in sky material and custom sky shaders. If `bake_irradiance` is `true`, the irradiance map is saved instead of the radiance map. The radiance map is used to render reflected light, while the irradiance map is used to render ambient light. See also {@link environment_bake_panorama}.
|
|
1601
|
+
* **Note:** The image is saved using linear encoding without any tonemapping performed, which means it will look too dark if viewed directly in an image editor. `energy` values above `1.0` can be used to brighten the resulting image.
|
|
1602
|
+
* **Note:** `size` should be a 2:1 aspect ratio for the generated panorama to have square pixels. For radiance maps, there is no point in using a height greater than {@link Sky.radiance_size}, as it won't increase detail. Irradiance maps only contain low-frequency data, so there is usually no point in going past a size of 128×64 pixels when saving an irradiance map.
|
|
1603
|
+
*/
|
|
1604
|
+
sky_bake_panorama(sky: RID, energy: float, bake_irradiance: boolean, size: Vector2i | Vector2): Image | null;
|
|
1605
|
+
/**
|
|
1606
|
+
* Creates an empty sky and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `sky_*` RenderingServer functions.
|
|
1607
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1608
|
+
*/
|
|
1609
|
+
sky_create(): RID;
|
|
1610
|
+
/** Sets the material that the sky uses to render the background, ambient and reflection maps. */
|
|
1611
|
+
sky_set_material(sky: RID, material: RID): void;
|
|
1612
|
+
/**
|
|
1613
|
+
* Sets the process `mode` of the sky specified by the `sky` RID. Equivalent to {@link Sky.process_mode}.
|
|
1614
|
+
*/
|
|
1615
|
+
sky_set_mode(sky: RID, mode: int): void;
|
|
1616
|
+
/**
|
|
1617
|
+
* Sets the `radiance_size` of the sky specified by the `sky` RID (in pixels). Equivalent to {@link Sky.radiance_size}.
|
|
1618
|
+
*/
|
|
1619
|
+
sky_set_radiance_size(sky: RID, radiance_size: int): void;
|
|
1620
|
+
/**
|
|
1621
|
+
* Creates a spot light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most `light_*` RenderingServer functions.
|
|
1622
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1623
|
+
* To place in a scene, attach this spot light to an instance using {@link instance_set_base} using the returned RID.
|
|
1624
|
+
*/
|
|
1625
|
+
spot_light_create(): RID;
|
|
1626
|
+
/**
|
|
1627
|
+
* Sets {@link ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_quality} to use when rendering materials that have subsurface scattering enabled.
|
|
1628
|
+
*/
|
|
1629
|
+
sub_surface_scattering_set_quality(quality: int): void;
|
|
1630
|
+
/**
|
|
1631
|
+
* Sets the {@link ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_scale} and {@link ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale} to use when rendering materials that have subsurface scattering enabled.
|
|
1632
|
+
*/
|
|
1633
|
+
sub_surface_scattering_set_scale(scale: float, depth_scale: float): void;
|
|
1634
|
+
/**
|
|
1635
|
+
* Creates a 2-dimensional texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `texture_2d_*` RenderingServer functions.
|
|
1636
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1637
|
+
* **Note:** The equivalent resource is {@link Texture2D}.
|
|
1638
|
+
* **Note:** Not to be confused with {@link RenderingDevice.texture_create}, which creates the graphics API's own texture type as opposed to the Godot-specific {@link Texture2D} resource.
|
|
1639
|
+
*/
|
|
1640
|
+
texture_2d_create(image: Image): RID;
|
|
1641
|
+
/**
|
|
1642
|
+
* Returns an {@link Image} instance from the given `texture` {@link RID}.
|
|
1643
|
+
* **Example:** Get the test texture from {@link get_test_texture} and apply it to a {@link Sprite2D} node:
|
|
1644
|
+
*/
|
|
1645
|
+
texture_2d_get(texture: RID): Image | null;
|
|
1646
|
+
/** Returns an {@link Image} instance from the given `texture` {@link RID} and `layer`. */
|
|
1647
|
+
texture_2d_layer_get(texture: RID, layer: int): Image | null;
|
|
1648
|
+
/**
|
|
1649
|
+
* Creates a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `texture_2d_layered_*` RenderingServer functions.
|
|
1650
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1651
|
+
* **Note:** The equivalent resource is {@link TextureLayered}.
|
|
1652
|
+
*/
|
|
1653
|
+
texture_2d_layered_create(layers: Array<Image>, layered_type: int): RID;
|
|
1654
|
+
/**
|
|
1655
|
+
* Creates a placeholder for a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `texture_2d_layered_*` RenderingServer functions, although it does nothing when used. See also {@link texture_2d_placeholder_create}.
|
|
1656
|
+
* **Note:** The equivalent resource is {@link PlaceholderTextureLayered}.
|
|
1657
|
+
*/
|
|
1658
|
+
texture_2d_layered_placeholder_create(layered_type: int): RID;
|
|
1659
|
+
/**
|
|
1660
|
+
* Creates a placeholder for a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `texture_2d_layered_*` RenderingServer functions, although it does nothing when used. See also {@link texture_2d_layered_placeholder_create}.
|
|
1661
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1662
|
+
* **Note:** The equivalent resource is {@link PlaceholderTexture2D}.
|
|
1663
|
+
*/
|
|
1664
|
+
texture_2d_placeholder_create(): RID;
|
|
1665
|
+
/**
|
|
1666
|
+
* Updates the texture specified by the `texture` {@link RID} with the data in `image`. A `layer` must also be specified, which should be `0` when updating a single-layer texture ({@link Texture2D}).
|
|
1667
|
+
* **Note:** The `image` must have the same width, height and format as the current `texture` data. Otherwise, an error will be printed and the original texture won't be modified. If you need to use different width, height or format, use {@link texture_replace} instead.
|
|
1668
|
+
*/
|
|
1669
|
+
texture_2d_update(texture: RID, image: Image, layer: int): void;
|
|
1670
|
+
/** **Note:** The equivalent resource is {@link Texture3D}. */
|
|
1671
|
+
texture_3d_create(format: int, width: int, height: int, depth: int, mipmaps: boolean, data: Array<Image>): RID;
|
|
1672
|
+
/** Returns 3D texture data as an array of {@link Image}s for the specified texture {@link RID}. */
|
|
1673
|
+
texture_3d_get(texture: RID): Array<Image>;
|
|
1674
|
+
/**
|
|
1675
|
+
* Creates a placeholder for a 3-dimensional texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `texture_3d_*` RenderingServer functions, although it does nothing when used.
|
|
1676
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1677
|
+
* **Note:** The equivalent resource is {@link PlaceholderTexture3D}.
|
|
1678
|
+
*/
|
|
1679
|
+
texture_3d_placeholder_create(): RID;
|
|
1680
|
+
/**
|
|
1681
|
+
* Updates the texture specified by the `texture` {@link RID}'s data with the data in `data`. All the texture's layers must be replaced at once.
|
|
1682
|
+
* **Note:** The `texture` must have the same width, height, depth and format as the current texture data. Otherwise, an error will be printed and the original texture won't be modified. If you need to use different width, height, depth or format, use {@link texture_replace} instead.
|
|
1683
|
+
*/
|
|
1684
|
+
texture_3d_update(texture: RID, data: Array<Image>): void;
|
|
1685
|
+
/**
|
|
1686
|
+
* Creates a texture based on a native handle that was created outside of Godot's renderer.
|
|
1687
|
+
* **Note:** If using only the rendering device renderer, it's recommend to use {@link RenderingDevice.texture_create_from_extension} together with {@link RenderingServer.texture_rd_create}, rather than this method. This way, the texture's format and usage can be controlled more effectively.
|
|
1688
|
+
*/
|
|
1689
|
+
texture_create_from_native_handle(type_: int, format: int, native_handle: int, width: int, height: int, depth: int, layers?: int, layered_type?: int): RID;
|
|
1690
|
+
/**
|
|
1691
|
+
* Draws to `rect` on up to 4 given Drawable `textures`, using a TextureBlit Shader from `material`. `modulate` and up to 4 `source_textures` are uniforms for the Shader to process with. `to_mipmap` can specify to perform this draw to a lower mipmap level.
|
|
1692
|
+
* **Note:** All `textures` must be the same size and format.
|
|
1693
|
+
*/
|
|
1694
|
+
texture_drawable_blit_rect(textures: Array<RID>, rect: Rect2i | Rect2, material: RID, modulate: Color, source_textures: Array<RID>, to_mipmap?: int): void;
|
|
1695
|
+
/**
|
|
1696
|
+
* Creates a 2-dimensional texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `texture_drawable*` RenderingServer functions.
|
|
1697
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1698
|
+
* **Note:** The equivalent resource is {@link DrawableTexture2D}.
|
|
1699
|
+
*/
|
|
1700
|
+
texture_drawable_create(width: int, height: int, format: int, color?: Color, with_mipmaps?: boolean): RID;
|
|
1701
|
+
/** Calculates new MipMaps for the given Drawable `texture`. */
|
|
1702
|
+
texture_drawable_generate_mipmaps(texture: RID): void;
|
|
1703
|
+
/** Returns a ShaderMaterial with the default texture_blit Shader. */
|
|
1704
|
+
texture_drawable_get_default_material(): RID;
|
|
1705
|
+
/** Returns the format for the texture. */
|
|
1706
|
+
texture_get_format(texture: RID): int;
|
|
1707
|
+
/**
|
|
1708
|
+
* Returns the internal graphics handle for this texture object. For use when communicating with third-party APIs mostly with GDExtension.
|
|
1709
|
+
* `srgb` should be `true` when the texture uses nonlinear sRGB encoding and `false` when the texture uses linear encoding.
|
|
1710
|
+
* **Note:** This function returns a `uint64_t` which internally maps to a `GLuint` (OpenGL) or `VkImage` (Vulkan).
|
|
1711
|
+
*/
|
|
1712
|
+
texture_get_native_handle(texture: RID, srgb?: boolean): int;
|
|
1713
|
+
/**
|
|
1714
|
+
* Returns the resource path (starting with `res://` or `uid://`) for the specified texture RID. Returns an empty {@link String} if the resource is built-in. See also {@link texture_set_path}.
|
|
1715
|
+
*/
|
|
1716
|
+
texture_get_path(texture: RID): string;
|
|
1717
|
+
/**
|
|
1718
|
+
* Returns a texture {@link RID} that can be used with {@link RenderingDevice}.
|
|
1719
|
+
* `srgb` should be `true` when the texture uses nonlinear sRGB encoding and `false` when the texture uses linear encoding.
|
|
1720
|
+
*/
|
|
1721
|
+
texture_get_rd_texture(texture: RID, srgb?: boolean): RID;
|
|
1722
|
+
/** This method does nothing and always returns an invalid {@link RID}. */
|
|
1723
|
+
texture_proxy_create(base: RID): RID;
|
|
1724
|
+
/** This method does nothing. */
|
|
1725
|
+
texture_proxy_update(texture: RID, proxy_to: RID): void;
|
|
1726
|
+
/**
|
|
1727
|
+
* Creates a new texture object based on a texture created directly on the {@link RenderingDevice}. If the texture contains layers, `layer_type` is used to define the layer type.
|
|
1728
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1729
|
+
* **Note:** The RenderingServer's {@link free_rid} won't free the underlying `rd_texture`, you will want to free the `rd_texture` using {@link RenderingDevice.free_rid}.
|
|
1730
|
+
*/
|
|
1731
|
+
texture_rd_create(rd_texture: RID, layer_type: int): RID;
|
|
1732
|
+
/**
|
|
1733
|
+
* Replaces `texture`'s texture data by the texture specified by the `by_texture` RID, without changing `texture`'s RID.
|
|
1734
|
+
*/
|
|
1735
|
+
texture_replace(texture: RID, by_texture: RID): void;
|
|
1736
|
+
/**
|
|
1737
|
+
* Sets whether the texture RID should force redrawing when it's visible on screen when {@link OS.low_processor_usage_mode} is `true`. This is used by {@link AnimatedTexture} to force redrawing.
|
|
1738
|
+
*/
|
|
1739
|
+
texture_set_force_redraw_if_visible(texture: RID, enable: boolean): void;
|
|
1740
|
+
/**
|
|
1741
|
+
* Sets the resource path for this texture RID. See also {@link texture_get_path}.
|
|
1742
|
+
* **Note:** This is purely a hint and does not cause the texture to be automatically saved when set to a `res://` path.
|
|
1743
|
+
*/
|
|
1744
|
+
texture_set_path(texture: RID, path: string | NodePath): void;
|
|
1745
|
+
/**
|
|
1746
|
+
* Sets the size at which the texture should be *displayed* in 2D, ignoring its original size. This does not rescale the texture data itself, only how it is drawn in 2D. Set `width` and `height` to 0 to disable the size override.
|
|
1747
|
+
*/
|
|
1748
|
+
texture_set_size_override(texture: RID, width: int, height: int): void;
|
|
1749
|
+
/** Sets a viewport's camera. */
|
|
1750
|
+
viewport_attach_camera(viewport: RID, camera: RID): void;
|
|
1751
|
+
/** Sets a viewport's canvas. */
|
|
1752
|
+
viewport_attach_canvas(viewport: RID, canvas: RID): void;
|
|
1753
|
+
/**
|
|
1754
|
+
* Copies the viewport to a region of the screen specified by `rect`. If {@link viewport_set_render_direct_to_screen} is `true`, then the viewport does not use a framebuffer and the contents of the viewport are rendered directly to screen. However, note that the root viewport is drawn last, therefore it will draw over the screen. Accordingly, you must set the root viewport to an area that does not cover the area that you have attached this viewport to.
|
|
1755
|
+
* For example, you can set the root viewport to not render at all with the following code:
|
|
1756
|
+
* Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For further optimization, see {@link viewport_set_render_direct_to_screen}.
|
|
1757
|
+
*/
|
|
1758
|
+
viewport_attach_to_screen(viewport: RID, rect?: Rect2 | Rect2i, screen?: int): void;
|
|
1759
|
+
/**
|
|
1760
|
+
* Creates an empty viewport and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `viewport_*` RenderingServer functions.
|
|
1761
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1762
|
+
* **Note:** The equivalent node is {@link Viewport}.
|
|
1763
|
+
*/
|
|
1764
|
+
viewport_create(): RID;
|
|
1765
|
+
/**
|
|
1766
|
+
* Returns the CPU time taken to render the last frame in milliseconds. This *only* includes time spent in rendering-related operations; scripts' `_process` functions and other engine subsystems are not included in this readout. To get a complete readout of CPU time spent to render the scene, sum the render times of all viewports that are drawn every frame plus {@link get_frame_setup_time_cpu}. Unlike {@link Engine.get_frames_per_second}, this method will accurately reflect CPU utilization even if framerate is capped via V-Sync or {@link Engine.max_fps}. See also {@link viewport_get_measured_render_time_gpu}.
|
|
1767
|
+
* **Note:** Requires measurements to be enabled on the specified `viewport` using {@link viewport_set_measure_render_time}. Otherwise, this method returns `0.0`.
|
|
1768
|
+
*/
|
|
1769
|
+
viewport_get_measured_render_time_cpu(viewport: RID): float;
|
|
1770
|
+
/**
|
|
1771
|
+
* Returns the GPU time taken to render the last frame in milliseconds. To get a complete readout of GPU time spent to render the scene, sum the render times of all viewports that are drawn every frame. Unlike {@link Engine.get_frames_per_second}, this method accurately reflects GPU utilization even if framerate is capped via V-Sync or {@link Engine.max_fps}. See also {@link viewport_get_measured_render_time_cpu}.
|
|
1772
|
+
* **Note:** Requires measurements to be enabled on the specified `viewport` using {@link viewport_set_measure_render_time}. Otherwise, this method returns `0.0`.
|
|
1773
|
+
* **Note:** When GPU utilization is low enough during a certain period of time, GPUs will decrease their power state (which in turn decreases core and memory clock speeds). This can cause the reported GPU time to increase if GPU utilization is kept low enough by a framerate cap (compared to what it would be at the GPU's highest power state). Keep this in mind when benchmarking using {@link viewport_get_measured_render_time_gpu}. This behavior can be overridden in the graphics driver settings at the cost of higher power usage.
|
|
1774
|
+
*/
|
|
1775
|
+
viewport_get_measured_render_time_gpu(viewport: RID): float;
|
|
1776
|
+
/**
|
|
1777
|
+
* Returns a statistic about the rendering engine which can be used for performance profiling. This is separated into render pass `type`s, each of them having the same `info`s you can query (different passes will return different values).
|
|
1778
|
+
* See also {@link get_rendering_info}, which returns global information across all viewports.
|
|
1779
|
+
* **Note:** Viewport rendering information is not available until at least 2 frames have been rendered by the engine. If rendering information is not available, {@link viewport_get_render_info} returns `0`. To print rendering information in `_ready()` successfully, use the following:
|
|
1780
|
+
*/
|
|
1781
|
+
viewport_get_render_info(viewport: RID, type_: int, info: int): int;
|
|
1782
|
+
/** Returns the render target for the viewport. */
|
|
1783
|
+
viewport_get_render_target(viewport: RID): RID;
|
|
1784
|
+
/** Returns the viewport's last rendered frame. */
|
|
1785
|
+
viewport_get_texture(viewport: RID): RID;
|
|
1786
|
+
/**
|
|
1787
|
+
* Returns the viewport's update mode.
|
|
1788
|
+
* **Warning:** Calling this from any thread other than the rendering thread will be detrimental to performance.
|
|
1789
|
+
*/
|
|
1790
|
+
viewport_get_update_mode(viewport: RID): int;
|
|
1791
|
+
/** Detaches a viewport from a canvas. */
|
|
1792
|
+
viewport_remove_canvas(viewport: RID, canvas: RID): void;
|
|
1793
|
+
/** If `true`, sets the viewport active, else sets it inactive. */
|
|
1794
|
+
viewport_set_active(viewport: RID, active: boolean): void;
|
|
1795
|
+
/**
|
|
1796
|
+
* Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of `0` forcibly disables anisotropic filtering, even on materials where it is enabled.
|
|
1797
|
+
* The anisotropic filtering level also affects decals and light projectors if they are configured to use anisotropic filtering. See {@link ProjectSettings.rendering/textures/decals/filter} and {@link ProjectSettings.rendering/textures/light_projectors/filter}.
|
|
1798
|
+
* **Note:** In 3D, for this setting to have an effect, set {@link BaseMaterial3D.texture_filter} to {@link BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC} or {@link BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC} on materials.
|
|
1799
|
+
* **Note:** In 2D, for this setting to have an effect, set {@link CanvasItem.texture_filter} to {@link CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC} or {@link CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC} on the {@link CanvasItem} node displaying the texture (or in {@link CanvasTexture}). However, anisotropic filtering is rarely useful in 2D, so only enable it for textures in 2D if it makes a meaningful visual difference.
|
|
1800
|
+
*/
|
|
1801
|
+
viewport_set_anisotropic_filtering_level(viewport: RID, anisotropic_filtering_level: int): void;
|
|
1802
|
+
/**
|
|
1803
|
+
* Sets the rendering mask associated with this {@link Viewport}. Only {@link CanvasItem} nodes with a matching rendering visibility layer will be rendered by this {@link Viewport}.
|
|
1804
|
+
*/
|
|
1805
|
+
viewport_set_canvas_cull_mask(viewport: RID, canvas_cull_mask: int): void;
|
|
1806
|
+
/**
|
|
1807
|
+
* Sets the stacking order for a viewport's canvas.
|
|
1808
|
+
* `layer` is the actual canvas layer, while `sublayer` specifies the stacking order of the canvas among those in the same layer.
|
|
1809
|
+
* **Note:** `layer` should be between {@link CANVAS_LAYER_MIN} and {@link CANVAS_LAYER_MAX} (inclusive). Any other value will wrap around.
