typescript-to-gdscript 0.1.0

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Files changed (1301) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +324 -0
  3. package/dist/cache/index.d.ts +203 -0
  4. package/dist/cache/index.d.ts.map +1 -0
  5. package/dist/cache/index.js +609 -0
  6. package/dist/cache/index.js.map +1 -0
  7. package/dist/checker/godot-project.d.ts +15 -0
  8. package/dist/checker/godot-project.d.ts.map +1 -0
  9. package/dist/checker/godot-project.js +14 -0
  10. package/dist/checker/godot-project.js.map +1 -0
  11. package/dist/checker/index.d.ts +61 -0
  12. package/dist/checker/index.d.ts.map +1 -0
  13. package/dist/checker/index.js +229 -0
  14. package/dist/checker/index.js.map +1 -0
  15. package/dist/checker/ts-diagnostics.d.ts +11 -0
  16. package/dist/checker/ts-diagnostics.d.ts.map +1 -0
  17. package/dist/checker/ts-diagnostics.js +67 -0
  18. package/dist/checker/ts-diagnostics.js.map +1 -0
  19. package/dist/cli/clear-cache.d.ts +3 -0
  20. package/dist/cli/clear-cache.d.ts.map +1 -0
  21. package/dist/cli/clear-cache.js +42 -0
  22. package/dist/cli/clear-cache.js.map +1 -0
  23. package/dist/cli/convert-gd.d.ts +3 -0
  24. package/dist/cli/convert-gd.d.ts.map +1 -0
  25. package/dist/cli/convert-gd.js +148 -0
  26. package/dist/cli/convert-gd.js.map +1 -0
  27. package/dist/cli/convert.d.ts +3 -0
  28. package/dist/cli/convert.d.ts.map +1 -0
  29. package/dist/cli/convert.js +165 -0
  30. package/dist/cli/convert.js.map +1 -0
  31. package/dist/cli/generate-addon-typings.d.ts +3 -0
  32. package/dist/cli/generate-addon-typings.d.ts.map +1 -0
  33. package/dist/cli/generate-addon-typings.js +31 -0
  34. package/dist/cli/generate-addon-typings.js.map +1 -0
  35. package/dist/cli/generate-gdscript-global-typings.d.ts +3 -0
  36. package/dist/cli/generate-gdscript-global-typings.d.ts.map +1 -0
  37. package/dist/cli/generate-gdscript-global-typings.js +172 -0
  38. package/dist/cli/generate-gdscript-global-typings.js.map +1 -0
  39. package/dist/cli/generate-typings.d.ts +3 -0
  40. package/dist/cli/generate-typings.d.ts.map +1 -0
  41. package/dist/cli/generate-typings.js +48 -0
  42. package/dist/cli/generate-typings.js.map +1 -0
  43. package/dist/cli/helpers.d.ts +47 -0
  44. package/dist/cli/helpers.d.ts.map +1 -0
  45. package/dist/cli/helpers.js +180 -0
  46. package/dist/cli/helpers.js.map +1 -0
  47. package/dist/cli/index.d.ts +3 -0
  48. package/dist/cli/index.d.ts.map +1 -0
  49. package/dist/cli/index.js +35 -0
  50. package/dist/cli/index.js.map +1 -0
  51. package/dist/cli/init.d.ts +8 -0
  52. package/dist/cli/init.d.ts.map +1 -0
  53. package/dist/cli/init.js +222 -0
  54. package/dist/cli/init.js.map +1 -0
  55. package/dist/cli/initial-convert-gd-to-ts.d.ts +3 -0
  56. package/dist/cli/initial-convert-gd-to-ts.d.ts.map +1 -0
  57. package/dist/cli/initial-convert-gd-to-ts.js +149 -0
  58. package/dist/cli/initial-convert-gd-to-ts.js.map +1 -0
  59. package/dist/cli/lint.d.ts +3 -0
  60. package/dist/cli/lint.d.ts.map +1 -0
  61. package/dist/cli/lint.js +191 -0
  62. package/dist/cli/lint.js.map +1 -0
  63. package/dist/cli/open-editor.d.ts +21 -0
  64. package/dist/cli/open-editor.d.ts.map +1 -0
  65. package/dist/cli/open-editor.js +148 -0
  66. package/dist/cli/open-editor.js.map +1 -0
  67. package/dist/cli/set-latest.d.ts +3 -0
  68. package/dist/cli/set-latest.d.ts.map +1 -0
  69. package/dist/cli/set-latest.js +23 -0
  70. package/dist/cli/set-latest.js.map +1 -0
  71. package/dist/cli/validate-gd.d.ts +3 -0
  72. package/dist/cli/validate-gd.d.ts.map +1 -0
  73. package/dist/cli/validate-gd.js +37 -0
  74. package/dist/cli/validate-gd.js.map +1 -0
  75. package/dist/cli/watch.d.ts +3 -0
  76. package/dist/cli/watch.d.ts.map +1 -0
  77. package/dist/cli/watch.js +58 -0
  78. package/dist/cli/watch.js.map +1 -0
  79. package/dist/config/index.d.ts +142 -0
  80. package/dist/config/index.d.ts.map +1 -0
  81. package/dist/config/index.js +161 -0
  82. package/dist/config/index.js.map +1 -0
  83. package/dist/converter/common/index.d.ts +169 -0
  84. package/dist/converter/common/index.d.ts.map +1 -0
  85. package/dist/converter/common/index.js +298 -0
  86. package/dist/converter/common/index.js.map +1 -0
  87. package/dist/converter/gd-to-ts/class-scope.d.ts +80 -0
  88. package/dist/converter/gd-to-ts/class-scope.d.ts.map +1 -0
  89. package/dist/converter/gd-to-ts/class-scope.js +208 -0
  90. package/dist/converter/gd-to-ts/class-scope.js.map +1 -0
  91. package/dist/converter/gd-to-ts/context.d.ts +94 -0
  92. package/dist/converter/gd-to-ts/context.d.ts.map +1 -0
  93. package/dist/converter/gd-to-ts/context.js +71 -0
  94. package/dist/converter/gd-to-ts/context.js.map +1 -0
  95. package/dist/converter/gd-to-ts/expressions.d.ts +18 -0
  96. package/dist/converter/gd-to-ts/expressions.d.ts.map +1 -0
  97. package/dist/converter/gd-to-ts/expressions.js +535 -0
  98. package/dist/converter/gd-to-ts/expressions.js.map +1 -0
  99. package/dist/converter/gd-to-ts/file-scope-emitter.d.ts +34 -0
  100. package/dist/converter/gd-to-ts/file-scope-emitter.d.ts.map +1 -0
  101. package/dist/converter/gd-to-ts/file-scope-emitter.js +191 -0
  102. package/dist/converter/gd-to-ts/file-scope-emitter.js.map +1 -0
  103. package/dist/converter/gd-to-ts/functions.d.ts +20 -0
  104. package/dist/converter/gd-to-ts/functions.d.ts.map +1 -0
  105. package/dist/converter/gd-to-ts/functions.js +313 -0
  106. package/dist/converter/gd-to-ts/functions.js.map +1 -0
  107. package/dist/converter/gd-to-ts/helpers/explicit-convert.d.ts +42 -0
  108. package/dist/converter/gd-to-ts/helpers/explicit-convert.d.ts.map +1 -0
  109. package/dist/converter/gd-to-ts/helpers/explicit-convert.js +173 -0
  110. package/dist/converter/gd-to-ts/helpers/explicit-convert.js.map +1 -0
  111. package/dist/converter/gd-to-ts/helpers/nullable-return.d.ts +19 -0
  112. package/dist/converter/gd-to-ts/helpers/nullable-return.d.ts.map +1 -0
