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 +1,214 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** Camera node for 2D scenes. */
5
+ declare class Camera2D extends Node2D {
6
+ /** The Camera2D's anchor point. */
7
+ anchor_mode: int;
8
+ /**
9
+ * The custom {@link Viewport} node attached to the {@link Camera2D}. If `null` or not a {@link Viewport}, uses the default viewport instead.
10
+ */
11
+ custom_viewport: Node | null;
12
+ /**
13
+ * Bottom margin needed to drag the camera. A value of `1` makes the camera move only when reaching the bottom edge of the screen.
14
+ */
15
+ drag_bottom_margin: float;
16
+ /**
17
+ * If `true`, the camera only moves when reaching the horizontal (left and right) drag margins. If `false`, the camera moves horizontally regardless of margins.
18
+ */
19
+ drag_horizontal_enabled: boolean;
20
+ /**
21
+ * The relative horizontal drag offset of the camera between the right (`-1`) and left (`1`) drag margins.
22
+ * **Note:** Used to set the initial horizontal drag offset; determine the current offset; or force the current offset. It's not automatically updated when {@link drag_horizontal_enabled} is `true` or the drag margins are changed.
23
+ */
24
+ drag_horizontal_offset: float;
25
+ /**
26
+ * Left margin needed to drag the camera. A value of `1` makes the camera move only when reaching the left edge of the screen.
27
+ */
28
+ drag_left_margin: float;
29
+ /**
30
+ * Right margin needed to drag the camera. A value of `1` makes the camera move only when reaching the right edge of the screen.
31
+ */
32
+ drag_right_margin: float;
33
+ /**
34
+ * Top margin needed to drag the camera. A value of `1` makes the camera move only when reaching the top edge of the screen.
35
+ */
36
+ drag_top_margin: float;
37
+ /**
38
+ * If `true`, the camera only moves when reaching the vertical (top and bottom) drag margins. If `false`, the camera moves vertically regardless of the drag margins.
39
+ */
40
+ drag_vertical_enabled: boolean;
41
+ /**
42
+ * The relative vertical drag offset of the camera between the bottom (`-1`) and top (`1`) drag margins.
43
+ * **Note:** Used to set the initial vertical drag offset; determine the current offset; or force the current offset. It's not automatically updated when {@link drag_vertical_enabled} is `true` or the drag margins are changed.
44
+ */
45
+ drag_vertical_offset: float;
46
+ /** If `true`, draws the camera's drag margin rectangle in the editor. */
47
+ editor_draw_drag_margin: boolean;
48
+ /** If `true`, draws the camera's limits rectangle in the editor. */
49
+ editor_draw_limits: boolean;
50
+ /** If `true`, draws the camera's screen rectangle in the editor. */
51
+ editor_draw_screen: boolean;
52
+ /**
53
+ * Controls whether the camera can be active or not. If `true`, the {@link Camera2D} will become the main camera when it enters the scene tree and there is no active camera currently (see {@link Viewport.get_camera_2d}).
54
+ * When the camera is currently active and {@link enabled} is set to `false`, the next enabled {@link Camera2D} in the scene tree will become active.
55
+ */
56
+ enabled: boolean;
57
+ /**
58
+ * If `true`, the camera's rendered view is not affected by its {@link Node2D.rotation} and {@link Node2D.global_rotation}.
59
+ */
60
+ ignore_rotation: boolean;
61
+ /**
62
+ * Bottom scroll limit in pixels. The camera stops moving when reaching this value, but {@link offset} can push the view past the limit.
63
+ */
64
+ limit_bottom: int;
65
+ /**
66
+ * If `true`, the limits will be enabled. Disabling this will allow the camera to focus anywhere, when the four `limit_*` properties will not work.
67
+ */
68
+ limit_enabled: boolean;
69
+ /**
70
+ * Left scroll limit in pixels. The camera stops moving when reaching this value, but {@link offset} can push the view past the limit.
71
+ */
72
+ limit_left: int;
73
+ /**
74
+ * Right scroll limit in pixels. The camera stops moving when reaching this value, but {@link offset} can push the view past the limit.
75
+ */
76
+ limit_right: int;
77
+ /**
78
+ * If `true`, the camera smoothly stops when reaches its limits.
79
+ * This property has no effect if {@link position_smoothing_enabled} is `false`.
80
+ * **Note:** To immediately update the camera's position to be within limits without smoothing, even with this setting enabled, invoke {@link reset_smoothing}.