|
|
1810
|
+
*/
|
|
1811
|
+
viewport_set_canvas_stacking(viewport: RID, canvas: RID, layer: int, sublayer: int): void;
|
|
1812
|
+
/** Sets the transformation of a viewport's canvas. */
|
|
1813
|
+
viewport_set_canvas_transform(viewport: RID, canvas: RID, offset: Transform2D): void;
|
|
1814
|
+
/** Sets the clear mode of a viewport. */
|
|
1815
|
+
viewport_set_clear_mode(viewport: RID, clear_mode: int): void;
|
|
1816
|
+
/** Sets the debug draw mode of a viewport. */
|
|
1817
|
+
viewport_set_debug_draw(viewport: RID, draw: int): void;
|
|
1818
|
+
/** Sets the default texture filtering mode for the specified `viewport` RID. */
|
|
1819
|
+
viewport_set_default_canvas_item_texture_filter(viewport: RID, filter: int): void;
|
|
1820
|
+
/** Sets the default texture repeat mode for the specified `viewport` RID. */
|
|
1821
|
+
viewport_set_default_canvas_item_texture_repeat(viewport: RID, repeat: int): void;
|
|
1822
|
+
/** If `true`, the viewport's canvas (i.e. 2D and GUI elements) is not rendered. */
|
|
1823
|
+
viewport_set_disable_2d(viewport: RID, disable: boolean): void;
|
|
1824
|
+
/** If `true`, the viewport's 3D elements are not rendered. */
|
|
1825
|
+
viewport_set_disable_3d(viewport: RID, disable: boolean): void;
|
|
1826
|
+
/**
|
|
1827
|
+
* Sets the viewport's environment mode which allows enabling or disabling rendering of 3D environment over 2D canvas. When disabled, 2D will not be affected by the environment. When enabled, 2D will be affected by the environment if the environment background mode is {@link ENV_BG_CANVAS}. The default behavior is to inherit the setting from the viewport's parent. If the topmost parent is also set to {@link VIEWPORT_ENVIRONMENT_INHERIT}, then the behavior will be the same as if it was set to {@link VIEWPORT_ENVIRONMENT_ENABLED}.
|
|
1828
|
+
*/
|
|
1829
|
+
viewport_set_environment_mode(viewport: RID, mode: int): void;
|
|
1830
|
+
/**
|
|
1831
|
+
* Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.
|
|
1832
|
+
*/
|
|
1833
|
+
viewport_set_fsr_sharpness(viewport: RID, sharpness: float): void;
|
|
1834
|
+
/** Sets the viewport's global transformation matrix. */
|
|
1835
|
+
viewport_set_global_canvas_transform(viewport: RID, transform: Transform2D): void;
|
|
1836
|
+
/**
|
|
1837
|
+
* Sets the measurement for the given `viewport` RID (obtained using {@link Viewport.get_viewport_rid}). Once enabled, {@link viewport_get_measured_render_time_cpu} and {@link viewport_get_measured_render_time_gpu} will return values greater than `0.0` when queried with the given `viewport`.
|
|
1838
|
+
*/
|
|
1839
|
+
viewport_set_measure_render_time(viewport: RID, enable: boolean): void;
|
|
1840
|
+
/**
|
|
1841
|
+
* Sets the multisample antialiasing mode for 2D/Canvas on the specified `viewport` RID. Equivalent to {@link ProjectSettings.rendering/anti_aliasing/quality/msaa_2d} or {@link Viewport.msaa_2d}.
|
|
1842
|
+
*/
|
|
1843
|
+
viewport_set_msaa_2d(viewport: RID, msaa: int): void;
|
|
1844
|
+
/**
|
|
1845
|
+
* Sets the multisample antialiasing mode for 3D on the specified `viewport` RID. Equivalent to {@link ProjectSettings.rendering/anti_aliasing/quality/msaa_3d} or {@link Viewport.msaa_3d}.
|
|
1846
|
+
*/
|
|
1847
|
+
viewport_set_msaa_3d(viewport: RID, msaa: int): void;
|
|
1848
|
+
/**
|
|
1849
|
+
* Sets the {@link ProjectSettings.rendering/occlusion_culling/bvh_build_quality} to use for occlusion culling. This parameter is global and cannot be set on a per-viewport basis.
|
|
1850
|
+
*/
|
|
1851
|
+
viewport_set_occlusion_culling_build_quality(quality: int): void;
|
|
1852
|
+
/**
|
|
1853
|
+
* Sets the {@link ProjectSettings.rendering/occlusion_culling/occlusion_rays_per_thread} to use for occlusion culling. This parameter is global and cannot be set on a per-viewport basis.
|
|
1854
|
+
*/
|
|
1855
|
+
viewport_set_occlusion_rays_per_thread(rays_per_thread: int): void;
|
|
1856
|
+
/** Sets the viewport's parent to the viewport specified by the `parent_viewport` RID. */
|
|
1857
|
+
viewport_set_parent_viewport(viewport: RID, parent_viewport: RID): void;
|
|
1858
|
+
/**
|
|
1859
|
+
* Sets the number of subdivisions to use in the specified shadow atlas `quadrant` for omni and spot shadows. See also {@link Viewport.set_positional_shadow_atlas_quadrant_subdiv}.
|
|
1860
|
+
*/
|
|
1861
|
+
viewport_set_positional_shadow_atlas_quadrant_subdivision(viewport: RID, quadrant: int, subdivision: int): void;
|
|
1862
|
+
/**
|
|
1863
|
+
* Sets the `size` of the shadow atlas's images (used for omni and spot lights) on the viewport specified by the `viewport` RID. The value is rounded up to the nearest power of 2. If `use_16_bits` is `true`, use 16 bits for the omni/spot shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices.
|
|
1864
|
+
* **Note:** If this is set to `0`, no positional shadows will be visible at all. This can improve performance significantly on low-end systems by reducing both the CPU and GPU load (as fewer draw calls are needed to draw the scene without shadows).
|
|
1865
|
+
*/
|
|
1866
|
+
viewport_set_positional_shadow_atlas_size(viewport: RID, size: int, use_16_bits?: boolean): void;
|
|
1867
|
+
/**
|
|
1868
|
+
* If `true`, render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the screen_texture. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size.
|
|
1869
|
+
*/
|
|
1870
|
+
viewport_set_render_direct_to_screen(viewport: RID, enabled: boolean): void;
|
|
1871
|
+
/**
|
|
1872
|
+
* Sets the 3D resolution scaling mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. FSR should be used where possible.
|
|
1873
|
+
*/
|
|
1874
|
+
viewport_set_scaling_3d_mode(viewport: RID, scaling_3d_mode: int): void;
|
|
1875
|
+
/**
|
|
1876
|
+
* Scales the 3D render buffer based on the viewport size uses an image filter specified in {@link ViewportScaling3DMode} to scale the output image to the full viewport size. Values lower than `1.0` can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than `1.0` are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also {@link ViewportMSAA} for multi-sample antialiasing, which is significantly cheaper but only smoothens the edges of polygons.
|
|
1877
|
+
* When using FSR upscaling, AMD recommends exposing the following values as preset options to users "Ultra Quality: 0.77", "Quality: 0.67", "Balanced: 0.59", "Performance: 0.5" instead of exposing the entire scale.
|
|
1878
|
+
*/
|
|
1879
|
+
viewport_set_scaling_3d_scale(viewport: RID, scale: float): void;
|
|
1880
|
+
/**
|
|
1881
|
+
* Sets a viewport's scenario. The scenario contains information about environment information, reflection atlas, etc.
|
|
1882
|
+
*/
|
|
1883
|
+
viewport_set_scenario(viewport: RID, scenario: RID): void;
|
|
1884
|
+
/**
|
|
1885
|
+
* Sets the viewport's screen-space antialiasing mode. Equivalent to {@link ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa} or {@link Viewport.screen_space_aa}.
|
|
1886
|
+
*/
|
|
1887
|
+
viewport_set_screen_space_aa(viewport: RID, mode: int): void;
|
|
1888
|
+
/**
|
|
1889
|
+
* Sets the viewport's 2D signed distance field {@link ProjectSettings.rendering/2d/sdf/oversize} and {@link ProjectSettings.rendering/2d/sdf/scale}. This is used when sampling the signed distance field in {@link CanvasItem} shaders as well as {@link GPUParticles2D} collision. This is *not* used by SDFGI in 3D rendering.
|
|
1890
|
+
*/
|
|
1891
|
+
viewport_set_sdf_oversize_and_scale(viewport: RID, oversize: int, scale: int): void;
|
|
1892
|
+
/**
|
|
1893
|
+
* Sets the viewport's `width` and `height` in pixels. Optionally the `view_count` can be set to increase the number of view layers for stereo rendering.
|
|
1894
|
+
*/
|
|
1895
|
+
viewport_set_size(viewport: RID, width: int, height: int, view_count?: int): void;
|
|
1896
|
+
/**
|
|
1897
|
+
* If `true`, canvas item transforms (i.e. origin position) are snapped to the nearest pixel when rendering. This can lead to a crisper appearance at the cost of less smooth movement, especially when {@link Camera2D} smoothing is enabled. Equivalent to {@link ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel}.
|
|
1898
|
+
*/
|
|
1899
|
+
viewport_set_snap_2d_transforms_to_pixel(viewport: RID, enabled: boolean): void;
|
|
1900
|
+
/**
|
|
1901
|
+
* If `true`, canvas item vertices (i.e. polygon points) are snapped to the nearest pixel when rendering. This can lead to a crisper appearance at the cost of less smooth movement, especially when {@link Camera2D} smoothing is enabled. Equivalent to {@link ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel}.
|
|
1902
|
+
*/
|
|
1903
|
+
viewport_set_snap_2d_vertices_to_pixel(viewport: RID, enabled: boolean): void;
|
|
1904
|
+
/**
|
|
1905
|
+
* Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). To get sharper textures at a distance without introducing too much graininess, set this between `-0.75` and `0.0`. Enabling temporal antialiasing ({@link ProjectSettings.rendering/anti_aliasing/quality/use_taa}) can help reduce the graininess visible when using negative mipmap bias.
|
|
1906
|
+
* **Note:** When the 3D scaling mode is set to FSR 1.0, this value is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is `-log2(1.0 / scale) + mipmap_bias`.
|
|
1907
|
+
*/
|
|
1908
|
+
viewport_set_texture_mipmap_bias(viewport: RID, mipmap_bias: float): void;
|
|
1909
|
+
/** If `true`, the viewport renders its background as transparent. */
|
|
1910
|
+
viewport_set_transparent_background(viewport: RID, enabled: boolean): void;
|
|
1911
|
+
/** Sets when the viewport should be updated. */
|
|
1912
|
+
viewport_set_update_mode(viewport: RID, update_mode: int): void;
|
|
1913
|
+
/**
|
|
1914
|
+
* Equivalent to {@link Viewport.use_debanding}. See also {@link ProjectSettings.rendering/anti_aliasing/quality/use_debanding}.
|
|
1915
|
+
*/
|
|
1916
|
+
viewport_set_use_debanding(viewport: RID, enable: boolean): void;
|
|
1917
|
+
/**
|
|
1918
|
+
* If `true`, 2D rendering will use a high dynamic range (HDR) `RGBA16` format framebuffer. Additionally, 2D rendering will be performed on linear values and will be converted using the appropriate transfer function immediately before blitting to the screen (if the Viewport is attached to the screen).
|
|
1919
|
+
* Practically speaking, this means that the end result of the Viewport will not be clamped to the `0-1` range and can be used in 3D rendering without color encoding adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients. This setting has the same effect as {@link Viewport.use_hdr_2d}.
|
|
1920
|
+
*/
|
|
1921
|
+
viewport_set_use_hdr_2d(viewport: RID, enabled: boolean): void;
|
|
1922
|
+
/**
|
|
1923
|
+
* If `true`, enables occlusion culling on the specified viewport. Equivalent to {@link ProjectSettings.rendering/occlusion_culling/use_occlusion_culling}.
|
|
1924
|
+
*/
|
|
1925
|
+
viewport_set_use_occlusion_culling(viewport: RID, enable: boolean): void;
|
|
1926
|
+
/**
|
|
1927
|
+
* If `true`, use temporal antialiasing. Equivalent to {@link ProjectSettings.rendering/anti_aliasing/quality/use_taa} or {@link Viewport.use_taa}.
|
|
1928
|
+
*/
|
|
1929
|
+
viewport_set_use_taa(viewport: RID, enable: boolean): void;
|
|
1930
|
+
/** If `true`, the viewport uses augmented or virtual reality technologies. See {@link XRInterface}. */
|
|
1931
|
+
viewport_set_use_xr(viewport: RID, use_xr: boolean): void;
|
|
1932
|
+
/**
|
|
1933
|
+
* Sets the Variable Rate Shading (VRS) mode for the viewport. If the GPU does not support VRS, this property is ignored. Equivalent to {@link ProjectSettings.rendering/vrs/mode}.
|
|
1934
|
+
*/
|
|
1935
|
+
viewport_set_vrs_mode(viewport: RID, mode: int): void;
|
|
1936
|
+
/**
|
|
1937
|
+
* The texture to use when the VRS mode is set to {@link RenderingServer.VIEWPORT_VRS_TEXTURE}. Equivalent to {@link ProjectSettings.rendering/vrs/texture}.
|
|
1938
|
+
*/
|
|
1939
|
+
viewport_set_vrs_texture(viewport: RID, texture: RID): void;
|
|
1940
|
+
/**
|
|
1941
|
+
* Sets the update mode for Variable Rate Shading (VRS) for the viewport. VRS requires the input texture to be converted to the format usable by the VRS method supported by the hardware. The update mode defines how often this happens. If the GPU does not support VRS, or VRS is not enabled, this property is ignored.
|
|
1942
|
+
* If set to {@link RenderingServer.VIEWPORT_VRS_UPDATE_ONCE}, the input texture is copied once and the mode is changed to {@link RenderingServer.VIEWPORT_VRS_UPDATE_DISABLED}.
|
|
1943
|
+
*/
|
|
1944
|
+
viewport_set_vrs_update_mode(viewport: RID, mode: int): void;
|
|
1945
|
+
/**
|
|
1946
|
+
* Creates a new 3D visibility notifier object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `visibility_notifier_*` RenderingServer functions.
|
|
1947
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1948
|
+
* To place in a scene, attach this notifier to an instance using {@link instance_set_base} using the returned RID.
|
|
1949
|
+
* **Note:** The equivalent node is {@link VisibleOnScreenNotifier3D}.
|
|
1950
|
+
*/
|
|
1951
|
+
visibility_notifier_create(): RID;
|
|
1952
|
+
/** Sets the AABB of the specified visibility notifier. */
|
|
1953
|
+
visibility_notifier_set_aabb(notifier: RID, aabb: AABB): void;
|
|
1954
|
+
/** Sets the methods to be called when the notifier enters or exits the view. */
|
|
1955
|
+
visibility_notifier_set_callbacks(notifier: RID, enter_callable: Callable, exit_callable: Callable): void;
|
|
1956
|
+
/**
|
|
1957
|
+
* Allocates and initializes the voxel GI data for the specified `voxel_gi` RID. `octree_cells` must be a multiple of 32. `octree_cells` must be double the size of `data_cells`. The allocated data can be retrieved later using the various `voxel_gi_get_*` methods.
|
|
1958
|
+
*/
|
|
1959
|
+
voxel_gi_allocate_data(voxel_gi: RID, to_cell_xform: Transform3D | Projection, aabb: AABB, octree_size: Vector3i | Vector3, octree_cells: PackedByteArray | Array<unknown>, data_cells: PackedByteArray | Array<unknown>, distance_field: PackedByteArray | Array<unknown>, level_counts: PackedInt32Array | Array<unknown>): void;
|
|
1960
|
+
/**
|
|
1961
|
+
* Creates a new voxel-based global illumination object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `voxel_gi_*` RenderingServer functions.
|
|
1962
|
+
* Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
|
|
1963
|
+
* **Note:** The equivalent node is {@link VoxelGI}.
|
|
1964
|
+
*/
|
|
1965
|
+
voxel_gi_create(): RID;
|
|
1966
|
+
/**
|
|
1967
|
+
* Returns the data cells for the specified voxel GI data instance. See also {@link voxel_gi_allocate_data}.
|
|
1968
|
+
*/
|
|
1969
|
+
voxel_gi_get_data_cells(voxel_gi: RID): PackedByteArray;
|
|
1970
|
+
/**
|
|
1971
|
+
* Returns the distance field data for the specified voxel GI data instance. See also {@link voxel_gi_allocate_data}.
|
|
1972
|
+
*/
|
|
1973
|
+
voxel_gi_get_distance_field(voxel_gi: RID): PackedByteArray;
|
|
1974
|
+
/**
|
|
1975
|
+
* Returns the level counts for the specified voxel GI data instance. See also {@link voxel_gi_allocate_data}.
|
|
1976
|
+
*/
|
|
1977
|
+
voxel_gi_get_level_counts(voxel_gi: RID): PackedInt32Array;
|
|
1978
|
+
/**
|
|
1979
|
+
* Returns the octree cell data for the specified voxel GI data instance. See also {@link voxel_gi_allocate_data}.
|
|
1980
|
+
*/
|
|
1981
|
+
voxel_gi_get_octree_cells(voxel_gi: RID): PackedByteArray;
|
|
1982
|
+
/**
|
|
1983
|
+
* Returns the octree size for the specified voxel GI data instance, which corresponds to the number of subdivisions per axis. This can be viewed in the editor by hovering the **Bake VoxelGI** button at the top of the 3D editor viewport when a {@link VoxelGI} node is selected and looking at the **Subdivisions** field in the tooltip.
|
|
1984
|
+
*/
|
|
1985
|
+
voxel_gi_get_octree_size(voxel_gi: RID): Vector3i;
|
|
1986
|
+
/**
|
|
1987
|
+
* Returns the transform to cell space for the specified voxel GI data instance. See also {@link voxel_gi_allocate_data}.
|
|
1988
|
+
*/
|
|
1989
|
+
voxel_gi_get_to_cell_xform(voxel_gi: RID): Transform3D;
|
|
1990
|
+
/**
|
|
1991
|
+
* Used to inform the renderer what exposure normalization value was used while baking the voxel gi. This value will be used and modulated at run time to ensure that the voxel gi maintains a consistent level of exposure even if the scene-wide exposure normalization is changed at run time. For more information see {@link camera_attributes_set_exposure}.
|
|
1992
|
+
*/
|
|
1993
|
+
voxel_gi_set_baked_exposure_normalization(voxel_gi: RID, baked_exposure: float): void;
|
|
1994
|
+
/** Sets the {@link VoxelGIData.bias} value to use on the specified `voxel_gi`'s {@link RID}. */
|
|
1995
|
+
voxel_gi_set_bias(voxel_gi: RID, bias: float): void;
|
|
1996
|
+
/** Sets the {@link VoxelGIData.dynamic_range} value to use on the specified `voxel_gi`'s {@link RID}. */
|
|
1997
|
+
voxel_gi_set_dynamic_range(voxel_gi: RID, range: float): void;
|
|
1998
|
+
/** Sets the {@link VoxelGIData.energy} value to use on the specified `voxel_gi`'s {@link RID}. */
|
|
1999
|
+
voxel_gi_set_energy(voxel_gi: RID, energy: float): void;
|
|
2000
|
+
/** Sets the {@link VoxelGIData.interior} value to use on the specified `voxel_gi`'s {@link RID}. */
|
|
2001
|
+
voxel_gi_set_interior(voxel_gi: RID, enable: boolean): void;
|
|
2002
|
+
/** Sets the {@link VoxelGIData.normal_bias} value to use on the specified `voxel_gi`'s {@link RID}. */
|
|
2003
|
+
voxel_gi_set_normal_bias(voxel_gi: RID, bias: float): void;
|
|
2004
|
+
/** Sets the {@link VoxelGIData.propagation} value to use on the specified `voxel_gi`'s {@link RID}. */
|
|
2005
|
+
voxel_gi_set_propagation(voxel_gi: RID, amount: float): void;
|
|
2006
|
+
/**
|
|
2007
|
+
* Sets the {@link ProjectSettings.rendering/global_illumination/voxel_gi/quality} value to use when rendering. This parameter is global and cannot be set on a per-VoxelGI basis.
|
|
2008
|
+
*/
|
|
2009
|
+
voxel_gi_set_quality(quality: int): void;
|
|
2010
|
+
/**
|
|
2011
|
+
* Sets the {@link VoxelGIData.use_two_bounces} value to use on the specified `voxel_gi`'s {@link RID}.