  113. package/dist/converter/gd-to-ts/helpers/nullable-return.js +116 -0
  114. package/dist/converter/gd-to-ts/helpers/nullable-return.js.map +1 -0
  115. package/dist/converter/gd-to-ts/helpers/nullable.d.ts +41 -0
  116. package/dist/converter/gd-to-ts/helpers/nullable.d.ts.map +1 -0
  117. package/dist/converter/gd-to-ts/helpers/nullable.js +526 -0
  118. package/dist/converter/gd-to-ts/helpers/nullable.js.map +1 -0
  119. package/dist/converter/gd-to-ts/helpers/operator-fix.d.ts +20 -0
  120. package/dist/converter/gd-to-ts/helpers/operator-fix.d.ts.map +1 -0
  121. package/dist/converter/gd-to-ts/helpers/operator-fix.js +114 -0
  122. package/dist/converter/gd-to-ts/helpers/operator-fix.js.map +1 -0
  123. package/dist/converter/gd-to-ts/helpers/ready-field-types.d.ts +48 -0
  124. package/dist/converter/gd-to-ts/helpers/ready-field-types.d.ts.map +1 -0
  125. package/dist/converter/gd-to-ts/helpers/ready-field-types.js +217 -0
  126. package/dist/converter/gd-to-ts/helpers/ready-field-types.js.map +1 -0
  127. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.d.ts +64 -0
  128. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.d.ts.map +1 -0
  129. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.js +336 -0
  130. package/dist/converter/gd-to-ts/helpers/unsafe-helpers.js.map +1 -0
  131. package/dist/converter/gd-to-ts/imports.d.ts +47 -0
  132. package/dist/converter/gd-to-ts/imports.d.ts.map +1 -0
  133. package/dist/converter/gd-to-ts/imports.js +98 -0
  134. package/dist/converter/gd-to-ts/imports.js.map +1 -0
  135. package/dist/converter/gd-to-ts/index.d.ts +59 -0
  136. package/dist/converter/gd-to-ts/index.d.ts.map +1 -0
  137. package/dist/converter/gd-to-ts/index.js +189 -0
  138. package/dist/converter/gd-to-ts/index.js.map +1 -0
  139. package/dist/converter/gd-to-ts/inject-imports.d.ts +55 -0
  140. package/dist/converter/gd-to-ts/inject-imports.d.ts.map +1 -0
  141. package/dist/converter/gd-to-ts/inject-imports.js +161 -0
  142. package/dist/converter/gd-to-ts/inject-imports.js.map +1 -0
  143. package/dist/converter/gd-to-ts/members.d.ts +15 -0
  144. package/dist/converter/gd-to-ts/members.d.ts.map +1 -0
  145. package/dist/converter/gd-to-ts/members.js +397 -0
  146. package/dist/converter/gd-to-ts/members.js.map +1 -0
  147. package/dist/converter/gd-to-ts/source-emitter.d.ts +27 -0
  148. package/dist/converter/gd-to-ts/source-emitter.d.ts.map +1 -0
  149. package/dist/converter/gd-to-ts/source-emitter.js +420 -0
  150. package/dist/converter/gd-to-ts/source-emitter.js.map +1 -0
  151. package/dist/converter/gd-to-ts/statements.d.ts +6 -0
  152. package/dist/converter/gd-to-ts/statements.d.ts.map +1 -0
  153. package/dist/converter/gd-to-ts/statements.js +385 -0
  154. package/dist/converter/gd-to-ts/statements.js.map +1 -0
  155. package/dist/converter/gd-to-ts/ts-helpers.d.ts +49 -0
  156. package/dist/converter/gd-to-ts/ts-helpers.d.ts.map +1 -0
  157. package/dist/converter/gd-to-ts/ts-helpers.js +161 -0
  158. package/dist/converter/gd-to-ts/ts-helpers.js.map +1 -0
  159. package/dist/converter/gd-to-ts/type-inference.d.ts +41 -0
  160. package/dist/converter/gd-to-ts/type-inference.d.ts.map +1 -0
  161. package/dist/converter/gd-to-ts/type-inference.js +168 -0
  162. package/dist/converter/gd-to-ts/type-inference.js.map +1 -0
  163. package/dist/converter/ts-to-gd/class-body.d.ts +62 -0
  164. package/dist/converter/ts-to-gd/class-body.d.ts.map +1 -0
  165. package/dist/converter/ts-to-gd/class-body.js +290 -0
  166. package/dist/converter/ts-to-gd/class-body.js.map +1 -0
  167. package/dist/converter/ts-to-gd/class-members.d.ts +18 -0
  168. package/dist/converter/ts-to-gd/class-members.d.ts.map +1 -0
  169. package/dist/converter/ts-to-gd/class-members.js +246 -0
  170. package/dist/converter/ts-to-gd/class-members.js.map +1 -0
  171. package/dist/converter/ts-to-gd/diagnostics.d.ts +27 -0
  172. package/dist/converter/ts-to-gd/diagnostics.d.ts.map +1 -0
  173. package/dist/converter/ts-to-gd/diagnostics.js +95 -0
  174. package/dist/converter/ts-to-gd/diagnostics.js.map +1 -0
  175. package/dist/converter/ts-to-gd/emitter.d.ts +40 -0
  176. package/dist/converter/ts-to-gd/emitter.d.ts.map +1 -0
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  178. package/dist/converter/ts-to-gd/emitter.js.map +1 -0
  179. package/dist/converter/ts-to-gd/expressions.d.ts +46 -0
  180. package/dist/converter/ts-to-gd/expressions.d.ts.map +1 -0
  181. package/dist/converter/ts-to-gd/expressions.js +793 -0
  182. package/dist/converter/ts-to-gd/expressions.js.map +1 -0
  183. package/dist/converter/ts-to-gd/file-scope.d.ts +42 -0
  184. package/dist/converter/ts-to-gd/file-scope.d.ts.map +1 -0
  185. package/dist/converter/ts-to-gd/file-scope.js +463 -0
  186. package/dist/converter/ts-to-gd/file-scope.js.map +1 -0
  187. package/dist/converter/ts-to-gd/gd-getset.d.ts +31 -0
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  195. package/dist/converter/ts-to-gd/imports.d.ts +67 -0
  196. package/dist/converter/ts-to-gd/imports.d.ts.map +1 -0
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  199. package/dist/converter/ts-to-gd/index.d.ts +34 -0
  200. package/dist/converter/ts-to-gd/index.d.ts.map +1 -0
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  203. package/dist/converter/ts-to-gd/parameters.d.ts +12 -0
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  207. package/dist/converter/ts-to-gd/statements.d.ts +12 -0
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@@ -0,0 +1,203 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** A node used for animation playback. */
5
+ declare class AnimationPlayer extends AnimationMixer {
6
+ /**
7
+ * If playing, the current animation's key, otherwise, the animation last played. When set, this changes the animation, but will not play it unless already playing. See also {@link current_animation}.