81
+ */
82
+ limit_smoothed: boolean;
83
+ /**
84
+ * Top scroll limit in pixels. The camera stops moving when reaching this value, but {@link offset} can push the view past the limit.
85
+ */
86
+ limit_top: int;
87
+ /**
88
+ * The camera's relative offset. Useful for looking around or camera shake animations. The offsetted camera can go past the limits defined in {@link limit_top}, {@link limit_bottom}, {@link limit_left} and {@link limit_right}.
89
+ */
90
+ offset: Vector2;
91
+ /**
92
+ * If `true`, the camera's view smoothly moves towards its target position at {@link position_smoothing_speed}.
93
+ */
94
+ position_smoothing_enabled: boolean;
95
+ /**
96
+ * Speed in pixels per second of the camera's smoothing effect when {@link position_smoothing_enabled} is `true`.
97
+ */
98
+ position_smoothing_speed: float;
99
+ /** The camera's process callback. */
100
+ process_callback: int;
101
+ /**
102
+ * If `true`, the camera's view smoothly rotates, via asymptotic smoothing, to align with its target rotation at {@link rotation_smoothing_speed}.
103
+ * **Note:** This property has no effect if {@link ignore_rotation} is `true`.
104
+ */
105
+ rotation_smoothing_enabled: boolean;
106
+ /**
107
+ * The angular, asymptotic speed of the camera's rotation smoothing effect when {@link rotation_smoothing_enabled} is `true`.
108
+ */
109
+ rotation_smoothing_speed: float;
110
+ /**
111
+ * The camera's zoom. Higher values are more zoomed in. For example, a zoom of `Vector2(2.0, 2.0)` will be twice as zoomed in on each axis (the view covers an area four times smaller). In contrast, a zoom of `Vector2(0.5, 0.5)` will be twice as zoomed out on each axis (the view covers an area four times larger). The X and Y components should generally always be set to the same value, unless you wish to stretch the camera view.
112
+ * **Note:** {@link FontFile.oversampling} does *not* take {@link Camera2D} zoom into account. This means that zooming in/out will cause bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless the font is part of a {@link CanvasLayer} that makes it ignore camera zoom. To ensure text remains crisp regardless of zoom, you can enable MSDF font rendering by enabling {@link ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field} (applies to the default project font only), or enabling **Multichannel Signed Distance Field** in the import options of a DynamicFont for custom fonts. On system fonts, {@link SystemFont.multichannel_signed_distance_field} can be enabled in the inspector.
113
+ */
114
+ zoom: Vector2;
115
+ set_anchor_mode(value: int): void;
116
+ get_anchor_mode(): int;
117
+ set_custom_viewport(value: Node | null): void;
118
+ get_custom_viewport(): Node | null;
119
+ set_drag_horizontal_enabled(value: boolean): void;
120
+ is_drag_horizontal_enabled(): boolean;
121
+ set_drag_horizontal_offset(value: float): void;
122
+ get_drag_horizontal_offset(): float;
123
+ set_drag_vertical_enabled(value: boolean): void;
124
+ is_drag_vertical_enabled(): boolean;
125
+ set_drag_vertical_offset(value: float): void;
126
+ get_drag_vertical_offset(): float;
127
+ set_margin_drawing_enabled(value: boolean): void;
128
+ is_margin_drawing_enabled(): boolean;
129
+ set_limit_drawing_enabled(value: boolean): void;
130
+ is_limit_drawing_enabled(): boolean;
131
+ set_screen_drawing_enabled(value: boolean): void;
132
+ is_screen_drawing_enabled(): boolean;
133
+ set_enabled(value: boolean): void;
134
+ is_enabled(): boolean;
135
+ set_ignore_rotation(value: boolean): void;
136
+ is_ignoring_rotation(): boolean;
137
+ set_limit_enabled(value: boolean): void;
138
+ is_limit_enabled(): boolean;
139
+ set_limit_smoothing_enabled(value: boolean): void;
140
+ is_limit_smoothing_enabled(): boolean;
141
+ set_offset(value: Vector2 | Vector2i): void;
142
+ get_offset(): Vector2;
143
+ set_position_smoothing_enabled(value: boolean): void;
144
+ is_position_smoothing_enabled(): boolean;
145
+ set_position_smoothing_speed(value: float): void;
146
+ get_position_smoothing_speed(): float;
147
+ set_process_callback(value: int): void;
148
+ get_process_callback(): int;
149
+ set_rotation_smoothing_enabled(value: boolean): void;
150
+ is_rotation_smoothing_enabled(): boolean;
151
+ set_rotation_smoothing_speed(value: float): void;
152
+ get_rotation_smoothing_speed(): float;
153
+ set_zoom(value: Vector2 | Vector2i): void;
154
+ get_zoom(): Vector2;
155
+
156
+ /**
157
+ * Aligns the camera to the tracked node.