|
|
2012
|
+
*/
|
|
2013
|
+
voxel_gi_set_use_two_bounces(voxel_gi: RID, enable: boolean): void;
|
|
2014
|
+
|
|
2015
|
+
/** Emitted at the end of the frame, after the RenderingServer has finished updating all the Viewports. */
|
|
2016
|
+
frame_post_draw: Signal<[]>;
|
|
2017
|
+
/** Emitted at the beginning of the frame, before the RenderingServer updates all the Viewports. */
|
|
2018
|
+
frame_pre_draw: Signal<[]>;
|
|
2019
|
+
|
|
2020
|
+
// enum TextureType
|
|
2021
|
+
/** 2D texture. */
|
|
2022
|
+
readonly TEXTURE_TYPE_2D: int;
|
|
2023
|
+
/** Layered texture. */
|
|
2024
|
+
readonly TEXTURE_TYPE_LAYERED: int;
|
|
2025
|
+
/** 3D texture. */
|
|
2026
|
+
readonly TEXTURE_TYPE_3D: int;
|
|
2027
|
+
// enum TextureLayeredType
|
|
2028
|
+
/** Array of 2-dimensional textures (see {@link Texture2DArray}). */
|
|
2029
|
+
readonly TEXTURE_LAYERED_2D_ARRAY: int;
|
|
2030
|
+
/** Cubemap texture (see {@link Cubemap}). */
|
|
2031
|
+
readonly TEXTURE_LAYERED_CUBEMAP: int;
|
|
2032
|
+
/** Array of cubemap textures (see {@link CubemapArray}). */
|
|
2033
|
+
readonly TEXTURE_LAYERED_CUBEMAP_ARRAY: int;
|
|
2034
|
+
// enum CubeMapLayer
|
|
2035
|
+
/** Left face of a {@link Cubemap}. */
|
|
2036
|
+
readonly CUBEMAP_LAYER_LEFT: int;
|
|
2037
|
+
/** Right face of a {@link Cubemap}. */
|
|
2038
|
+
readonly CUBEMAP_LAYER_RIGHT: int;
|
|
2039
|
+
/** Bottom face of a {@link Cubemap}. */
|
|
2040
|
+
readonly CUBEMAP_LAYER_BOTTOM: int;
|
|
2041
|
+
/** Top face of a {@link Cubemap}. */
|
|
2042
|
+
readonly CUBEMAP_LAYER_TOP: int;
|
|
2043
|
+
/** Front face of a {@link Cubemap}. */
|
|
2044
|
+
readonly CUBEMAP_LAYER_FRONT: int;
|
|
2045
|
+
/** Back face of a {@link Cubemap}. */
|
|
2046
|
+
readonly CUBEMAP_LAYER_BACK: int;
|
|
2047
|
+
// enum TextureDrawableFormat
|
|
2048
|
+
/** OpenGL texture format RGBA with four components, each with a bitdepth of 8. */
|
|
2049
|
+
readonly TEXTURE_DRAWABLE_FORMAT_RGBA8: int;
|
|
2050
|
+
/**
|
|
2051
|
+
* OpenGL texture format RGBA with four components, each with a bitdepth of 8.
|
|
2052
|
+
* When drawn to, an sRGB to linear color space conversion is performed.
|
|
2053
|
+
*/
|
|
2054
|
+
readonly TEXTURE_DRAWABLE_FORMAT_RGBA8_SRGB: int;
|
|
2055
|
+
/**
|
|
2056
|
+
* OpenGL texture format GL_RGBA16F where there are four components, each a 16-bit "half-precision" floating-point value.
|
|
2057
|
+
*/
|
|
2058
|
+
readonly TEXTURE_DRAWABLE_FORMAT_RGBAH: int;
|
|
2059
|
+
/**
|
|
2060
|
+
* OpenGL texture format GL_RGBA32F where there are four components, each a 32-bit floating-point value.
|
|
2061
|
+
*/
|
|
2062
|
+
readonly TEXTURE_DRAWABLE_FORMAT_RGBAF: int;
|
|
2063
|
+
// enum ShaderMode
|
|
2064
|
+
/** Shader is a 3D shader. */
|
|
2065
|
+
readonly SHADER_SPATIAL: int;
|
|
2066
|
+
/** Shader is a 2D shader. */
|
|
2067
|
+
readonly SHADER_CANVAS_ITEM: int;
|
|
2068
|
+
/** Shader is a particle shader (can be used in both 2D and 3D). */
|
|
2069
|
+
readonly SHADER_PARTICLES: int;
|
|
2070
|
+
/** Shader is a 3D sky shader. */
|
|
2071
|
+
readonly SHADER_SKY: int;
|
|
2072
|
+
/** Shader is a 3D fog shader. */
|
|
2073
|
+
readonly SHADER_FOG: int;
|
|
2074
|
+
/** Shader is a texture_blit shader. */
|
|
2075
|
+
readonly SHADER_TEXTURE_BLIT: int;
|
|
2076
|
+
/** Represents the size of the {@link ShaderMode} enum. */
|
|
2077
|
+
readonly SHADER_MAX: int;
|
|
2078
|
+
// enum ArrayType
|
|
2079
|
+
/** Array is a vertex position array. */
|
|
2080
|
+
readonly ARRAY_VERTEX: int;
|
|
2081
|
+
/** Array is a normal array. */
|
|
2082
|
+
readonly ARRAY_NORMAL: int;
|
|
2083
|
+
/** Array is a tangent array. */
|
|
2084
|
+
readonly ARRAY_TANGENT: int;
|
|
2085
|
+
/** Array is a vertex color array. */
|
|
2086
|
+
readonly ARRAY_COLOR: int;
|
|
2087
|
+
/** Array is a UV coordinates array. */
|
|
2088
|
+
readonly ARRAY_TEX_UV: int;
|
|
2089
|
+
/** Array is a UV coordinates array for the second set of UV coordinates. */
|
|
2090
|
+
readonly ARRAY_TEX_UV2: int;
|
|
2091
|
+
/** Array is a custom data array for the first set of custom data. */
|
|
2092
|
+
readonly ARRAY_CUSTOM0: int;
|
|
2093
|
+
/** Array is a custom data array for the second set of custom data. */
|
|
2094
|
+
readonly ARRAY_CUSTOM1: int;
|
|
2095
|
+
/** Array is a custom data array for the third set of custom data. */
|
|
2096
|
+
readonly ARRAY_CUSTOM2: int;
|
|
2097
|
+
/** Array is a custom data array for the fourth set of custom data. */
|
|
2098
|
+
readonly ARRAY_CUSTOM3: int;
|
|
2099
|
+
/** Array contains bone information. */
|
|
2100
|
+
readonly ARRAY_BONES: int;
|
|
2101
|
+
/** Array is weight information. */
|
|
2102
|
+
readonly ARRAY_WEIGHTS: int;
|
|
2103
|
+
/** Array is an index array. */
|
|
2104
|
+
readonly ARRAY_INDEX: int;
|
|
2105
|
+
/** Represents the size of the {@link ArrayType} enum. */
|
|
2106
|
+
readonly ARRAY_MAX: int;
|
|
2107
|
+
// enum ArrayCustomFormat
|
|
2108
|
+
/**
|
|
2109
|
+
* Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. Values are normalized, unsigned floating-point in the `[0.0, 1.0]` range.
|
|
2110
|
+
*/
|
|
2111
|
+
readonly ARRAY_CUSTOM_RGBA8_UNORM: int;
|
|
2112
|
+
/**
|
|
2113
|
+
* Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. Values are normalized, signed floating-point in the `[-1.0, 1.0]` range.
|
|
2114
|
+
*/
|
|
2115
|
+
readonly ARRAY_CUSTOM_RGBA8_SNORM: int;
|
|
2116
|
+
/**
|
|
2117
|
+
* Custom data array contains 16-bit-per-channel red/green color data. Values are floating-point in half precision.
|
|
2118
|
+
*/
|
|
2119
|
+
readonly ARRAY_CUSTOM_RG_HALF: int;
|
|
2120
|
+
/**
|
|
2121
|
+
* Custom data array contains 16-bit-per-channel red/green/blue/alpha color data. Values are floating-point in half precision.
|
|
2122
|
+
*/
|
|
2123
|
+
readonly ARRAY_CUSTOM_RGBA_HALF: int;
|
|
2124
|
+
/**
|
|
2125
|
+
* Custom data array contains 32-bit-per-channel red color data. Values are floating-point in single precision.
|
|
2126
|
+
*/
|
|
2127
|
+
readonly ARRAY_CUSTOM_R_FLOAT: int;
|
|
2128
|
+
/**
|
|
2129
|
+
* Custom data array contains 32-bit-per-channel red/green color data. Values are floating-point in single precision.
|
|
2130
|
+
*/
|
|
2131
|
+
readonly ARRAY_CUSTOM_RG_FLOAT: int;
|
|
2132
|
+
/**
|
|
2133
|
+
* Custom data array contains 32-bit-per-channel red/green/blue color data. Values are floating-point in single precision.
|
|
2134
|
+
*/
|
|
2135
|
+
readonly ARRAY_CUSTOM_RGB_FLOAT: int;
|
|
2136
|
+
/**
|
|
2137
|
+
* Custom data array contains 32-bit-per-channel red/green/blue/alpha color data. Values are floating-point in single precision.
|
|
2138
|
+
*/
|
|
2139
|
+
readonly ARRAY_CUSTOM_RGBA_FLOAT: int;
|
|
2140
|
+
/** Represents the size of the {@link ArrayCustomFormat} enum. */
|
|
2141
|
+
readonly ARRAY_CUSTOM_MAX: int;
|
|
2142
|
+
// enum ArrayFormat
|
|
2143
|
+
/** Flag used to mark a vertex position array. */
|
|
2144
|
+
readonly ARRAY_FORMAT_VERTEX: int;
|
|
2145
|
+
/** Flag used to mark a normal array. */
|
|
2146
|
+
readonly ARRAY_FORMAT_NORMAL: int;
|
|
2147
|
+
/** Flag used to mark a tangent array. */
|
|
2148
|
+
readonly ARRAY_FORMAT_TANGENT: int;
|
|
2149
|
+
/** Flag used to mark a vertex color array. */
|
|
2150
|
+
readonly ARRAY_FORMAT_COLOR: int;
|
|
2151
|
+
/** Flag used to mark a UV coordinates array. */
|
|
2152
|
+
readonly ARRAY_FORMAT_TEX_UV: int;
|
|
2153
|
+
/** Flag used to mark a UV coordinates array for the second UV coordinates. */
|
|
2154
|
+
readonly ARRAY_FORMAT_TEX_UV2: int;
|
|
2155
|
+
/** Flag used to mark an array of custom per-vertex data for the first set of custom data. */
|
|
2156
|
+
readonly ARRAY_FORMAT_CUSTOM0: int;
|
|
2157
|
+
/** Flag used to mark an array of custom per-vertex data for the second set of custom data. */
|
|
2158
|
+
readonly ARRAY_FORMAT_CUSTOM1: int;
|
|
2159
|
+
/** Flag used to mark an array of custom per-vertex data for the third set of custom data. */
|
|
2160
|
+
readonly ARRAY_FORMAT_CUSTOM2: int;
|
|
2161
|
+
/** Flag used to mark an array of custom per-vertex data for the fourth set of custom data. */
|
|
2162
|
+
readonly ARRAY_FORMAT_CUSTOM3: int;
|
|
2163
|
+
/** Flag used to mark a bone information array. */
|
|
2164
|
+
readonly ARRAY_FORMAT_BONES: int;
|
|
2165
|
+
/** Flag used to mark a weights array. */
|
|
2166
|
+
readonly ARRAY_FORMAT_WEIGHTS: int;
|
|
2167
|
+
/** Flag used to mark an index array. */
|
|
2168
|
+
readonly ARRAY_FORMAT_INDEX: int;
|
|
2169
|
+
/** Mask of mesh channels permitted in blend shapes. */
|
|
2170
|
+
readonly ARRAY_FORMAT_BLEND_SHAPE_MASK: int;
|
|
2171
|
+
/** Shift of first custom channel. */
|
|
2172
|
+
readonly ARRAY_FORMAT_CUSTOM_BASE: int;
|
|
2173
|
+
/** Number of format bits per custom channel. See {@link ArrayCustomFormat}. */
|
|
2174
|
+
readonly ARRAY_FORMAT_CUSTOM_BITS: int;
|
|
2175
|
+
/** Amount to shift {@link ArrayCustomFormat} for custom channel index 0. */
|
|
2176
|
+
readonly ARRAY_FORMAT_CUSTOM0_SHIFT: int;
|
|
2177
|
+
/** Amount to shift {@link ArrayCustomFormat} for custom channel index 1. */
|
|
2178
|
+
readonly ARRAY_FORMAT_CUSTOM1_SHIFT: int;
|
|
2179
|
+
/** Amount to shift {@link ArrayCustomFormat} for custom channel index 2. */
|
|
2180
|
+
readonly ARRAY_FORMAT_CUSTOM2_SHIFT: int;
|
|
2181
|
+
/** Amount to shift {@link ArrayCustomFormat} for custom channel index 3. */
|
|
2182
|
+
readonly ARRAY_FORMAT_CUSTOM3_SHIFT: int;
|
|
2183
|
+
/**
|
|
2184
|
+
* Mask of custom format bits per custom channel. Must be shifted by one of the SHIFT constants. See {@link ArrayCustomFormat}.
|
|
2185
|
+
*/
|
|
2186
|
+
readonly ARRAY_FORMAT_CUSTOM_MASK: int;
|
|
2187
|
+
/**
|
|
2188
|
+
* Shift of first compress flag. Compress flags should be passed to {@link ArrayMesh.add_surface_from_arrays} and {@link SurfaceTool.commit}.
|
|
2189
|
+
*/
|
|
2190
|
+
readonly ARRAY_COMPRESS_FLAGS_BASE: int;
|
|
2191
|
+
/** Flag used to mark that the array contains 2D vertices. */
|
|
2192
|
+
readonly ARRAY_FLAG_USE_2D_VERTICES: int;
|
|
2193
|
+
/** Flag used to mark that the mesh data will use `GL_DYNAMIC_DRAW` on GLES. Unused on Vulkan. */
|
|
2194
|
+
readonly ARRAY_FLAG_USE_DYNAMIC_UPDATE: int;
|
|
2195
|
+
/** Flag used to mark that the array uses 8 bone weights instead of 4. */
|
|
2196
|
+
readonly ARRAY_FLAG_USE_8_BONE_WEIGHTS: int;
|
|
2197
|
+
/**
|
|
2198
|
+
* Flag used to mark that the mesh does not have a vertex array and instead will infer vertex positions in the shader using indices and other information.
|
|
2199
|
+
*/
|
|
2200
|
+
readonly ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY: int;
|
|
2201
|
+
/**
|
|
2202
|
+
* Flag used to mark that a mesh is using compressed attributes (vertices, normals, tangents, UVs). When this form of compression is enabled, vertex positions will be packed into an RGBA16UNORM attribute and scaled in the vertex shader. The normal and tangent will be packed into an RG16UNORM representing an axis, and a 16-bit float stored in the A-channel of the vertex. UVs will use 16-bit normalized floats instead of full 32-bit signed floats. When using this compression mode you must use either vertices, normals, and tangents or only vertices. You cannot use normals without tangents. Importers will automatically enable this compression if they can.
|
|
2203
|
+
*/
|
|
2204
|
+
readonly ARRAY_FLAG_COMPRESS_ATTRIBUTES: int;
|
|
2205
|
+
/** Flag used to mark the start of the bits used to store the mesh version. */
|
|
2206
|
+
readonly ARRAY_FLAG_FORMAT_VERSION_BASE: int;
|
|
2207
|
+
/** Flag used to shift a mesh format int to bring the version into the lowest digits. */
|
|
2208
|
+
readonly ARRAY_FLAG_FORMAT_VERSION_SHIFT: int;
|
|
2209
|
+
/** Flag used to record the format used by prior mesh versions before the introduction of a version. */
|
|
2210
|
+
readonly ARRAY_FLAG_FORMAT_VERSION_1: int;
|
|
2211
|
+
/**
|
|
2212
|
+
* Flag used to record the second iteration of the mesh version flag. The primary difference between this and {@link ARRAY_FLAG_FORMAT_VERSION_1} is that this version supports {@link ARRAY_FLAG_COMPRESS_ATTRIBUTES} and in this version vertex positions are de-interleaved from normals and tangents.
|
|
2213
|
+
*/
|
|
2214
|
+
readonly ARRAY_FLAG_FORMAT_VERSION_2: int;
|
|
2215
|
+
/**
|
|
2216
|
+
* Flag used to record the current version that the engine expects. Currently this is the same as {@link ARRAY_FLAG_FORMAT_VERSION_2}.
|
|
2217
|
+
*/
|
|
2218
|
+
readonly ARRAY_FLAG_FORMAT_CURRENT_VERSION: int;
|
|
2219
|
+
/**
|
|
2220
|
+
* Flag used to isolate the bits used for mesh version after using {@link ARRAY_FLAG_FORMAT_VERSION_SHIFT} to shift them into place.
|
|
2221
|
+
*/
|
|
2222
|
+
readonly ARRAY_FLAG_FORMAT_VERSION_MASK: int;
|
|
2223
|
+
// enum PrimitiveType
|
|
2224
|
+
/** Primitive to draw consists of points. */
|
|
2225
|
+
readonly PRIMITIVE_POINTS: int;
|
|
2226
|
+
/** Primitive to draw consists of lines. */
|
|
2227
|
+
readonly PRIMITIVE_LINES: int;
|
|
2228
|
+
/** Primitive to draw consists of a line strip from start to end. */
|
|
2229
|
+
readonly PRIMITIVE_LINE_STRIP: int;
|
|
2230
|
+
/** Primitive to draw consists of triangles. */
|
|
2231
|
+
readonly PRIMITIVE_TRIANGLES: int;
|
|
2232
|
+
/**
|
|
2233
|
+
* Primitive to draw consists of a triangle strip (the last 3 vertices are always combined to make a triangle).
|
|
2234
|
+
*/
|
|
2235
|
+
readonly PRIMITIVE_TRIANGLE_STRIP: int;
|
|
2236
|
+
/** Represents the size of the {@link PrimitiveType} enum. */
|
|
2237
|
+
readonly PRIMITIVE_MAX: int;
|
|
2238
|
+
// enum BlendShapeMode
|
|
2239
|
+
/** Blend shapes are normalized. */
|
|
2240
|
+
readonly BLEND_SHAPE_MODE_NORMALIZED: int;
|
|
2241
|
+
/** Blend shapes are relative to base weight. */
|
|
2242
|
+
readonly BLEND_SHAPE_MODE_RELATIVE: int;
|
|
2243
|
+
// enum MultimeshTransformFormat
|
|
2244
|
+
/** Use {@link Transform2D} to store MultiMesh transform. */
|
|
2245
|
+
readonly MULTIMESH_TRANSFORM_2D: int;
|
|
2246
|
+
/** Use {@link Transform3D} to store MultiMesh transform. */
|
|
2247
|
+
readonly MULTIMESH_TRANSFORM_3D: int;
|
|
2248
|
+
// enum MultimeshPhysicsInterpolationQuality
|
|
2249
|
+
/** MultiMesh physics interpolation favors speed over quality. */
|
|
2250
|
+
readonly MULTIMESH_INTERP_QUALITY_FAST: int;
|
|
2251
|
+
/** MultiMesh physics interpolation favors quality over speed. */
|
|
2252
|
+
readonly MULTIMESH_INTERP_QUALITY_HIGH: int;
|
|
2253
|
+
// enum LightProjectorFilter
|
|
2254
|
+
/**
|
|
2255
|
+
* Nearest-neighbor filter for light projectors (use for pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.
|
|
2256
|
+
*/
|
|
2257
|
+
readonly LIGHT_PROJECTOR_FILTER_NEAREST: int;
|
|
2258
|
+
/**
|
|
2259
|
+
* Linear filter for light projectors (use for non-pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.
|
|
2260
|
+
*/
|
|
2261
|
+
readonly LIGHT_PROJECTOR_FILTER_LINEAR: int;
|
|
2262
|
+
/**
|
|
2263
|
+
* Nearest-neighbor filter for light projectors (use for pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
|
|
2264
|
+
*/
|
|
2265
|
+
readonly LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: int;
|
|
2266
|
+
/**
|
|
2267
|
+
* Linear filter for light projectors (use for non-pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
|
|
2268
|
+
*/
|
|
2269
|
+
readonly LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: int;
|
|
2270
|
+
/**
|
|
2271
|
+
* Nearest-neighbor filter for light projectors (use for pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by {@link ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level}.
|
|
2272
|
+
*/
|
|
2273
|
+
readonly LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: int;
|
|
2274
|
+
/**
|
|
2275
|
+
* Linear filter for light projectors (use for non-pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by {@link ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level}.