8
+ */
9
+ assigned_animation: string;
10
+ /** The key of the animation to play when the scene loads. */
11
+ autoplay: string;
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+ /**
13
+ * The key of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See {@link play} for more information on playing animations.
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+ * **Note:** While this property appears in the Inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see {@link Animation}.
15
+ */
16
+ current_animation: string;
17
+ /** The length (in seconds) of the currently playing animation. */
18
+ current_animation_length: float;
19
+ /** The position (in seconds) of the currently playing animation. */
20
+ current_animation_position: float;
21
+ /**
22
+ * If `true` and the engine is running in Movie Maker mode (see {@link MovieWriter}), exits the engine with {@link SceneTree.quit} as soon as an animation is done playing in this {@link AnimationPlayer}. A message is printed when the engine quits for this reason.
23
+ * **Note:** This obeys the same logic as the {@link AnimationMixer.animation_finished} signal, so it will not quit the engine if the animation is set to be looping.
24
+ */
25
+ movie_quit_on_finish: boolean;
26
+ /**
27
+ * If `true`, performs {@link AnimationMixer.capture} before playback automatically. This means just {@link play_with_capture} is executed with default arguments instead of {@link play}.
28
+ * **Note:** Capture interpolation is only performed if the animation contains a capture track. See also {@link Animation.UPDATE_CAPTURE}.
29
+ */
30
+ playback_auto_capture: boolean;
31
+ /**
32
+ * See also {@link play_with_capture} and {@link AnimationMixer.capture}.
33
+ * If {@link playback_auto_capture_duration} is negative value, the duration is set to the interval between the current position and the first key.
34
+ */
35
+ playback_auto_capture_duration: float;
36
+ /** The ease type of the capture interpolation. See also {@link Tween.EaseType}. */
37
+ playback_auto_capture_ease_type: int;
38
+ /** The transition type of the capture interpolation. See also {@link Tween.TransitionType}. */
39
+ playback_auto_capture_transition_type: int;
40
+ /** The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision. */
41
+ playback_default_blend_time: float;
42
+ /**
43
+ * The speed scaling ratio. For example, if this value is `1`, then the animation plays at normal speed. If it's `0.5`, then it plays at half speed. If it's `2`, then it plays at double speed.
44
+ * If set to a negative value, the animation is played in reverse. If set to `0`, the animation will not advance.
45
+ */
46
+ speed_scale: float;
47
+ set_assigned_animation(value: string): void;
48
+ get_assigned_animation(): string;
49
+ set_autoplay(value: string): void;
50
+ get_autoplay(): string;
51
+ set_current_animation(value: string): void;
52
+ get_current_animation(): string;
53
+ get_current_animation_length(): float;
54
+ get_current_animation_position(): float;
55
+ set_movie_quit_on_finish_enabled(value: boolean): void;
56
+ is_movie_quit_on_finish_enabled(): boolean;
57
+ set_auto_capture(value: boolean): void;
58
+ is_auto_capture(): boolean;
59
+ set_auto_capture_duration(value: float): void;
60
+ get_auto_capture_duration(): float;
61
+ set_auto_capture_ease_type(value: int): void;
62
+ get_auto_capture_ease_type(): int;
63
+ set_auto_capture_transition_type(value: int): void;
64
+ get_auto_capture_transition_type(): int;
65
+ set_default_blend_time(value: float): void;
66
+ get_default_blend_time(): float;
67
+ set_speed_scale(value: float): void;
68
+ get_speed_scale(): float;
69
+
70
+ /** Returns the key of the animation which is queued to play after the `animation_from` animation. */
71
+ animation_get_next(animation_from: string): string;
72
+ /** Triggers the `animation_to` animation when the `animation_from` animation completes. */
73
+ animation_set_next(animation_from: string, animation_to: string): void;
74
+ /** Clears all queued, unplayed animations. */
75
+ clear_queue(): void;
76
+ /** Returns the blend time (in seconds) between two animations, referenced by their keys. */
77
+ get_blend_time(animation_from: string, animation_to: string): float;
78
+ /** Returns the call mode used for "Call Method" tracks. */
79
+ get_method_call_mode(): int;
80
+ /**
81
+ * Returns the actual playing speed of current animation or `0` if not playing. This speed is the {@link speed_scale} property multiplied by `custom_speed` argument specified when calling the {@link play} method.
82
+ * Returns a negative value if the current animation is playing backwards.
83
+ */
84
+ get_playing_speed(): float;
85
+ /** Returns the process notification in which to update animations. */
86
+ get_process_callback(): int;
87
+ /** Returns a list of the animation keys that are currently queued to play. */
88
+ get_queue(): Array<string>;
89
+ /** Returns the node which node path references will travel from. */
90
+ get_root(): NodePath;
91
+ /** Returns the end time of the section currently being played. */
92
+ get_section_end_time(): float;
93
+ /** Returns the start time of the section currently being played. */
94
+ get_section_start_time(): float;
95
+ /** Returns `true` if an animation is currently playing with a section. */
96
+ has_section(): boolean;
97
+ /**
98
+ * Returns `true` if the an animation is currently active. An animation is active if it was played by calling {@link play} and was not finished yet, or was stopped by calling {@link stop}.
