# /!\ Autogenerated code, modifications will be lost /!\ # see `generation/generate_bindings.py` # Imports needed for typing # (Note PEP484 state that import without as and * are not exposed by the stub file) from typing import Any, Union from enum import IntFlag from godot.builtins import ( AABB, Array, Basis, Color, Dictionary, NodePath, Plane, Quat, Rect2, RID, Transform2D, Transform, Vector2, Vector3, PoolByteArray, PoolIntArray, PoolRealArray, PoolStringArray, PoolVector2Array, PoolVector3Array, PoolColorArray, GDString, ) class Error(IntFlag): OK: int FAILED: int ERR_UNAVAILABLE: int ERR_UNCONFIGURED: int ERR_UNAUTHORIZED: int ERR_PARAMETER_RANGE_ERROR: int ERR_OUT_OF_MEMORY: int ERR_FILE_NOT_FOUND: int ERR_FILE_BAD_DRIVE: int ERR_FILE_BAD_PATH: int ERR_FILE_NO_PERMISSION: int ERR_FILE_ALREADY_IN_USE: int ERR_FILE_CANT_OPEN: int ERR_FILE_CANT_WRITE: int ERR_FILE_CANT_READ: int ERR_FILE_UNRECOGNIZED: int ERR_FILE_CORRUPT: int ERR_FILE_MISSING_DEPENDENCIES: int ERR_FILE_EOF: int ERR_CANT_OPEN: int ERR_CANT_CREATE: int ERR_QUERY_FAILED: int ERR_ALREADY_IN_USE: int ERR_LOCKED: int ERR_TIMEOUT: int ERR_CANT_CONNECT: int ERR_CANT_RESOLVE: int ERR_CONNECTION_ERROR: int ERR_CANT_ACQUIRE_RESOURCE: int ERR_CANT_FORK: int ERR_INVALID_DATA: int ERR_INVALID_PARAMETER: int ERR_ALREADY_EXISTS: int ERR_DOES_NOT_EXIST: int ERR_DATABASE_CANT_READ: int ERR_DATABASE_CANT_WRITE: int ERR_COMPILATION_FAILED: int ERR_METHOD_NOT_FOUND: int ERR_LINK_FAILED: int ERR_SCRIPT_FAILED: int ERR_CYCLIC_LINK: int ERR_INVALID_DECLARATION: int ERR_DUPLICATE_SYMBOL: int ERR_PARSE_ERROR: int ERR_BUSY: int ERR_SKIP: int ERR_HELP: int ERR_BUG: int ERR_PRINTER_ON_FIRE: int class VariantType(IntFlag): NIL: int BOOL: int INT: int REAL: int STRING: int VECTOR2: int RECT2: int VECTOR3: int TRANSFORM2D: int PLANE: int QUAT: int AABB: int BASIS: int TRANSFORM: int COLOR: int NODE_PATH: int RID: int OBJECT: int DICTIONARY: int ARRAY: int POOL_BYTE_ARRAY: int POOL_INT_ARRAY: int POOL_REAL_ARRAY: int POOL_STRING_ARRAY: int POOL_VECTOR2_ARRAY: int POOL_VECTOR3_ARRAY: int POOL_COLOR_ARRAY: int class VariantOperator(IntFlag): EQUAL: int NOT_EQUAL: int LESS: int LESS_EQUAL: int GREATER: int GREATER_EQUAL: int ADD: int SUBTRACT: int MULTIPLY: int DIVIDE: int NEGATE: int POSITIVE: int MODULE: int STRING_CONCAT: int SHIFT_LEFT: int SHIFT_RIGHT: int BIT_AND: int BIT_OR: int BIT_XOR: int BIT_NEGATE: int AND: int OR: int XOR: int NOT: int IN: int MAX: int ### Classes ### class Object(): def free(self) -> None: ... def __init__(self): ... def __repr__(self) -> str: ... def __eq__(self, other: object) -> bool: ... def __ne__(self, other: object) -> bool: ... def __getattr__(self, name: str) -> Any: ... def __setattr__(self, name: str, value: Any): ... def call(self, name: str, *args) -> Any: ... @staticmethod def new() -> Object: ... # Constants CONNECT_DEFERRED: int CONNECT_ONESHOT: int CONNECT_PERSIST: int CONNECT_REFERENCE_COUNTED: int NOTIFICATION_POSTINITIALIZE: int NOTIFICATION_PREDELETE: int # Enums class ConnectFlags(IntFlag): CONNECT_DEFERRED: int CONNECT_PERSIST: int CONNECT_ONESHOT: int CONNECT_REFERENCE_COUNTED: int # Methods def add_user_signal(self,signal: Union[str, GDString],arguments: Array=Array(),) -> None: ... def callv(self,method: Union[str, GDString],arg_array: Array,) -> object: ... def can_translate_messages(self,) -> bool: ... def connect(self,signal: Union[str, GDString],target: Object,method: Union[str, GDString],binds: Array=Array(),flags: int=0,) -> Error: ... def disconnect(self,signal: Union[str, GDString],target: Object,method: Union[str, GDString],) -> None: ... def get(self,property: Union[str, GDString],) -> object: ... def get_class(self,) -> Union[str, GDString]: ... def get_incoming_connections(self,) -> Array: ... def get_indexed(self,property: Union[str, NodePath],) -> object: ... def get_instance_id(self,) -> int: ... def get_meta(self,name: Union[str, GDString],) -> object: ... def get_meta_list(self,) -> PoolStringArray: ... def get_method_list(self,) -> Array: ... def get_property_list(self,) -> Array: ... def get_script(self,) -> Reference: ... def get_signal_connection_list(self,signal: Union[str, GDString],) -> Array: ... def get_signal_list(self,) -> Array: ... def has_meta(self,name: Union[str, GDString],) -> bool: ... def has_method(self,method: Union[str, GDString],) -> bool: ... def has_signal(self,signal: Union[str, GDString],) -> bool: ... def has_user_signal(self,signal: Union[str, GDString],) -> bool: ... def is_blocking_signals(self,) -> bool: ... def is_class(self,class_: Union[str, GDString],) -> bool: ... def is_connected(self,signal: Union[str, GDString],target: Object,method: Union[str, GDString],) -> bool: ... def is_queued_for_deletion(self,) -> bool: ... def notification(self,what: int,reversed: bool=False,) -> None: ... def property_list_changed_notify(self,) -> None: ... def remove_meta(self,name: Union[str, GDString],) -> None: ... def set(self,property: Union[str, GDString],value: object,) -> None: ... def set_block_signals(self,enable: bool,) -> None: ... def set_deferred(self,property: Union[str, GDString],value: object,) -> None: ... def set_indexed(self,property: Union[str, NodePath],value: object,) -> None: ... def set_message_translation(self,enable: bool,) -> None: ... def set_meta(self,name: Union[str, GDString],value: object,) -> None: ... def set_script(self,script: Reference,) -> None: ... def to_string(self,) -> Union[str, GDString]: ... def tr(self,message: Union[str, GDString],) -> Union[str, GDString]: ... class ARVRPositionalTracker(Object): @staticmethod def new() -> ARVRPositionalTracker: ... # Constants TRACKER_HAND_UNKNOWN: int TRACKER_LEFT_HAND: int TRACKER_RIGHT_HAND: int # Enums class TrackerHand(IntFlag): TRACKER_HAND_UNKNOWN: int TRACKER_LEFT_HAND: int TRACKER_RIGHT_HAND: int # Methods def get_hand(self,) -> ARVRPositionalTracker.TrackerHand: ... def get_joy_id(self,) -> int: ... def get_mesh(self,) -> Mesh: ... def get_name(self,) -> Union[str, GDString]: ... def get_orientation(self,) -> Basis: ... def get_position(self,) -> Vector3: ... def get_rumble(self,) -> float: ... def get_tracker_id(self,) -> int: ... def get_tracks_orientation(self,) -> bool: ... def get_tracks_position(self,) -> bool: ... def get_transform(self,adjust_by_reference_frame: bool,) -> Transform: ... def get_type(self,) -> _ARVRServer.TrackerType: ... def set_rumble(self,rumble: float,) -> None: ... # Properties rumble: float class _ARVRServer(Object): # Constants DONT_RESET_ROTATION: int RESET_BUT_KEEP_TILT: int RESET_FULL_ROTATION: int TRACKER_ANCHOR: int TRACKER_ANY: int TRACKER_ANY_KNOWN: int TRACKER_BASESTATION: int TRACKER_CONTROLLER: int TRACKER_UNKNOWN: int # Enums class RotationMode(IntFlag): RESET_FULL_ROTATION: int RESET_BUT_KEEP_TILT: int DONT_RESET_ROTATION: int class TrackerType(IntFlag): TRACKER_CONTROLLER: int TRACKER_BASESTATION: int TRACKER_ANCHOR: int TRACKER_ANY_KNOWN: int TRACKER_UNKNOWN: int TRACKER_ANY: int # Methods def center_on_hmd(self,rotation_mode: int,keep_height: bool,) -> None: ... def find_interface(self,name: Union[str, GDString],) -> ARVRInterface: ... def get_hmd_transform(self,) -> Transform: ... def get_interface(self,idx: int,) -> ARVRInterface: ... def get_interface_count(self,) -> int: ... def get_interfaces(self,) -> Array: ... def get_last_commit_usec(self,) -> int: ... def get_last_frame_usec(self,) -> int: ... def get_last_process_usec(self,) -> int: ... def get_primary_interface(self,) -> ARVRInterface: ... def get_reference_frame(self,) -> Transform: ... def get_tracker(self,idx: int,) -> ARVRPositionalTracker: ... def get_tracker_count(self,) -> int: ... def get_world_scale(self,) -> float: ... def set_primary_interface(self,interface: ARVRInterface,) -> None: ... def set_world_scale(self,arg0: float,) -> None: ... # Properties primary_interface: Object world_scale: float class _AudioServer(Object): # Constants SPEAKER_MODE_STEREO: int SPEAKER_SURROUND_31: int SPEAKER_SURROUND_51: int SPEAKER_SURROUND_71: int # Enums class SpeakerMode(IntFlag): SPEAKER_MODE_STEREO: int SPEAKER_SURROUND_31: int SPEAKER_SURROUND_51: int SPEAKER_SURROUND_71: int # Methods def add_bus(self,at_position: int=-1,) -> None: ... def add_bus_effect(self,bus_idx: int,effect: AudioEffect,at_position: int=-1,) -> None: ... def capture_get_device(self,) -> Union[str, GDString]: ... def capture_get_device_list(self,) -> Array: ... def capture_set_device(self,name: Union[str, GDString],) -> None: ... def generate_bus_layout(self,) -> AudioBusLayout: ... def get_bus_channels(self,bus_idx: int,) -> int: ... def get_bus_count(self,) -> int: ... def get_bus_effect(self,bus_idx: int,effect_idx: int,) -> AudioEffect: ... def get_bus_effect_count(self,bus_idx: int,) -> int: ... def get_bus_effect_instance(self,bus_idx: int,effect_idx: int,channel: int=0,) -> AudioEffectInstance: ... def get_bus_index(self,bus_name: Union[str, GDString],) -> int: ... def get_bus_name(self,bus_idx: int,) -> Union[str, GDString]: ... def get_bus_peak_volume_left_db(self,bus_idx: int,channel: int,) -> float: ... def get_bus_peak_volume_right_db(self,bus_idx: int,channel: int,) -> float: ... def get_bus_send(self,bus_idx: int,) -> Union[str, GDString]: ... def get_bus_volume_db(self,bus_idx: int,) -> float: ... def get_device(self,) -> Union[str, GDString]: ... def get_device_list(self,) -> Array: ... def get_global_rate_scale(self,) -> float: ... def get_mix_rate(self,) -> float: ... def get_output_latency(self,) -> float: ... def get_speaker_mode(self,) -> _AudioServer.SpeakerMode: ... def get_time_since_last_mix(self,) -> float: ... def get_time_to_next_mix(self,) -> float: ... def is_bus_bypassing_effects(self,bus_idx: int,) -> bool: ... def is_bus_effect_enabled(self,bus_idx: int,effect_idx: int,) -> bool: ... def is_bus_mute(self,bus_idx: int,) -> bool: ... def is_bus_solo(self,bus_idx: int,) -> bool: ... def lock(self,) -> None: ... def move_bus(self,index: int,to_index: int,) -> None: ... def remove_bus(self,index: int,) -> None: ... def remove_bus_effect(self,bus_idx: int,effect_idx: int,) -> None: ... def set_bus_bypass_effects(self,bus_idx: int,enable: bool,) -> None: ... def set_bus_count(self,amount: int,) -> None: ... def set_bus_effect_enabled(self,bus_idx: int,effect_idx: int,enabled: bool,) -> None: ... def set_bus_layout(self,bus_layout: AudioBusLayout,) -> None: ... def set_bus_mute(self,bus_idx: int,enable: bool,) -> None: ... def set_bus_name(self,bus_idx: int,name: Union[str, GDString],) -> None: ... def set_bus_send(self,bus_idx: int,send: Union[str, GDString],) -> None: ... def set_bus_solo(self,bus_idx: int,enable: bool,) -> None: ... def set_bus_volume_db(self,bus_idx: int,volume_db: float,) -> None: ... def set_device(self,device: Union[str, GDString],) -> None: ... def set_global_rate_scale(self,scale: float,) -> None: ... def swap_bus_effects(self,bus_idx: int,effect_idx: int,by_effect_idx: int,) -> None: ... def unlock(self,) -> None: ... # Properties bus_count: int device: Union[str, GDString] global_rate_scale: float class _CameraServer(Object): # Constants FEED_CBCR_IMAGE: int FEED_RGBA_IMAGE: int FEED_YCBCR_IMAGE: int FEED_Y_IMAGE: int # Enums class FeedImage(IntFlag): FEED_RGBA_IMAGE: int FEED_YCBCR_IMAGE: int FEED_Y_IMAGE: int FEED_CBCR_IMAGE: int # Methods def add_feed(self,feed: CameraFeed,) -> None: ... def feeds(self,) -> Array: ... def get_feed(self,index: int,) -> CameraFeed: ... def get_feed_count(self,) -> int: ... def remove_feed(self,feed: CameraFeed,) -> None: ... class EditorFileSystemDirectory(Object): # Methods def find_dir_index(self,name: Union[str, GDString],) -> int: ... def find_file_index(self,name: Union[str, GDString],) -> int: ... def get_file(self,idx: int,) -> Union[str, GDString]: ... def get_file_count(self,) -> int: ... def get_file_import_is_valid(self,idx: int,) -> bool: ... def get_file_path(self,idx: int,) -> Union[str, GDString]: ... def get_file_script_class_extends(self,idx: int,) -> Union[str, GDString]: ... def get_file_script_class_name(self,idx: int,) -> Union[str, GDString]: ... def get_file_type(self,idx: int,) -> Union[str, GDString]: ... def get_name(self,) -> Union[str, GDString]: ... def get_parent(self,) -> EditorFileSystemDirectory: ... def get_path(self,) -> Union[str, GDString]: ... def get_subdir(self,idx: int,) -> EditorFileSystemDirectory: ... def get_subdir_count(self,) -> int: ... class EditorNavigationMeshGenerator(Object): # Methods def bake(self,nav_mesh: NavigationMesh,root_node: Node,) -> None: ... def clear(self,nav_mesh: NavigationMesh,) -> None: ... class EditorSelection(Object): # Methods def add_node(self,node: Node,) -> None: ... def clear(self,) -> None: ... def get_selected_nodes(self,) -> Array: ... def get_transformable_selected_nodes(self,) -> Array: ... def remove_node(self,node: Node,) -> None: ... class EditorVCSInterface(Object): # Methods def commit(self,msg: Union[str, GDString],) -> None: ... def get_file_diff(self,file_path: Union[str, GDString],) -> Array: ... def get_modified_files_data(self,) -> Dictionary: ... def get_project_name(self,) -> Union[str, GDString]: ... def get_vcs_name(self,) -> Union[str, GDString]: ... def initialize(self,project_root_path: Union[str, GDString],) -> bool: ... def is_addon_ready(self,) -> bool: ... def is_vcs_initialized(self,) -> bool: ... def shut_down(self,) -> bool: ... def stage_file(self,file_path: Union[str, GDString],) -> None: ... def unstage_file(self,file_path: Union[str, GDString],) -> None: ... class _IP(Object): # Constants RESOLVER_INVALID_ID: int RESOLVER_MAX_QUERIES: int RESOLVER_STATUS_DONE: int RESOLVER_STATUS_ERROR: int RESOLVER_STATUS_NONE: int RESOLVER_STATUS_WAITING: int TYPE_ANY: int TYPE_IPV4: int TYPE_IPV6: int TYPE_NONE: int # Enums class ResolverStatus(IntFlag): RESOLVER_STATUS_NONE: int RESOLVER_STATUS_WAITING: int RESOLVER_STATUS_DONE: int RESOLVER_STATUS_ERROR: int class Type(IntFlag): TYPE_NONE: int TYPE_IPV4: int TYPE_IPV6: int TYPE_ANY: int # Methods def clear_cache(self,hostname: Union[str, GDString]="",) -> None: ... def erase_resolve_item(self,id: int,) -> None: ... def get_local_addresses(self,) -> Array: ... def get_local_interfaces(self,) -> Array: ... def get_resolve_item_address(self,id: int,) -> Union[str, GDString]: ... def get_resolve_item_status(self,id: int,) -> _IP.ResolverStatus: ... def resolve_hostname(self,host: Union[str, GDString],ip_type: int=3,) -> Union[str, GDString]: ... def resolve_hostname_queue_item(self,host: Union[str, GDString],ip_type: int=3,) -> int: ... class _Input(Object): # Constants CURSOR_ARROW: int CURSOR_BDIAGSIZE: int CURSOR_BUSY: int CURSOR_CAN_DROP: int CURSOR_CROSS: int CURSOR_DRAG: int CURSOR_FDIAGSIZE: int CURSOR_FORBIDDEN: int CURSOR_HELP: int CURSOR_HSIZE: int CURSOR_HSPLIT: int CURSOR_IBEAM: int CURSOR_MOVE: int CURSOR_POINTING_HAND: int CURSOR_VSIZE: int CURSOR_VSPLIT: int CURSOR_WAIT: int MOUSE_MODE_CAPTURED: int MOUSE_MODE_CONFINED: int MOUSE_MODE_HIDDEN: int MOUSE_MODE_VISIBLE: int # Enums class MouseMode(IntFlag): MOUSE_MODE_VISIBLE: int MOUSE_MODE_HIDDEN: int MOUSE_MODE_CAPTURED: int MOUSE_MODE_CONFINED: int class CursorShape(IntFlag): CURSOR_ARROW: int CURSOR_IBEAM: int CURSOR_POINTING_HAND: int CURSOR_CROSS: int CURSOR_WAIT: int CURSOR_BUSY: int CURSOR_DRAG: int CURSOR_CAN_DROP: int CURSOR_FORBIDDEN: int CURSOR_VSIZE: int CURSOR_HSIZE: int CURSOR_BDIAGSIZE: int CURSOR_FDIAGSIZE: int CURSOR_MOVE: int CURSOR_VSPLIT: int CURSOR_HSPLIT: int CURSOR_HELP: int # Methods def action_press(self,action: Union[str, GDString],strength: float=1,) -> None: ... def action_release(self,action: Union[str, GDString],) -> None: ... def add_joy_mapping(self,mapping: Union[str, GDString],update_existing: bool=False,) -> None: ... def get_accelerometer(self,) -> Vector3: ... def get_action_strength(self,action: Union[str, GDString],) -> float: ... def get_connected_joypads(self,) -> Array: ... def get_current_cursor_shape(self,) -> _Input.CursorShape: ... def get_gravity(self,) -> Vector3: ... def get_gyroscope(self,) -> Vector3: ... def get_joy_axis(self,device: int,axis: int,) -> float: ... def get_joy_axis_index_from_string(self,axis: Union[str, GDString],) -> int: ... def get_joy_axis_string(self,axis_index: int,) -> Union[str, GDString]: ... def get_joy_button_index_from_string(self,button: Union[str, GDString],) -> int: ... def get_joy_button_string(self,button_index: int,) -> Union[str, GDString]: ... def get_joy_guid(self,device: int,) -> Union[str, GDString]: ... def get_joy_name(self,device: int,) -> Union[str, GDString]: ... def get_joy_vibration_duration(self,device: int,) -> float: ... def get_joy_vibration_strength(self,device: int,) -> Vector2: ... def get_last_mouse_speed(self,) -> Vector2: ... def get_magnetometer(self,) -> Vector3: ... def get_mouse_button_mask(self,) -> int: ... def get_mouse_mode(self,) -> _Input.MouseMode: ... def is_action_just_pressed(self,action: Union[str, GDString],) -> bool: ... def is_action_just_released(self,action: Union[str, GDString],) -> bool: ... def is_action_pressed(self,action: Union[str, GDString],) -> bool: ... def is_joy_button_pressed(self,device: int,button: int,) -> bool: ... def is_joy_known(self,device: int,) -> bool: ... def is_key_pressed(self,scancode: int,) -> bool: ... def is_mouse_button_pressed(self,button: int,) -> bool: ... def joy_connection_changed(self,device: int,connected: bool,name: Union[str, GDString],guid: Union[str, GDString],) -> None: ... def parse_input_event(self,event: InputEvent,) -> None: ... def remove_joy_mapping(self,guid: Union[str, GDString],) -> None: ... def set_custom_mouse_cursor(self,image: Resource,shape: int=0,hotspot: Vector2=Vector2(0, 0),) -> None: ... def set_default_cursor_shape(self,shape: int=0,) -> None: ... def set_mouse_mode(self,mode: int,) -> None: ... def set_use_accumulated_input(self,enable: bool,) -> None: ... def start_joy_vibration(self,device: int,weak_magnitude: float,strong_magnitude: float,duration: float=0,) -> None: ... def stop_joy_vibration(self,device: int,) -> None: ... def vibrate_handheld(self,duration_ms: int=500,) -> None: ... def warp_mouse_position(self,to: Vector2,) -> None: ... class _InputMap(Object): # Methods def action_add_event(self,action: Union[str, GDString],event: InputEvent,) -> None: ... def action_erase_event(self,action: Union[str, GDString],event: InputEvent,) -> None: ... def action_erase_events(self,action: Union[str, GDString],) -> None: ... def action_has_event(self,action: Union[str, GDString],event: InputEvent,) -> bool: ... def action_set_deadzone(self,action: Union[str, GDString],deadzone: float,) -> None: ... def add_action(self,action: Union[str, GDString],deadzone: float=0.5,) -> None: ... def erase_action(self,action: Union[str, GDString],) -> None: ... def event_is_action(self,event: InputEvent,action: Union[str, GDString],) -> bool: ... def get_action_list(self,action: Union[str, GDString],) -> Array: ... def get_actions(self,) -> Array: ... def has_action(self,action: Union[str, GDString],) -> bool: ... def load_from_globals(self,) -> None: ... class JNISingleton(Object): @staticmethod def new() -> JNISingleton: ... pass class JSONRPC(Object): @staticmethod def new() -> JSONRPC: ... # Constants INTERNAL_ERROR: int INVALID_PARAMS: int INVALID_REQUEST: int METHOD_NOT_FOUND: int PARSE_ERROR: int # Enums class ErrorCode(IntFlag): PARSE_ERROR: int INTERNAL_ERROR: int INVALID_PARAMS: int METHOD_NOT_FOUND: int INVALID_REQUEST: int # Methods def make_notification(self,method: Union[str, GDString],params: object,) -> Dictionary: ... def make_request(self,method: Union[str, GDString],params: object,id: object,) -> Dictionary: ... def make_response(self,result: object,id: object,) -> Dictionary: ... def make_response_error(self,code: int,message: Union[str, GDString],id: object=None,) -> Dictionary: ... def process_action(self,action: object,recurse: bool=False,) -> object: ... def process_string(self,action: Union[str, GDString],) -> Union[str, GDString]: ... def set_scope(self,scope: Union[str, GDString],target: Object,) -> None: ... class _JavaClassWrapper(Object): # Methods def wrap(self,name: Union[str, GDString],) -> JavaClass: ... class _JavaScript(Object): # Methods def eval(self,code: Union[str, GDString],use_global_execution_context: bool=False,) -> object: ... class MainLoop(Object): @staticmethod def new() -> MainLoop: ... # Constants NOTIFICATION_APP_PAUSED: int NOTIFICATION_APP_RESUMED: int NOTIFICATION_CRASH: int NOTIFICATION_OS_IME_UPDATE: int NOTIFICATION_OS_MEMORY_WARNING: int NOTIFICATION_TRANSLATION_CHANGED: int NOTIFICATION_WM_ABOUT: int NOTIFICATION_WM_FOCUS_IN: int NOTIFICATION_WM_FOCUS_OUT: int NOTIFICATION_WM_GO_BACK_REQUEST: int NOTIFICATION_WM_MOUSE_ENTER: int NOTIFICATION_WM_MOUSE_EXIT: int NOTIFICATION_WM_QUIT_REQUEST: int