|
|
2276
|
+
*/
|
|
2277
|
+
readonly LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: int;
|
|
2278
|
+
// enum LightType
|
|
2279
|
+
/** Directional (sun/moon) light (see {@link DirectionalLight3D}). */
|
|
2280
|
+
readonly LIGHT_DIRECTIONAL: int;
|
|
2281
|
+
/** Omni light (see {@link OmniLight3D}). */
|
|
2282
|
+
readonly LIGHT_OMNI: int;
|
|
2283
|
+
/** Spot light (see {@link SpotLight3D}). */
|
|
2284
|
+
readonly LIGHT_SPOT: int;
|
|
2285
|
+
// enum LightParam
|
|
2286
|
+
/** The light's energy multiplier. */
|
|
2287
|
+
readonly LIGHT_PARAM_ENERGY: int;
|
|
2288
|
+
/**
|
|
2289
|
+
* The light's indirect energy multiplier (final indirect energy is {@link LIGHT_PARAM_ENERGY} * {@link LIGHT_PARAM_INDIRECT_ENERGY}).
|
|
2290
|
+
*/
|
|
2291
|
+
readonly LIGHT_PARAM_INDIRECT_ENERGY: int;
|
|
2292
|
+
/**
|
|
2293
|
+
* The light's volumetric fog energy multiplier (final volumetric fog energy is {@link LIGHT_PARAM_ENERGY} * {@link LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY}).
|
|
2294
|
+
*/
|
|
2295
|
+
readonly LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY: int;
|
|
2296
|
+
/** The light's influence on specularity. */
|
|
2297
|
+
readonly LIGHT_PARAM_SPECULAR: int;
|
|
2298
|
+
/** The light's range. */
|
|
2299
|
+
readonly LIGHT_PARAM_RANGE: int;
|
|
2300
|
+
/**
|
|
2301
|
+
* The size of the light when using spot light or omni light. The angular size of the light when using directional light.
|
|
2302
|
+
*/
|
|
2303
|
+
readonly LIGHT_PARAM_SIZE: int;
|
|
2304
|
+
/** The light's attenuation. */
|
|
2305
|
+
readonly LIGHT_PARAM_ATTENUATION: int;
|
|
2306
|
+
/** The spotlight's angle. */
|
|
2307
|
+
readonly LIGHT_PARAM_SPOT_ANGLE: int;
|
|
2308
|
+
/** The spotlight's attenuation. */
|
|
2309
|
+
readonly LIGHT_PARAM_SPOT_ATTENUATION: int;
|
|
2310
|
+
/**
|
|
2311
|
+
* The maximum distance for shadow splits. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (since more objects need to be included in the directional shadow rendering).
|
|
2312
|
+
*/
|
|
2313
|
+
readonly LIGHT_PARAM_SHADOW_MAX_DISTANCE: int;
|
|
2314
|
+
/** Proportion of shadow atlas occupied by the first split. */
|
|
2315
|
+
readonly LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET: int;
|
|
2316
|
+
/** Proportion of shadow atlas occupied by the second split. */
|
|
2317
|
+
readonly LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET: int;
|
|
2318
|
+
/** Proportion of shadow atlas occupied by the third split. The fourth split occupies the rest. */
|
|
2319
|
+
readonly LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET: int;
|
|
2320
|
+
/** Proportion of shadow max distance where the shadow will start to fade out. */
|
|
2321
|
+
readonly LIGHT_PARAM_SHADOW_FADE_START: int;
|
|
2322
|
+
/**
|
|
2323
|
+
* Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts.
|
|
2324
|
+
*/
|
|
2325
|
+
readonly LIGHT_PARAM_SHADOW_NORMAL_BIAS: int;
|
|
2326
|
+
/** Bias for the shadow lookup to fix self-shadowing artifacts. */
|
|
2327
|
+
readonly LIGHT_PARAM_SHADOW_BIAS: int;
|
|
2328
|
+
/**
|
|
2329
|
+
* Sets the size of the directional shadow pancake. The pancake offsets the start of the shadow's camera frustum to provide a higher effective depth resolution for the shadow. However, a high pancake size can cause artifacts in the shadows of large objects that are close to the edge of the frustum. Reducing the pancake size can help. Setting the size to `0` turns off the pancaking effect.
|
|
2330
|
+
*/
|
|
2331
|
+
readonly LIGHT_PARAM_SHADOW_PANCAKE_SIZE: int;
|
|
2332
|
+
/**
|
|
2333
|
+
* The light's shadow opacity. Values lower than `1.0` make the light appear through shadows. This can be used to fake global illumination at a low performance cost.
|
|
2334
|
+
*/
|
|
2335
|
+
readonly LIGHT_PARAM_SHADOW_OPACITY: int;
|
|
2336
|
+
/**
|
|
2337
|
+
* Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.
|
|
2338
|
+
*/
|
|
2339
|
+
readonly LIGHT_PARAM_SHADOW_BLUR: int;
|
|
2340
|
+
readonly LIGHT_PARAM_TRANSMITTANCE_BIAS: int;
|
|
2341
|
+
/**
|
|
2342
|
+
* Constant representing the intensity of the light, measured in Lumens when dealing with a {@link SpotLight3D} or {@link OmniLight3D}, or measured in Lux with a {@link DirectionalLight3D}. Only used when {@link ProjectSettings.rendering/lights_and_shadows/use_physical_light_units} is `true`.
|
|
2343
|
+
*/
|
|
2344
|
+
readonly LIGHT_PARAM_INTENSITY: int;
|
|
2345
|
+
/** Represents the size of the {@link LightParam} enum. */
|
|
2346
|
+
readonly LIGHT_PARAM_MAX: int;
|
|
2347
|
+
// enum LightBakeMode
|
|
2348
|
+
/**
|
|
2349
|
+
* Light is ignored when baking. This is the fastest mode, but the light will be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights.
|
|
2350
|
+
*/
|
|
2351
|
+
readonly LIGHT_BAKE_DISABLED: int;
|
|
2352
|
+
/**
|
|
2353
|
+
* Light is taken into account in static baking ({@link VoxelGI}, {@link LightmapGI}, SDFGI ({@link Environment.sdfgi_enabled})). The light can be moved around or modified, but its global illumination will not update in real-time. This is suitable for subtle changes (such as flickering torches), but generally not large changes such as toggling a light on and off.
|
|
2354
|
+
*/
|
|
2355
|
+
readonly LIGHT_BAKE_STATIC: int;
|
|
2356
|
+
/**
|
|
2357
|
+
* Light is taken into account in dynamic baking ({@link VoxelGI} and SDFGI ({@link Environment.sdfgi_enabled}) only). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to {@link LIGHT_BAKE_STATIC}. This has a greater performance cost compared to {@link LIGHT_BAKE_STATIC}. When using SDFGI, the update speed of dynamic lights is affected by {@link ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights}.
|
|
2358
|
+
*/
|
|
2359
|
+
readonly LIGHT_BAKE_DYNAMIC: int;
|
|
2360
|
+
// enum LightOmniShadowMode
|
|
2361
|
+
/** Use a dual paraboloid shadow map for omni lights. */
|
|
2362
|
+
readonly LIGHT_OMNI_SHADOW_DUAL_PARABOLOID: int;
|
|
2363
|
+
/** Use a cubemap shadow map for omni lights. Slower but better quality than dual paraboloid. */
|
|
2364
|
+
readonly LIGHT_OMNI_SHADOW_CUBE: int;
|
|
2365
|
+
// enum LightDirectionalShadowMode
|
|
2366
|
+
/** Use orthogonal shadow projection for directional light. */
|
|
2367
|
+
readonly LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: int;
|
|
2368
|
+
/** Use 2 splits for shadow projection when using directional light. */
|
|
2369
|
+
readonly LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: int;
|
|
2370
|
+
/** Use 4 splits for shadow projection when using directional light. */
|
|
2371
|
+
readonly LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: int;
|
|
2372
|
+
// enum LightDirectionalSkyMode
|
|
2373
|
+
/** Use DirectionalLight3D in both sky rendering and scene lighting. */
|
|
2374
|
+
readonly LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY: int;
|
|
2375
|
+
/** Only use DirectionalLight3D in scene lighting. */
|
|
2376
|
+
readonly LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY: int;
|
|
2377
|
+
/** Only use DirectionalLight3D in sky rendering. */
|
|
2378
|
+
readonly LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY: int;
|
|
2379
|
+
// enum ShadowQuality
|
|
2380
|
+
/**
|
|
2381
|
+
* Lowest shadow filtering quality (fastest). Soft shadows are not available with this quality setting, which means the {@link Light3D.shadow_blur} property is ignored if {@link Light3D.light_size} and {@link Light3D.light_angular_distance} is `0.0`.
|
|
2382
|
+
* **Note:** The variable shadow blur performed by {@link Light3D.light_size} and {@link Light3D.light_angular_distance} is still effective when using hard shadow filtering. In this case, {@link Light3D.shadow_blur} *is* taken into account. However, the results will not be blurred, instead the blur amount is treated as a maximum radius for the penumbra.
|
|
2383
|
+
*/
|
|
2384
|
+
readonly SHADOW_QUALITY_HARD: int;
|
|
2385
|
+
/**
|
|
2386
|
+
* Very low shadow filtering quality (faster). When using this quality setting, {@link Light3D.shadow_blur} is automatically multiplied by 0.75× to avoid introducing too much noise. This division only applies to lights whose {@link Light3D.light_size} or {@link Light3D.light_angular_distance} is `0.0`).
|
|
2387
|
+
*/
|
|
2388
|
+
readonly SHADOW_QUALITY_SOFT_VERY_LOW: int;
|
|
2389
|
+
/** Low shadow filtering quality (fast). */
|
|
2390
|
+
readonly SHADOW_QUALITY_SOFT_LOW: int;
|
|
2391
|
+
/** Medium low shadow filtering quality (average). */
|
|
2392
|
+
readonly SHADOW_QUALITY_SOFT_MEDIUM: int;
|
|
2393
|
+
/**
|
|
2394
|
+
* High low shadow filtering quality (slow). When using this quality setting, {@link Light3D.shadow_blur} is automatically multiplied by 1.5× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose {@link Light3D.light_size} or {@link Light3D.light_angular_distance} is `0.0`).
|
|
2395
|
+
*/
|
|
2396
|
+
readonly SHADOW_QUALITY_SOFT_HIGH: int;
|
|
2397
|
+
/**
|
|
2398
|
+
* Highest low shadow filtering quality (slowest). When using this quality setting, {@link Light3D.shadow_blur} is automatically multiplied by 2× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose {@link Light3D.light_size} or {@link Light3D.light_angular_distance} is `0.0`).
|
|
2399
|
+
*/
|
|
2400
|
+
readonly SHADOW_QUALITY_SOFT_ULTRA: int;
|
|
2401
|
+
/** Represents the size of the {@link ShadowQuality} enum. */
|
|
2402
|
+
readonly SHADOW_QUALITY_MAX: int;
|
|
2403
|
+
// enum ReflectionProbeUpdateMode
|
|
2404
|
+
/** Reflection probe will update reflections once and then stop. */
|
|
2405
|
+
readonly REFLECTION_PROBE_UPDATE_ONCE: int;
|
|
2406
|
+
/** Reflection probe will update each frame. This mode is necessary to capture moving objects. */
|
|
2407
|
+
readonly REFLECTION_PROBE_UPDATE_ALWAYS: int;
|
|
2408
|
+
// enum ReflectionProbeAmbientMode
|
|
2409
|
+
/** Do not apply any ambient lighting inside the reflection probe's box defined by its size. */
|
|
2410
|
+
readonly REFLECTION_PROBE_AMBIENT_DISABLED: int;
|
|
2411
|
+
/**
|
|
2412
|
+
* Apply automatically-sourced environment lighting inside the reflection probe's box defined by its size.
|
|
2413
|
+
*/
|
|
2414
|
+
readonly REFLECTION_PROBE_AMBIENT_ENVIRONMENT: int;
|
|
2415
|
+
/**
|
|
2416
|
+
* Apply custom ambient lighting inside the reflection probe's box defined by its size. See {@link reflection_probe_set_ambient_color} and {@link reflection_probe_set_ambient_energy}.
|
|
2417
|
+
*/
|
|
2418
|
+
readonly REFLECTION_PROBE_AMBIENT_COLOR: int;
|
|
2419
|
+
// enum DecalTexture
|
|
2420
|
+
/** Albedo texture slot in a decal ({@link Decal.texture_albedo}). */
|
|
2421
|
+
readonly DECAL_TEXTURE_ALBEDO: int;
|
|
2422
|
+
/** Normal map texture slot in a decal ({@link Decal.texture_normal}). */
|
|
2423
|
+
readonly DECAL_TEXTURE_NORMAL: int;
|
|
2424
|
+
/** Occlusion/Roughness/Metallic texture slot in a decal ({@link Decal.texture_orm}). */
|
|
2425
|
+
readonly DECAL_TEXTURE_ORM: int;
|
|
2426
|
+
/** Emission texture slot in a decal ({@link Decal.texture_emission}). */
|
|
2427
|
+
readonly DECAL_TEXTURE_EMISSION: int;
|
|
2428
|
+
/** Represents the size of the {@link DecalTexture} enum. */
|
|
2429
|
+
readonly DECAL_TEXTURE_MAX: int;
|
|
2430
|
+
// enum DecalFilter
|
|
2431
|
+
/**
|
|
2432
|
+
* Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.
|
|
2433
|
+
*/
|
|
2434
|
+
readonly DECAL_FILTER_NEAREST: int;
|
|
2435
|
+
/**
|
|
2436
|
+
* Linear filter for decals (use for non-pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.
|
|
2437
|
+
*/
|
|
2438
|
+
readonly DECAL_FILTER_LINEAR: int;
|
|
2439
|
+
/**
|
|
2440
|
+
* Nearest-neighbor filter for decals (use for pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
|
|
2441
|
+
*/
|
|
2442
|
+
readonly DECAL_FILTER_NEAREST_MIPMAPS: int;
|
|
2443
|
+
/**
|
|
2444
|
+
* Linear filter for decals (use for non-pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.
|
|
2445
|
+
*/
|
|
2446
|
+
readonly DECAL_FILTER_LINEAR_MIPMAPS: int;
|
|
2447
|
+
/**
|
|
2448
|
+
* Nearest-neighbor filter for decals (use for pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by {@link ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level}.
|
|
2449
|
+
*/
|
|
2450
|
+
readonly DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: int;
|
|
2451
|
+
/**
|
|
2452
|
+
* Linear filter for decals (use for non-pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by {@link ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level}.
|
|
2453
|
+
*/
|
|
2454
|
+
readonly DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: int;
|
|
2455
|
+
// enum VoxelGIQuality
|
|
2456
|
+
/** Low {@link VoxelGI} rendering quality using 4 cones. */
|
|
2457
|
+
readonly VOXEL_GI_QUALITY_LOW: int;
|
|
2458
|
+
/** High {@link VoxelGI} rendering quality using 6 cones. */
|
|
2459
|
+
readonly VOXEL_GI_QUALITY_HIGH: int;
|
|
2460
|
+
// enum ParticlesMode
|
|
2461
|
+
/** 2D particles. */
|
|
2462
|
+
readonly PARTICLES_MODE_2D: int;
|
|
2463
|
+
/** 3D particles. */
|
|
2464
|
+
readonly PARTICLES_MODE_3D: int;
|
|
2465
|
+
// enum ParticlesTransformAlign
|
|
2466
|
+
/** Do not align particle transforms relative to the camera or velocity. */
|
|
2467
|
+
readonly PARTICLES_TRANSFORM_ALIGN_DISABLED: int;
|
|
2468
|
+
/** Align each particle's Z axis to face the camera. */
|
|
2469
|
+
readonly PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD: int;
|
|
2470
|
+
/** Align each particle's Y axis to the velocity vector. */
|
|
2471
|
+
readonly PARTICLES_TRANSFORM_ALIGN_Y_TO_VELOCITY: int;
|
|
2472
|
+
/** Align each particle's Z axis to face the camera and Y axis to the velocity vector. */
|
|
2473
|
+
readonly PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: int;
|
|
2474
|
+
// enum ParticlesDrawOrder
|
|
2475
|
+
/** Draw particles in the order that they appear in the particles array. */
|
|
2476
|
+
readonly PARTICLES_DRAW_ORDER_INDEX: int;
|
|
2477
|
+
/**
|
|
2478
|
+
* Sort particles based on their lifetime. In other words, the particle with the highest lifetime is drawn at the front.
|
|
2479
|
+
*/
|
|
2480
|
+
readonly PARTICLES_DRAW_ORDER_LIFETIME: int;
|
|
2481
|
+
/**
|
|
2482
|
+
* Sort particles based on the inverse of their lifetime. In other words, the particle with the lowest lifetime is drawn at the front.
|
|
2483
|
+
*/
|
|
2484
|
+
readonly PARTICLES_DRAW_ORDER_REVERSE_LIFETIME: int;
|
|
2485
|
+
/** Sort particles based on their distance to the camera. */
|
|
2486
|
+
readonly PARTICLES_DRAW_ORDER_VIEW_DEPTH: int;
|
|
2487
|
+
// enum ParticlesCollisionType
|
|
2488
|
+
/** Sphere attractor type for {@link GPUParticles3D} (see {@link GPUParticlesAttractorSphere3D}). */
|
|
2489
|
+
readonly PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: int;
|
|
2490
|
+
/** Box attractor type for {@link GPUParticles3D} (see {@link GPUParticlesAttractorBox3D}). */
|
|
2491
|
+
readonly PARTICLES_COLLISION_TYPE_BOX_ATTRACT: int;
|
|
2492
|
+
/**
|
|
2493
|
+
* Vector field attractor type for {@link GPUParticles3D} (see {@link GPUParticlesAttractorVectorField3D}).
|
|
2494
|
+
*/
|
|
2495
|
+
readonly PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: int;
|
|
2496
|
+
/** Sphere collision type for {@link GPUParticles3D} (see {@link GPUParticlesCollisionSphere3D}). */
|
|
2497
|
+
readonly PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: int;
|
|
2498
|
+
/** Box collision type for {@link GPUParticles3D} (see {@link GPUParticlesCollisionBox3D}). */
|
|
2499
|
+
readonly PARTICLES_COLLISION_TYPE_BOX_COLLIDE: int;
|
|
2500
|
+
/**
|
|
2501
|
+
* Signed distance field collision type for {@link GPUParticles3D} (see {@link GPUParticlesCollisionSDF3D}).
|
|
2502
|
+
*/
|
|
2503
|
+
readonly PARTICLES_COLLISION_TYPE_SDF_COLLIDE: int;
|
|
2504
|
+
/**
|
|
2505
|
+
* Heightfield collision type for {@link GPUParticles3D} (see {@link GPUParticlesCollisionHeightField3D}).
|
|
2506
|
+
*/
|
|
2507
|
+
readonly PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: int;
|
|
2508
|
+
// enum ParticlesCollisionHeightfieldResolution
|
|
2509
|
+
/** 256×256 heightfield resolution for {@link GPUParticlesCollisionHeightField3D}. */
|
|
2510
|
+
readonly PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_256: int;
|
|
2511
|
+
/** 512×512 heightfield resolution for {@link GPUParticlesCollisionHeightField3D}. */
|
|
2512
|
+
readonly PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_512: int;
|
|
2513
|
+
/** 1024×1024 heightfield resolution for {@link GPUParticlesCollisionHeightField3D}. */
|
|
2514
|
+
readonly PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024: int;
|
|
2515
|
+
/** 2048×2048 heightfield resolution for {@link GPUParticlesCollisionHeightField3D}. */
|
|
2516
|
+
readonly PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_2048: int;
|
|
2517
|
+
/** 4096×4096 heightfield resolution for {@link GPUParticlesCollisionHeightField3D}. */
|
|
2518
|
+
readonly PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_4096: int;
|
|
2519
|
+
/** 8192×8192 heightfield resolution for {@link GPUParticlesCollisionHeightField3D}. */
|
|
2520
|
+
readonly PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_8192: int;
|
|
2521
|
+
/** Represents the size of the {@link ParticlesCollisionHeightfieldResolution} enum. */
|
|
2522
|
+
readonly PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX: int;
|
|
2523
|
+
// enum FogVolumeShape
|
|
2524
|
+
/** {@link FogVolume} will be shaped like an ellipsoid (stretched sphere). */
|
|
2525
|
+
readonly FOG_VOLUME_SHAPE_ELLIPSOID: int;
|
|
2526
|
+
/**
|
|
2527
|
+
* {@link FogVolume} will be shaped like a cone pointing upwards (in local coordinates). The cone's angle is set automatically to fill the size. The cone will be adjusted to fit within the size. Rotate the {@link FogVolume} node to reorient the cone. Non-uniform scaling via size is not supported (scale the {@link FogVolume} node instead).
|
|
2528
|
+
*/
|
|
2529
|
+
readonly FOG_VOLUME_SHAPE_CONE: int;
|
|
2530
|
+
/**
|
|
2531
|
+
* {@link FogVolume} will be shaped like an upright cylinder (in local coordinates). Rotate the {@link FogVolume} node to reorient the cylinder. The cylinder will be adjusted to fit within the size. Non-uniform scaling via size is not supported (scale the {@link FogVolume} node instead).