99
+ * This can be used to check whether an animation is currently paused or stopped.
100
+ */
101
+ is_animation_active(): boolean;
102
+ /**
103
+ * Returns `true` if an animation is currently playing (even if {@link speed_scale} and/or `custom_speed` are `0`).
104
+ */
105
+ is_playing(): boolean;
106
+ /**
107
+ * Pauses the currently playing animation. The {@link current_animation_position} will be kept and calling {@link play} or {@link play_backwards} without arguments or with the same animation name as {@link assigned_animation} will resume the animation.
108
+ * See also {@link stop}.
109
+ */
110
+ pause(): void;
111
+ /**
112
+ * Plays the animation with key `name`. Custom blend times and speed can be set.
113
+ * The `from_end` option only affects when switching to a new animation track, or if the same track but at the start or end. It does not affect resuming playback that was paused in the middle of an animation. If `custom_speed` is negative and `from_end` is `true`, the animation will play backwards (which is equivalent to calling {@link play_backwards}).
114
+ * The {@link AnimationPlayer} keeps track of its current or last played animation with {@link assigned_animation}. If this method is called with that same animation `name`, or with no `name` parameter, the assigned animation will resume playing if it was paused.
115
+ * **Note:** The animation will be updated the next time the {@link AnimationPlayer} is processed. If other variables are updated at the same time this is called, they may be updated too early. To perform the update immediately, call `advance(0)`.
116
+ */
117
+ play(name?: string, custom_blend?: float, custom_speed?: float, from_end?: boolean): void;
118
+ /**
119
+ * Plays the animation with key `name` in reverse.
120
+ * This method is a shorthand for {@link play} with `custom_speed = -1.0` and `from_end = true`, so see its description for more information.
121
+ */
122
+ play_backwards(name?: string, custom_blend?: float): void;
123
+ /**
124
+ * Plays the animation with key `name` and the section starting from `start_time` and ending on `end_time`. See also {@link play}.
125
+ * Setting `start_time` to a value outside the range of the animation means the start of the animation will be used instead, and setting `end_time` to a value outside the range of the animation means the end of the animation will be used instead. `start_time` cannot be equal to `end_time`.
126
+ */
127
+ play_section(name?: string, start_time?: float, end_time?: float, custom_blend?: float, custom_speed?: float, from_end?: boolean): void;
128
+ /**
129
+ * Plays the animation with key `name` and the section starting from `start_time` and ending on `end_time` in reverse.
130
+ * This method is a shorthand for {@link play_section} with `custom_speed = -1.0` and `from_end = true`, see its description for more information.
131
+ */
132
+ play_section_backwards(name?: string, start_time?: float, end_time?: float, custom_blend?: float): void;
133
+ /**
134
+ * Plays the animation with key `name` and the section starting from `start_marker` and ending on `end_marker`.
135
+ * If the start marker is empty, the section starts from the beginning of the animation. If the end marker is empty, the section ends on the end of the animation. See also {@link play}.
136
+ */
137
+ play_section_with_markers(name?: string, start_marker?: string, end_marker?: string, custom_blend?: float, custom_speed?: float, from_end?: boolean): void;
138
+ /**
139
+ * Plays the animation with key `name` and the section starting from `start_marker` and ending on `end_marker` in reverse.
140
+ * This method is a shorthand for {@link play_section_with_markers} with `custom_speed = -1.0` and `from_end = true`, see its description for more information.
141
+ */
142
+ play_section_with_markers_backwards(name?: string, start_marker?: string, end_marker?: string, custom_blend?: float): void;
143
+ /**
144
+ * See also {@link AnimationMixer.capture}.
145
+ * You can use this method to use more detailed options for capture than those performed by {@link playback_auto_capture}. When {@link playback_auto_capture} is `false`, this method is almost the same as the following:
146
+ * If `name` is blank, it specifies {@link assigned_animation}.
147
+ * If `duration` is a negative value, the duration is set to the interval between the current position and the first key, when `from_end` is `true`, uses the interval between the current position and the last key instead.
148
+ * **Note:** The `duration` takes {@link speed_scale} into account, but `custom_speed` does not, because the capture cache is interpolated with the blend result and the result may contain multiple animations.
149
+ */
150
+ play_with_capture(name?: string, duration?: float, custom_blend?: float, custom_speed?: float, from_end?: boolean, trans_type?: int, ease_type?: int): void;
151
+ /**
152
+ * Queues an animation for playback once the current animation and all previously queued animations are done.
153
+ * **Note:** If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow.
154
+ */
155
+ queue(name: string): void;
156
+ /** Resets the current section. Does nothing if a section has not been set. */
157
+ reset_section(): void;
158
+ /**
159
+ * Seeks the animation to the `seconds` point in time (in seconds). If `update` is `true`, the animation updates too, otherwise it updates at process time. Events between the current frame and `seconds` are skipped.
160
+ * If `update_only` is `true`, the method / audio / animation playback tracks will not be processed.
161
+ * **Note:** Seeking to the end of the animation doesn't emit {@link AnimationMixer.animation_finished}. If you want to skip animation and emit the signal, use {@link AnimationMixer.advance}.
162
+ */
163
+ seek(seconds: float, update?: boolean, update_only?: boolean): void;
164
+ /** Specifies a blend time (in seconds) between two animations, referenced by their keys. */
165
+ set_blend_time(animation_from: string, animation_to: string, sec: float): void;
166
+ /** Sets the call mode used for "Call Method" tracks. */
167
+ set_method_call_mode(mode: int): void;
168
+ /** Sets the process notification in which to update animations. */
169
+ set_process_callback(mode: int): void;
170
+ /** Sets the node which node path references will travel from. */
171
+ set_root(path: NodePath | string): void;
172
+ /**
173
+ * Changes the start and end times of the section being played. The current playback position will be clamped within the new section. See also {@link play_section}.
174
+ */
175
+ set_section(start_time?: float, end_time?: float): void;
176
+ /**
177
+ * Changes the start and end markers of the section being played. The current playback position will be clamped within the new section. See also {@link play_section_with_markers}.
178
+ * If the argument is empty, the section uses the beginning or end of the animation. If both are empty, it means that the section is not set.
179
+ */
180
+ set_section_with_markers(start_marker?: string, end_marker?: string): void;
181
+ /**
182
+ * Stops the currently playing animation. The animation position is reset to `0` and the `custom_speed` is reset to `1.0`. See also {@link pause}.
183
+ * If `keep_state` is `true`, the animation state is not updated visually.
184
+ * **Note:** The method / audio / animation playback tracks will not be processed by this method.