NOTIFICATION_WM_UNFOCUS_REQUEST: int # Methods def finish(self,) -> None: ... def idle(self,delta: float,) -> bool: ... def init(self,) -> None: ... def input_event(self,event: InputEvent,) -> None: ... def input_text(self,text: Union[str, GDString],) -> None: ... def iteration(self,delta: float,) -> bool: ... class Node(Object): @staticmethod def new() -> Node: ... # Constants DUPLICATE_GROUPS: int DUPLICATE_SCRIPTS: int DUPLICATE_SIGNALS: int DUPLICATE_USE_INSTANCING: int NOTIFICATION_APP_PAUSED: int NOTIFICATION_APP_RESUMED: int NOTIFICATION_CRASH: int NOTIFICATION_DRAG_BEGIN: int NOTIFICATION_DRAG_END: int NOTIFICATION_ENTER_TREE: int NOTIFICATION_EXIT_TREE: int NOTIFICATION_INSTANCED: int NOTIFICATION_INTERNAL_PHYSICS_PROCESS: int NOTIFICATION_INTERNAL_PROCESS: int NOTIFICATION_MOVED_IN_PARENT: int NOTIFICATION_OS_IME_UPDATE: int NOTIFICATION_OS_MEMORY_WARNING: int NOTIFICATION_PARENTED: int NOTIFICATION_PATH_CHANGED: int NOTIFICATION_PAUSED: int NOTIFICATION_PHYSICS_PROCESS: int NOTIFICATION_PROCESS: int NOTIFICATION_READY: int NOTIFICATION_TRANSLATION_CHANGED: int NOTIFICATION_UNPARENTED: int NOTIFICATION_UNPAUSED: int NOTIFICATION_WM_ABOUT: int NOTIFICATION_WM_FOCUS_IN: int NOTIFICATION_WM_FOCUS_OUT: int NOTIFICATION_WM_GO_BACK_REQUEST: int NOTIFICATION_WM_MOUSE_ENTER: int NOTIFICATION_WM_MOUSE_EXIT: int NOTIFICATION_WM_QUIT_REQUEST: int NOTIFICATION_WM_UNFOCUS_REQUEST: int PAUSE_MODE_INHERIT: int PAUSE_MODE_PROCESS: int PAUSE_MODE_STOP: int # Enums class PauseMode(IntFlag): PAUSE_MODE_INHERIT: int PAUSE_MODE_STOP: int PAUSE_MODE_PROCESS: int class DuplicateFlags(IntFlag): DUPLICATE_SIGNALS: int DUPLICATE_GROUPS: int DUPLICATE_SCRIPTS: int DUPLICATE_USE_INSTANCING: int # Methods def add_child(self,node: Node,legible_unique_name: bool=False,) -> None: ... def add_child_below_node(self,node: Node,child_node: Node,legible_unique_name: bool=False,) -> None: ... def add_to_group(self,group: Union[str, GDString],persistent: bool=False,) -> None: ... def can_process(self,) -> bool: ... def duplicate(self,flags: int=15,) -> Node: ... def find_node(self,mask: Union[str, GDString],recursive: bool=True,owned: bool=True,) -> Node: ... def find_parent(self,mask: Union[str, GDString],) -> Node: ... def get_child(self,idx: int,) -> Node: ... def get_child_count(self,) -> int: ... def get_children(self,) -> Array: ... def get_custom_multiplayer(self,) -> MultiplayerAPI: ... def get_filename(self,) -> Union[str, GDString]: ... def get_groups(self,) -> Array: ... def get_index(self,) -> int: ... def get_multiplayer(self,) -> MultiplayerAPI: ... def get_name(self,) -> Union[str, GDString]: ... def get_network_master(self,) -> int: ... def get_node(self,path: Union[str, NodePath],) -> Node: ... def get_node_and_resource(self,path: Union[str, NodePath],) -> Array: ... def get_node_or_null(self,path: Union[str, NodePath],) -> Node: ... def get_owner(self,) -> Node: ... def get_parent(self,) -> Node: ... def get_path(self,) -> Union[str, NodePath]: ... def get_path_to(self,node: Node,) -> Union[str, NodePath]: ... def get_pause_mode(self,) -> Node.PauseMode: ... def get_physics_process_delta_time(self,) -> float: ... def get_position_in_parent(self,) -> int: ... def get_process_delta_time(self,) -> float: ... def get_process_priority(self,) -> int: ... def get_scene_instance_load_placeholder(self,) -> bool: ... def get_tree(self,) -> SceneTree: ... def get_viewport(self,) -> Viewport: ... def has_node(self,path: Union[str, NodePath],) -> bool: ... def has_node_and_resource(self,path: Union[str, NodePath],) -> bool: ... def is_a_parent_of(self,node: Node,) -> bool: ... def is_displayed_folded(self,) -> bool: ... def is_greater_than(self,node: Node,) -> bool: ... def is_in_group(self,group: Union[str, GDString],) -> bool: ... def is_inside_tree(self,) -> bool: ... def is_network_master(self,) -> bool: ... def is_physics_processing(self,) -> bool: ... def is_physics_processing_internal(self,) -> bool: ... def is_processing(self,) -> bool: ... def is_processing_input(self,) -> bool: ... def is_processing_internal(self,) -> bool: ... def is_processing_unhandled_input(self,) -> bool: ... def is_processing_unhandled_key_input(self,) -> bool: ... def move_child(self,child_node: Node,to_position: int,) -> None: ... def print_stray_nodes(self,) -> None: ... def print_tree(self,) -> None: ... def print_tree_pretty(self,) -> None: ... def propagate_call(self,method: Union[str, GDString],args: Array=Array(),parent_first: bool=False,) -> None: ... def propagate_notification(self,what: int,) -> None: ... def queue_free(self,) -> None: ... def raise_(self,) -> None: ... def remove_and_skip(self,) -> None: ... def remove_child(self,node: Node,) -> None: ... def remove_from_group(self,group: Union[str, GDString],) -> None: ... def replace_by(self,node: Node,keep_data: bool=False,) -> None: ... def request_ready(self,) -> None: ... def rpc_config(self,method: Union[str, GDString],mode: int,) -> None: ... def rset(self,property: Union[str, GDString],value: object,) -> None: ... def rset_config(self,property: Union[str, GDString],mode: int,) -> None: ... def rset_id(self,peer_id: int,property: Union[str, GDString],value: object,) -> None: ... def rset_unreliable(self,property: Union[str, GDString],value: object,) -> None: ... def rset_unreliable_id(self,peer_id: int,property: Union[str, GDString],value: object,) -> None: ... def set_custom_multiplayer(self,api: MultiplayerAPI,) -> None: ... def set_display_folded(self,fold: bool,) -> None: ... def set_filename(self,filename: Union[str, GDString],) -> None: ... def set_name(self,name: Union[str, GDString],) -> None: ... def set_network_master(self,id: int,recursive: bool=True,) -> None: ... def set_owner(self,owner: Node,) -> None: ... def set_pause_mode(self,mode: int,) -> None: ... def set_physics_process(self,enable: bool,) -> None: ... def set_physics_process_internal(self,enable: bool,) -> None: ... def set_process(self,enable: bool,) -> None: ... def set_process_input(self,enable: bool,) -> None: ... def set_process_internal(self,enable: bool,) -> None: ... def set_process_priority(self,priority: int,) -> None: ... def set_process_unhandled_input(self,enable: bool,) -> None: ... def set_process_unhandled_key_input(self,enable: bool,) -> None: ... def set_scene_instance_load_placeholder(self,load_placeholder: bool,) -> None: ... def update_configuration_warning(self,) -> None: ... # Properties _import_path: Union[str, NodePath] custom_multiplayer: MultiplayerAPI editor_description: Union[str, GDString] filename: Union[str, GDString] multiplayer: MultiplayerAPI name: Union[str, GDString] owner: Node pause_mode: int process_priority: int class _Performance(Object): # Constants AUDIO_OUTPUT_LATENCY: int MEMORY_DYNAMIC: int MEMORY_DYNAMIC_MAX: int MEMORY_MESSAGE_BUFFER_MAX: int MEMORY_STATIC: int MEMORY_STATIC_MAX: int MONITOR_MAX: int OBJECT_COUNT: int OBJECT_NODE_COUNT: int OBJECT_ORPHAN_NODE_COUNT: int OBJECT_RESOURCE_COUNT: int PHYSICS_2D_ACTIVE_OBJECTS: int PHYSICS_2D_COLLISION_PAIRS: int PHYSICS_2D_ISLAND_COUNT: int PHYSICS_3D_ACTIVE_OBJECTS: int PHYSICS_3D_COLLISION_PAIRS: int PHYSICS_3D_ISLAND_COUNT: int RENDER_2D_DRAW_CALLS_IN_FRAME: int RENDER_2D_ITEMS_IN_FRAME: int RENDER_DRAW_CALLS_IN_FRAME: int RENDER_MATERIAL_CHANGES_IN_FRAME: int RENDER_OBJECTS_IN_FRAME: int RENDER_SHADER_CHANGES_IN_FRAME: int RENDER_SURFACE_CHANGES_IN_FRAME: int RENDER_TEXTURE_MEM_USED: int RENDER_USAGE_VIDEO_MEM_TOTAL: int RENDER_VERTEX_MEM_USED: int RENDER_VERTICES_IN_FRAME: int RENDER_VIDEO_MEM_USED: int TIME_FPS: int TIME_PHYSICS_PROCESS: int TIME_PROCESS: int # Enums class Monitor(IntFlag): TIME_FPS: int TIME_PROCESS: int TIME_PHYSICS_PROCESS: int MEMORY_STATIC: int MEMORY_DYNAMIC: int MEMORY_STATIC_MAX: int MEMORY_DYNAMIC_MAX: int MEMORY_MESSAGE_BUFFER_MAX: int OBJECT_COUNT: int OBJECT_RESOURCE_COUNT: int OBJECT_NODE_COUNT: int OBJECT_ORPHAN_NODE_COUNT: int RENDER_OBJECTS_IN_FRAME: int RENDER_VERTICES_IN_FRAME: int RENDER_MATERIAL_CHANGES_IN_FRAME: int RENDER_SHADER_CHANGES_IN_FRAME: int RENDER_SURFACE_CHANGES_IN_FRAME: int RENDER_DRAW_CALLS_IN_FRAME: int RENDER_2D_ITEMS_IN_FRAME: int RENDER_2D_DRAW_CALLS_IN_FRAME: int RENDER_VIDEO_MEM_USED: int RENDER_TEXTURE_MEM_USED: int RENDER_VERTEX_MEM_USED: int RENDER_USAGE_VIDEO_MEM_TOTAL: int PHYSICS_2D_ACTIVE_OBJECTS: int PHYSICS_2D_COLLISION_PAIRS: int PHYSICS_2D_ISLAND_COUNT: int PHYSICS_3D_ACTIVE_OBJECTS: int PHYSICS_3D_COLLISION_PAIRS: int PHYSICS_3D_ISLAND_COUNT: int AUDIO_OUTPUT_LATENCY: int MONITOR_MAX: int # Methods def get_monitor(self,monitor: int,) -> float: ... class Physics2DDirectBodyState(Object): # Methods def add_central_force(self,force: Vector2,) -> None: ... def add_force(self,offset: Vector2,force: Vector2,) -> None: ... def add_torque(self,torque: float,) -> None: ... def apply_central_impulse(self,impulse: Vector2,) -> None: ... def apply_impulse(self,offset: Vector2,impulse: Vector2,) -> None: ... def apply_torque_impulse(self,impulse: float,) -> None: ... def get_angular_velocity(self,) -> float: ... def get_contact_collider(self,contact_idx: int,) -> RID: ... def get_contact_collider_id(self,contact_idx: int,) -> int: ... def get_contact_collider_object(self,contact_idx: int,) -> Object: ... def get_contact_collider_position(self,contact_idx: int,) -> Vector2: ... def get_contact_collider_shape(self,contact_idx: int,) -> int: ... def get_contact_collider_shape_metadata(self,contact_idx: int,) -> object: ... def get_contact_collider_velocity_at_position(self,contact_idx: int,) -> Vector2: ... def get_contact_count(self,) -> int: ... def get_contact_local_normal(self,contact_idx: int,) -> Vector2: ... def get_contact_local_position(self,contact_idx: int,) -> Vector2: ... def get_contact_local_shape(self,contact_idx: int,) -> int: ... def get_inverse_inertia(self,) -> float: ... def get_inverse_mass(self,) -> float: ... def get_linear_velocity(self,) -> Vector2: ... def get_space_state(self,) -> Physics2DDirectSpaceState: ... def get_step(self,) -> float: ... def get_total_angular_damp(self,) -> float: ... def get_total_gravity(self,) -> Vector2: ... def get_total_linear_damp(self,) -> float: ... def get_transform(self,) -> Transform2D: ... def integrate_forces(self,) -> None: ... def is_sleeping(self,) -> bool: ... def set_angular_velocity(self,velocity: float,) -> None: ... def set_linear_velocity(self,velocity: Vector2,) -> None: ... def