|
|
2532
|
+
*/
|
|
2533
|
+
readonly FOG_VOLUME_SHAPE_CYLINDER: int;
|
|
2534
|
+
/** {@link FogVolume} will be shaped like a box. */
|
|
2535
|
+
readonly FOG_VOLUME_SHAPE_BOX: int;
|
|
2536
|
+
/** {@link FogVolume} will have no shape, will cover the whole world and will not be culled. */
|
|
2537
|
+
readonly FOG_VOLUME_SHAPE_WORLD: int;
|
|
2538
|
+
/** Represents the size of the {@link FogVolumeShape} enum. */
|
|
2539
|
+
readonly FOG_VOLUME_SHAPE_MAX: int;
|
|
2540
|
+
// enum ViewportScaling3DMode
|
|
2541
|
+
/**
|
|
2542
|
+
* Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using {@link Viewport.scaling_3d_scale}. Values less than `1.0` will result in undersampling while values greater than `1.0` will result in supersampling. A value of `1.0` disables scaling.
|
|
2543
|
+
*/
|
|
2544
|
+
readonly VIEWPORT_SCALING_3D_MODE_BILINEAR: int;
|
|
2545
|
+
/**
|
|
2546
|
+
* Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using {@link Viewport.scaling_3d_scale}. Values less than `1.0` will result in the viewport being upscaled using FSR. Values greater than `1.0` are not supported and bilinear downsampling will be used instead. A value of `1.0` disables scaling.
|
|
2547
|
+
*/
|
|
2548
|
+
readonly VIEWPORT_SCALING_3D_MODE_FSR: int;
|
|
2549
|
+
/**
|
|
2550
|
+
* Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport's 3D buffer. The amount of scaling can be set using {@link Viewport.scaling_3d_scale}. Values less than `1.0` will result in the viewport being upscaled using FSR2. Values greater than `1.0` are not supported and bilinear downsampling will be used instead. A value of `1.0` will use FSR2 at native resolution as a TAA solution.
|
|
2551
|
+
*/
|
|
2552
|
+
readonly VIEWPORT_SCALING_3D_MODE_FSR2: int;
|
|
2553
|
+
/**
|
|
2554
|
+
* Use MetalFX spatial upscaling for the viewport's 3D buffer. The amount of scaling can be set using {@link Viewport.scaling_3d_scale}. Values less than `1.0` will result in the viewport being upscaled using MetalFX. Values greater than `1.0` are not supported and bilinear downsampling will be used instead. A value of `1.0` disables scaling.
|
|
2555
|
+
* **Note:** Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
|
|
2556
|
+
*/
|
|
2557
|
+
readonly VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL: int;
|
|
2558
|
+
/**
|
|
2559
|
+
* Use MetalFX temporal upscaling for the viewport's 3D buffer. The amount of scaling can be set using {@link Viewport.scaling_3d_scale}. Values less than `1.0` will result in the viewport being upscaled using MetalFX. Values greater than `1.0` are not supported and bilinear downsampling will be used instead. A value of `1.0` will use MetalFX at native resolution as a TAA solution.
|
|
2560
|
+
* **Note:** Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
|
|
2561
|
+
*/
|
|
2562
|
+
readonly VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL: int;
|
|
2563
|
+
/** Represents the size of the {@link ViewportScaling3DMode} enum. */
|
|
2564
|
+
readonly VIEWPORT_SCALING_3D_MODE_MAX: int;
|
|
2565
|
+
// enum ViewportUpdateMode
|
|
2566
|
+
/** Do not update the viewport's render target. */
|
|
2567
|
+
readonly VIEWPORT_UPDATE_DISABLED: int;
|
|
2568
|
+
/** Update the viewport's render target once, then switch to {@link VIEWPORT_UPDATE_DISABLED}. */
|
|
2569
|
+
readonly VIEWPORT_UPDATE_ONCE: int;
|
|
2570
|
+
/** Update the viewport's render target only when it is visible. This is the default value. */
|
|
2571
|
+
readonly VIEWPORT_UPDATE_WHEN_VISIBLE: int;
|
|
2572
|
+
/** Update the viewport's render target only when its parent is visible. */
|
|
2573
|
+
readonly VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE: int;
|
|
2574
|
+
/** Always update the viewport's render target. */
|
|
2575
|
+
readonly VIEWPORT_UPDATE_ALWAYS: int;
|
|
2576
|
+
// enum ViewportClearMode
|
|
2577
|
+
/** Always clear the viewport's render target before drawing. */
|
|
2578
|
+
readonly VIEWPORT_CLEAR_ALWAYS: int;
|
|
2579
|
+
/** Never clear the viewport's render target. */
|
|
2580
|
+
readonly VIEWPORT_CLEAR_NEVER: int;
|
|
2581
|
+
/** Clear the viewport's render target on the next frame, then switch to {@link VIEWPORT_CLEAR_NEVER}. */
|
|
2582
|
+
readonly VIEWPORT_CLEAR_ONLY_NEXT_FRAME: int;
|
|
2583
|
+
// enum ViewportEnvironmentMode
|
|
2584
|
+
/** Disable rendering of 3D environment over 2D canvas. */
|
|
2585
|
+
readonly VIEWPORT_ENVIRONMENT_DISABLED: int;
|
|
2586
|
+
/** Enable rendering of 3D environment over 2D canvas. */
|
|
2587
|
+
readonly VIEWPORT_ENVIRONMENT_ENABLED: int;
|
|
2588
|
+
/**
|
|
2589
|
+
* Inherit enable/disable value from parent. If the topmost parent is also set to {@link VIEWPORT_ENVIRONMENT_INHERIT}, then this has the same behavior as {@link VIEWPORT_ENVIRONMENT_ENABLED}.
|
|
2590
|
+
*/
|
|
2591
|
+
readonly VIEWPORT_ENVIRONMENT_INHERIT: int;
|
|
2592
|
+
/** Represents the size of the {@link ViewportEnvironmentMode} enum. */
|
|
2593
|
+
readonly VIEWPORT_ENVIRONMENT_MAX: int;
|
|
2594
|
+
// enum ViewportSDFOversize
|
|
2595
|
+
/**
|
|
2596
|
+
* Do not oversize the 2D signed distance field. Occluders may disappear when touching the viewport's edges, and {@link GPUParticles3D} collision may stop working earlier than intended. This has the lowest GPU requirements.
|
|
2597
|
+
*/
|
|
2598
|
+
readonly VIEWPORT_SDF_OVERSIZE_100_PERCENT: int;
|
|
2599
|
+
/**
|
|
2600
|
+
* 2D signed distance field covers 20% of the viewport's size outside the viewport on each side (top, right, bottom, left).
|
|
2601
|
+
*/
|
|
2602
|
+
readonly VIEWPORT_SDF_OVERSIZE_120_PERCENT: int;
|
|
2603
|
+
/**
|
|
2604
|
+
* 2D signed distance field covers 50% of the viewport's size outside the viewport on each side (top, right, bottom, left).
|
|
2605
|
+
*/
|
|
2606
|
+
readonly VIEWPORT_SDF_OVERSIZE_150_PERCENT: int;
|
|
2607
|
+
/**
|
|
2608
|
+
* 2D signed distance field covers 100% of the viewport's size outside the viewport on each side (top, right, bottom, left). This has the highest GPU requirements.
|
|
2609
|
+
*/
|
|
2610
|
+
readonly VIEWPORT_SDF_OVERSIZE_200_PERCENT: int;
|
|
2611
|
+
/** Represents the size of the {@link ViewportSDFOversize} enum. */
|
|
2612
|
+
readonly VIEWPORT_SDF_OVERSIZE_MAX: int;
|
|
2613
|
+
// enum ViewportSDFScale
|
|
2614
|
+
/** Full resolution 2D signed distance field scale. This has the highest GPU requirements. */
|
|
2615
|
+
readonly VIEWPORT_SDF_SCALE_100_PERCENT: int;
|
|
2616
|
+
/** Half resolution 2D signed distance field scale on each axis (25% of the viewport pixel count). */
|
|
2617
|
+
readonly VIEWPORT_SDF_SCALE_50_PERCENT: int;
|
|
2618
|
+
/**
|
|
2619
|
+
* Quarter resolution 2D signed distance field scale on each axis (6.25% of the viewport pixel count). This has the lowest GPU requirements.
|
|
2620
|
+
*/
|
|
2621
|
+
readonly VIEWPORT_SDF_SCALE_25_PERCENT: int;
|
|
2622
|
+
/** Represents the size of the {@link ViewportSDFScale} enum. */
|
|
2623
|
+
readonly VIEWPORT_SDF_SCALE_MAX: int;
|
|
2624
|
+
// enum ViewportMSAA
|
|
2625
|
+
/**
|
|
2626
|
+
* Multisample antialiasing for 3D is disabled. This is the default value, and also the fastest setting.
|
|
2627
|
+
*/
|
|
2628
|
+
readonly VIEWPORT_MSAA_DISABLED: int;
|
|
2629
|
+
/**
|
|
2630
|
+
* Multisample antialiasing uses 2 samples per pixel for 3D. This has a moderate impact on performance.
|
|
2631
|
+
*/
|
|
2632
|
+
readonly VIEWPORT_MSAA_2X: int;
|
|
2633
|
+
/** Multisample antialiasing uses 4 samples per pixel for 3D. This has a high impact on performance. */
|
|
2634
|
+
readonly VIEWPORT_MSAA_4X: int;
|
|
2635
|
+
/**
|
|
2636
|
+
* Multisample antialiasing uses 8 samples per pixel for 3D. This has a very high impact on performance. Likely unsupported on low-end and older hardware.
|
|
2637
|
+
*/
|
|
2638
|
+
readonly VIEWPORT_MSAA_8X: int;
|
|
2639
|
+
/** Represents the size of the {@link ViewportMSAA} enum. */
|
|
2640
|
+
readonly VIEWPORT_MSAA_MAX: int;
|
|
2641
|
+
// enum ViewportAnisotropicFiltering
|
|
2642
|
+
/** Anisotropic filtering is disabled. */
|
|
2643
|
+
readonly VIEWPORT_ANISOTROPY_DISABLED: int;
|
|
2644
|
+
/** Use 2× anisotropic filtering. */
|
|
2645
|
+
readonly VIEWPORT_ANISOTROPY_2X: int;
|
|
2646
|
+
/** Use 4× anisotropic filtering. This is the default value. */
|
|
2647
|
+
readonly VIEWPORT_ANISOTROPY_4X: int;
|
|
2648
|
+
/** Use 8× anisotropic filtering. */
|
|
2649
|
+
readonly VIEWPORT_ANISOTROPY_8X: int;
|
|
2650
|
+
/** Use 16× anisotropic filtering. */
|
|
2651
|
+
readonly VIEWPORT_ANISOTROPY_16X: int;
|
|
2652
|
+
/** Represents the size of the {@link ViewportAnisotropicFiltering} enum. */
|
|
2653
|
+
readonly VIEWPORT_ANISOTROPY_MAX: int;
|
|
2654
|
+
// enum ViewportScreenSpaceAA
|
|
2655
|
+
/** Do not perform any antialiasing in the full screen post-process. */
|
|
2656
|
+
readonly VIEWPORT_SCREEN_SPACE_AA_DISABLED: int;
|
|
2657
|
+
/**
|
|
2658
|
+
* Use fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.
|
|
2659
|
+
*/
|
|
2660
|
+
readonly VIEWPORT_SCREEN_SPACE_AA_FXAA: int;
|
|
2661
|
+
/**
|
|
2662
|
+
* Use subpixel morphological antialiasing. SMAA may produce clearer results than FXAA, but at a slightly higher performance cost.
|
|
2663
|
+
*/
|
|
2664
|
+
readonly VIEWPORT_SCREEN_SPACE_AA_SMAA: int;
|
|
2665
|
+
/** Represents the size of the {@link ViewportScreenSpaceAA} enum. */
|
|
2666
|
+
readonly VIEWPORT_SCREEN_SPACE_AA_MAX: int;
|
|
2667
|
+
// enum ViewportOcclusionCullingBuildQuality
|
|
2668
|
+
/**
|
|
2669
|
+
* Low occlusion culling BVH build quality (as defined by Embree). Results in the lowest CPU usage, but least effective culling.
|
|
2670
|
+
*/
|
|
2671
|
+
readonly VIEWPORT_OCCLUSION_BUILD_QUALITY_LOW: int;
|
|
2672
|
+
/** Medium occlusion culling BVH build quality (as defined by Embree). */
|
|
2673
|
+
readonly VIEWPORT_OCCLUSION_BUILD_QUALITY_MEDIUM: int;
|
|
2674
|
+
/**
|
|
2675
|
+
* High occlusion culling BVH build quality (as defined by Embree). Results in the highest CPU usage, but most effective culling.
|
|
2676
|
+
*/
|
|
2677
|
+
readonly VIEWPORT_OCCLUSION_BUILD_QUALITY_HIGH: int;
|
|
2678
|
+
// enum ViewportRenderInfo
|
|
2679
|
+
/** Number of objects drawn in a single frame. */
|
|
2680
|
+
readonly VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME: int;
|
|
2681
|
+
/** Number of points, lines, or triangles drawn in a single frame. */
|
|
2682
|
+
readonly VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME: int;
|
|
2683
|
+
/** Number of draw calls during this frame. */
|
|
2684
|
+
readonly VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME: int;
|
|
2685
|
+
/** Represents the size of the {@link ViewportRenderInfo} enum. */
|
|
2686
|
+
readonly VIEWPORT_RENDER_INFO_MAX: int;
|
|
2687
|
+
// enum ViewportRenderInfoType
|
|
2688
|
+
/** Visible render pass (excluding shadows). */
|
|
2689
|
+
readonly VIEWPORT_RENDER_INFO_TYPE_VISIBLE: int;
|
|
2690
|
+
/**
|
|
2691
|
+
* Shadow render pass. Objects will be rendered several times depending on the number of amounts of lights with shadows and the number of directional shadow splits.
|
|
2692
|
+
*/
|
|
2693
|
+
readonly VIEWPORT_RENDER_INFO_TYPE_SHADOW: int;
|
|
2694
|
+
/** Canvas item rendering. This includes all 2D rendering. */
|
|
2695
|
+
readonly VIEWPORT_RENDER_INFO_TYPE_CANVAS: int;
|
|
2696
|
+
/** Represents the size of the {@link ViewportRenderInfoType} enum. */
|
|
2697
|
+
readonly VIEWPORT_RENDER_INFO_TYPE_MAX: int;
|
|
2698
|
+
// enum ViewportDebugDraw
|
|
2699
|
+
/** Debug draw is disabled. Default setting. */
|
|
2700
|
+
readonly VIEWPORT_DEBUG_DRAW_DISABLED: int;
|
|
2701
|
+
/** Objects are displayed without light information. */
|
|
2702
|
+
readonly VIEWPORT_DEBUG_DRAW_UNSHADED: int;
|
|
2703
|
+
/**
|
|
2704
|
+
* Objects are displayed with only light information.
|
|
2705
|
+
* **Note:** When using this debug draw mode, custom shaders are ignored since all materials in the scene temporarily use a debug material. This means the result from custom shader functions (such as vertex displacement) won't be visible anymore when using this debug draw mode.
|
|
2706
|
+
*/
|
|
2707
|
+
readonly VIEWPORT_DEBUG_DRAW_LIGHTING: int;
|
|
2708
|
+
/**
|
|
2709
|
+
* Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw (represented by brighter colors) means you are wasting performance on drawing pixels that are being hidden behind others.
|
|
2710
|
+
* **Note:** When using this debug draw mode, custom shaders are ignored since all materials in the scene temporarily use a debug material. This means the result from custom shader functions (such as vertex displacement) won't be visible anymore when using this debug draw mode.
|
|
2711
|
+
*/
|
|
2712
|
+
readonly VIEWPORT_DEBUG_DRAW_OVERDRAW: int;
|
|
2713
|
+
/**
|
|
2714
|
+
* Debug draw draws objects in wireframe.
|
|
2715
|
+
* **Note:** {@link set_debug_generate_wireframes} must be called before loading any meshes for wireframes to be visible when using the Compatibility renderer.
|
|
2716
|
+
* **Note:** In the Compatibility renderer, backfaces are always visible when using wireframe rendering. In the Forward+ and Mobile renderers, wireframes follow the material's backface culling properties instead.
|
|
2717
|
+
*/
|
|
2718
|
+
readonly VIEWPORT_DEBUG_DRAW_WIREFRAME: int;
|
|
2719
|
+
/**
|
|
2720
|
+
* Normal buffer is drawn instead of regular scene so you can see the per-pixel normals that will be used by post-processing effects.
|
|
2721
|
+
*/
|
|
2722
|
+
readonly VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER: int;
|
|
2723
|
+
/**
|
|
2724
|
+
* Objects are displayed with only the albedo value from {@link VoxelGI}s. Requires at least one visible {@link VoxelGI} node that has been baked to have a visible effect.
|
|
2725
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
2726
|
+
*/
|
|
2727
|
+
readonly VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO: int;
|
|
2728
|
+
/**
|
|
2729
|
+
* Objects are displayed with only the lighting value from {@link VoxelGI}s. Requires at least one visible {@link VoxelGI} node that has been baked to have a visible effect.
|
|
2730
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
2731
|
+
*/
|
|
2732
|
+
readonly VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING: int;
|
|
2733
|
+
/**
|
|
2734
|
+
* Objects are displayed with only the emission color from {@link VoxelGI}s. Requires at least one visible {@link VoxelGI} node that has been baked to have a visible effect.
|
|
2735
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
2736
|
+
*/
|
|
2737
|
+
readonly VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION: int;
|
|
2738
|
+
/**
|
|
2739
|
+
* Draws the shadow atlas that stores shadows from {@link OmniLight3D}s and {@link SpotLight3D}s in the upper left quadrant of the {@link Viewport}.
|
|
2740
|
+
*/
|
|
2741
|
+
readonly VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS: int;
|
|
2742
|
+
/**
|
|
2743
|
+
* Draws the shadow atlas that stores shadows from {@link DirectionalLight3D}s in the upper left quadrant of the {@link Viewport}.
|
|
2744
|
+
* The slice of the camera frustum related to the shadow map cascade is superimposed to visualize coverage. The color of each slice matches the colors used for {@link VIEWPORT_DEBUG_DRAW_PSSM_SPLITS}. When shadow cascades are blended the overlap is taken into account when drawing the frustum slices.
|
|
2745
|
+
* The last cascade shows all frustum slices to illustrate the coverage of all slices.
|
|
2746
|
+
*/
|
|
2747
|
+
readonly VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS: int;
|
|
2748
|
+
/**
|
|
2749
|
+
* Draws the estimated scene luminance. This is a 1×1 texture that is generated when autoexposure is enabled to control the scene's exposure.
|
|
2750
|
+
* **Note:** Only supported when using the Forward+ or Mobile rendering methods.
|
|
2751
|
+
*/
|
|
2752
|
+
readonly VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE: int;
|
|
2753
|
+
/**
|
|
2754
|
+
* Draws the screen space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have {@link Environment.ssao_enabled} set in your {@link WorldEnvironment}.
|
|
2755
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
2756
|
+
*/
|
|
2757
|
+
readonly VIEWPORT_DEBUG_DRAW_SSAO: int;
|
|
2758
|
+
/**
|
|
2759
|
+
* Draws the screen space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have {@link Environment.ssil_enabled} set in your {@link WorldEnvironment}.
|
|
2760
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
2761
|
+
*/
|
|
2762
|
+
readonly VIEWPORT_DEBUG_DRAW_SSIL: int;
|
|
2763
|
+
/**
|
|
2764
|
+
* Colors each PSSM split for the {@link DirectionalLight3D}s in the scene a different color so you can see where the splits are. In order (from closest to furthest from the camera), they are colored red, green, blue, and yellow.
|
|
2765
|
+
* **Note:** When using this debug draw mode, custom shaders are ignored since all materials in the scene temporarily use a debug material. This means the result from custom shader functions (such as vertex displacement) won't be visible anymore when using this debug draw mode.
|
|
2766
|
+
* **Note:** Only supported when using the Forward+ or Mobile rendering methods.
|
|
2767
|
+
*/
|
|
2768
|
+
readonly VIEWPORT_DEBUG_DRAW_PSSM_SPLITS: int;
|
|
2769
|
+
/**
|
|
2770
|
+
* Draws the decal atlas that stores decal textures from {@link Decal}s.