185
+ */
186
+ stop(keep_state?: boolean): void;
187
+
188
+ /**
189
+ * Emitted when a queued animation plays after the previous animation finished. See also {@link AnimationPlayer.queue}.
190
+ * **Note:** The signal is not emitted when the animation is changed via {@link AnimationPlayer.play} or by an {@link AnimationTree}.
191
+ */
192
+ animation_changed: Signal<[string, string]>;
193
+ /** Emitted when {@link current_animation} changes. */
194
+ current_animation_changed: Signal<[string]>;
195
+
196
+ // enum AnimationProcessCallback
197
+ static readonly ANIMATION_PROCESS_PHYSICS: int;
198
+ static readonly ANIMATION_PROCESS_IDLE: int;
199
+ static readonly ANIMATION_PROCESS_MANUAL: int;
200
+ // enum AnimationMethodCallMode
201
+ static readonly ANIMATION_METHOD_CALL_DEFERRED: int;
202
+ static readonly ANIMATION_METHOD_CALL_IMMEDIATE: int;
203
+ }
@@ -0,0 +1,8 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /**
5
+ * Base class for {@link AnimationNode}s that hold one or multiple composite animations. Usually used for {@link AnimationTree.tree_root}.
6
+ */
7
+ declare class AnimationRootNode extends AnimationNode {
8
+ }
@@ -0,0 +1,35 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** A node used for advanced animation transitions in an {@link AnimationPlayer}. */
5
+ declare class AnimationTree extends AnimationMixer {
6
+ /**
7
+ * The path to the {@link Node} used to evaluate the {@link AnimationNode} {@link Expression} if one is not explicitly specified internally.
8
+ */
9
+ advance_expression_base_node: NodePath;
10
+ /** The path to the {@link AnimationPlayer} used for animating. */
11
+ anim_player: NodePath;
12
+ /**
13
+ * <member name="deterministic" type="bool" setter="set_deterministic" getter="is_deterministic" overrides="AnimationMixer" default="true" />
14
+ * <member name="tree_root" type="AnimationRootNode" setter="set_tree_root" getter="get_tree_root">
15
+ * The root animation node of this {@link AnimationTree}. See {@link AnimationRootNode}.
16
+ */
17
+ callback_mode_discrete: int;
18
+ set_advance_expression_base_node(value: NodePath | string): void;
19
+ get_advance_expression_base_node(): NodePath;
20
+ set_animation_player(value: NodePath | string): void;
21
+ get_animation_player(): NodePath;
22
+
23
+ /** Returns the process notification in which to update animations. */
24
+ get_process_callback(): int;
25
+ /** Sets the process notification in which to update animations. */
26
+ set_process_callback(mode: int): void;
27
+
28
+ /** Emitted when the {@link anim_player} is changed. */
29
+ animation_player_changed: Signal<[]>;
30
+
31
+ // enum AnimationProcessCallback
32
+ static readonly ANIMATION_PROCESS_PHYSICS: int;
33
+ static readonly ANIMATION_PROCESS_IDLE: int;
34
+ static readonly ANIMATION_PROCESS_MANUAL: int;
35
+ }
@@ -0,0 +1,166 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** A region of 2D space that detects other {@link CollisionObject2D}s entering or exiting it. */
5
+ declare class Area2D extends CollisionObject2D {
6
+ /**
7
+ * The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
8
+ * See {@link ProjectSettings.physics/2d/default_angular_damp} for more details about damping.
9
+ */
10
+ angular_damp: float;
11
+ /** Override mode for angular damping calculations within this area. */
12
+ angular_damp_space_override: int;
13
+ /** The name of the area's audio bus. */
14
+ audio_bus_name: string;
15
+ /** If `true`, the area's audio bus overrides the default audio bus. */
16
+ audio_bus_override: boolean;
17
+ /**
18
+ * The area's gravity intensity (in pixels per second squared). This value multiplies the gravity direction. This is useful to alter the force of gravity without altering its direction.
19
+ */
20
+ gravity: float;
21
+ /** The area's gravity vector (not normalized). */
22
+ gravity_direction: Vector2;
23
+ /**
24
+ * If `true`, gravity is calculated from a point (set via {@link gravity_point_center}). See also {@link gravity_space_override}.
25
+ */
26
+ gravity_point: boolean;
27
+ /** If gravity is a point (see {@link gravity_point}), this will be the point of attraction. */
28
+ gravity_point_center: Vector2;
29
+ /**
30
+ * The distance at which the gravity strength is equal to {@link gravity}. For example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/s², set the {@link gravity} to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half the distance, 4x the gravity), and so on.
31
+ * The above is true only when the unit distance is a positive number. When this is set to 0.0, the gravity will be constant regardless of distance.
32
+ */
33
+ gravity_point_unit_distance: float;
34
+ /** Override mode for gravity calculations within this area. */
35
+ gravity_space_override: int;
36
+ /**
37
+ * The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
38
+ * See {@link ProjectSettings.physics/2d/default_linear_damp} for more details about damping.
39
+ */
40
+ linear_damp: float;
41
+ /** Override mode for linear damping calculations within this area. */
42
+ linear_damp_space_override: int;
43
+ /** If `true`, other monitoring areas can detect this area. */
44
+ monitorable: boolean;
45
+ /** If `true`, the area detects bodies or areas entering and exiting it. */
46
+ monitoring: boolean;
47
+ /**
48
+ * The area's priority. Higher priority areas are processed first. The {@link World2D}'s physics is always processed last, after all areas.
49
+ */
50
+ priority: int;
51
+ set_angular_damp(value: float): void;
52
+ get_angular_damp(): float;
53
+ set_angular_damp_space_override_mode(value: int): void;
54
+ get_angular_damp_space_override_mode(): int;
55
+ set_audio_bus_name(value: string): void;
56
+ get_audio_bus_name(): string;
57
+ set_audio_bus_override(value: boolean): void;
58
+ is_overriding_audio_bus(): boolean;
59
+ set_gravity(value: float): void;
60
+ get_gravity(): float;
61
+ set_gravity_direction(value: Vector2 | Vector2i): void;
62
+ get_gravity_direction(): Vector2;
63
+ set_gravity_is_point(value: boolean): void;
64
+ is_gravity_a_point(): boolean;
65
+ set_gravity_point_center(value: Vector2 | Vector2i): void;
66
+ get_gravity_point_center(): Vector2;
67
+ set_gravity_point_unit_distance(value: float): void;
68
+ get_gravity_point_unit_distance(): float;
69
+ set_gravity_space_override_mode(value: int): void;
70
+ get_gravity_space_override_mode(): int;
71
+ set_linear_damp(value: float): void;
72
+ get_linear_damp(): float;
73
+ set_linear_damp_space_override_mode(value: int): void;
74
+ get_linear_damp_space_override_mode(): int;
75
+ set_monitorable(value: boolean): void;
76
+ is_monitorable(): boolean;
77
+ set_monitoring(value: boolean): void;
78
+ is_monitoring(): boolean;
79
+ set_priority(value: int): void;
80
+ get_priority(): int;
81
+
82
+ /**
83
+ * Returns a list of intersecting {@link Area2D}s. The overlapping area's {@link CollisionObject2D.collision_layer} must be part of this area's {@link CollisionObject2D.collision_mask} in order to be detected.