set_sleep_state(self,enabled: bool,) -> None: ... def set_transform(self,transform: Transform2D,) -> None: ... # Properties angular_velocity: float inverse_inertia: float inverse_mass: float linear_velocity: Vector2 sleeping: bool step: float total_angular_damp: float total_gravity: Vector2 total_linear_damp: float transform: Transform2D class Physics2DDirectSpaceState(Object): # Methods def cast_motion(self,shape: Physics2DShapeQueryParameters,) -> Array: ... def collide_shape(self,shape: Physics2DShapeQueryParameters,max_results: int=32,) -> Array: ... def get_rest_info(self,shape: Physics2DShapeQueryParameters,) -> Dictionary: ... def intersect_point(self,point: Vector2,max_results: int=32,exclude: Array=Array(),collision_layer: int=2147483647,collide_with_bodies: bool=True,collide_with_areas: bool=False,) -> Array: ... def intersect_point_on_canvas(self,point: Vector2,canvas_instance_id: int,max_results: int=32,exclude: Array=Array(),collision_layer: int=2147483647,collide_with_bodies: bool=True,collide_with_areas: bool=False,) -> Array: ... def intersect_ray(self,from_: Vector2,to: Vector2,exclude: Array=Array(),collision_layer: int=2147483647,collide_with_bodies: bool=True,collide_with_areas: bool=False,) -> Dictionary: ... def intersect_shape(self,shape: Physics2DShapeQueryParameters,max_results: int=32,) -> Array: ... class _Physics2DServer(Object): # Constants AREA_BODY_ADDED: int AREA_BODY_REMOVED: int AREA_PARAM_ANGULAR_DAMP: int AREA_PARAM_GRAVITY: int AREA_PARAM_GRAVITY_DISTANCE_SCALE: int AREA_PARAM_GRAVITY_IS_POINT: int AREA_PARAM_GRAVITY_POINT_ATTENUATION: int AREA_PARAM_GRAVITY_VECTOR: int AREA_PARAM_LINEAR_DAMP: int AREA_PARAM_PRIORITY: int AREA_SPACE_OVERRIDE_COMBINE: int AREA_SPACE_OVERRIDE_COMBINE_REPLACE: int AREA_SPACE_OVERRIDE_DISABLED: int AREA_SPACE_OVERRIDE_REPLACE: int AREA_SPACE_OVERRIDE_REPLACE_COMBINE: int BODY_MODE_CHARACTER: int BODY_MODE_KINEMATIC: int BODY_MODE_RIGID: int BODY_MODE_STATIC: int BODY_PARAM_ANGULAR_DAMP: int BODY_PARAM_BOUNCE: int BODY_PARAM_FRICTION: int BODY_PARAM_GRAVITY_SCALE: int BODY_PARAM_INERTIA: int BODY_PARAM_LINEAR_DAMP: int BODY_PARAM_MASS: int BODY_PARAM_MAX: int BODY_STATE_ANGULAR_VELOCITY: int BODY_STATE_CAN_SLEEP: int BODY_STATE_LINEAR_VELOCITY: int BODY_STATE_SLEEPING: int BODY_STATE_TRANSFORM: int CCD_MODE_CAST_RAY: int CCD_MODE_CAST_SHAPE: int CCD_MODE_DISABLED: int DAMPED_STRING_DAMPING: int DAMPED_STRING_REST_LENGTH: int DAMPED_STRING_STIFFNESS: int INFO_ACTIVE_OBJECTS: int INFO_COLLISION_PAIRS: int INFO_ISLAND_COUNT: int JOINT_DAMPED_SPRING: int JOINT_GROOVE: int JOINT_PARAM_BIAS: int JOINT_PARAM_MAX_BIAS: int JOINT_PARAM_MAX_FORCE: int JOINT_PIN: int SHAPE_CAPSULE: int SHAPE_CIRCLE: int SHAPE_CONCAVE_POLYGON: int SHAPE_CONVEX_POLYGON: int SHAPE_CUSTOM: int SHAPE_LINE: int SHAPE_RAY: int SHAPE_RECTANGLE: int SHAPE_SEGMENT: int SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: int SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: int SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: int SPACE_PARAM_BODY_TIME_TO_SLEEP: int SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: int SPACE_PARAM_CONTACT_MAX_SEPARATION: int SPACE_PARAM_CONTACT_RECYCLE_RADIUS: int SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: int # Enums class ProcessInfo(IntFlag): INFO_ACTIVE_OBJECTS: int INFO_COLLISION_PAIRS: int INFO_ISLAND_COUNT: int class AreaBodyStatus(IntFlag): AREA_BODY_ADDED: int AREA_BODY_REMOVED: int class DampedStringParam(IntFlag): DAMPED_STRING_REST_LENGTH: int DAMPED_STRING_STIFFNESS: int DAMPED_STRING_DAMPING: int class BodyMode(IntFlag): BODY_MODE_STATIC: int BODY_MODE_KINEMATIC: int BODY_MODE_RIGID: int BODY_MODE_CHARACTER: int class ShapeType(IntFlag): SHAPE_LINE: int SHAPE_RAY: int SHAPE_SEGMENT: int SHAPE_CIRCLE: int SHAPE_RECTANGLE: int SHAPE_CAPSULE: int SHAPE_CONVEX_POLYGON: int SHAPE_CONCAVE_POLYGON: int SHAPE_CUSTOM: int class JointParam(IntFlag): JOINT_PARAM_BIAS: int JOINT_PARAM_MAX_BIAS: int JOINT_PARAM_MAX_FORCE: int class SpaceParameter(IntFlag): SPACE_PARAM_CONTACT_RECYCLE_RADIUS: int SPACE_PARAM_CONTACT_MAX_SEPARATION: int SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: int SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: int SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: int SPACE_PARAM_BODY_TIME_TO_SLEEP: int SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: int SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: int class JointType(IntFlag): JOINT_PIN: int JOINT_GROOVE: int JOINT_DAMPED_SPRING: int class CCDMode(IntFlag): CCD_MODE_DISABLED: int CCD_MODE_CAST_RAY: int CCD_MODE_CAST_SHAPE: int class BodyState(IntFlag): BODY_STATE_TRANSFORM: int BODY_STATE_LINEAR_VELOCITY: int BODY_STATE_ANGULAR_VELOCITY: int BODY_STATE_SLEEPING: int BODY_STATE_CAN_SLEEP: int class BodyParameter(IntFlag): BODY_PARAM_BOUNCE: int BODY_PARAM_FRICTION: int BODY_PARAM_MASS: int BODY_PARAM_INERTIA: int BODY_PARAM_GRAVITY_SCALE: int BODY_PARAM_LINEAR_DAMP: int BODY_PARAM_ANGULAR_DAMP: int BODY_PARAM_MAX: int class AreaSpaceOverrideMode(IntFlag): AREA_SPACE_OVERRIDE_DISABLED: int AREA_SPACE_OVERRIDE_COMBINE: int AREA_SPACE_OVERRIDE_COMBINE_REPLACE: int AREA_SPACE_OVERRIDE_REPLACE: int AREA_SPACE_OVERRIDE_REPLACE_COMBINE: int class AreaParameter(IntFlag): AREA_PARAM_GRAVITY: int AREA_PARAM_GRAVITY_VECTOR: int AREA_PARAM_GRAVITY_IS_POINT: int AREA_PARAM_GRAVITY_DISTANCE_SCALE: int AREA_PARAM_GRAVITY_POINT_ATTENUATION: int AREA_PARAM_LINEAR_DAMP: int AREA_PARAM_ANGULAR_DAMP: int AREA_PARAM_PRIORITY: int # Methods def area_add_shape(self,area: RID,shape: RID,transform: Transform2D=Transform2D(Vector2(1, 0), Vector2(0, 1), Vector2(0, 0)),disabled: bool=False,) -> None: ... def area_attach_canvas_instance_id(self,area: RID,id: int,) -> None: ... def area_attach_object_instance_id(self,area: RID,id: int,) -> None: ... def area_clear_shapes(self,area: RID,) -> None: ... def area_create(self,) -> RID: ... def area_get_canvas_instance_id(self,area: RID,) -> int: ... def area_get_object_instance_id(self,area: RID,) -> int: ... def area_get_param(self,area: RID,param: int,) -> object: ... def area_get_shape(self,area: RID,shape_idx: int,) -> RID: ... def area_get_shape_count(self,area: RID,) -> int: ... def area_get_shape_transform(self,area: RID,shape_idx: int,) -> Transform2D: ... def area_get_space(self,area: RID,) -> RID: ... def area_get_space_override_mode(self,area: RID,) -> _Physics2DServer.AreaSpaceOverrideMode: ... def area_get_transform(self,area: RID,) -> Transform2D: ... def area_remove_shape(self,area: RID,shape_idx: int,) -> None: ... def area_set_area_monitor_callback(self,area: RID,receiver: Object,method: Union[str, GDString],) -> None: ... def area_set_collision_layer(self,area: RID,layer: int,) -> None: ... def area_set_collision_mask(self,area: RID,mask: int,) -> None: ... def area_set_monitor_callback(self,area: RID,receiver: Object,method: Union[str, GDString],) -> None: ... def area_set_monitorable(self,area: RID,monitorable: bool,) -> None: ... def area_set_param(self,area: RID,param: int,value: object,) -> None: ... def area_set_shape(self,area: RID,shape_idx: int,shape: RID,) -> None: ... def area_set_shape_disabled(self,area: RID,shape_idx: int,disabled: bool,) -> None: ... def area_set_shape_transform(self,area: RID,shape_idx: int,transform: Transform2D,) -> None: ... def area_set_space(self,area: RID,space: RID,) -> None: ... def area_set_space_override_mode(self,area: RID,mode: int,) -> None: ... def area_set_transform(self,area: RID,transform: Transform2D,) -> None: ... def body_add_central_force(self,body: RID,force: Vector2,) -> None: ... def body_add_collision_exception(self,body: RID,excepted_body: RID,) -> None: ... def body_add_force(self,body: RID,offset: Vector2,force: Vector2,) -> None: ... def body_add_shape(self,body: RID,shape: RID,transform: Transform2D=Transform2D(Vector2(1, 0), Vector2(0, 1), Vector2(0, 0)),disabled: bool=False,) -> None: ... def body_add_torque(self,body: RID,torque: float,) -> None: ... def body_apply_central_impulse(self,body: RID,impulse: Vector2,) -> None: ... def body_apply_impulse(self,body: RID,position: Vector2,impulse: Vector2,) -> None: ... def body_apply_torque_impulse(self,body: RID,impulse: float,) -> None: ... def body_attach_canvas_instance_id(self,body: RID,id: int,) -> None: ... def body_attach_object_instance_id(self,body: RID,id: int,) -> None: ... def body_clear_shapes(self,body: RID,) -> None: ... def body_create(self,) -> RID: ... def body_get_canvas_instance_id(self,body: RID,) -> int: ... def body_get_collision_layer(self,body: RID,) -> int: ... def body_get_collision_mask(self,body: RID,) -> int: ... def body_get_continuous_collision_detection_mode(self,body: RID,) -> _Physics2DServer.CCDMode: ... def body_get_direct_state(self,body: RID,) -> Physics2DDirectBodyState: ... def body_get_max_contacts_reported(self,body: RID,) -> int: ... def body_get_mode(self,body: RID,) -> _Physics2DServer.BodyMode: ... def body_get_object_instance_id(self,body: RID,) -> int: ... def body_get_param(self,body: RID,param: int,) -> float: ... def body_get_shape(self,body: RID,shape_idx: int,) -> RID: ... def body_get_shape_count(self,body: RID,) -> int: ... def body_get_shape_metadata(self,body: RID,shape_idx: int,) -> object: ... def body_get_shape_transform(self,body: RID,shape_idx: int,) -> Transform2D: ... def body_get_space(self,body: RID,) -> RID: ... def body_get_state(self,body: RID,state: int,) -> object: ... def body_is_omitting_force_integration(self,body: RID,) -> bool: ... def body_remove_collision_exception(self,body: RID,excepted_body: RID,) -> None: ... def body_remove_shape(self,body: RID,shape_idx: int,) -> None: ... def body_set_axis_velocity(self,body: RID,axis_velocity: Vector2,) -> None: ... def body_set_collision_layer(self,body: RID,layer: int,) -> None: ... def body_set_collision_mask(self,body: RID,mask: int,) -> None: ... def body_set_continuous_collision_detection_mode(self,body: RID,mode: int,) -> None: ... def body_set_force_integration_callback(self,body: RID,receiver: Object,method: Union[str, GDString],userdata: object=None,) -> None: ... def body_set_max_contacts_reported(self,body: RID,amount: int,) -> None: ... def body_set_mode(self,body: RID,mode: int,) -> None: ... def body_set_omit_force_integration(self,body: RID,enable: bool,) -> None: ... def body_set_param(self,body: RID,param: int,value: float,) -> None: ... def body_set_shape(self,body: RID,shape_idx: int,shape: RID,) -> None: ... def body_set_shape_as_one_way_collision(self,body: RID,shape_idx: int,enable: bool,margin: float,) -> None: ... def body_set_shape_disabled(self,body: RID,shape_idx: int,disabled: bool,) -> None: ... def body_set_shape_metadata(self,body: RID,shape_idx: int,metadata: object,) -> None: ... def body_set_shape_transform(self,body: RID,shape_idx: int,transform: Transform2D,) -> None: ... def body_set_space(self,body: RID,space: RID,) -> None: ... def body_set_state(self,body: RID,state: int,value: object,) -> None: ... def body_test_motion(self,body: RID,from_: Transform2D,motion: Vector2,infinite_inertia: bool,margin: float=0.08,result: Physics2DTestMotionResult=None,) -> bool: ... def capsule_shape_create(self,) -> RID: ... def circle_shape_create(self,) -> RID: ... def concave_polygon_shape_create(self,) -> RID: ... def convex_polygon_shape_create(self,) -> RID: ... def damped_spring_joint_create(self,anchor_a: Vector2,anchor_b: Vector2,body_a: RID,body_b: RID=RID(),) -> RID: ... def damped_string_joint_get_param(self,joint: RID,param: int,) -> float: ... def damped_string_joint_set_param(self,joint: RID,param: int,value: float,) -> None: ... def free_rid(self,rid: RID,) -> None: ... def get_process_info(self,process_info: int,) -> int: ... def groove_joint_create(self,groove1_a: Vector2,groove2_a: Vector2,anchor_b: Vector2,body_a: RID=RID(),body_b: RID=RID(),) -> RID: ... def joint_get_param(self,joint: RID,param: int,) -> float: ... def joint_get_type(self,joint: RID,) -> _Physics2DServer.JointType: ... def joint_set_param(self,joint: RID,param: int,value: float,) -> None: ... def line_shape_create(self,) -> RID: ... def pin_joint_create(self,anchor: Vector2,body_a: RID,body_b: RID=RID(),) -> RID: ... def ray_shape_create(self,) -> RID: ... def rectangle_shape_create(self,) -> RID: ... def segment_shape_create(self,) -> RID: ... def set_active(self,active: bool,) -> None: ... def shape_get_data(self,shape: RID,) -> object: ... def shape_get_type(self,shape: RID,) -> _Physics2DServer.ShapeType: ... def shape_set_data(self,shape: RID,data: object,) -> None: ... def space_create(self,) -> RID: ... def space_get_direct_state(self,space: RID,) -> Physics2DDirectSpaceState: ... def space_get_param(self,space: RID,param: int,) -> float: ... def space_is_active(self,space: RID,) -> bool: ... def space_set_active(self,space: RID,active: bool,) -> None: ... def space_set_param(self,space: RID,param: int,value: float,) -> None: ... class PhysicsDirectBodyState(Object): # Methods def add_central_force(self,force: Vector3,) -> None: ... def add_force(self,force: Vector3,position: Vector3,) -> None: ... def add_torque(self,torque: Vector3,) -> None: ... def apply_central_impulse(self,j: Vector3,) -> None: ... def apply_impulse(self,position: Vector3,j: Vector3,) -> None: ... def apply_torque_impulse(self,j: Vector3,) -> None: ... def get_angular_velocity(self,) -> Vector3: ... def get_center_of_mass(self,) -> Vector3: ... def get_contact_collider(self,contact_idx: int,) -> RID: ... def get_contact_collider_id(self,contact_idx: int,) -> int: ... def get_contact_collider_object(self,contact_idx: int,) -> Object: ... def get_contact_collider_position(self,contact_idx: int,) -> Vector3: ... def get_contact_collider_shape(self,contact_idx: int,) -> int: ... def get_contact_collider_velocity_at_position(self,contact_idx: int,) -> Vector3: ... def get_contact_count(self,) -> int: ... def get_contact_impulse(self,contact_idx: int,) -> float: ... def get_contact_local_normal(self,contact_idx: int,) -> Vector3: ... def get_contact_local_position(self,contact_idx: int,) -> Vector3: ... def get_contact_local_shape(self,contact_idx: int,) -> int: ... def get_inverse_inertia(self,) -> Vector3: ... def get_inverse_mass(self,) -> float: ... def get_linear_velocity(self,) -> Vector3: ... def get_principal_inertia_axes(self,) -> Basis: ... def get_space_state(self,) -> PhysicsDirectSpaceState: ... def get_step(self,) -> float: ... def get_total_angular_damp(self,) -> float: ... def get_total_gravity(self,) -> Vector3: ... def get_total_linear_damp(self,) -> float: ... def get_transform(self,) -> Transform: ... def integrate_forces(self,) -> None: ... def is_sleeping(self,) -> bool: ... def set_angular_velocity(self,velocity: Vector3,) -> None: ... def set_linear_velocity(self,velocity: Vector3,) -> None: ... def set_sleep_state(self,enabled: bool,) -> None: ... def set_transform(self,transform: Transform,) -> None: ... # Properties angular_velocity: Vector3 center_of_mass: Vector3 inverse_inertia: Vector3 inverse_mass: float linear_velocity: Vector3 principal_inertia_axes: Basis sleeping: bool step: float total_angular_damp: float total_gravity: Vector3 total_linear_damp: float transform: Transform2D class PhysicsDirectSpaceState(Object): # Methods def cast_motion(self,shape: PhysicsShapeQueryParameters,motion: Vector3,) -> Array: ... def collide_shape(self,shape: PhysicsShapeQueryParameters,max_results: int=32,) -> Array: ... def get_rest_info(self,shape: PhysicsShapeQueryParameters,) -> Dictionary: ... def intersect_ray(self,from_: Vector3,to: Vector3,exclude: Array=Array(),collision_mask: int=2147483647,collide_with_bodies: bool=True,collide_with_areas: bool=False,) -> Dictionary: ... def intersect_shape(self,shape: PhysicsShapeQueryParameters,max_results: int=32,) -> Array: ... class _PhysicsServer(Object): # Constants AREA_BODY_ADDED: int AREA_BODY_REMOVED: int AREA_PARAM_ANGULAR_DAMP: int AREA_PARAM_GRAVITY: int AREA_PARAM_GRAVITY_DISTANCE_SCALE: int AREA_PARAM_GRAVITY_IS_POINT: int AREA_PARAM_GRAVITY_POINT_ATTENUATION: int AREA_PARAM_GRAVITY_VECTOR: int AREA_PARAM_LINEAR_DAMP: int AREA_PARAM_PRIORITY: int AREA_SPACE_OVERRIDE_COMBINE: int AREA_SPACE_OVERRIDE_COMBINE_REPLACE: int AREA_SPACE_OVERRIDE_DISABLED: int AREA_SPACE_OVERRIDE_REPLACE: int AREA_SPACE_OVERRIDE_REPLACE_COMBINE: int BODY_AXIS_ANGULAR_X: int BODY_AXIS_ANGULAR_Y: int BODY_AXIS_ANGULAR_Z: int BODY_AXIS_LINEAR_X: int BODY_AXIS_LINEAR_Y: int BODY_AXIS_LINEAR_Z: int BODY_MODE_CHARACTER: int BODY_MODE_KINEMATIC: int BODY_MODE_RIGID: int BODY_MODE_STATIC: int BODY_PARAM_ANGULAR_DAMP: int BODY_PARAM_BOUNCE: int BODY_PARAM_FRICTION: int BODY_PARAM_GRAVITY_SCALE: int BODY_PARAM_LINEAR_DAMP: int BODY_PARAM_MASS: int BODY_PARAM_MAX: int BODY_STATE_ANGULAR_VELOCITY: int BODY_STATE_CAN_SLEEP: int BODY_STATE_LINEAR_VELOCITY: int BODY_STATE_SLEEPING: int BODY_STATE_TRANSFORM: int CONE_TWIST_JOINT_BIAS: int CONE_TWIST_JOINT_RELAXATION: int CONE_TWIST_JOINT_SOFTNESS: int CONE_TWIST_JOINT_SWING_SPAN: int CONE_TWIST_JOINT_TWIST_SPAN: int G6DOF_JOINT_ANGULAR_DAMPING: int G6DOF_JOINT_ANGULAR_ERP: int G6DOF_JOINT_ANGULAR_FORCE_LIMIT: int G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS: int G6DOF_JOINT_ANGULAR_LOWER_LIMIT: int G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT: int G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY: int G6DOF_JOINT_ANGULAR_RESTITUTION: int G6DOF_JOINT_ANGULAR_UPPER_LIMIT: int G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT: int G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT: int G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: int G6DOF_JOINT_FLAG_ENABLE_MOTOR: int G6DOF_JOINT_LINEAR_DAMPING: int G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS: int G6DOF_JOINT_LINEAR_LOWER_LIMIT: int G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: int G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: int G6DOF_JOINT_LINEAR_RESTITUTION: int G6DOF_JOINT_LINEAR_UPPER_LIMIT: int HINGE_JOINT_BIAS: int HINGE_JOINT_FLAG_ENABLE_MOTOR: int HINGE_JOINT_FLAG_USE_LIMIT: int HINGE_JOINT_LIMIT_BIAS: int HINGE_JOINT_LIMIT_LOWER: int HINGE_JOINT_LIMIT_RELAXATION: int HINGE_JOINT_LIMIT_SOFTNESS: int HINGE_JOINT_LIMIT_UPPER: int HINGE_JOINT_MOTOR_MAX_IMPULSE: int HINGE_JOINT_MOTOR_TARGET_VELOCITY: int INFO_ACTIVE_OBJECTS: int INFO_COLLISION_PAIRS: int INFO_ISLAND_COUNT: int JOINT_6DOF: int JOINT_CONE_TWIST: int JOINT_HINGE: int JOINT_PIN: int JOINT_SLIDER: int PIN_JOINT_BIAS: int PIN_JOINT_DAMPING: int PIN_JOINT_IMPULSE_CLAMP: int SHAPE_BOX: int SHAPE_CAPSULE: int SHAPE_CONCAVE_POLYGON: int SHAPE_CONVEX_POLYGON: int SHAPE_CUSTOM: int SHAPE_CYLINDER: int SHAPE_HEIGHTMAP: int SHAPE_PLANE: int SHAPE_RAY: int SHAPE_SPHERE: int SLIDER_JOINT_ANGULAR_LIMIT_DAMPING: int SLIDER_JOINT_ANGULAR_LIMIT_LOWER: int SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION: int SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS: int SLIDER_JOINT_ANGULAR_LIMIT_UPPER: int SLIDER_JOINT_ANGULAR_MOTION_DAMPING: int SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION: int SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS: int SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING: int SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION: int SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS: int SLIDER_JOINT_LINEAR_LIMIT_DAMPING: int SLIDER_JOINT_LINEAR_LIMIT_LOWER: int SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION: int SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS: int SLIDER_JOINT_LINEAR_LIMIT_UPPER: int SLIDER_JOINT_LINEAR_MOTION_DAMPING: int SLIDER_JOINT_LINEAR_MOTION_RESTITUTION: int SLIDER_JOINT_LINEAR_MOTION_SOFTNESS: int SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING: int SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION: int SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS: int SLIDER_JOINT_MAX: int SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: int SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: int SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: int SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: int SPACE_PARAM_BODY_TIME_TO_SLEEP: int SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: int SPACE_PARAM_CONTACT_MAX_SEPARATION: int SPACE_PARAM_CONTACT_RECYCLE_RADIUS: int SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: int # Enums class BodyAxis(IntFlag): BODY_AXIS_LINEAR_X: int BODY_AXIS_LINEAR_Y: int BODY_AXIS_LINEAR_Z: int BODY_AXIS_ANGULAR_X: int BODY_AXIS_ANGULAR_Y: int BODY_AXIS_ANGULAR_Z: int class ProcessInfo(IntFlag): INFO_ACTIVE_OBJECTS: int INFO_COLLISION_PAIRS: int INFO_ISLAND_COUNT: int class AreaBodyStatus(IntFlag): AREA_BODY_ADDED: int AREA_BODY_REMOVED: int class BodyMode(IntFlag): BODY_MODE_STATIC: int BODY_MODE_KINEMATIC: int