|
|
2771
|
+
* **Note:** Only supported when using the Forward+ or Mobile rendering methods.
|
|
2772
|
+
*/
|
|
2773
|
+
readonly VIEWPORT_DEBUG_DRAW_DECAL_ATLAS: int;
|
|
2774
|
+
/**
|
|
2775
|
+
* Draws SDFGI cascade data. This is the data structure that is used to bounce lighting against and create reflections.
|
|
2776
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
2777
|
+
*/
|
|
2778
|
+
readonly VIEWPORT_DEBUG_DRAW_SDFGI: int;
|
|
2779
|
+
/**
|
|
2780
|
+
* Draws SDFGI probe data. This is the data structure that is used to give indirect lighting dynamic objects moving within the scene.
|
|
2781
|
+
* When in the editor, left-clicking a probe will display additional bright dots that show its occlusion information. A white dot means the light is not occluded at all at the dot's position, while a red dot means the light is fully occluded. Intermediate values are possible.
|
|
2782
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
2783
|
+
*/
|
|
2784
|
+
readonly VIEWPORT_DEBUG_DRAW_SDFGI_PROBES: int;
|
|
2785
|
+
/**
|
|
2786
|
+
* Draws the global illumination buffer from {@link VoxelGI} or SDFGI. Requires {@link VoxelGI} (at least one visible baked VoxelGI node) or SDFGI ({@link Environment.sdfgi_enabled}) to be enabled to have a visible effect.
|
|
2787
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
2788
|
+
*/
|
|
2789
|
+
readonly VIEWPORT_DEBUG_DRAW_GI_BUFFER: int;
|
|
2790
|
+
/** Disable mesh LOD. All meshes are drawn with full detail, which can be used to compare performance. */
|
|
2791
|
+
readonly VIEWPORT_DEBUG_DRAW_DISABLE_LOD: int;
|
|
2792
|
+
/**
|
|
2793
|
+
* Draws the {@link OmniLight3D} cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.
|
|
2794
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
2795
|
+
*/
|
|
2796
|
+
readonly VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS: int;
|
|
2797
|
+
/**
|
|
2798
|
+
* Draws the {@link SpotLight3D} cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.
|
|
2799
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
2800
|
+
*/
|
|
2801
|
+
readonly VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS: int;
|
|
2802
|
+
/**
|
|
2803
|
+
* Draws the {@link Decal} cluster. Clustering determines where decals are positioned in screen-space, which allows the engine to only process these portions of the screen for decals.
|
|
2804
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
2805
|
+
*/
|
|
2806
|
+
readonly VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS: int;
|
|
2807
|
+
/**
|
|
2808
|
+
* Draws the {@link ReflectionProbe} cluster. Clustering determines where reflection probes are positioned in screen-space, which allows the engine to only process these portions of the screen for reflection probes.
|
|
2809
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
2810
|
+
*/
|
|
2811
|
+
readonly VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES: int;
|
|
2812
|
+
/**
|
|
2813
|
+
* Draws the occlusion culling buffer. This low-resolution occlusion culling buffer is rasterized on the CPU and is used to check whether instances are occluded by other objects.
|
|
2814
|
+
* **Note:** Only supported when using the Forward+ or Mobile rendering methods.
|
|
2815
|
+
*/
|
|
2816
|
+
readonly VIEWPORT_DEBUG_DRAW_OCCLUDERS: int;
|
|
2817
|
+
/**
|
|
2818
|
+
* Draws the motion vectors buffer. This is used by temporal antialiasing to correct for motion that occurs during gameplay.
|
|
2819
|
+
* **Note:** Only supported when using the Forward+ rendering method.
|
|
2820
|
+
*/
|
|
2821
|
+
readonly VIEWPORT_DEBUG_DRAW_MOTION_VECTORS: int;
|
|
2822
|
+
/**
|
|
2823
|
+
* Internal buffer is drawn instead of regular scene so you can see the per-pixel output that will be used by post-processing effects.
|
|
2824
|
+
* **Note:** Only supported when using the Forward+ or Mobile rendering methods.
|
|
2825
|
+
*/
|
|
2826
|
+
readonly VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER: int;
|
|
2827
|
+
// enum ViewportVRSMode
|
|
2828
|
+
/** Variable rate shading is disabled. */
|
|
2829
|
+
readonly VIEWPORT_VRS_DISABLED: int;
|
|
2830
|
+
/**
|
|
2831
|
+
* Variable rate shading uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.
|
|
2832
|
+
*/
|
|
2833
|
+
readonly VIEWPORT_VRS_TEXTURE: int;
|
|
2834
|
+
/**
|
|
2835
|
+
* Variable rate shading texture is supplied by the primary {@link XRInterface}. Note that this may override the update mode.
|
|
2836
|
+
*/
|
|
2837
|
+
readonly VIEWPORT_VRS_XR: int;
|
|
2838
|
+
/** Represents the size of the {@link ViewportVRSMode} enum. */
|
|
2839
|
+
readonly VIEWPORT_VRS_MAX: int;
|
|
2840
|
+
// enum ViewportVRSUpdateMode
|
|
2841
|
+
/** The input texture for variable rate shading will not be processed. */
|
|
2842
|
+
readonly VIEWPORT_VRS_UPDATE_DISABLED: int;
|
|
2843
|
+
/** The input texture for variable rate shading will be processed once. */
|
|
2844
|
+
readonly VIEWPORT_VRS_UPDATE_ONCE: int;
|
|
2845
|
+
/** The input texture for variable rate shading will be processed each frame. */
|
|
2846
|
+
readonly VIEWPORT_VRS_UPDATE_ALWAYS: int;
|
|
2847
|
+
/** Represents the size of the {@link ViewportVRSUpdateMode} enum. */
|
|
2848
|
+
readonly VIEWPORT_VRS_UPDATE_MAX: int;
|
|
2849
|
+
// enum SkyMode
|
|
2850
|
+
/**
|
|
2851
|
+
* Automatically selects the appropriate process mode based on your sky shader. If your shader uses `TIME` or `POSITION`, this will use {@link SKY_MODE_REALTIME}. If your shader uses any of the `LIGHT_*` variables or any custom uniforms, this uses {@link SKY_MODE_INCREMENTAL}. Otherwise, this defaults to {@link SKY_MODE_QUALITY}.
|
|
2852
|
+
*/
|
|
2853
|
+
readonly SKY_MODE_AUTOMATIC: int;
|
|
2854
|
+
/**
|
|
2855
|
+
* Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than {@link SKY_MODE_REALTIME} but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing {@link ProjectSettings.rendering/reflections/sky_reflections/ggx_samples}.
|
|
2856
|
+
*/
|
|
2857
|
+
readonly SKY_MODE_QUALITY: int;
|
|
2858
|
+
/**
|
|
2859
|
+
* Uses the same high quality importance sampling to process the radiance map as {@link SKY_MODE_QUALITY}, but updates over several frames. The number of frames is determined by {@link ProjectSettings.rendering/reflections/sky_reflections/roughness_layers}. Use this when you need highest quality radiance maps, but have a sky that updates slowly.
|
|
2860
|
+
*/
|
|
2861
|
+
readonly SKY_MODE_INCREMENTAL: int;
|
|
2862
|
+
/**
|
|
2863
|
+
* Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on {@link ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality}.
|
|
2864
|
+
* **Note:** The fast filtering algorithm is limited to 256×256 cubemaps, so {@link sky_set_radiance_size} must be set to `256`. Otherwise, a warning is printed and the overridden radiance size is ignored.
|
|
2865
|
+
*/
|
|
2866
|
+
readonly SKY_MODE_REALTIME: int;
|
|
2867
|
+
// enum CompositorEffectFlags
|
|
2868
|
+
/** The rendering effect requires the color buffer to be resolved if MSAA is enabled. */
|
|
2869
|
+
readonly COMPOSITOR_EFFECT_FLAG_ACCESS_RESOLVED_COLOR: int;
|
|
2870
|
+
/** The rendering effect requires the depth buffer to be resolved if MSAA is enabled. */
|
|
2871
|
+
readonly COMPOSITOR_EFFECT_FLAG_ACCESS_RESOLVED_DEPTH: int;
|
|
2872
|
+
/** The rendering effect requires motion vectors to be produced. */
|
|
2873
|
+
readonly COMPOSITOR_EFFECT_FLAG_NEEDS_MOTION_VECTORS: int;
|
|
2874
|
+
/** The rendering effect requires normals and roughness g-buffer to be produced (Forward+ only). */
|
|
2875
|
+
readonly COMPOSITOR_EFFECT_FLAG_NEEDS_ROUGHNESS: int;
|
|
2876
|
+
/** The rendering effect requires specular data to be separated out (Forward+ only). */
|
|
2877
|
+
readonly COMPOSITOR_EFFECT_FLAG_NEEDS_SEPARATE_SPECULAR: int;
|
|
2878
|
+
// enum CompositorEffectCallbackType
|
|
2879
|
+
/** The callback is called before our opaque rendering pass, but after depth prepass (if applicable). */
|
|
2880
|
+
readonly COMPOSITOR_EFFECT_CALLBACK_TYPE_PRE_OPAQUE: int;
|
|
2881
|
+
/** The callback is called after our opaque rendering pass, but before our sky is rendered. */
|
|
2882
|
+
readonly COMPOSITOR_EFFECT_CALLBACK_TYPE_POST_OPAQUE: int;
|
|
2883
|
+
/**
|
|
2884
|
+
* The callback is called after our sky is rendered, but before our back buffers are created (and if enabled, before subsurface scattering and/or screen space reflections).
|
|
2885
|
+
*/
|
|
2886
|
+
readonly COMPOSITOR_EFFECT_CALLBACK_TYPE_POST_SKY: int;
|
|
2887
|
+
/**
|
|
2888
|
+
* The callback is called before our transparent rendering pass, but after our sky is rendered and we've created our back buffers.
|
|
2889
|
+
*/
|
|
2890
|
+
readonly COMPOSITOR_EFFECT_CALLBACK_TYPE_PRE_TRANSPARENT: int;
|
|
2891
|
+
/**
|
|
2892
|
+
* The callback is called after our transparent rendering pass, but before any built-in post-processing effects and output to our render target.
|
|
2893
|
+
*/
|
|
2894
|
+
readonly COMPOSITOR_EFFECT_CALLBACK_TYPE_POST_TRANSPARENT: int;
|
|
2895
|
+
readonly COMPOSITOR_EFFECT_CALLBACK_TYPE_ANY: int;
|
|
2896
|
+
// enum EnvironmentBG
|
|
2897
|
+
/** Use the clear color as background. */
|
|
2898
|
+
readonly ENV_BG_CLEAR_COLOR: int;
|
|
2899
|
+
/** Use a specified color as the background. */
|
|
2900
|
+
readonly ENV_BG_COLOR: int;
|
|
2901
|
+
/** Use a sky resource for the background. */
|
|
2902
|
+
readonly ENV_BG_SKY: int;
|
|
2903
|
+
/**
|
|
2904
|
+
* Use a specified canvas layer as the background. This can be useful for instantiating a 2D scene in a 3D world.
|
|
2905
|
+
*/
|
|
2906
|
+
readonly ENV_BG_CANVAS: int;
|
|
2907
|
+
/** Do not clear the background, use whatever was rendered last frame as the background. */
|
|
2908
|
+
readonly ENV_BG_KEEP: int;
|
|
2909
|
+
/** Displays a camera feed in the background. */
|
|
2910
|
+
readonly ENV_BG_CAMERA_FEED: int;
|
|
2911
|
+
/** Represents the size of the {@link EnvironmentBG} enum. */
|
|
2912
|
+
readonly ENV_BG_MAX: int;
|
|
2913
|
+
// enum EnvironmentAmbientSource
|
|
2914
|
+
/** Gather ambient light from whichever source is specified as the background. */
|
|
2915
|
+
readonly ENV_AMBIENT_SOURCE_BG: int;
|
|
2916
|
+
/** Disable ambient light. */
|
|
2917
|
+
readonly ENV_AMBIENT_SOURCE_DISABLED: int;
|
|
2918
|
+
/** Specify a specific {@link Color} for ambient light. */
|
|
2919
|
+
readonly ENV_AMBIENT_SOURCE_COLOR: int;
|
|
2920
|
+
/** Gather ambient light from the {@link Sky} regardless of what the background is. */
|
|
2921
|
+
readonly ENV_AMBIENT_SOURCE_SKY: int;
|
|
2922
|
+
// enum EnvironmentReflectionSource
|
|
2923
|
+
/** Use the background for reflections. */
|
|
2924
|
+
readonly ENV_REFLECTION_SOURCE_BG: int;
|
|
2925
|
+
/** Disable reflections. */
|
|
2926
|
+
readonly ENV_REFLECTION_SOURCE_DISABLED: int;
|
|
2927
|
+
/** Use the {@link Sky} for reflections regardless of what the background is. */
|
|
2928
|
+
readonly ENV_REFLECTION_SOURCE_SKY: int;
|
|
2929
|
+
// enum EnvironmentGlowBlendMode
|
|
2930
|
+
/** Adds the glow effect to the scene. */
|
|
2931
|
+
readonly ENV_GLOW_BLEND_MODE_ADDITIVE: int;
|
|
2932
|
+
/**
|
|
2933
|
+
* Adds the glow effect to the scene after modifying the glow influence based on the scene value; dark values will be highly influenced by glow and bright values will not be influenced by glow. This approach avoids bright values becoming overly bright from the glow effect. {@link Environment.tonemap_white} is used to determine the maximum scene value where the glow should have no influence. When {@link Environment.tonemap_mode} is set to {@link Environment.TONE_MAPPER_LINEAR} and {@link Viewport.use_hdr_2d} is `true`, the parent window's {@link Window.get_output_max_linear_value} will be used as the maximum scene value.
|
|
2934
|
+
*/
|
|
2935
|
+
readonly ENV_GLOW_BLEND_MODE_SCREEN: int;
|
|
2936
|
+
/**
|
|
2937
|
+
* Adds the glow effect to the tonemapped image after modifying the glow influence based on the image value; dark values and bright values will not be influenced by glow and mid-range values will be highly influenced by glow. This approach avoids bright values becoming overly bright from the glow effect. The glow will have the largest influence on image values of `0.25` and will have no influence when applied to image values greater than `1.0`.
|
|
2938
|
+
* **Note:** This blend mode does not support HDR output because expects a maximum output value of `1.0`. It is recommended to use a different blend mode when rendering to an HDR screen.
|
|
2939
|
+
*/
|
|
2940
|
+
readonly ENV_GLOW_BLEND_MODE_SOFTLIGHT: int;
|
|
2941
|
+
/**
|
|
2942
|
+
* Replaces all pixels' color by the glow effect. This can be used to simulate a full-screen blur effect by tweaking the glow parameters to match the original image's brightness or to preview glow configuration in the editor.
|
|
2943
|
+
*/
|
|
2944
|
+
readonly ENV_GLOW_BLEND_MODE_REPLACE: int;
|
|
2945
|
+
/**
|
|
2946
|
+
* Mixes the glow image with the scene image. Best used with {@link Environment.glow_bloom} to avoid darkening the scene.
|
|
2947
|
+
*/
|
|
2948
|
+
readonly ENV_GLOW_BLEND_MODE_MIX: int;
|
|
2949
|
+
// enum EnvironmentFogMode
|
|
2950
|
+
/** Use a physically-based fog model defined primarily by fog density. */
|
|
2951
|
+
readonly ENV_FOG_MODE_EXPONENTIAL: int;
|
|
2952
|
+
/**
|
|
2953
|
+
* Use a simple fog model defined by start and end positions and a custom curve. While not physically accurate, this model can be useful when you need more artistic control.
|
|
2954
|
+
*/
|
|
2955
|
+
readonly ENV_FOG_MODE_DEPTH: int;
|
|
2956
|
+
// enum EnvironmentToneMapper
|
|
2957
|
+
/**
|
|
2958
|
+
* Does not modify color data, resulting in a linear tonemapping curve which unnaturally clips bright values, causing bright lighting to look blown out. The simplest and fastest tonemapper.
|
|
2959
|
+
*/
|
|
2960
|
+
readonly ENV_TONE_MAPPER_LINEAR: int;
|
|
2961
|
+
/**
|
|
2962
|
+
* A simple tonemapping curve that rolls off bright values to prevent clipping. This results in an image that can appear dull and low contrast. Slower than {@link ENV_TONE_MAPPER_LINEAR}.
|
|
2963
|
+
* **Note:** When {@link Environment.tonemap_white} is left at the default value of `1.0`, {@link ENV_TONE_MAPPER_REINHARD} produces an identical image to {@link ENV_TONE_MAPPER_LINEAR}.
|
|
2964
|
+
*/
|
|
2965
|
+
readonly ENV_TONE_MAPPER_REINHARD: int;
|
|
2966
|
+
/**
|
|
2967
|
+
* Uses a film-like tonemapping curve to prevent clipping of bright values and provide better contrast than {@link ENV_TONE_MAPPER_REINHARD}. Slightly slower than {@link ENV_TONE_MAPPER_REINHARD}.
|
|
2968
|
+
* **Note:** This tonemapper does not support HDR output because it produces output in the SDR range. It is recommended to use a different tonemapper when rendering to an HDR screen.
|
|
2969
|
+
*/
|
|
2970
|
+
readonly ENV_TONE_MAPPER_FILMIC: int;
|
|
2971
|
+
/**
|
|
2972
|
+
* Uses a high-contrast film-like tonemapping curve and desaturates bright values for a more realistic appearance. Slightly slower than {@link ENV_TONE_MAPPER_FILMIC}.
|
|
2973
|
+
* **Note:** This tonemapping operator is called "ACES Fitted" in Godot 3.x.
|
|
2974
|
+
* **Note:** This tonemapper does not support HDR output because it produces output in the SDR range. It is recommended to use a different tonemapper when rendering to an HDR screen.
|
|
2975
|
+
*/
|
|
2976
|
+
readonly ENV_TONE_MAPPER_ACES: int;
|
|
2977
|
+
/**
|
|
2978
|
+
* Uses an adjustable film-like tonemapping curve and desaturates bright values for a more realistic appearance. Better than other tonemappers at maintaining the hue of colors as they become brighter. The slowest tonemapping option.
|
|
2979
|
+
*/
|
|
2980
|
+
readonly ENV_TONE_MAPPER_AGX: int;
|
|
2981
|
+
// enum EnvironmentSSRRoughnessQuality
|
|
2982
|
+
/**
|
|
2983
|
+
* Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option.
|
|
2984
|
+
*/
|
|
2985
|
+
readonly ENV_SSR_ROUGHNESS_QUALITY_DISABLED: int;
|
|
2986
|
+
/** Low quality of roughness filter for screen-space reflections. */
|
|
2987
|
+
readonly ENV_SSR_ROUGHNESS_QUALITY_LOW: int;
|
|
2988
|
+
/** Medium quality of roughness filter for screen-space reflections. */
|
|
2989
|
+
readonly ENV_SSR_ROUGHNESS_QUALITY_MEDIUM: int;
|
|
2990
|
+
/** High quality of roughness filter for screen-space reflections. This is the slowest option. */
|
|
2991
|
+
readonly ENV_SSR_ROUGHNESS_QUALITY_HIGH: int;
|
|
2992
|
+
// enum EnvironmentSSAOQuality
|
|
2993
|
+
/** Lowest quality of screen-space ambient occlusion. */
|
|
2994
|
+
readonly ENV_SSAO_QUALITY_VERY_LOW: int;
|
|
2995
|
+
/** Low quality screen-space ambient occlusion. */
|
|
2996
|
+
readonly ENV_SSAO_QUALITY_LOW: int;
|
|
2997
|
+
/** Medium quality screen-space ambient occlusion. */
|
|
2998
|
+
readonly ENV_SSAO_QUALITY_MEDIUM: int;
|
|
2999
|
+
/** High quality screen-space ambient occlusion. */
|
|
3000
|
+
readonly ENV_SSAO_QUALITY_HIGH: int;
|
|
3001
|
+
/**
|
|
3002
|
+
* Highest quality screen-space ambient occlusion. Uses the adaptive target setting which can be dynamically adjusted to smoothly balance performance and visual quality.