158
+ * **Note:** Calling {@link force_update_scroll} after this method is not required.
159
+ */
160
+ align(): void;
161
+ /** Forces the camera to update scroll immediately. */
162
+ force_update_scroll(): void;
163
+ /**
164
+ * Returns the specified {@link Side}'s margin. See also {@link drag_bottom_margin}, {@link drag_top_margin}, {@link drag_left_margin}, and {@link drag_right_margin}.
165
+ */
166
+ get_drag_margin(margin: int): float;
167
+ /**
168
+ * Returns the camera limit for the specified {@link Side}. See also {@link limit_bottom}, {@link limit_top}, {@link limit_left}, and {@link limit_right}.
169
+ */
170
+ get_limit(margin: int): int;
171
+ /**
172
+ * Returns the center of the screen from this camera's point of view, in global coordinates.
173
+ * **Note:** The exact targeted position of the camera may be different. See {@link get_target_position}.
174
+ */
175
+ get_screen_center_position(): Vector2;
176
+ /**
177
+ * Returns the current screen rotation from this camera's point of view.
178
+ * **Note:** The screen rotation can be different from {@link Node2D.global_rotation} if the camera is rotating smoothly due to {@link rotation_smoothing_enabled}.
179
+ */
180
+ get_screen_rotation(): float;
181
+ /**
182
+ * Returns this camera's target position, in global coordinates.
183
+ * **Note:** The returned value is not the same as {@link Node2D.global_position}, as it is affected by the drag properties. It is also not the same as the current position if {@link position_smoothing_enabled} is `true` (see {@link get_screen_center_position}).
184
+ */
185
+ get_target_position(): Vector2;
186
+ /** Returns `true` if this {@link Camera2D} is the active camera (see {@link Viewport.get_camera_2d}). */
187
+ is_current(): boolean;
188
+ /** Forces this {@link Camera2D} to become the current active one. {@link enabled} must be `true`. */
189
+ make_current(): void;
190
+ /**
191
+ * Sets the camera's position immediately to its current smoothing destination.
192
+ * This method has no effect if {@link position_smoothing_enabled} is `false`.
193
+ */
194
+ reset_smoothing(): void;
195
+ /**
196
+ * Sets the specified {@link Side}'s margin. See also {@link drag_bottom_margin}, {@link drag_top_margin}, {@link drag_left_margin}, and {@link drag_right_margin}.
197
+ */
198
+ set_drag_margin(margin: int, drag_margin: float): void;
199
+ /**
200
+ * Sets the camera limit for the specified {@link Side}. See also {@link limit_bottom}, {@link limit_top}, {@link limit_left}, and {@link limit_right}.
201
+ */
202
+ set_limit(margin: int, limit: int): void;
203
+
204
+ // enum AnchorMode
205
+ /** The camera's position is fixed so that the top-left corner is always at the origin. */
206
+ static readonly ANCHOR_MODE_FIXED_TOP_LEFT: int;
207
+ /** The camera's position takes into account vertical/horizontal offsets and the screen size. */
208
+ static readonly ANCHOR_MODE_DRAG_CENTER: int;
209
+ // enum Camera2DProcessCallback
210
+ /** The camera updates during physics frames (see {@link Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS}). */
211
+ static readonly CAMERA2D_PROCESS_PHYSICS: int;
212
+ /** The camera updates during process frames (see {@link Node.NOTIFICATION_INTERNAL_PROCESS}). */
213
+ static readonly CAMERA2D_PROCESS_IDLE: int;
214
+ }
@@ -0,0 +1,207 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** Camera node, displays from a point of view. */
5
+ declare class Camera3D extends Node3D {
6
+ /** The {@link CameraAttributes} to use for this camera. */
7
+ attributes: CameraAttributes | null;
8
+ /** The {@link Compositor} to use for this camera. */
9
+ compositor: Compositor | null;
10
+ /**
11
+ * The culling mask that describes which {@link VisualInstance3D.layers} are rendered by this camera. By default, all 20 user-visible layers are rendered.