BODY_MODE_RIGID: int BODY_MODE_CHARACTER: int class ShapeType(IntFlag): SHAPE_PLANE: int SHAPE_RAY: int SHAPE_SPHERE: int SHAPE_BOX: int SHAPE_CAPSULE: int SHAPE_CYLINDER: int SHAPE_CONVEX_POLYGON: int SHAPE_CONCAVE_POLYGON: int SHAPE_HEIGHTMAP: int SHAPE_CUSTOM: int class PinJointParam(IntFlag): PIN_JOINT_BIAS: int PIN_JOINT_DAMPING: int PIN_JOINT_IMPULSE_CLAMP: int class SpaceParameter(IntFlag): SPACE_PARAM_CONTACT_RECYCLE_RADIUS: int SPACE_PARAM_CONTACT_MAX_SEPARATION: int SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: int SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: int SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: int SPACE_PARAM_BODY_TIME_TO_SLEEP: int SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: int SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: int SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: int class ConeTwistJointParam(IntFlag): CONE_TWIST_JOINT_SWING_SPAN: int CONE_TWIST_JOINT_TWIST_SPAN: int CONE_TWIST_JOINT_BIAS: int CONE_TWIST_JOINT_SOFTNESS: int CONE_TWIST_JOINT_RELAXATION: int class JointType(IntFlag): JOINT_PIN: int JOINT_HINGE: int JOINT_SLIDER: int JOINT_CONE_TWIST: int JOINT_6DOF: int class BodyState(IntFlag): BODY_STATE_TRANSFORM: int BODY_STATE_LINEAR_VELOCITY: int BODY_STATE_ANGULAR_VELOCITY: int BODY_STATE_SLEEPING: int BODY_STATE_CAN_SLEEP: int class BodyParameter(IntFlag): BODY_PARAM_BOUNCE: int BODY_PARAM_FRICTION: int BODY_PARAM_MASS: int BODY_PARAM_GRAVITY_SCALE: int BODY_PARAM_LINEAR_DAMP: int BODY_PARAM_ANGULAR_DAMP: int BODY_PARAM_MAX: int class G6DOFJointAxisParam(IntFlag): G6DOF_JOINT_LINEAR_LOWER_LIMIT: int G6DOF_JOINT_LINEAR_UPPER_LIMIT: int G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS: int G6DOF_JOINT_LINEAR_RESTITUTION: int G6DOF_JOINT_LINEAR_DAMPING: int G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: int G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: int G6DOF_JOINT_ANGULAR_LOWER_LIMIT: int G6DOF_JOINT_ANGULAR_UPPER_LIMIT: int G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS: int G6DOF_JOINT_ANGULAR_DAMPING: int G6DOF_JOINT_ANGULAR_RESTITUTION: int G6DOF_JOINT_ANGULAR_FORCE_LIMIT: int G6DOF_JOINT_ANGULAR_ERP: int G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY: int G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT: int class SliderJointParam(IntFlag): SLIDER_JOINT_LINEAR_LIMIT_UPPER: int SLIDER_JOINT_LINEAR_LIMIT_LOWER: int SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS: int SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION: int SLIDER_JOINT_LINEAR_LIMIT_DAMPING: int SLIDER_JOINT_LINEAR_MOTION_SOFTNESS: int SLIDER_JOINT_LINEAR_MOTION_RESTITUTION: int SLIDER_JOINT_LINEAR_MOTION_DAMPING: int SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS: int SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION: int SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING: int SLIDER_JOINT_ANGULAR_LIMIT_UPPER: int SLIDER_JOINT_ANGULAR_LIMIT_LOWER: int SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS: int SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION: int SLIDER_JOINT_ANGULAR_LIMIT_DAMPING: int SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS: int SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION: int SLIDER_JOINT_ANGULAR_MOTION_DAMPING: int SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS: int SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION: int SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING: int SLIDER_JOINT_MAX: int class HingeJointParam(IntFlag): HINGE_JOINT_BIAS: int HINGE_JOINT_LIMIT_UPPER: int HINGE_JOINT_LIMIT_LOWER: int HINGE_JOINT_LIMIT_BIAS: int HINGE_JOINT_LIMIT_SOFTNESS: int HINGE_JOINT_LIMIT_RELAXATION: int HINGE_JOINT_MOTOR_TARGET_VELOCITY: int HINGE_JOINT_MOTOR_MAX_IMPULSE: int class G6DOFJointAxisFlag(IntFlag): G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT: int G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT: int G6DOF_JOINT_FLAG_ENABLE_MOTOR: int G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: int class HingeJointFlag(IntFlag): HINGE_JOINT_FLAG_USE_LIMIT: int HINGE_JOINT_FLAG_ENABLE_MOTOR: int class AreaSpaceOverrideMode(IntFlag): AREA_SPACE_OVERRIDE_DISABLED: int AREA_SPACE_OVERRIDE_COMBINE: int AREA_SPACE_OVERRIDE_COMBINE_REPLACE: int AREA_SPACE_OVERRIDE_REPLACE: int AREA_SPACE_OVERRIDE_REPLACE_COMBINE: int class AreaParameter(IntFlag): AREA_PARAM_GRAVITY: int AREA_PARAM_GRAVITY_VECTOR: int AREA_PARAM_GRAVITY_IS_POINT: int AREA_PARAM_GRAVITY_DISTANCE_SCALE: int AREA_PARAM_GRAVITY_POINT_ATTENUATION: int AREA_PARAM_LINEAR_DAMP: int AREA_PARAM_ANGULAR_DAMP: int AREA_PARAM_PRIORITY: int # Methods def area_add_shape(self,area: RID,shape: RID,transform: Transform=Transform(Vector3(1, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1), Vector3(0, 0, 0)),disabled: bool=False,) -> None: ... def area_attach_object_instance_id(self,area: RID,id: int,) -> None: ... def area_clear_shapes(self,area: RID,) -> None: ... def area_create(self,) -> RID: ... def area_get_object_instance_id(self,area: RID,) -> int: ... def area_get_param(self,area: RID,param: int,) -> object: ... def area_get_shape(self,area: RID,shape_idx: int,) -> RID: ... def area_get_shape_count(self,area: RID,) -> int: ... def area_get_shape_transform(self,area: RID,shape_idx: int,) -> Transform: ... def area_get_space(self,area: RID,) -> RID: ... def area_get_space_override_mode(self,area: RID,) -> _PhysicsServer.AreaSpaceOverrideMode: ... def area_get_transform(self,area: RID,) -> Transform: ... def area_is_ray_pickable(self,area: RID,) -> bool: ... def area_remove_shape(self,area: RID,shape_idx: int,) -> None: ... def area_set_area_monitor_callback(self,area: RID,receiver: Object,method: Union[str, GDString],) -> None: ... def area_set_collision_layer(self,area: RID,layer: int,) -> None: ... def area_set_collision_mask(self,area: RID,mask: int,) -> None: ... def area_set_monitor_callback(self,area: RID,receiver: Object,method: Union[str, GDString],) -> None: ... def area_set_monitorable(self,area: RID,monitorable: bool,) -> None: ... def area_set_param(self,area: RID,param: int,value: object,) -> None: ... def area_set_ray_pickable(self,area: RID,enable: bool,) -> None: ... def area_set_shape(self,area: RID,shape_idx: int,shape: RID,) -> None: ... def area_set_shape_disabled(self,area: RID,shape_idx: int,disabled: bool,) -> None: ... def area_set_shape_transform(self,area: RID,shape_idx: int,transform: Transform,) -> None: ... def area_set_space(self,area: RID,space: RID,) -> None: ... def area_set_space_override_mode(self,area: RID,mode: int,) -> None: ... def area_set_transform(self,area: RID,transform: Transform,) -> None: ... def body_add_central_force(self,body: RID,force: Vector3,) -> None: ... def body_add_collision_exception(self,body: RID,excepted_body: RID,) -> None: ... def body_add_force(self,body: RID,force: Vector3,position: Vector3,) -> None: ... def body_add_shape(self,body: RID,shape: RID,transform: Transform=Transform(Vector3(1, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1), Vector3(0, 0, 0)),disabled: bool=False,) -> None: ... def body_add_torque(self,body: RID,torque: Vector3,) -> None: ... def body_apply_central_impulse(self,body: RID,impulse: Vector3,) -> None: ... def body_apply_impulse(self,body: RID,position: Vector3,impulse: Vector3,) -> None: ... def body_apply_torque_impulse(self,body: RID,impulse: Vector3,) -> None: ... def body_attach_object_instance_id(self,body: RID,id: int,) -> None: ... def body_clear_shapes(self,body: RID,) -> None: ... def body_create(self,mode: int=2,init_sleeping: bool=False,) -> RID: ... def body_get_collision_layer(self,body: RID,) -> int: ... def body_get_collision_mask(self,body: RID,) -> int: ... def body_get_direct_state(self,body: RID,) -> PhysicsDirectBodyState: ... def body_get_kinematic_safe_margin(self,body: RID,) -> float: ... def body_get_max_contacts_reported(self,body: RID,) -> int: ... def body_get_mode(self,body: RID,) -> _PhysicsServer.BodyMode: ... def body_get_object_instance_id(self,body: RID,) -> int: ... def body_get_param(self,body: RID,param: int,) -> float: ... def body_get_shape(self,body: RID,shape_idx: int,) -> RID: ... def body_get_shape_count(self,body: RID,) -> int: ... def body_get_shape_transform(self,body: RID,shape_idx: int,) -> Transform: ... def body_get_space(self,body: RID,) -> RID: ... def body_get_state(self,body: RID,state: int,) -> object: ... def body_is_axis_locked(self,body: RID,axis: int,) -> bool: ... def body_is_continuous_collision_detection_enabled(self,body: RID,) -> bool: ... def body_is_omitting_force_integration(self,body: RID,) -> bool: ... def body_is_ray_pickable(self,body: RID,) -> bool: ... def body_remove_collision_exception(self,body: RID,excepted_body: RID,) -> None: ... def body_remove_shape(self,body: RID,shape_idx: int,) -> None: ... def body_set_axis_lock(self,body: RID,axis: int,lock: bool,) -> None: ... def body_set_axis_velocity(self,body: RID,axis_velocity: Vector3,) -> None: ... def body_set_collision_layer(self,body: RID,layer: int,) -> None: ... def body_set_collision_mask(self,body: RID,mask: int,) -> None: ... def body_set_enable_continuous_collision_detection(self,body: RID,enable: bool,) -> None: ... def body_set_force_integration_callback(self,body: RID,receiver: Object,method: Union[str, GDString],userdata: object=None,) -> None: ... def body_set_kinematic_safe_margin(self,body: RID,margin: float,) -> None: ... def body_set_max_contacts_reported(self,body: RID,amount: int,) -> None: ... def body_set_mode(self,body: RID,mode: int,) -> None: ... def body_set_omit_force_integration(self,body: RID,enable: bool,) -> None: ... def body_set_param(self,body: RID,param: int,value: float,) -> None: ... def body_set_ray_pickable(self,body: RID,enable: bool,) -> None: ... def body_set_shape(self,body: RID,shape_idx: int,shape: RID,) -> None: ... def body_set_shape_disabled(self,body: RID,shape_idx: int,disabled: bool,) -> None: ... def body_set_shape_transform(self,body: RID,shape_idx: int,transform: Transform,) -> None: ... def body_set_space(self,body: RID,space: RID,) -> None: ... def body_set_state(self,body: RID,state: int,value: object,) -> None: ... def cone_twist_joint_get_param(self,joint: RID,param: int,) -> float: ... def cone_twist_joint_set_param(self,joint: RID,param: int,value: float,) -> None: ... def free_rid(self,rid: RID,) -> None: ... def