|
|
3003
|
+
*/
|
|
3004
|
+
readonly ENV_SSAO_QUALITY_ULTRA: int;
|
|
3005
|
+
// enum EnvironmentSSILQuality
|
|
3006
|
+
/** Lowest quality of screen-space indirect lighting. */
|
|
3007
|
+
readonly ENV_SSIL_QUALITY_VERY_LOW: int;
|
|
3008
|
+
/** Low quality screen-space indirect lighting. */
|
|
3009
|
+
readonly ENV_SSIL_QUALITY_LOW: int;
|
|
3010
|
+
/** High quality screen-space indirect lighting. */
|
|
3011
|
+
readonly ENV_SSIL_QUALITY_MEDIUM: int;
|
|
3012
|
+
/** High quality screen-space indirect lighting. */
|
|
3013
|
+
readonly ENV_SSIL_QUALITY_HIGH: int;
|
|
3014
|
+
/**
|
|
3015
|
+
* Highest quality screen-space indirect lighting. Uses the adaptive target setting which can be dynamically adjusted to smoothly balance performance and visual quality.
|
|
3016
|
+
*/
|
|
3017
|
+
readonly ENV_SSIL_QUALITY_ULTRA: int;
|
|
3018
|
+
// enum EnvironmentSDFGIYScale
|
|
3019
|
+
/**
|
|
3020
|
+
* Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice as short as they are wide. This allows providing increased GI detail and reduced light leaking with thin floors and ceilings. This is usually the best choice for scenes that don't feature much verticality.
|
|
3021
|
+
*/
|
|
3022
|
+
readonly ENV_SDFGI_Y_SCALE_50_PERCENT: int;
|
|
3023
|
+
/**
|
|
3024
|
+
* Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between the 50% and 100% SDFGI Y scales.
|
|
3025
|
+
*/
|
|
3026
|
+
readonly ENV_SDFGI_Y_SCALE_75_PERCENT: int;
|
|
3027
|
+
/**
|
|
3028
|
+
* Use 100% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be as tall as they are wide. This is usually the best choice for highly vertical scenes. The downside is that light leaking may become more noticeable with thin floors and ceilings.
|
|
3029
|
+
*/
|
|
3030
|
+
readonly ENV_SDFGI_Y_SCALE_100_PERCENT: int;
|
|
3031
|
+
// enum EnvironmentSDFGIRayCount
|
|
3032
|
+
/**
|
|
3033
|
+
* Throw 4 rays per frame when converging SDFGI. This has the lowest GPU requirements, but creates the most noisy result.
|
|
3034
|
+
*/
|
|
3035
|
+
readonly ENV_SDFGI_RAY_COUNT_4: int;
|
|
3036
|
+
/** Throw 8 rays per frame when converging SDFGI. */
|
|
3037
|
+
readonly ENV_SDFGI_RAY_COUNT_8: int;
|
|
3038
|
+
/** Throw 16 rays per frame when converging SDFGI. */
|
|
3039
|
+
readonly ENV_SDFGI_RAY_COUNT_16: int;
|
|
3040
|
+
/** Throw 32 rays per frame when converging SDFGI. */
|
|
3041
|
+
readonly ENV_SDFGI_RAY_COUNT_32: int;
|
|
3042
|
+
/** Throw 64 rays per frame when converging SDFGI. */
|
|
3043
|
+
readonly ENV_SDFGI_RAY_COUNT_64: int;
|
|
3044
|
+
/** Throw 96 rays per frame when converging SDFGI. This has high GPU requirements. */
|
|
3045
|
+
readonly ENV_SDFGI_RAY_COUNT_96: int;
|
|
3046
|
+
/**
|
|
3047
|
+
* Throw 128 rays per frame when converging SDFGI. This has very high GPU requirements, but creates the least noisy result.
|
|
3048
|
+
*/
|
|
3049
|
+
readonly ENV_SDFGI_RAY_COUNT_128: int;
|
|
3050
|
+
/** Represents the size of the {@link EnvironmentSDFGIRayCount} enum. */
|
|
3051
|
+
readonly ENV_SDFGI_RAY_COUNT_MAX: int;
|
|
3052
|
+
// enum EnvironmentSDFGIFramesToConverge
|
|
3053
|
+
/**
|
|
3054
|
+
* Converge SDFGI over 5 frames. This is the most responsive, but creates the most noisy result with a given ray count.
|
|
3055
|
+
*/
|
|
3056
|
+
readonly ENV_SDFGI_CONVERGE_IN_5_FRAMES: int;
|
|
3057
|
+
/** Configure SDFGI to fully converge over 10 frames. */
|
|
3058
|
+
readonly ENV_SDFGI_CONVERGE_IN_10_FRAMES: int;
|
|
3059
|
+
/** Configure SDFGI to fully converge over 15 frames. */
|
|
3060
|
+
readonly ENV_SDFGI_CONVERGE_IN_15_FRAMES: int;
|
|
3061
|
+
/** Configure SDFGI to fully converge over 20 frames. */
|
|
3062
|
+
readonly ENV_SDFGI_CONVERGE_IN_20_FRAMES: int;
|
|
3063
|
+
/** Configure SDFGI to fully converge over 25 frames. */
|
|
3064
|
+
readonly ENV_SDFGI_CONVERGE_IN_25_FRAMES: int;
|
|
3065
|
+
/**
|
|
3066
|
+
* Configure SDFGI to fully converge over 30 frames. This is the least responsive, but creates the least noisy result with a given ray count.
|
|
3067
|
+
*/
|
|
3068
|
+
readonly ENV_SDFGI_CONVERGE_IN_30_FRAMES: int;
|
|
3069
|
+
/** Represents the size of the {@link EnvironmentSDFGIFramesToConverge} enum. */
|
|
3070
|
+
readonly ENV_SDFGI_CONVERGE_MAX: int;
|
|
3071
|
+
// enum EnvironmentSDFGIFramesToUpdateLight
|
|
3072
|
+
/**
|
|
3073
|
+
* Update indirect light from dynamic lights in SDFGI over 1 frame. This is the most responsive, but has the highest GPU requirements.
|
|
3074
|
+
*/
|
|
3075
|
+
readonly ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME: int;
|
|
3076
|
+
/** Update indirect light from dynamic lights in SDFGI over 2 frames. */
|
|
3077
|
+
readonly ENV_SDFGI_UPDATE_LIGHT_IN_2_FRAMES: int;
|
|
3078
|
+
/** Update indirect light from dynamic lights in SDFGI over 4 frames. */
|
|
3079
|
+
readonly ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES: int;
|
|
3080
|
+
/** Update indirect light from dynamic lights in SDFGI over 8 frames. */
|
|
3081
|
+
readonly ENV_SDFGI_UPDATE_LIGHT_IN_8_FRAMES: int;
|
|
3082
|
+
/**
|
|
3083
|
+
* Update indirect light from dynamic lights in SDFGI over 16 frames. This is the least responsive, but has the lowest GPU requirements.
|
|
3084
|
+
*/
|
|
3085
|
+
readonly ENV_SDFGI_UPDATE_LIGHT_IN_16_FRAMES: int;
|
|
3086
|
+
/** Represents the size of the {@link EnvironmentSDFGIFramesToUpdateLight} enum. */
|
|
3087
|
+
readonly ENV_SDFGI_UPDATE_LIGHT_MAX: int;
|
|
3088
|
+
// enum SubSurfaceScatteringQuality
|
|
3089
|
+
/**
|
|
3090
|
+
* Disables subsurface scattering entirely, even on materials that have {@link BaseMaterial3D.subsurf_scatter_enabled} set to `true`. This has the lowest GPU requirements.
|
|
3091
|
+
*/
|
|
3092
|
+
readonly SUB_SURFACE_SCATTERING_QUALITY_DISABLED: int;
|
|
3093
|
+
/** Low subsurface scattering quality. */
|
|
3094
|
+
readonly SUB_SURFACE_SCATTERING_QUALITY_LOW: int;
|
|
3095
|
+
/** Medium subsurface scattering quality. */
|
|
3096
|
+
readonly SUB_SURFACE_SCATTERING_QUALITY_MEDIUM: int;
|
|
3097
|
+
/** High subsurface scattering quality. This has the highest GPU requirements. */
|
|
3098
|
+
readonly SUB_SURFACE_SCATTERING_QUALITY_HIGH: int;
|
|
3099
|
+
// enum DOFBokehShape
|
|
3100
|
+
/**
|
|
3101
|
+
* Calculate the DOF blur using a box filter. The fastest option, but results in obvious lines in blur pattern.
|
|
3102
|
+
*/
|
|
3103
|
+
readonly DOF_BOKEH_BOX: int;
|
|
3104
|
+
/** Calculates DOF blur using a hexagon shaped filter. */
|
|
3105
|
+
readonly DOF_BOKEH_HEXAGON: int;
|
|
3106
|
+
/**
|
|
3107
|
+
* Calculates DOF blur using a circle shaped filter. Best quality and most realistic, but slowest. Use only for areas where a lot of performance can be dedicated to post-processing (e.g. cutscenes).
|
|
3108
|
+
*/
|
|
3109
|
+
readonly DOF_BOKEH_CIRCLE: int;
|
|
3110
|
+
// enum DOFBlurQuality
|
|
3111
|
+
/**
|
|
3112
|
+
* Lowest quality DOF blur. This is the fastest setting, but you may be able to see filtering artifacts.
|
|
3113
|
+
*/
|
|
3114
|
+
readonly DOF_BLUR_QUALITY_VERY_LOW: int;
|
|
3115
|
+
/** Low quality DOF blur. */
|
|
3116
|
+
readonly DOF_BLUR_QUALITY_LOW: int;
|
|
3117
|
+
/** Medium quality DOF blur. */
|
|
3118
|
+
readonly DOF_BLUR_QUALITY_MEDIUM: int;
|
|
3119
|
+
/**
|
|
3120
|
+
* Highest quality DOF blur. Results in the smoothest looking blur by taking the most samples, but is also significantly slower.
|
|
3121
|
+
*/
|
|
3122
|
+
readonly DOF_BLUR_QUALITY_HIGH: int;
|
|
3123
|
+
// enum InstanceType
|
|
3124
|
+
/** The instance does not have a type. */
|
|
3125
|
+
readonly INSTANCE_NONE: int;
|
|
3126
|
+
/** The instance is a mesh. */
|
|
3127
|
+
readonly INSTANCE_MESH: int;
|
|
3128
|
+
/** The instance is a multimesh. */
|
|
3129
|
+
readonly INSTANCE_MULTIMESH: int;
|
|
3130
|
+
/** The instance is a particle emitter. */
|
|
3131
|
+
readonly INSTANCE_PARTICLES: int;
|
|
3132
|
+
/** The instance is a GPUParticles collision shape. */
|
|
3133
|
+
readonly INSTANCE_PARTICLES_COLLISION: int;
|
|
3134
|
+
/** The instance is a light. */
|
|
3135
|
+
readonly INSTANCE_LIGHT: int;
|
|
3136
|
+
/** The instance is a reflection probe. */
|
|
3137
|
+
readonly INSTANCE_REFLECTION_PROBE: int;
|
|
3138
|
+
/** The instance is a decal. */
|
|
3139
|
+
readonly INSTANCE_DECAL: int;
|
|
3140
|
+
/** The instance is a VoxelGI. */
|
|
3141
|
+
readonly INSTANCE_VOXEL_GI: int;
|
|
3142
|
+
/** The instance is a lightmap. */
|
|
3143
|
+
readonly INSTANCE_LIGHTMAP: int;
|
|
3144
|
+
/** The instance is an occlusion culling occluder. */
|
|
3145
|
+
readonly INSTANCE_OCCLUDER: int;
|
|
3146
|
+
/** The instance is a visible on-screen notifier. */
|
|
3147
|
+
readonly INSTANCE_VISIBLITY_NOTIFIER: int;
|
|
3148
|
+
/** The instance is a fog volume. */
|
|
3149
|
+
readonly INSTANCE_FOG_VOLUME: int;
|
|
3150
|
+
/** Represents the size of the {@link InstanceType} enum. */
|
|
3151
|
+
readonly INSTANCE_MAX: int;
|
|
3152
|
+
/** A combination of the flags of geometry instances (mesh, multimesh, immediate and particles). */
|
|
3153
|
+
readonly INSTANCE_GEOMETRY_MASK: int;
|
|
3154
|
+
// enum InstanceFlags
|
|
3155
|
+
/** Allows the instance to be used in baked lighting. */
|
|
3156
|
+
readonly INSTANCE_FLAG_USE_BAKED_LIGHT: int;
|
|
3157
|
+
/** Allows the instance to be used with dynamic global illumination. */
|
|
3158
|
+
readonly INSTANCE_FLAG_USE_DYNAMIC_GI: int;
|
|
3159
|
+
/** When set, manually requests to draw geometry on next frame. */
|
|
3160
|
+
readonly INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: int;
|
|
3161
|
+
/**
|
|
3162
|
+
* Always draw, even if the instance would be culled by occlusion culling. Does not affect view frustum culling.
|
|
3163
|
+
*/
|
|
3164
|
+
readonly INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING: int;
|
|
3165
|
+
/** Represents the size of the {@link InstanceFlags} enum. */
|
|
3166
|
+
readonly INSTANCE_FLAG_MAX: int;
|
|
3167
|
+
// enum ShadowCastingSetting
|
|
3168
|
+
/** Disable shadows from this instance. */
|
|
3169
|
+
readonly SHADOW_CASTING_SETTING_OFF: int;
|
|
3170
|
+
/** Cast shadows from this instance. */
|
|
3171
|
+
readonly SHADOW_CASTING_SETTING_ON: int;
|
|
3172
|
+
/**
|
|
3173
|
+
* Disable backface culling when rendering the shadow of the object. This is slightly slower but may result in more correct shadows.
|
|
3174
|
+
*/
|
|
3175
|
+
readonly SHADOW_CASTING_SETTING_DOUBLE_SIDED: int;
|
|
3176
|
+
/** Only render the shadows from the object. The object itself will not be drawn. */
|
|
3177
|
+
readonly SHADOW_CASTING_SETTING_SHADOWS_ONLY: int;
|
|
3178
|
+
// enum VisibilityRangeFadeMode
|
|
3179
|
+
/** Disable visibility range fading for the given instance. */
|
|
3180
|
+
readonly VISIBILITY_RANGE_FADE_DISABLED: int;
|
|
3181
|
+
/** Fade-out the given instance when it approaches its visibility range limits. */
|
|
3182
|
+
readonly VISIBILITY_RANGE_FADE_SELF: int;
|
|
3183
|
+
/** Fade-in the given instance's dependencies when reaching its visibility range limits. */
|
|
3184
|
+
readonly VISIBILITY_RANGE_FADE_DEPENDENCIES: int;
|
|
3185
|
+
// enum BakeChannels
|
|
3186
|
+
/**
|
|
3187
|
+
* Index of {@link Image} in array of {@link Image}s returned by {@link bake_render_uv2}. Image uses {@link Image.FORMAT_RGBA8} and contains albedo color in the `.rgb` channels and alpha in the `.a` channel.
|
|
3188
|
+
*/
|
|
3189
|
+
readonly BAKE_CHANNEL_ALBEDO_ALPHA: int;
|
|
3190
|
+
/**
|
|
3191
|
+
* Index of {@link Image} in array of {@link Image}s returned by {@link bake_render_uv2}. Image uses {@link Image.FORMAT_RGBA8} and contains the per-pixel normal of the object in the `.rgb` channels and nothing in the `.a` channel. The per-pixel normal is encoded as `normal * 0.5 + 0.5`.
|
|
3192
|
+
*/
|
|
3193
|
+
readonly BAKE_CHANNEL_NORMAL: int;
|
|
3194
|
+
/**
|
|
3195
|
+
* Index of {@link Image} in array of {@link Image}s returned by {@link bake_render_uv2}. Image uses {@link Image.FORMAT_RGBA8} and contains ambient occlusion (from material and decals only) in the `.r` channel, roughness in the `.g` channel, metallic in the `.b` channel and sub surface scattering amount in the `.a` channel.
|
|
3196
|
+
*/
|
|
3197
|
+
readonly BAKE_CHANNEL_ORM: int;
|
|
3198
|
+
/**
|
|
3199
|
+
* Index of {@link Image} in array of {@link Image}s returned by {@link bake_render_uv2}. Image uses {@link Image.FORMAT_RGBAH} and contains emission color in the `.rgb` channels and nothing in the `.a` channel.
|
|
3200
|
+
*/
|
|
3201
|
+
readonly BAKE_CHANNEL_EMISSION: int;
|
|
3202
|
+
// enum CanvasTextureChannel
|
|
3203
|
+
/** Diffuse canvas texture ({@link CanvasTexture.diffuse_texture}). */
|
|
3204
|
+
readonly CANVAS_TEXTURE_CHANNEL_DIFFUSE: int;
|
|
3205
|
+
/** Normal map canvas texture ({@link CanvasTexture.normal_texture}). */
|
|
3206
|
+
readonly CANVAS_TEXTURE_CHANNEL_NORMAL: int;
|
|
3207
|
+
/** Specular map canvas texture ({@link CanvasTexture.specular_texture}). */
|
|
3208
|
+
readonly CANVAS_TEXTURE_CHANNEL_SPECULAR: int;
|
|
3209
|
+
// enum NinePatchAxisMode
|
|
3210
|
+
/** The nine patch gets stretched where needed. */
|
|
3211
|
+
readonly NINE_PATCH_STRETCH: int;
|
|
3212
|
+
/** The nine patch gets filled with tiles where needed. */
|
|
3213
|
+
readonly NINE_PATCH_TILE: int;
|
|
3214
|
+
/** The nine patch gets filled with tiles where needed and stretches them a bit if needed. */
|
|
3215
|
+
readonly NINE_PATCH_TILE_FIT: int;
|
|
3216
|
+
// enum CanvasItemTextureFilter
|
|
3217
|
+
/** Uses the default filter mode for this {@link Viewport}. */
|
|
3218
|
+
readonly CANVAS_ITEM_TEXTURE_FILTER_DEFAULT: int;
|
|
3219
|
+
/**
|
|
3220
|
+
* The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).
|
|
3221
|
+
*/
|
|
3222
|
+
readonly CANVAS_ITEM_TEXTURE_FILTER_NEAREST: int;
|
|
3223
|
+
/**
|
|
3224
|
+
* The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).
|
|
3225
|
+
*/
|
|
3226
|
+
readonly CANVAS_ITEM_TEXTURE_FILTER_LINEAR: int;
|
|
3227
|
+
/**
|
|
3228
|
+
* The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if {@link ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter} is `true`). This makes the texture look pixelated from up close, and smooth from a distance.
|
|
3229
|
+
* Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to {@link Camera2D} zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
|
|
3230
|
+
*/
|
|
3231
|
+
readonly CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: int;
|
|
3232
|
+
/**
|
|
3233
|
+
* The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if {@link ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter} is `true`). This makes the texture look smooth from up close, and smooth from a distance.
|
|
3234
|
+
* Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to {@link Camera2D} zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
|
|
3235
|
+
*/
|
|
3236
|
+
readonly CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: int;
|
|
3237
|
+
/**
|
|
3238
|
+
* The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if {@link ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter} is `true`) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting {@link ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level}.
|
|
3239
|
+
* **Note:** This texture filter is rarely useful in 2D projects. {@link CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS} is usually more appropriate in this case.
|
|
3240
|
+
*/
|
|
3241
|
+
readonly CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: int;
|
|
3242
|
+
/**
|
|
3243
|
+
* The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if {@link ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter} is `true`) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting {@link ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level}.
|
|
3244
|
+
* **Note:** This texture filter is rarely useful in 2D projects. {@link CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS} is usually more appropriate in this case.
|
|
3245
|
+
*/
|
|
3246
|
+
readonly CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: int;
|
|
3247
|
+
/** Max value for {@link CanvasItemTextureFilter} enum. */
|
|
3248
|
+
readonly CANVAS_ITEM_TEXTURE_FILTER_MAX: int;
|
|
3249
|
+
// enum CanvasItemTextureRepeat
|
|
3250
|
+
/** Uses the default repeat mode for this {@link Viewport}. */
|
|
3251
|
+
readonly CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT: int;
|
|
3252
|
+
/**
|
|
3253
|
+
* Disables textures repeating. Instead, when reading UVs outside the 0-1 range, the value will be clamped to the edge of the texture, resulting in a stretched out look at the borders of the texture.
|
|
3254
|
+
*/
|
|
3255
|
+
readonly CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: int;
|
|
3256
|
+
/**
|
|
3257
|
+
* Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture.