84
+ * For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
85
+ */
86
+ get_overlapping_areas(): Array<Area2D>;
87
+ /**
88
+ * Returns a list of intersecting {@link PhysicsBody2D}s and {@link TileMap}s. The overlapping body's {@link CollisionObject2D.collision_layer} must be part of this area's {@link CollisionObject2D.collision_mask} in order to be detected.
89
+ * For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
90
+ */
91
+ get_overlapping_bodies(): Array<Node2D>;
92
+ /**
93
+ * Returns `true` if intersecting any {@link Area2D}s, otherwise returns `false`. The overlapping area's {@link CollisionObject2D.collision_layer} must be part of this area's {@link CollisionObject2D.collision_mask} in order to be detected.
94
+ * For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
95
+ */
96
+ has_overlapping_areas(): boolean;
97
+ /**
98
+ * Returns `true` if intersecting any {@link PhysicsBody2D}s or {@link TileMap}s, otherwise returns `false`. The overlapping body's {@link CollisionObject2D.collision_layer} must be part of this area's {@link CollisionObject2D.collision_mask} in order to be detected.
99
+ * For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
100
+ */
101
+ has_overlapping_bodies(): boolean;
102
+ /**
103
+ * Returns `true` if the given {@link Area2D} intersects or overlaps this {@link Area2D}, `false` otherwise.
104
+ * **Note:** The result of this test is not immediate after moving objects. For performance, the list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
105
+ */
106
+ overlaps_area(area: Node): boolean;
107
+ /**
108
+ * Returns `true` if the given physics body intersects or overlaps this {@link Area2D}, `false` otherwise.
109
+ * **Note:** The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
110
+ * The `body` argument can either be a {@link PhysicsBody2D} or a {@link TileMap} instance. While TileMaps are not physics bodies themselves, they register their tiles with collision shapes as a virtual physics body.
111
+ */
112
+ overlaps_body(body: Node): boolean;
113
+
114
+ /** Emitted when the received `area` enters this area. Requires {@link monitoring} to be set to `true`. */
115
+ area_entered: Signal<[Area2D]>;
116
+ /** Emitted when the received `area` exits this area. Requires {@link monitoring} to be set to `true`. */
117
+ area_exited: Signal<[Area2D]>;
118
+ /**
119
+ * Emitted when a {@link Shape2D} of the received `area` enters a shape of this area. Requires {@link monitoring} to be set to `true`.
120
+ * `local_shape_index` and `area_shape_index` contain indices of the interacting shapes from this area and the other area, respectively. `area_rid` contains the {@link RID} of the other area. These values can be used with the {@link PhysicsServer2D}.
121
+ * **Example:** Get the {@link CollisionShape2D} node from the shape index:
122
+ */
123
+ area_shape_entered: Signal<[RID, Area2D, int, int]>;
124
+ /**
125
+ * Emitted when a {@link Shape2D} of the received `area` exits a shape of this area. Requires {@link monitoring} to be set to `true`.
126
+ * See also {@link area_shape_entered}.
127
+ */
128
+ area_shape_exited: Signal<[RID, Area2D, int, int]>;
129
+ /**
130
+ * Emitted when the received `body` enters this area. `body` can be a {@link PhysicsBody2D} or a {@link TileMap}. {@link TileMap}s are detected if their {@link TileSet} has collision shapes configured. Requires {@link monitoring} to be set to `true`.
131
+ */
132
+ body_entered: Signal<[Node2D]>;
133
+ /**
134
+ * Emitted when the received `body` exits this area. `body` can be a {@link PhysicsBody2D} or a {@link TileMap}. {@link TileMap}s are detected if their {@link TileSet} has collision shapes configured. Requires {@link monitoring} to be set to `true`.
135
+ */
136
+ body_exited: Signal<[Node2D]>;
137
+ /**
138
+ * Emitted when a {@link Shape2D} of the received `body` enters a shape of this area. `body` can be a {@link PhysicsBody2D} or a {@link TileMap}. {@link TileMap}s are detected if their {@link TileSet} has collision shapes configured. Requires {@link monitoring} to be set to `true`.
139
+ * `local_shape_index` and `body_shape_index` contain indices of the interacting shapes from this area and the interacting body, respectively. `body_rid` contains the {@link RID} of the body. These values can be used with the {@link PhysicsServer2D}.
140
+ * **Example:** Get the {@link CollisionShape2D} node from the shape index:
141
+ */
142
+ body_shape_entered: Signal<[RID, Node2D, int, int]>;
143
+ /**
144
+ * Emitted when a {@link Shape2D} of the received `body` exits a shape of this area. `body` can be a {@link PhysicsBody2D} or a {@link TileMap}. {@link TileMap}s are detected if their {@link TileSet} has collision shapes configured. Requires {@link monitoring} to be set to `true`.
145
+ * See also {@link body_shape_entered}.
146
+ */
147
+ body_shape_exited: Signal<[RID, Node2D, int, int]>;
148
+
149
+ // enum SpaceOverride
150
+ /** This area does not affect gravity/damping. */
151
+ static readonly SPACE_OVERRIDE_DISABLED: int;
152
+ /**
153
+ * This area adds its gravity/damping values to whatever has been calculated so far (in {@link priority} order).
154
+ */
155
+ static readonly SPACE_OVERRIDE_COMBINE: int;
156
+ /**
157
+ * This area adds its gravity/damping values to whatever has been calculated so far (in {@link priority} order), ignoring any lower priority areas.
158
+ */
159
+ static readonly SPACE_OVERRIDE_COMBINE_REPLACE: int;
160
+ /** This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas. */
161
+ static readonly SPACE_OVERRIDE_REPLACE: int;
162
+ /**
163
+ * This area replaces any gravity/damping calculated so far (in {@link priority} order), but keeps calculating the rest of the areas.
164
+ */
165
+ static readonly SPACE_OVERRIDE_REPLACE_COMBINE: int;
166
+ }
@@ -0,0 +1,214 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
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+
4
+ /** A region of 3D space that detects other {@link CollisionObject3D}s entering or exiting it. */
5
+ declare class Area3D extends CollisionObject3D {
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+ /**
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+ * The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
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+ * See {@link ProjectSettings.physics/3d/default_angular_damp} for more details about damping.