12
+ * **Note:** Since the {@link cull_mask} allows for 32 layers to be stored in total, there are an additional 12 layers that are only used internally by the engine and aren't exposed in the editor. Setting {@link cull_mask} using a script allows you to toggle those reserved layers, which can be useful for editor plugins.
13
+ * To adjust {@link cull_mask} more easily using a script, use {@link get_cull_mask_value} and {@link set_cull_mask_value}.
14
+ * **Note:** {@link VoxelGI}, SDFGI and {@link LightmapGI} will always take all layers into account to determine what contributes to global illumination. If this is an issue, set {@link GeometryInstance3D.gi_mode} to {@link GeometryInstance3D.GI_MODE_DISABLED} for meshes and {@link Light3D.light_bake_mode} to {@link Light3D.BAKE_DISABLED} for lights to exclude them from global illumination.
15
+ */
16
+ cull_mask: int;
17
+ /**
18
+ * If `true`, the ancestor {@link Viewport} is currently using this camera.
19
+ * If multiple cameras are in the scene, one will always be made current. For example, if two {@link Camera3D} nodes are present in the scene and only one is current, setting one camera's {@link current} to `false` will cause the other camera to be made current.
20
+ */
21
+ current: boolean;
22
+ /**
23
+ * If not {@link DOPPLER_TRACKING_DISABLED}, this camera will simulate the Doppler effect (https://en.wikipedia.org/wiki/Doppler_effect) for objects changed in particular `_process` methods.
24
+ * **Note:** The Doppler effect will only be heard on {@link AudioStreamPlayer3D}s if {@link AudioStreamPlayer3D.doppler_tracking} is not set to {@link AudioStreamPlayer3D.DOPPLER_TRACKING_DISABLED}.
25
+ */
26
+ doppler_tracking: int;
27
+ /** The {@link Environment} to use for this camera. */
28
+ environment: Environment | null;
29
+ /**
30
+ * The distance to the far culling boundary for this camera relative to its local Z axis. Higher values allow the camera to see further away, while decreasing {@link far} can improve performance if it results in objects being partially or fully culled.
31
+ */
32
+ far: float;
33
+ /**
34
+ * The camera's field of view angle (in degrees). Only applicable in perspective mode. Since {@link keep_aspect} locks one axis, {@link fov} sets the other axis' field of view angle.
35
+ * For reference, the default vertical field of view value (`75.0`) is equivalent to a horizontal FOV of:
36
+ * - ~91.31 degrees in a 4:3 viewport
37
+ * - ~101.67 degrees in a 16:10 viewport
38
+ * - ~107.51 degrees in a 16:9 viewport
39
+ * - ~121.63 degrees in a 21:9 viewport
40
+ */
41
+ fov: float;
42
+ /**
43
+ * The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as Y-shearing (https://zdoom.org/wiki/Y-shearing).
44
+ * **Note:** Only effective if {@link projection} is {@link PROJECTION_FRUSTUM}.
45
+ */
46
+ frustum_offset: Vector2;
47
+ /** The horizontal (X) offset of the camera viewport. */
48
+ h_offset: float;
49
+ /**
50
+ * The axis to lock during {@link fov}/{@link size} adjustments. Can be either {@link KEEP_WIDTH} or {@link KEEP_HEIGHT}.
51
+ */
52
+ keep_aspect: int;
53
+ /**
54
+ * The distance to the near culling boundary for this camera relative to its local Z axis. Lower values allow the camera to see objects more up close to its origin, at the cost of lower precision across the *entire* range. Values lower than the default can lead to increased Z-fighting.
55
+ */
56
+ near: float;
57
+ /**
58
+ * The camera's projection mode. In {@link PROJECTION_PERSPECTIVE} mode, objects' Z distance from the camera's local space scales their perceived size.
59
+ */
60
+ projection: int;
61
+ /**
62
+ * The camera's size in meters measured as the diameter of the width or height, depending on {@link keep_aspect}. Only applicable in orthogonal and frustum modes.