generic_6dof_joint_get_flag(self,joint: RID,axis: int,flag: int,) -> bool: ... def generic_6dof_joint_get_param(self,joint: RID,axis: int,param: int,) -> float: ... def generic_6dof_joint_set_flag(self,joint: RID,axis: int,flag: int,enable: bool,) -> None: ... def generic_6dof_joint_set_param(self,joint: RID,axis: int,param: int,value: float,) -> None: ... def get_process_info(self,process_info: int,) -> int: ... def hinge_joint_get_flag(self,joint: RID,flag: int,) -> bool: ... def hinge_joint_get_param(self,joint: RID,param: int,) -> float: ... def hinge_joint_set_flag(self,joint: RID,flag: int,enabled: bool,) -> None: ... def hinge_joint_set_param(self,joint: RID,param: int,value: float,) -> None: ... def joint_create_cone_twist(self,body_A: RID,local_ref_A: Transform,body_B: RID,local_ref_B: Transform,) -> RID: ... def joint_create_generic_6dof(self,body_A: RID,local_ref_A: Transform,body_B: RID,local_ref_B: Transform,) -> RID: ... def joint_create_hinge(self,body_A: RID,hinge_A: Transform,body_B: RID,hinge_B: Transform,) -> RID: ... def joint_create_pin(self,body_A: RID,local_A: Vector3,body_B: RID,local_B: Vector3,) -> RID: ... def joint_create_slider(self,body_A: RID,local_ref_A: Transform,body_B: RID,local_ref_B: Transform,) -> RID: ... def joint_get_solver_priority(self,joint: RID,) -> int: ... def joint_get_type(self,joint: RID,) -> _PhysicsServer.JointType: ... def joint_set_solver_priority(self,joint: RID,priority: int,) -> None: ... def pin_joint_get_local_a(self,joint: RID,) -> Vector3: ... def pin_joint_get_local_b(self,joint: RID,) -> Vector3: ... def pin_joint_get_param(self,joint: RID,param: int,) -> float: ... def pin_joint_set_local_a(self,joint: RID,local_A: Vector3,) -> None: ... def pin_joint_set_local_b(self,joint: RID,local_B: Vector3,) -> None: ... def pin_joint_set_param(self,joint: RID,param: int,value: float,) -> None: ... def set_active(self,active: bool,) -> None: ... def shape_create(self,type_: int,) -> RID: ... def shape_get_data(self,shape: RID,) -> object: ... def shape_get_type(self,shape: RID,) -> _PhysicsServer.ShapeType: ... def shape_set_data(self,shape: RID,data: object,) -> None: ... def slider_joint_get_param(self,joint: RID,param: int,) -> float: ... def slider_joint_set_param(self,joint: RID,param: int,value: float,) -> None: ... def space_create(self,) -> RID: ... def space_get_direct_state(self,space: RID,) -> PhysicsDirectSpaceState: ... def space_get_param(self,space: RID,param: int,) -> float: ... def space_is_active(self,space: RID,) -> bool: ... def space_set_active(self,space: RID,active: bool,) -> None: ... def space_set_param(self,space: RID,param: int,value: float,) -> None: ... class _ProjectSettings(Object): # Methods def add_property_info(self,hint: Dictionary,) -> None: ... def clear(self,name: Union[str, GDString],) -> None: ... def get_order(self,name: Union[str, GDString],) -> int: ... def get_setting(self,name: Union[str, GDString],) -> object: ... def globalize_path(self,path: Union[str, GDString],) -> Union[str, GDString]: ... def has_setting(self,name: Union[str, GDString],) -> bool: ... def load_resource_pack(self,pack: Union[str, GDString],replace_files: bool=True,) -> bool: ... def localize_path(self,path: Union[str, GDString],) -> Union[str, GDString]: ... def property_can_revert(self,name: Union[str, GDString],) -> bool: ... def property_get_revert(self,name: Union[str, GDString],) -> object: ... def save(self,) -> Error: ... def save_custom(self,file: Union[str, GDString],) -> Error: ... def set_initial_value(self,name: Union[str, GDString],value: object,) -> None: ... def set_order(self,name: Union[str, GDString],position: int,) -> None: ... def set_setting(self,name: Union[str, GDString],value: object,) -> None: ... class Reference(Object): def __init__(self): ... @classmethod def new(cls) -> Reference: ... # Methods def init_ref(self,) -> bool: ... def reference(self,) -> bool: ... def unreference(self,) -> bool: ... class _TranslationServer(Object): # Methods def add_translation(self,translation: Translation,) -> None: ... def clear(self,) -> None: ... def get_loaded_locales(self,) -> Array: ... def get_locale(self,) -> Union[str, GDString]: ... def get_locale_name(self,locale: Union[str, GDString],) -> Union[str, GDString]: ... def remove_translation(self,translation: Translation,) -> None: ... def set_locale(self,locale: Union[str, GDString],) -> None: ... def translate(self,message: Union[str, GDString],) -> Union[str, GDString]: ... class TreeItem(Object): # Constants ALIGN_CENTER: int ALIGN_LEFT: int ALIGN_RIGHT: int CELL_MODE_CHECK: int CELL_MODE_CUSTOM: int CELL_MODE_ICON: int CELL_MODE_RANGE: int CELL_MODE_STRING: int # Enums class TreeCellMode(IntFlag): CELL_MODE_STRING: int CELL_MODE_CHECK: int CELL_MODE_RANGE: int CELL_MODE_ICON: int CELL_MODE_CUSTOM: int class TextAlign(IntFlag): ALIGN_LEFT: int ALIGN_CENTER: int ALIGN_RIGHT: int # Methods def add_button(self,column: int,button: Texture,button_idx: int=-1,disabled: bool=False,tooltip: Union[str, GDString]="",) -> None: ... def clear_custom_bg_color(self,column: int,) -> None: ... def clear_custom_color(self,column: int,) -> None: ... def deselect(self,column: int,) -> None: ... def erase_button(self,column: int,button_idx: int,) -> None: ... def get_button(self,column: int,button_idx: int,) -> Texture: ... def get_button_count(self,column: int,) -> int: ... def get_button_tooltip(self,column: int,button_idx: int,) -> Union[str, GDString]: ... def get_cell_mode(self,column: int,) -> TreeItem.TreeCellMode: ... def get_children(self,) -> TreeItem: ... def get_custom_bg_color(self,column: int,) -> Color: ... def get_custom_color(self,column: int,) -> Color: ... def get_custom_minimum_height(self,) -> int: ... def get_expand_right(self,column: int,) -> bool: ... def get_icon(self,column: int,) -> Texture: ... def get_icon_max_width(self,column: int,) -> int: ... def get_icon_modulate(self,column: int,) -> Color: ... def get_icon_region(self,column: int,) -> Rect2: ... def get_metadata(self,column: int,) -> object: ... def get_next(self,) -> TreeItem: ... def get_next_visible(self,wrap: bool=False,) -> TreeItem: ... def get_parent(self,) -> TreeItem: ... def get_prev(self,) -> TreeItem: ... def get_prev_visible(self,wrap: bool=False,) -> TreeItem: ... def get_range(self,column: int,) -> float: ... def get_range_config(self,column: int,) -> Dictionary: ... def get_suffix(self,column: int,) -> Union[str, GDString]: ... def get_text(self,column: int,) -> Union[str, GDString]: ... def get_text_align(self,column: int,) -> TreeItem.TextAlign: ... def get_tooltip(self,column: int,) -> Union[str, GDString]: ... def is_button_disabled(self,column: int,button_idx: int,) -> bool: ... def is_checked(self,column: int,) -> bool: ... def is_collapsed(self,) -> bool: ... def is_custom_set_as_button(self,column: int,) -> bool: ... def is_editable(self,column: int,) -> bool: ... def is_folding_disabled(self,) -> bool: ... def is_selectable(self,column: int,) -> bool: ... def is_selected(self,column: int,) -> bool: ... def move_to_bottom(self,) -> None: ... def move_to_top(self,) -> None: ... def remove_child(self,child: Object,) -> None: ... def select(self,column: int,) -> None: ... def set_button(self,column: int,button_idx: int,button: Texture,) -> None: ... def set_button_disabled(self,column: int,button_idx: int,disabled: bool,) -> None: ... def set_cell_mode(self,column: int,mode: int,) -> None: ... def set_checked(self,column: int,checked: bool,) -> None: ... def set_collapsed(self,enable: bool,) -> None: ... def set_custom_as_button(self,column: int,enable: bool,) -> None: ... def set_custom_bg_color(self,column: int,color: Color,just_outline: bool=False,) -> None: ... def set_custom_color(self,column: int,color: Color,) -> None: ... def set_custom_draw(self,column: int,object: Object,callback: Union[str, GDString],) -> None: ... def set_custom_minimum_height(self,height: int,) -> None: ... def set_disable_folding(self,disable: bool,) -> None: ... def set_editable(self,column: int,enabled: bool,) -> None: ... def set_expand_right(self,column: int,enable: bool,) -> None: ... def set_icon(self,column: int,texture: Texture,) -> None: ... def set_icon_max_width(self,column: int,width: int,) -> None: ... def set_icon_modulate(self,column: int,modulate: Color,) -> None: ... def set_icon_region(self,column: int,region: Rect2,) -> None: ... def set_metadata(self,column: int,meta: object,) -> None: ... def set_range(self,column: int,value: float,) -> None: ... def set_range_config(self,column: int,min: float,max: float,step: float,expr: bool=False,) -> None: ... def set_selectable(self,column: int,selectable: bool,) -> None: ... def set_suffix(self,column: int,text: Union[str, GDString],) -> None: ... def set_text(self,column: int,text: Union[str, GDString],) -> None: ... def set_text_align(self,column: int,text_align: int,) -> None: ... def set_tooltip(self,column: int,tooltip: Union[str, GDString],) -> None: ... # Properties collapsed: bool custom_minimum_height: int disable_folding: bool class UndoRedo(Object): @staticmethod def new() -> UndoRedo: ... # Constants MERGE_ALL: int MERGE_DISABLE: int MERGE_ENDS: int # Enums class MergeMode(IntFlag): MERGE_DISABLE: int MERGE_ENDS: int MERGE_ALL: int # Methods def add_do_property(self,object: Object,property: Union[str, GDString],value: object,) -> None: ... def add_do_reference(self,object: Object,) -> None: ... def add_undo_property(self,object: Object,property: Union[str, GDString],value: object,) -> None: ... def add_undo_reference(self,object: Object,) -> None: ... def clear_history(self,increase_version: bool=True,) -> None: ... def commit_action(self,) -> None: ... def create_action(self,name: Union[str, GDString],merge_mode: int=0,) -> None: ... def get_current_action_name(self,) -> Union[str, GDString]: ... def get_version(self,) -> int: ... def has_redo(self,) -> bool: ... def has_undo(self,) -> bool: ... def is_commiting_action(self,) -> bool: ... def redo(self,) -> bool: ... def undo(self,) -> bool: ... class _VisualServer(Object): # Constants ARRAY_BONES: int ARRAY_COLOR: int ARRAY_COMPRESS_BONES: int ARRAY_COMPRESS_COLOR: int ARRAY_COMPRESS_DEFAULT: int ARRAY_COMPRESS_INDEX: int ARRAY_COMPRESS_NORMAL: int ARRAY_COMPRESS_TANGENT: int ARRAY_COMPRESS_TEX_UV: int ARRAY_COMPRESS_TEX_UV2: int ARRAY_COMPRESS_VERTEX: int ARRAY_COMPRESS_WEIGHTS: int