|
|
3258
|
+
*/
|
|
3259
|
+
readonly CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: int;
|
|
3260
|
+
/** Flip the texture when repeating so that the edge lines up instead of abruptly changing. */
|
|
3261
|
+
readonly CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: int;
|
|
3262
|
+
/** Max value for {@link CanvasItemTextureRepeat} enum. */
|
|
3263
|
+
readonly CANVAS_ITEM_TEXTURE_REPEAT_MAX: int;
|
|
3264
|
+
// enum CanvasGroupMode
|
|
3265
|
+
/** Child draws over parent and is not clipped. */
|
|
3266
|
+
readonly CANVAS_GROUP_MODE_DISABLED: int;
|
|
3267
|
+
/**
|
|
3268
|
+
* Parent is used for the purposes of clipping only. Child is clipped to the parent's visible area, parent is not drawn.
|
|
3269
|
+
*/
|
|
3270
|
+
readonly CANVAS_GROUP_MODE_CLIP_ONLY: int;
|
|
3271
|
+
/**
|
|
3272
|
+
* Parent is used for clipping child, but parent is also drawn underneath child as normal before clipping child to its visible area.
|
|
3273
|
+
*/
|
|
3274
|
+
readonly CANVAS_GROUP_MODE_CLIP_AND_DRAW: int;
|
|
3275
|
+
readonly CANVAS_GROUP_MODE_TRANSPARENT: int;
|
|
3276
|
+
// enum CanvasLightMode
|
|
3277
|
+
/** 2D point light (see {@link PointLight2D}). */
|
|
3278
|
+
readonly CANVAS_LIGHT_MODE_POINT: int;
|
|
3279
|
+
/** 2D directional (sun/moon) light (see {@link DirectionalLight2D}). */
|
|
3280
|
+
readonly CANVAS_LIGHT_MODE_DIRECTIONAL: int;
|
|
3281
|
+
// enum CanvasLightBlendMode
|
|
3282
|
+
/** Adds light color additive to the canvas. */
|
|
3283
|
+
readonly CANVAS_LIGHT_BLEND_MODE_ADD: int;
|
|
3284
|
+
/** Adds light color subtractive to the canvas. */
|
|
3285
|
+
readonly CANVAS_LIGHT_BLEND_MODE_SUB: int;
|
|
3286
|
+
/** The light adds color depending on transparency. */
|
|
3287
|
+
readonly CANVAS_LIGHT_BLEND_MODE_MIX: int;
|
|
3288
|
+
// enum CanvasLightShadowFilter
|
|
3289
|
+
/** Do not apply a filter to canvas light shadows. */
|
|
3290
|
+
readonly CANVAS_LIGHT_FILTER_NONE: int;
|
|
3291
|
+
/** Use PCF5 filtering to filter canvas light shadows. */
|
|
3292
|
+
readonly CANVAS_LIGHT_FILTER_PCF5: int;
|
|
3293
|
+
/** Use PCF13 filtering to filter canvas light shadows. */
|
|
3294
|
+
readonly CANVAS_LIGHT_FILTER_PCF13: int;
|
|
3295
|
+
/** Max value of the {@link CanvasLightShadowFilter} enum. */
|
|
3296
|
+
readonly CANVAS_LIGHT_FILTER_MAX: int;
|
|
3297
|
+
// enum CanvasOccluderPolygonCullMode
|
|
3298
|
+
/** Culling of the canvas occluder is disabled. */
|
|
3299
|
+
readonly CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: int;
|
|
3300
|
+
/** Culling of the canvas occluder is clockwise. */
|
|
3301
|
+
readonly CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: int;
|
|
3302
|
+
/** Culling of the canvas occluder is counterclockwise. */
|
|
3303
|
+
readonly CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: int;
|
|
3304
|
+
// enum GlobalShaderParameterType
|
|
3305
|
+
/** Boolean global shader parameter (`global uniform bool ...`). */
|
|
3306
|
+
readonly GLOBAL_VAR_TYPE_BOOL: int;
|
|
3307
|
+
/** 2-dimensional boolean vector global shader parameter (`global uniform bvec2 ...`). */
|
|
3308
|
+
readonly GLOBAL_VAR_TYPE_BVEC2: int;
|
|
3309
|
+
/** 3-dimensional boolean vector global shader parameter (`global uniform bvec3 ...`). */
|
|
3310
|
+
readonly GLOBAL_VAR_TYPE_BVEC3: int;
|
|
3311
|
+
/** 4-dimensional boolean vector global shader parameter (`global uniform bvec4 ...`). */
|
|
3312
|
+
readonly GLOBAL_VAR_TYPE_BVEC4: int;
|
|
3313
|
+
/** Integer global shader parameter (`global uniform int ...`). */
|
|
3314
|
+
readonly GLOBAL_VAR_TYPE_INT: int;
|
|
3315
|
+
/** 2-dimensional integer vector global shader parameter (`global uniform ivec2 ...`). */
|
|
3316
|
+
readonly GLOBAL_VAR_TYPE_IVEC2: int;
|
|
3317
|
+
/** 3-dimensional integer vector global shader parameter (`global uniform ivec3 ...`). */
|
|
3318
|
+
readonly GLOBAL_VAR_TYPE_IVEC3: int;
|
|
3319
|
+
/** 4-dimensional integer vector global shader parameter (`global uniform ivec4 ...`). */
|
|
3320
|
+
readonly GLOBAL_VAR_TYPE_IVEC4: int;
|
|
3321
|
+
/**
|
|
3322
|
+
* 2-dimensional integer rectangle global shader parameter (`global uniform ivec4 ...`). Equivalent to {@link GLOBAL_VAR_TYPE_IVEC4} in shader code, but exposed as a {@link Rect2i} in the editor UI.
|
|
3323
|
+
*/
|
|
3324
|
+
readonly GLOBAL_VAR_TYPE_RECT2I: int;
|
|
3325
|
+
/** Unsigned integer global shader parameter (`global uniform uint ...`). */
|
|
3326
|
+
readonly GLOBAL_VAR_TYPE_UINT: int;
|
|
3327
|
+
/** 2-dimensional unsigned integer vector global shader parameter (`global uniform uvec2 ...`). */
|
|
3328
|
+
readonly GLOBAL_VAR_TYPE_UVEC2: int;
|
|
3329
|
+
/** 3-dimensional unsigned integer vector global shader parameter (`global uniform uvec3 ...`). */
|
|
3330
|
+
readonly GLOBAL_VAR_TYPE_UVEC3: int;
|
|
3331
|
+
/** 4-dimensional unsigned integer vector global shader parameter (`global uniform uvec4 ...`). */
|
|
3332
|
+
readonly GLOBAL_VAR_TYPE_UVEC4: int;
|
|
3333
|
+
/** Single-precision floating-point global shader parameter (`global uniform float ...`). */
|
|
3334
|
+
readonly GLOBAL_VAR_TYPE_FLOAT: int;
|
|
3335
|
+
/** 2-dimensional floating-point vector global shader parameter (`global uniform vec2 ...`). */
|
|
3336
|
+
readonly GLOBAL_VAR_TYPE_VEC2: int;
|
|
3337
|
+
/** 3-dimensional floating-point vector global shader parameter (`global uniform vec3 ...`). */
|
|
3338
|
+
readonly GLOBAL_VAR_TYPE_VEC3: int;
|
|
3339
|
+
/** 4-dimensional floating-point vector global shader parameter (`global uniform vec4 ...`). */
|
|
3340
|
+
readonly GLOBAL_VAR_TYPE_VEC4: int;
|
|
3341
|
+
/**
|
|
3342
|
+
* Color global shader parameter (`global uniform vec4 ...`). Equivalent to {@link GLOBAL_VAR_TYPE_VEC4} in shader code, but exposed as a {@link Color} in the editor UI.
|
|
3343
|
+
*/
|
|
3344
|
+
readonly GLOBAL_VAR_TYPE_COLOR: int;
|
|
3345
|
+
/**
|
|
3346
|
+
* 2-dimensional floating-point rectangle global shader parameter (`global uniform vec4 ...`). Equivalent to {@link GLOBAL_VAR_TYPE_VEC4} in shader code, but exposed as a {@link Rect2} in the editor UI.
|
|
3347
|
+
*/
|
|
3348
|
+
readonly GLOBAL_VAR_TYPE_RECT2: int;
|
|
3349
|
+
/**
|
|
3350
|
+
* 2×2 matrix global shader parameter (`global uniform mat2 ...`). Exposed as a {@link PackedInt32Array} in the editor UI.
|
|
3351
|
+
*/
|
|
3352
|
+
readonly GLOBAL_VAR_TYPE_MAT2: int;
|
|
3353
|
+
/**
|
|
3354
|
+
* 3×3 matrix global shader parameter (`global uniform mat3 ...`). Exposed as a {@link Basis} in the editor UI.
|
|
3355
|
+
*/
|
|
3356
|
+
readonly GLOBAL_VAR_TYPE_MAT3: int;
|
|
3357
|
+
/**
|
|
3358
|
+
* 4×4 matrix global shader parameter (`global uniform mat4 ...`). Exposed as a {@link Projection} in the editor UI.
|
|
3359
|
+
*/
|
|
3360
|
+
readonly GLOBAL_VAR_TYPE_MAT4: int;
|
|
3361
|
+
/**
|
|
3362
|
+
* 2-dimensional transform global shader parameter (`global uniform mat2x3 ...`). Exposed as a {@link Transform2D} in the editor UI.
|
|
3363
|
+
*/
|
|
3364
|
+
readonly GLOBAL_VAR_TYPE_TRANSFORM_2D: int;
|
|
3365
|
+
/**
|
|
3366
|
+
* 3-dimensional transform global shader parameter (`global uniform mat3x4 ...`). Exposed as a {@link Transform3D} in the editor UI.
|
|
3367
|
+
*/
|
|
3368
|
+
readonly GLOBAL_VAR_TYPE_TRANSFORM: int;
|
|
3369
|
+
/**
|
|
3370
|
+
* 2D sampler global shader parameter (`global uniform sampler2D ...`). Exposed as a {@link Texture2D} in the editor UI.
|
|
3371
|
+
*/
|
|
3372
|
+
readonly GLOBAL_VAR_TYPE_SAMPLER2D: int;
|
|
3373
|
+
/**
|
|
3374
|
+
* 2D sampler array global shader parameter (`global uniform sampler2DArray ...`). Exposed as a {@link Texture2DArray} in the editor UI.
|
|
3375
|
+
*/
|
|
3376
|
+
readonly GLOBAL_VAR_TYPE_SAMPLER2DARRAY: int;
|
|
3377
|
+
/**
|
|
3378
|
+
* 3D sampler global shader parameter (`global uniform sampler3D ...`). Exposed as a {@link Texture3D} in the editor UI.
|
|
3379
|
+
*/
|
|
3380
|
+
readonly GLOBAL_VAR_TYPE_SAMPLER3D: int;
|
|
3381
|
+
/**
|
|
3382
|
+
* Cubemap sampler global shader parameter (`global uniform samplerCube ...`). Exposed as a {@link Cubemap} in the editor UI.
|
|
3383
|
+
*/
|
|
3384
|
+
readonly GLOBAL_VAR_TYPE_SAMPLERCUBE: int;
|
|
3385
|
+
/**
|
|
3386
|
+
* External sampler global shader parameter (`global uniform samplerExternalOES ...`). Exposed as an {@link ExternalTexture} in the editor UI.
|
|
3387
|
+
*/
|
|
3388
|
+
readonly GLOBAL_VAR_TYPE_SAMPLEREXT: int;
|
|
3389
|
+
/** Represents the size of the {@link GlobalShaderParameterType} enum. */
|
|
3390
|
+
readonly GLOBAL_VAR_TYPE_MAX: int;
|
|
3391
|
+
// enum RenderingInfo
|
|
3392
|
+
/**
|
|
3393
|
+
* Number of objects rendered in the current 3D scene. This varies depending on camera position and rotation.
|
|
3394
|
+
*/
|
|
3395
|
+
readonly RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME: int;
|
|
3396
|
+
/**
|
|
3397
|
+
* Number of points, lines, or triangles rendered in the current 3D scene. This varies depending on camera position and rotation.
|
|
3398
|
+
*/
|
|
3399
|
+
readonly RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME: int;
|
|
3400
|
+
/**
|
|
3401
|
+
* Number of draw calls performed to render in the current 3D scene. This varies depending on camera position and rotation.
|
|
3402
|
+
*/
|
|
3403
|
+
readonly RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME: int;
|
|
3404
|
+
/** Texture memory used (in bytes). */
|
|
3405
|
+
readonly RENDERING_INFO_TEXTURE_MEM_USED: int;
|
|
3406
|
+
/**
|
|
3407
|
+
* Buffer memory used (in bytes). This includes vertex data, uniform buffers, and many miscellaneous buffer types used internally.
|
|
3408
|
+
*/
|
|
3409
|
+
readonly RENDERING_INFO_BUFFER_MEM_USED: int;
|
|
3410
|
+
/**
|
|
3411
|
+
* Video memory used (in bytes). When using the Forward+ or Mobile renderers, this is always greater than the sum of {@link RENDERING_INFO_TEXTURE_MEM_USED} and {@link RENDERING_INFO_BUFFER_MEM_USED}, since there is miscellaneous data not accounted for by those two metrics. When using the Compatibility renderer, this is equal to the sum of {@link RENDERING_INFO_TEXTURE_MEM_USED} and {@link RENDERING_INFO_BUFFER_MEM_USED}.
|
|
3412
|
+
*/
|
|
3413
|
+
readonly RENDERING_INFO_VIDEO_MEM_USED: int;
|
|
3414
|
+
/** Number of pipeline compilations that were triggered by the 2D canvas renderer. */
|
|
3415
|
+
readonly RENDERING_INFO_PIPELINE_COMPILATIONS_CANVAS: int;
|
|
3416
|
+
/**
|
|
3417
|
+
* Number of pipeline compilations that were triggered by loading meshes. These compilations will show up as longer loading times the first time a user runs the game and the pipeline is required.
|
|
3418
|
+
*/
|
|
3419
|
+
readonly RENDERING_INFO_PIPELINE_COMPILATIONS_MESH: int;
|
|
3420
|
+
/**
|
|
3421
|
+
* Number of pipeline compilations that were triggered by building the surface cache before rendering the scene. These compilations will show up as a stutter when loading a scene the first time a user runs the game and the pipeline is required.
|
|
3422
|
+
*/
|
|
3423
|
+
readonly RENDERING_INFO_PIPELINE_COMPILATIONS_SURFACE: int;
|
|
3424
|
+
/**
|
|
3425
|
+
* Number of pipeline compilations that were triggered while drawing the scene. These compilations will show up as stutters during gameplay the first time a user runs the game and the pipeline is required.
|
|
3426
|
+
*/
|
|
3427
|
+
readonly RENDERING_INFO_PIPELINE_COMPILATIONS_DRAW: int;
|
|
3428
|
+
/**
|
|
3429
|
+
* Number of pipeline compilations that were triggered to optimize the current scene. These compilations are done in the background and should not cause any stutters whatsoever.
|
|
3430
|
+
*/
|
|
3431
|
+
readonly RENDERING_INFO_PIPELINE_COMPILATIONS_SPECIALIZATION: int;
|
|
3432
|
+
// enum PipelineSource
|
|
3433
|
+
/** Pipeline compilation that was triggered by the 2D canvas renderer. */
|
|
3434
|
+
readonly PIPELINE_SOURCE_CANVAS: int;
|
|
3435
|
+
/** Pipeline compilation that was triggered by loading a mesh. */
|
|
3436
|
+
readonly PIPELINE_SOURCE_MESH: int;
|
|
3437
|
+
/** Pipeline compilation that was triggered by building the surface cache before rendering the scene. */
|
|
3438
|
+
readonly PIPELINE_SOURCE_SURFACE: int;
|
|
3439
|
+
/** Pipeline compilation that was triggered while drawing the scene. */
|
|
3440
|
+
readonly PIPELINE_SOURCE_DRAW: int;
|
|
3441
|
+
/** Pipeline compilation that was triggered to optimize the current scene. */
|
|
3442
|
+
readonly PIPELINE_SOURCE_SPECIALIZATION: int;
|
|
3443
|
+
/** Represents the size of the {@link PipelineSource} enum. */
|
|
3444
|
+
readonly PIPELINE_SOURCE_MAX: int;
|
|
3445
|
+
// enum SplashStretchMode
|
|
3446
|
+
/** No stretching is applied. */
|
|
3447
|
+
readonly SPLASH_STRETCH_MODE_DISABLED: int;
|
|
3448
|
+
/** Stretches image to fullscreen while preserving aspect ratio. */
|
|
3449
|
+
readonly SPLASH_STRETCH_MODE_KEEP: int;
|
|
3450
|
+
/** Stretches the height of the image based on the width of the screen. */
|
|
3451
|
+
readonly SPLASH_STRETCH_MODE_KEEP_WIDTH: int;
|
|
3452
|
+
/** Stretches the width of the image based on the height of the screen. */
|
|
3453
|
+
readonly SPLASH_STRETCH_MODE_KEEP_HEIGHT: int;
|
|
3454
|
+
/** Stretches the image to cover the entire screen while preserving aspect ratio. */
|
|
3455
|
+
readonly SPLASH_STRETCH_MODE_COVER: int;
|
|
3456
|
+
/** Stretches the image to cover the entire screen but doesn't preserve aspect ratio. */
|
|
3457
|
+
readonly SPLASH_STRETCH_MODE_IGNORE: int;
|
|
3458
|
+
// enum Features
|
|
3459
|
+
readonly FEATURE_SHADERS: int;
|
|
3460
|
+
readonly FEATURE_MULTITHREADED: int;
|
|
3461
|
+
|
|
3462
|
+
/** Marks an error that shows that the index array is empty. */
|
|
3463
|
+
readonly NO_INDEX_ARRAY: int;
|
|
3464
|
+
/** Number of weights/bones per vertex. */
|
|
3465
|
+
readonly ARRAY_WEIGHTS_SIZE: int;
|
|
3466
|
+
/** The minimum Z-layer for canvas items. */
|
|
3467
|
+
readonly CANVAS_ITEM_Z_MIN: int;
|
|
3468
|
+
/** The maximum Z-layer for canvas items. */
|
|
3469
|
+
readonly CANVAS_ITEM_Z_MAX: int;
|
|
3470
|
+
/** The minimum canvas layer. */
|
|
3471
|
+
readonly CANVAS_LAYER_MIN: int;
|
|
3472
|
+
/** The maximum canvas layer. */
|
|
3473
|
+
readonly CANVAS_LAYER_MAX: int;
|
|
3474
|
+
/** The maximum number of glow levels that can be used with the glow post-processing effect. */
|
|
3475
|
+
readonly MAX_GLOW_LEVELS: int;
|
|
3476
|
+
readonly MAX_CURSORS: int;
|
|
3477
|
+
/** The maximum number of directional lights that can be rendered at a given time in 2D. */
|
|
3478
|
+
readonly MAX_2D_DIRECTIONAL_LIGHTS: int;
|
|
3479
|
+
/** The maximum number of surfaces a mesh can have. */
|
|
3480
|
+
readonly MAX_MESH_SURFACES: int;
|
|
3481
|
+
/** The minimum renderpriority of all materials. */
|
|
3482
|
+
readonly MATERIAL_RENDER_PRIORITY_MIN: int;
|
|
3483
|
+
/** The maximum renderpriority of all materials. */
|
|
3484
|
+
readonly MATERIAL_RENDER_PRIORITY_MAX: int;
|
|
3485
|
+
/**
|
|
3486
|
+
* The number of custom data arrays available ({@link ARRAY_CUSTOM0}, {@link ARRAY_CUSTOM1}, {@link ARRAY_CUSTOM2}, {@link ARRAY_CUSTOM3}).
|
|
3487
|
+
*/
|
|
3488
|
+
readonly ARRAY_CUSTOM_COUNT: int;
|
|
3489
|
+
/** Particle starts at the specified position. */
|
|
3490
|
+
readonly PARTICLES_EMIT_FLAG_POSITION: int;
|
|
3491
|
+
/** Particle starts with specified rotation and scale. */
|
|
3492
|
+
readonly PARTICLES_EMIT_FLAG_ROTATION_SCALE: int;
|
|
3493
|
+
/** Particle starts with the specified velocity vector, which defines the emission direction and speed. */
|
|
3494
|
+
readonly PARTICLES_EMIT_FLAG_VELOCITY: int;
|
|
3495
|
+
/** Particle starts with specified color. */
|
|
3496
|
+
readonly PARTICLES_EMIT_FLAG_COLOR: int;
|
|
3497
|
+
/** Particle starts with specified `CUSTOM` data. */
|
|
3498
|
+
readonly PARTICLES_EMIT_FLAG_CUSTOM: int;
|
|
3499
|
+
}
|
|
3500
|
+
declare const RenderingServer: RenderingServer;
|
|
3501
|
+
|