63
+ */
64
+ size: float;
65
+ /** The vertical (Y) offset of the camera viewport. */
66
+ v_offset: float;
67
+ set_attributes(value: CameraAttributes | null): void;
68
+ get_attributes(): CameraAttributes | null;
69
+ set_compositor(value: Compositor | null): void;
70
+ get_compositor(): Compositor | null;
71
+ set_cull_mask(value: int): void;
72
+ get_cull_mask(): int;
73
+ set_current(value: boolean): void;
74
+ is_current(): boolean;
75
+ set_doppler_tracking(value: int): void;
76
+ get_doppler_tracking(): int;
77
+ set_environment(value: Environment | null): void;
78
+ get_environment(): Environment | null;
79
+ set_far(value: float): void;
80
+ get_far(): float;
81
+ set_fov(value: float): void;
82
+ get_fov(): float;
83
+ set_frustum_offset(value: Vector2 | Vector2i): void;
84
+ get_frustum_offset(): Vector2;
85
+ set_h_offset(value: float): void;
86
+ get_h_offset(): float;
87
+ set_keep_aspect_mode(value: int): void;
88
+ get_keep_aspect_mode(): int;
89
+ set_near(value: float): void;
90
+ get_near(): float;
91
+ set_projection(value: int): void;
92
+ get_projection(): int;
93
+ set_size(value: float): void;
94
+ get_size(): float;
95
+ set_v_offset(value: float): void;
96
+ get_v_offset(): float;
97
+
98
+ /**
99
+ * If this is the current camera, remove it from being current. If `enable_next` is `true`, request to make the next camera current, if any.
100
+ */
101
+ clear_current(enable_next?: boolean): void;
102
+ /**
103
+ * Returns the projection matrix that this camera uses to render to its associated viewport. The camera must be part of the scene tree to function.
104
+ */
105
+ get_camera_projection(): Projection;
106
+ /** Returns the camera's RID from the {@link RenderingServer}. */
107
+ get_camera_rid(): RID;
108
+ /**
109
+ * Returns the transform of the camera plus the vertical ({@link v_offset}) and horizontal ({@link h_offset}) offsets; and any other adjustments made to the position and orientation of the camera by subclassed cameras such as {@link XRCamera3D}.
110
+ */
111
+ get_camera_transform(): Transform3D;
112
+ /**
113
+ * Returns whether or not the specified layer of the {@link cull_mask} is enabled, given a `layer_number` between 1 and 20.
114
+ */
115
+ get_cull_mask_value(layer_number: int): boolean;
116
+ /**
117
+ * Returns the camera's frustum planes in world space units as an array of {@link Plane}s in the following order: near, far, left, top, right, bottom. Not to be confused with {@link frustum_offset}.
118
+ */
119
+ get_frustum(): Array<Plane>;
120
+ /**
121
+ * Returns the RID of a pyramid shape encompassing the camera's view frustum, ignoring the camera's near plane. The tip of the pyramid represents the position of the camera.
122
+ */
123
+ get_pyramid_shape_rid(): RID;
124
+ /**
125
+ * Returns `true` if the given position is behind the camera (the blue part of the linked diagram). See this diagram (https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png) for an overview of position query methods.
126
+ * **Note:** A position which returns `false` may still be outside the camera's field of view.
127
+ */
128
+ is_position_behind(world_point: Vector3 | Vector3i): boolean;
129
+ /**
130
+ * Returns `true` if the given position is inside the camera's frustum (the green part of the linked diagram). See this diagram (https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png) for an overview of position query methods.
131
+ */
132
+ is_position_in_frustum(world_point: Vector3 | Vector3i): boolean;
133
+ /**
134
+ * Makes this camera the current camera for the {@link Viewport} (see class description). If the camera node is outside the scene tree, it will attempt to become current once it's added.
135
+ */
136
+ make_current(): void;
137
+ /**
138
+ * Returns a normal vector from the screen point location directed along the camera. Orthogonal cameras are normalized. Perspective cameras account for perspective, screen width/height, etc.
139
+ */
140
+ project_local_ray_normal(screen_point: Vector2 | Vector2i): Vector3;
141
+ /**
142
+ * Returns the 3D point in world space that maps to the given 2D coordinate in the {@link Viewport} rectangle on a plane that is the given `z_depth` distance into the scene away from the camera.
143
+ */
144
+ project_position(screen_point: Vector2 | Vector2i, z_depth: float): Vector3;
145
+ /**
146
+ * Returns a normal vector in world space, that is the result of projecting a point on the {@link Viewport} rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
147
+ */
148
+ project_ray_normal(screen_point: Vector2 | Vector2i): Vector3;
149
+ /**
150
+ * Returns a 3D position in world space, that is the result of projecting a point on the {@link Viewport} rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
151
+ */
152
+ project_ray_origin(screen_point: Vector2 | Vector2i): Vector3;
153
+ /**
154
+ * Based on `value`, enables or disables the specified layer in the {@link cull_mask}, given a `layer_number` between 1 and 20.