9
+ */
10
+ angular_damp: float;
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+ /** Override mode for angular damping calculations within this area. */
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+ angular_damp_space_override: int;
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+ /** The name of the area's audio bus. */
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+ audio_bus_name: string;
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+ /** If `true`, the area's audio bus overrides the default audio bus. */
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+ audio_bus_override: boolean;
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+ /**
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+ * The area's gravity intensity (in meters per second squared). This value multiplies the gravity direction. This is useful to alter the force of gravity without altering its direction.
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+ */
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+ gravity: float;
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+ /** The area's gravity vector (not normalized). */
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+ gravity_direction: Vector3;
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+ /**
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+ * If `true`, gravity is calculated from a point (set via {@link gravity_point_center}). See also {@link gravity_space_override}.
25
+ */
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+ gravity_point: boolean;
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+ /** If gravity is a point (see {@link gravity_point}), this will be the point of attraction. */
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+ gravity_point_center: Vector3;
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+ /**
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+ * The distance at which the gravity strength is equal to {@link gravity}. For example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², set the {@link gravity} to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 meters from the center the gravity will be 1.0 m/s² (twice the distance, 1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x the gravity), and so on.
31
+ * The above is true only when the unit distance is a positive number. When this is set to 0.0, the gravity will be constant regardless of distance.
32
+ */
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+ gravity_point_unit_distance: float;
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+ /** Override mode for gravity calculations within this area. */
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+ gravity_space_override: int;
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+ /**
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+ * The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
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+ * See {@link ProjectSettings.physics/3d/default_linear_damp} for more details about damping.
39
+ */
40
+ linear_damp: float;
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+ /** Override mode for linear damping calculations within this area. */
42
+ linear_damp_space_override: int;
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+ /** If `true`, other monitoring areas can detect this area. */
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+ monitorable: boolean;
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+ /** If `true`, the area detects bodies or areas entering and exiting it. */
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+ monitoring: boolean;
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+ /**
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+ * The area's priority. Higher priority areas are processed first. The {@link World3D}'s physics is always processed last, after all areas.
49
+ */
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+ priority: int;
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+ /**
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+ * The degree to which this area applies reverb to its associated audio. Ranges from `0` to `1` with `0.1` precision.
53
+ */
54
+ reverb_bus_amount: float;
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+ /** If `true`, the area applies reverb to its associated audio. */
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+ reverb_bus_enabled: boolean;
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+ /** The name of the reverb bus to use for this area's associated audio. */
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+ reverb_bus_name: string;
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+ /**
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+ * The degree to which this area's reverb is a uniform effect. Ranges from `0` to `1` with `0.1` precision.
61
+ */
62
+ reverb_bus_uniformity: float;
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+ /**
64
+ * The exponential rate at which wind force decreases with distance from its origin.
65
+ * **Note:** This wind force only applies to {@link SoftBody3D} nodes. Other physics bodies are currently not affected by wind.
66
+ */
67
+ wind_attenuation_factor: float;
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+ /**
69
+ * The magnitude of area-specific wind force.
70
+ * **Note:** This wind force only applies to {@link SoftBody3D} nodes. Other physics bodies are currently not affected by wind.
71
+ */
72
+ wind_force_magnitude: float;
73
+ /**
74
+ * The {@link Node3D} which is used to specify the direction and origin of an area-specific wind force. The direction is opposite to the z-axis of the {@link Node3D}'s local transform, and its origin is the origin of the {@link Node3D}'s local transform.
75
+ * **Note:** This wind force only applies to {@link SoftBody3D} nodes. Other physics bodies are currently not affected by wind.
76
+ */
77
+ wind_source_path: NodePath;
78
+ set_angular_damp(value: float): void;
79
+ get_angular_damp(): float;
80
+ set_angular_damp_space_override_mode(value: int): void;
81
+ get_angular_damp_space_override_mode(): int;
82
+ set_audio_bus_name(value: string): void;
83
+ get_audio_bus_name(): string;
84
+ set_audio_bus_override(value: boolean): void;
85
+ is_overriding_audio_bus(): boolean;
86
+ set_gravity(value: float): void;
87
+ get_gravity(): float;
88
+ set_gravity_direction(value: Vector3 | Vector3i): void;
89
+ get_gravity_direction(): Vector3;
90
+ set_gravity_is_point(value: boolean): void;
91
+ is_gravity_a_point(): boolean;
92
+ set_gravity_point_center(value: Vector3 | Vector3i): void;
93
+ get_gravity_point_center(): Vector3;
94
+ set_gravity_point_unit_distance(value: float): void;
95
+ get_gravity_point_unit_distance(): float;
96
+ set_gravity_space_override_mode(value: int): void;
97
+ get_gravity_space_override_mode(): int;
98
+ set_linear_damp(value: float): void;
99
+ get_linear_damp(): float;
100
+ set_linear_damp_space_override_mode(value: int): void;
101
+ get_linear_damp_space_override_mode(): int;
102
+ set_monitorable(value: boolean): void;
103
+ is_monitorable(): boolean;
104
+ set_monitoring(value: boolean): void;
105
+ is_monitoring(): boolean;
106
+ set_priority(value: int): void;
107
+ get_priority(): int;
108
+ set_reverb_amount(value: float): void;
109
+ get_reverb_amount(): float;
110
+ set_use_reverb_bus(value: boolean): void;
111
+ is_using_reverb_bus(): boolean;
112
+ set_reverb_bus_name(value: string): void;
113
+ get_reverb_bus_name(): string;
114
+ set_reverb_uniformity(value: float): void;
115
+ get_reverb_uniformity(): float;
116
+ set_wind_attenuation_factor(value: float): void;
117
+ get_wind_attenuation_factor(): float;
118
+ set_wind_force_magnitude(value: float): void;
119
+ get_wind_force_magnitude(): float;
120
+ set_wind_source_path(value: NodePath | string): void;
121
+ get_wind_source_path(): NodePath;
122
+
123
+ /**
124
+ * Returns a list of intersecting {@link Area3D}s. The overlapping area's {@link CollisionObject3D.collision_layer} must be part of this area's {@link CollisionObject3D.collision_mask} in order to be detected.
125
+ * For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
126
+ */
127
+ get_overlapping_areas(): Array<Area3D>;
128
+ /**
129
+ * Returns a list of intersecting {@link PhysicsBody3D}s, {@link SoftBody3D}s, and {@link GridMap}s. The overlapping body's {@link CollisionObject3D.collision_layer} must be part of this area's {@link CollisionObject3D.collision_mask} in order to be detected.