155
+ */
156
+ set_cull_mask_value(layer_number: int, value: boolean): void;
157
+ /**
158
+ * Sets the camera projection to frustum mode (see {@link PROJECTION_FRUSTUM}), by specifying a `size`, an `offset`, and the `z_near` and `z_far` clip planes in world space units. The `size` parameter represents the size of the near plane, either its width or height depending on the value of {@link keep_aspect}. See also {@link frustum_offset}.
159
+ */
160
+ set_frustum(size: float, offset: Vector2 | Vector2i, z_near: float, z_far: float): void;
161
+ /**
162
+ * Sets the camera projection to orthogonal mode (see {@link PROJECTION_ORTHOGONAL}), by specifying a `size`, and the `z_near` and `z_far` clip planes in world space units.
163
+ * As a hint, 3D games that look 2D often use this projection, with `size` specified in pixels.
164
+ */
165
+ set_orthogonal(size: float, z_near: float, z_far: float): void;
166
+ /**
167
+ * Sets the camera projection to perspective mode (see {@link PROJECTION_PERSPECTIVE}), by specifying a `fov` (field of view) angle in degrees, and the `z_near` and `z_far` clip planes in world space units.
168
+ */
169
+ set_perspective(fov: float, z_near: float, z_far: float): void;
170
+ /**
171
+ * Returns the 2D coordinate in the {@link Viewport} rectangle that maps to the given 3D point in world space.
172
+ * **Note:** When using this to position GUI elements over a 3D viewport, use {@link is_position_behind} to prevent them from appearing if the 3D point is behind the camera:
173
+ */
174
+ unproject_position(world_point: Vector3 | Vector3i): Vector2;
175
+
176
+ // enum ProjectionType
177
+ /** Perspective projection. Objects on the screen becomes smaller when they are far away. */
178
+ static readonly PROJECTION_PERSPECTIVE: int;
179
+ /**
180
+ * Orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.
181
+ */
182
+ static readonly PROJECTION_ORTHOGONAL: int;
183
+ /**
184
+ * Frustum projection. This mode allows adjusting {@link frustum_offset} to create "tilted frustum" effects.
185
+ */
186
+ static readonly PROJECTION_FRUSTUM: int;
187
+ // enum KeepAspect
188
+ /**
189
+ * Preserves the horizontal aspect ratio; also known as Vert- scaling. This is usually the best option for projects running in portrait mode, as taller aspect ratios will benefit from a wider vertical FOV.
190
+ */
191
+ static readonly KEEP_WIDTH: int;
192
+ /**
193
+ * Preserves the vertical aspect ratio; also known as Hor+ scaling. This is usually the best option for projects running in landscape mode, as wider aspect ratios will automatically benefit from a wider horizontal FOV.
194
+ */
195
+ static readonly KEEP_HEIGHT: int;
196
+ // enum DopplerTracking
197
+ /** Disables Doppler effect (https://en.wikipedia.org/wiki/Doppler_effect) simulation (default). */
198
+ static readonly DOPPLER_TRACKING_DISABLED: int;
199
+ /**
200
+ * Simulate Doppler effect (https://en.wikipedia.org/wiki/Doppler_effect) by tracking positions of objects that are changed in `_process`. Changes in the relative velocity of this camera compared to those objects affect how audio is perceived (changing the audio's {@link AudioStreamPlayer3D.pitch_scale}).
201
+ */
202
+ static readonly DOPPLER_TRACKING_IDLE_STEP: int;
203
+ /**
204
+ * Simulate Doppler effect (https://en.wikipedia.org/wiki/Doppler_effect) by tracking positions of objects that are changed in `_physics_process`. Changes in the relative velocity of this camera compared to those objects affect how audio is perceived (changing the audio's {@link AudioStreamPlayer3D.pitch_scale}).
205
+ */
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+ static readonly DOPPLER_TRACKING_PHYSICS_STEP: int;
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+ }
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+ // AUTO-GENERATED from Godot class documentation.
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+ // Manual overrides applied from typings-overrides/*.d.ts
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+
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+ /** Parent class for camera settings. */
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+ declare class CameraAttributes extends Resource {
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+ /**
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+ * If `true`, enables the tonemapping auto exposure mode of the scene renderer. If `true`, the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light.
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+ * **Note:** Auto-exposure is only supported in the Forward+ rendering method, not Mobile or Compatibility.
9
+ */
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+ auto_exposure_enabled: boolean;
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+ /** The scale of the auto exposure effect. Affects the intensity of auto exposure. */
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+ auto_exposure_scale: float;
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+ /**
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+ * The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.
15
+ */
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+ auto_exposure_speed: float;
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+ /** Multiplier for the exposure amount. A higher value results in a brighter image. */
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+ exposure_multiplier: float;
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+ /**
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+ * Sensitivity of camera sensors, measured in ISO. A higher sensitivity results in a brighter image.
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+ * If {@link auto_exposure_enabled} is `true`, this can be used as a method of exposure compensation, doubling the value will increase the exposure value (measured in EV100) by 1 stop.
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+ * **Note:** Only available when {@link ProjectSettings.rendering/lights_and_shadows/use_physical_light_units} is enabled.
23
+ */
24
+ exposure_sensitivity: float;
25
+ set_auto_exposure_enabled(value: boolean): void;
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+ is_auto_exposure_enabled(): boolean;
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+ set_auto_exposure_scale(value: float): void;
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+ get_auto_exposure_scale(): float;
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+ set_auto_exposure_speed(value: float): void;
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+ get_auto_exposure_speed(): float;
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+ set_exposure_multiplier(value: float): void;
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+ get_exposure_multiplier(): float;
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+ set_exposure_sensitivity(value: float): void;
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+ get_exposure_sensitivity(): float;
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+ }
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+ // AUTO-GENERATED from Godot class documentation.
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+ // Manual overrides applied from typings-overrides/*.d.ts
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+
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+ /** Physically-based camera settings. */
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+ declare class CameraAttributesPhysical extends CameraAttributes {
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+ /**
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+ * The maximum luminance (in EV100) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing below a certain brightness, resulting in a cut off point where the scene will remain bright.
8
+ */
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+ auto_exposure_max_exposure_value: float;
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+ /**
11
+ * The minimum luminance (in EV100) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark.
12
+ */
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+ auto_exposure_min_exposure_value: float;
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+ /**
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+ * Size of the aperture of the camera, measured in f-stops. An f-stop is a unitless ratio between the focal length of the camera and the diameter of the aperture. A high aperture setting will result in a smaller aperture which leads to a dimmer image and sharper focus. A low aperture results in a wide aperture which lets in more light resulting in a brighter, less-focused image. Default is appropriate for outdoors at daytime (i.e. for use with a default {@link DirectionalLight3D}), for indoor lighting, a value between 2 and 4 is more appropriate.
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+ * Only available when {@link ProjectSettings.rendering/lights_and_shadows/use_physical_light_units} is enabled.
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+ */
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+ exposure_aperture: float;
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+ /**
20
+ * Time for shutter to open and close, evaluated as `1 / shutter_speed` seconds. A higher value will allow less light (leading to a darker image), while a lower value will allow more light (leading to a brighter image).
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+ * Only available when {@link ProjectSettings.rendering/lights_and_shadows/use_physical_light_units} is enabled.
22
+ */
23
+ exposure_shutter_speed: float;
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+ /**
25
+ * Override value for {@link Camera3D.far}. Used internally when calculating depth of field. When attached to a {@link Camera3D} as its {@link Camera3D.attributes}, it will override the {@link Camera3D.far} property.
26
+ */
27
+ frustum_far: float;
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+ /**
29
+ * Distance between camera lens and camera aperture, measured in millimeters. Controls field of view and depth of field. A larger focal length will result in a smaller field of view and a narrower depth of field meaning fewer objects will be in focus. A smaller focal length will result in a wider field of view and a larger depth of field meaning more objects will be in focus. When attached to a {@link Camera3D} as its {@link Camera3D.attributes}, it will override the {@link Camera3D.fov} property and the {@link Camera3D.keep_aspect} property.
30
+ */
31
+ frustum_focal_length: float;
32
+ /**
33
+ * Distance from camera of object that will be in focus, measured in meters. Internally this will be clamped to be at least 1 millimeter larger than {@link frustum_focal_length}.
34
+ */
35
+ frustum_focus_distance: float;
36
+ /**
37
+ * Override value for {@link Camera3D.near}. Used internally when calculating depth of field. When attached to a {@link Camera3D} as its {@link Camera3D.attributes}, it will override the {@link Camera3D.near} property.