130
+ * For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
131
+ * **Note:** Godot Physics does not support reporting overlaps with {@link SoftBody3D}, so will not return any such bodies.
132
+ */
133
+ get_overlapping_bodies(): Array<Node3D>;
134
+ /**
135
+ * Returns `true` if intersecting any {@link Area3D}s, otherwise returns `false`. The overlapping area's {@link CollisionObject3D.collision_layer} must be part of this area's {@link CollisionObject3D.collision_mask} in order to be detected.
136
+ * For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
137
+ */
138
+ has_overlapping_areas(): boolean;
139
+ /**
140
+ * Returns `true` if intersecting any {@link PhysicsBody3D}s, {@link SoftBody3D}s, or {@link GridMap}s, otherwise returns `false`. The overlapping body's {@link CollisionObject3D.collision_layer} must be part of this area's {@link CollisionObject3D.collision_mask} in order to be detected.
141
+ * For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
142
+ * **Note:** Godot Physics does not support reporting overlaps with {@link SoftBody3D}, so will not consider such bodies.
143
+ */
144
+ has_overlapping_bodies(): boolean;
145
+ /**
146
+ * Returns `true` if the given {@link Area3D} intersects or overlaps this {@link Area3D}, `false` otherwise.
147
+ * **Note:** The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
148
+ */
149
+ overlaps_area(area: Node): boolean;
150
+ /**
151
+ * Returns `true` if the given physics body intersects or overlaps this {@link Area3D}, `false` otherwise.
152
+ * `body` argument can either be a {@link PhysicsBody3D}, {@link SoftBody3D}, or a {@link GridMap} instance. While GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body.
153
+ * **Note:** The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
154
+ * **Note:** Godot Physics does not support reporting overlaps with {@link SoftBody3D}, so will return `false` in such cases.
155
+ */
156
+ overlaps_body(body: Node): boolean;
157
+
158
+ /** Emitted when the received `area` enters this area. Requires {@link monitoring} to be set to `true`. */
159
+ area_entered: Signal<[Area3D]>;
160
+ /** Emitted when the received `area` exits this area. Requires {@link monitoring} to be set to `true`. */
161
+ area_exited: Signal<[Area3D]>;
162
+ /**
163
+ * Emitted when a {@link Shape3D} of the received `area` enters a shape of this area. Requires {@link monitoring} to be set to `true`.
164
+ * `local_shape_index` and `area_shape_index` contain indices of the interacting shapes from this area and the other area, respectively. `area_rid` contains the {@link RID} of the other area. These values can be used with the {@link PhysicsServer3D}.
165
+ * **Example:** Get the {@link CollisionShape3D} node from the shape index:
166
+ */
167
+ area_shape_entered: Signal<[RID, Area3D, int, int]>;
168
+ /**
169
+ * Emitted when a {@link Shape3D} of the received `area` exits a shape of this area. Requires {@link monitoring} to be set to `true`.
170
+ * See also {@link area_shape_entered}.
171
+ */
172
+ area_shape_exited: Signal<[RID, Area3D, int, int]>;
173
+ /**
174
+ * Emitted when the received `body` enters this area. `body` can be a {@link PhysicsBody3D}, {@link SoftBody3D} or {@link GridMap}. {@link GridMap}s are detected if their {@link MeshLibrary} has collision shapes configured. Requires {@link monitoring} to be set to `true`.
175
+ * **Note:** Godot Physics does not support reporting overlaps with {@link SoftBody3D}, so will not emit this signal in such cases.
176
+ */
177
+ body_entered: Signal<[Node3D]>;
178
+ /**
179
+ * Emitted when the received `body` exits this area. `body` can be a {@link PhysicsBody3D}, {@link SoftBody3D} or {@link GridMap}. {@link GridMap}s are detected if their {@link MeshLibrary} has collision shapes configured. Requires {@link monitoring} to be set to `true`.
180
+ * **Note:** Godot Physics does not support reporting overlaps with {@link SoftBody3D}, so will not emit this signal in such cases.
181
+ */
182
+ body_exited: Signal<[Node3D]>;
183
+ /**
184
+ * Emitted when a {@link Shape3D} of the received `body` enters a shape of this area. `body` can be a {@link PhysicsBody3D}, {@link SoftBody3D} or {@link GridMap}. {@link GridMap}s are detected if their {@link MeshLibrary} has collision shapes configured. Requires {@link monitoring} to be set to `true`.
185
+ * `local_shape_index` and `body_shape_index` contain indices of the interacting shapes from this area and the interacting body, respectively. `body_rid` contains the {@link RID} of the body. These values can be used with the {@link PhysicsServer3D}.
186
+ * **Note:** Godot Physics does not support reporting overlaps with {@link SoftBody3D}, so will not emit this signal in such cases.
187
+ * **Example:** Get the {@link CollisionShape3D} node from the shape index:
188
+ */
189
+ body_shape_entered: Signal<[RID, Node3D, int, int]>;
190
+ /**
191
+ * Emitted when a {@link Shape3D} of the received `body` exits a shape of this area. `body` can be a {@link PhysicsBody3D}, {@link SoftBody3D} or {@link GridMap}. {@link GridMap}s are detected if their {@link MeshLibrary} has collision shapes configured. Requires {@link monitoring} to be set to `true`.
192
+ * See also {@link body_shape_entered}.
193
+ * **Note:** Godot Physics does not support reporting overlaps with {@link SoftBody3D}, so will not emit this signal in such cases.
194
+ */
195
+ body_shape_exited: Signal<[RID, Node3D, int, int]>;
196
+
197
+ // enum SpaceOverride
198
+ /** This area does not affect gravity/damping. */
199
+ static readonly SPACE_OVERRIDE_DISABLED: int;
200
+ /**
201
+ * This area adds its gravity/damping values to whatever has been calculated so far (in {@link priority} order).
202
+ */
203
+ static readonly SPACE_OVERRIDE_COMBINE: int;
204
+ /**
205
+ * This area adds its gravity/damping values to whatever has been calculated so far (in {@link priority} order), ignoring any lower priority areas.
206
+ */
207
+ static readonly SPACE_OVERRIDE_COMBINE_REPLACE: int;
208
+ /** This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas. */
209
+ static readonly SPACE_OVERRIDE_REPLACE: int;
210
+ /**
211
+ * This area replaces any gravity/damping calculated so far (in {@link priority} order), but keeps calculating the rest of the areas.
212
+ */
213
+ static readonly SPACE_OVERRIDE_REPLACE_COMBINE: int;
214
+ }