38
+ */
39
+ frustum_near: float;
40
+ set_auto_exposure_max_exposure_value(value: float): void;
41
+ get_auto_exposure_max_exposure_value(): float;
42
+ set_auto_exposure_min_exposure_value(value: float): void;
43
+ get_auto_exposure_min_exposure_value(): float;
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+ set_aperture(value: float): void;
45
+ get_aperture(): float;
46
+ set_shutter_speed(value: float): void;
47
+ get_shutter_speed(): float;
48
+ set_far(value: float): void;
49
+ get_far(): float;
50
+ set_focal_length(value: float): void;
51
+ get_focal_length(): float;
52
+ set_focus_distance(value: float): void;
53
+ get_focus_distance(): float;
54
+ set_near(value: float): void;
55
+ get_near(): float;
56
+
57
+ /**
58
+ * Returns the vertical field of view that corresponds to the {@link frustum_focal_length}. This value is calculated internally whenever {@link frustum_focal_length} is changed.
59
+ */
60
+ get_fov(): float;
61
+ }
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+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** Camera settings in an easy to use format. */
5
+ declare class CameraAttributesPractical extends CameraAttributes {
6
+ /**
7
+ * The maximum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing below a certain brightness, resulting in a cut off point where the scene will remain bright.
8
+ */
9
+ auto_exposure_max_sensitivity: float;
10
+ /**
11
+ * The minimum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark.
12
+ */
13
+ auto_exposure_min_sensitivity: float;
14
+ /**
15
+ * Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of blurriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style.
16
+ */
17
+ dof_blur_amount: float;
18
+ /**
19
+ * Objects further from the {@link Camera3D} by this amount will be blurred by the depth of field effect. Measured in meters.
20
+ */
21
+ dof_blur_far_distance: float;
22
+ /**
23
+ * Enables depth of field blur for objects further than {@link dof_blur_far_distance}. Strength of blur is controlled by {@link dof_blur_amount} and modulated by {@link dof_blur_far_transition}.
24
+ * **Note:** Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
25
+ * **Note:** Depth of field blur is not supported on viewports that have a transparent background (where {@link Viewport.transparent_bg} is `true`).
26
+ */
27
+ dof_blur_far_enabled: boolean;
28
+ /**
29
+ * When positive, distance over which (starting from {@link dof_blur_far_distance}) blur effect will scale from 0 to {@link dof_blur_amount}. When negative, uses physically-based scaling so depth of field effect will scale from 0 at {@link dof_blur_far_distance} and will increase in a physically accurate way as objects get further from the {@link Camera3D}.
30
+ */
31
+ dof_blur_far_transition: float;
32
+ /**
33
+ * Objects closer from the {@link Camera3D} by this amount will be blurred by the depth of field effect. Measured in meters.
34
+ */
35
+ dof_blur_near_distance: float;
36
+ /**
37
+ * Enables depth of field blur for objects closer than {@link dof_blur_near_distance}. Strength of blur is controlled by {@link dof_blur_amount} and modulated by {@link dof_blur_near_transition}.
38
+ * **Note:** Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
39
+ * **Note:** Depth of field blur is not supported on viewports that have a transparent background (where {@link Viewport.transparent_bg} is `true`).
40
+ */
41
+ dof_blur_near_enabled: boolean;
42
+ /**
43
+ * When positive, distance over which blur effect will scale from 0 to {@link dof_blur_amount}, ending at {@link dof_blur_near_distance}. When negative, uses physically-based scaling so depth of field effect will scale from 0 at {@link dof_blur_near_distance} and will increase in a physically accurate way as objects get closer to the {@link Camera3D}.
44
+ */
45
+ dof_blur_near_transition: float;
46
+ set_auto_exposure_max_sensitivity(value: float): void;
47
+ get_auto_exposure_max_sensitivity(): float;
48
+ set_auto_exposure_min_sensitivity(value: float): void;
49
+ get_auto_exposure_min_sensitivity(): float;
50
+ set_dof_blur_amount(value: float): void;
51
+ get_dof_blur_amount(): float;
52
+ set_dof_blur_far_distance(value: float): void;
53
+ get_dof_blur_far_distance(): float;
54
+ set_dof_blur_far_enabled(value: boolean): void;
55
+ is_dof_blur_far_enabled(): boolean;
56
+ set_dof_blur_far_transition(value: float): void;
57
+ get_dof_blur_far_transition(): float;
58
+ set_dof_blur_near_distance(value: float): void;
59
+ get_dof_blur_near_distance(): float;
60
+ set_dof_blur_near_enabled(value: boolean): void;
61
+ is_dof_blur_near_enabled(): boolean;
62
+ set_dof_blur_near_transition(value: float): void;
63
+ get_dof_blur_near_transition(): float;
64
+ }