ARRAY_FLAG_USE_16_BIT_BONES: int ARRAY_FLAG_USE_2D_VERTICES: int ARRAY_FORMAT_BONES: int ARRAY_FORMAT_COLOR: int ARRAY_FORMAT_INDEX: int ARRAY_FORMAT_NORMAL: int ARRAY_FORMAT_TANGENT: int ARRAY_FORMAT_TEX_UV: int ARRAY_FORMAT_TEX_UV2: int ARRAY_FORMAT_VERTEX: int ARRAY_FORMAT_WEIGHTS: int ARRAY_INDEX: int ARRAY_MAX: int ARRAY_NORMAL: int ARRAY_TANGENT: int ARRAY_TEX_UV: int ARRAY_TEX_UV2: int ARRAY_VERTEX: int ARRAY_WEIGHTS: int ARRAY_WEIGHTS_SIZE: int BLEND_SHAPE_MODE_NORMALIZED: int BLEND_SHAPE_MODE_RELATIVE: int CANVAS_ITEM_Z_MAX: int CANVAS_ITEM_Z_MIN: int CANVAS_LIGHT_FILTER_NONE: int CANVAS_LIGHT_FILTER_PCF13: int CANVAS_LIGHT_FILTER_PCF3: int CANVAS_LIGHT_FILTER_PCF5: int CANVAS_LIGHT_FILTER_PCF7: int CANVAS_LIGHT_FILTER_PCF9: int CANVAS_LIGHT_MODE_ADD: int CANVAS_LIGHT_MODE_MASK: int CANVAS_LIGHT_MODE_MIX: int CANVAS_LIGHT_MODE_SUB: int CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: int CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: int CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: int CUBEMAP_BACK: int CUBEMAP_BOTTOM: int CUBEMAP_FRONT: int CUBEMAP_LEFT: int CUBEMAP_RIGHT: int CUBEMAP_TOP: int ENV_BG_CANVAS: int ENV_BG_CLEAR_COLOR: int ENV_BG_COLOR: int ENV_BG_COLOR_SKY: int ENV_BG_KEEP: int ENV_BG_MAX: int ENV_BG_SKY: int ENV_DOF_BLUR_QUALITY_HIGH: int ENV_DOF_BLUR_QUALITY_LOW: int ENV_DOF_BLUR_QUALITY_MEDIUM: int ENV_SSAO_BLUR_1x1: int ENV_SSAO_BLUR_2x2: int ENV_SSAO_BLUR_3x3: int ENV_SSAO_BLUR_DISABLED: int ENV_SSAO_QUALITY_HIGH: int ENV_SSAO_QUALITY_LOW: int ENV_SSAO_QUALITY_MEDIUM: int ENV_TONE_MAPPER_ACES: int ENV_TONE_MAPPER_FILMIC: int ENV_TONE_MAPPER_LINEAR: int ENV_TONE_MAPPER_REINHARD: int FEATURE_MULTITHREADED: int FEATURE_SHADERS: int GLOW_BLEND_MODE_ADDITIVE: int GLOW_BLEND_MODE_REPLACE: int GLOW_BLEND_MODE_SCREEN: int GLOW_BLEND_MODE_SOFTLIGHT: int INFO_2D_DRAW_CALLS_IN_FRAME: int INFO_2D_ITEMS_IN_FRAME: int INFO_DRAW_CALLS_IN_FRAME: int INFO_MATERIAL_CHANGES_IN_FRAME: int INFO_OBJECTS_IN_FRAME: int INFO_SHADER_CHANGES_IN_FRAME: int INFO_SURFACE_CHANGES_IN_FRAME: int INFO_TEXTURE_MEM_USED: int INFO_USAGE_VIDEO_MEM_TOTAL: int INFO_VERTEX_MEM_USED: int INFO_VERTICES_IN_FRAME: int INFO_VIDEO_MEM_USED: int INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: int INSTANCE_FLAG_MAX: int INSTANCE_FLAG_USE_BAKED_LIGHT: int INSTANCE_GEOMETRY_MASK: int INSTANCE_GI_PROBE: int INSTANCE_IMMEDIATE: int INSTANCE_LIGHT: int INSTANCE_LIGHTMAP_CAPTURE: int INSTANCE_MAX: int INSTANCE_MESH: int INSTANCE_MULTIMESH: int INSTANCE_NONE: int INSTANCE_PARTICLES: int INSTANCE_REFLECTION_PROBE: int LIGHT_DIRECTIONAL: int LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED: int LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE: int LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: int LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: int LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: int LIGHT_OMNI: int LIGHT_OMNI_SHADOW_CUBE: int LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL: int LIGHT_OMNI_SHADOW_DETAIL_VERTICAL: int LIGHT_OMNI_SHADOW_DUAL_PARABOLOID: int LIGHT_PARAM_ATTENUATION: int LIGHT_PARAM_CONTACT_SHADOW_SIZE: int LIGHT_PARAM_ENERGY: int LIGHT_PARAM_MAX: int LIGHT_PARAM_RANGE: int LIGHT_PARAM_SHADOW_BIAS: int LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE: int LIGHT_PARAM_SHADOW_MAX_DISTANCE: int LIGHT_PARAM_SHADOW_NORMAL_BIAS: int LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET: int LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET: int LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET: int LIGHT_PARAM_SPECULAR: int LIGHT_PARAM_SPOT_ANGLE: int LIGHT_PARAM_SPOT_ATTENUATION: int LIGHT_SPOT: int MATERIAL_RENDER_PRIORITY_MAX: int MATERIAL_RENDER_PRIORITY_MIN: int MAX_CURSORS: int MAX_GLOW_LEVELS: int MULTIMESH_COLOR_8BIT: int MULTIMESH_COLOR_FLOAT: int MULTIMESH_COLOR_NONE: int MULTIMESH_CUSTOM_DATA_8BIT: int MULTIMESH_CUSTOM_DATA_FLOAT: int MULTIMESH_CUSTOM_DATA_NONE: int MULTIMESH_TRANSFORM_2D: int MULTIMESH_TRANSFORM_3D: int NINE_PATCH_STRETCH: int NINE_PATCH_TILE: int NINE_PATCH_TILE_FIT: int NO_INDEX_ARRAY: int PARTICLES_DRAW_ORDER_INDEX: int PARTICLES_DRAW_ORDER_LIFETIME: int PARTICLES_DRAW_ORDER_VIEW_DEPTH: int PRIMITIVE_LINES: int PRIMITIVE_LINE_LOOP: int PRIMITIVE_LINE_STRIP: int PRIMITIVE_MAX: int PRIMITIVE_POINTS: int PRIMITIVE_TRIANGLES: int PRIMITIVE_TRIANGLE_FAN: int PRIMITIVE_TRIANGLE_STRIP: int REFLECTION_PROBE_UPDATE_ALWAYS: int REFLECTION_PROBE_UPDATE_ONCE: int SCENARIO_DEBUG_DISABLED: int SCENARIO_DEBUG_OVERDRAW: int SCENARIO_DEBUG_SHADELESS: int SCENARIO_DEBUG_WIREFRAME: int SHADER_CANVAS_ITEM: int SHADER_MAX: int SHADER_PARTICLES: int SHADER_SPATIAL: int SHADOW_CASTING_SETTING_DOUBLE_SIDED: int SHADOW_CASTING_SETTING_OFF: int SHADOW_CASTING_SETTING_ON: int SHADOW_CASTING_SETTING_SHADOWS_ONLY: int TEXTURE_FLAGS_DEFAULT: int TEXTURE_FLAG_ANISOTROPIC_FILTER: int TEXTURE_FLAG_CONVERT_TO_LINEAR: int TEXTURE_FLAG_FILTER: int TEXTURE_FLAG_MIPMAPS: int TEXTURE_FLAG_MIRRORED_REPEAT: int TEXTURE_FLAG_REPEAT: int TEXTURE_FLAG_USED_FOR_STREAMING: int TEXTURE_TYPE_2D: int TEXTURE_TYPE_2D_ARRAY: int TEXTURE_TYPE_3D: int TEXTURE_TYPE_CUBEMAP: int VIEWPORT_CLEAR_ALWAYS: int VIEWPORT_CLEAR_NEVER: int VIEWPORT_CLEAR_ONLY_NEXT_FRAME: int VIEWPORT_DEBUG_DRAW_DISABLED: int VIEWPORT_DEBUG_DRAW_OVERDRAW: int VIEWPORT_DEBUG_DRAW_UNSHADED: int VIEWPORT_DEBUG_DRAW_WIREFRAME: int VIEWPORT_MSAA_16X: int VIEWPORT_MSAA_2X: int VIEWPORT_MSAA_4X: int VIEWPORT_MSAA_8X: int VIEWPORT_MSAA_DISABLED: int VIEWPORT_MSAA_EXT_2X: int VIEWPORT_MSAA_EXT_4X: int VIEWPORT_RENDER_INFO_2D_DRAW_CALLS_IN_FRAME: int VIEWPORT_RENDER_INFO_2D_ITEMS_IN_FRAME: int VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME: int VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME: int VIEWPORT_RENDER_INFO_MAX: int VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME: int VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME: int VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME: int VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME: int VIEWPORT_UPDATE_ALWAYS: int VIEWPORT_UPDATE_DISABLED: int VIEWPORT_UPDATE_ONCE: int VIEWPORT_UPDATE_WHEN_VISIBLE: int VIEWPORT_USAGE_2D: int VIEWPORT_USAGE_2D_NO_SAMPLING: int VIEWPORT_USAGE_3D: int VIEWPORT_USAGE_3D_NO_EFFECTS: int # Enums class ReflectionProbeUpdateMode(IntFlag): REFLECTION_PROBE_UPDATE_ONCE: int REFLECTION_PROBE_UPDATE_ALWAYS: int class LightDirectionalShadowDepthRangeMode(IntFlag): LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE: int LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED: int class BlendShapeMode(IntFlag): BLEND_SHAPE_MODE_NORMALIZED: int BLEND_SHAPE_MODE_RELATIVE: int class PrimitiveType(IntFlag): PRIMITIVE_POINTS: int PRIMITIVE_LINES: int PRIMITIVE_LINE_STRIP: int PRIMITIVE_LINE_LOOP: int PRIMITIVE_TRIANGLES: int PRIMITIVE_TRIANGLE_STRIP: int PRIMITIVE_TRIANGLE_FAN: int PRIMITIVE_MAX: int class TextureType(IntFlag): TEXTURE_TYPE_2D: int TEXTURE_TYPE_CUBEMAP: int TEXTURE_TYPE_2D_ARRAY: int TEXTURE_TYPE_3D: int class EnvironmentSSAOQuality(IntFlag): ENV_SSAO_QUALITY_LOW: int ENV_SSAO_QUALITY_MEDIUM: int ENV_SSAO_QUALITY_HIGH: int class EnvironmentDOFBlurQuality(IntFlag): ENV_DOF_BLUR_QUALITY_LOW: int ENV_DOF_BLUR_QUALITY_MEDIUM: int ENV_DOF_BLUR_QUALITY_HIGH: int class RenderInfo(IntFlag): INFO_OBJECTS_IN_FRAME: int INFO_VERTICES_IN_FRAME: int INFO_MATERIAL_CHANGES_IN_FRAME: int INFO_SHADER_CHANGES_IN_FRAME: int INFO_SURFACE_CHANGES_IN_FRAME: int INFO_DRAW_CALLS_IN_FRAME: int INFO_2D_ITEMS_IN_FRAME: int INFO_2D_DRAW_CALLS_IN_FRAME: int INFO_USAGE_VIDEO_MEM_TOTAL: int INFO_VIDEO_MEM_USED: int INFO_TEXTURE_MEM_USED: int INFO_VERTEX_MEM_USED: int class NinePatchAxisMode(IntFlag): NINE_PATCH_STRETCH: int NINE_PATCH_TILE: int NINE_PATCH_TILE_FIT: int class ViewportRenderInfo(IntFlag): VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME: int VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME: int VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME: int VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME: int VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME: int VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME: int VIEWPORT_RENDER_INFO_2D_ITEMS_IN_FRAME: int VIEWPORT_RENDER_INFO_2D_DRAW_CALLS_IN_FRAME: int VIEWPORT_RENDER_INFO_MAX: int class ViewportClearMode(IntFlag): VIEWPORT_CLEAR_ALWAYS: int VIEWPORT_CLEAR_NEVER: int VIEWPORT_CLEAR_ONLY_NEXT_FRAME: int class LightOmniShadowDetail(IntFlag): LIGHT_OMNI_SHADOW_DETAIL_VERTICAL: int LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL: int class ShaderMode(IntFlag): SHADER_SPATIAL: int SHADER_CANVAS_ITEM: int SHADER_PARTICLES: int SHADER_MAX: int class MultimeshTransformFormat(IntFlag): MULTIMESH_TRANSFORM_2D: int MULTIMESH_TRANSFORM_3D: int class ShadowCastingSetting(IntFlag): SHADOW_CASTING_SETTING_OFF: int SHADOW_CASTING_SETTING_ON: int SHADOW_CASTING_SETTING_DOUBLE_SIDED: int SHADOW_CASTING_SETTING_SHADOWS_ONLY: int class ViewportDebugDraw(IntFlag): VIEWPORT_DEBUG_DRAW_DISABLED: int VIEWPORT_DEBUG_DRAW_UNSHADED: int VIEWPORT_DEBUG_DRAW_OVERDRAW: int VIEWPORT_DEBUG_DRAW_WIREFRAME: int class ViewportUsage(IntFlag): VIEWPORT_USAGE_2D: int VIEWPORT_USAGE_2D_NO_SAMPLING: int VIEWPORT_USAGE_3D: int VIEWPORT_USAGE_3D_NO_EFFECTS: int class EnvironmentBG(IntFlag): ENV_BG_CLEAR_COLOR: int ENV_BG_COLOR: int ENV_BG_SKY: int ENV_BG_COLOR_SKY: int ENV_BG_CANVAS: int ENV_BG_KEEP: int ENV_BG_MAX: int class MultimeshCustomDataFormat(IntFlag): MULTIMESH_CUSTOM_DATA_NONE: int MULTIMESH_CUSTOM_DATA_8BIT: int MULTIMESH_CUSTOM_DATA_FLOAT: int class LightOmniShadowMode(IntFlag): LIGHT_OMNI_SHADOW_DUAL_PARABOLOID: int LIGHT_OMNI_SHADOW_CUBE: int class TextureFlags(IntFlag): TEXTURE_FLAG_MIPMAPS: int TEXTURE_FLAG_REPEAT: int TEXTURE_FLAG_FILTER: int TEXTURE_FLAGS_DEFAULT: int TEXTURE_FLAG_ANISOTROPIC_FILTER: int TEXTURE_FLAG_CONVERT_TO_LINEAR: int TEXTURE_FLAG_MIRRORED_REPEAT: int TEXTURE_FLAG_USED_FOR_STREAMING: int class Features(IntFlag): FEATURE_SHADERS: int FEATURE_MULTITHREADED: int class InstanceType(IntFlag): INSTANCE_NONE: int INSTANCE_MESH: int INSTANCE_MULTIMESH: int INSTANCE_IMMEDIATE: int INSTANCE_PARTICLES: int INSTANCE_LIGHT: int INSTANCE_REFLECTION_PROBE: int INSTANCE_GI_PROBE: int INSTANCE_LIGHTMAP_CAPTURE: int INSTANCE_MAX: int INSTANCE_GEOMETRY_MASK: int class EnvironmentSSAOBlur(IntFlag): ENV_SSAO_BLUR_DISABLED: int ENV_SSAO_BLUR_1x1: int ENV_SSAO_BLUR_2x2: int ENV_SSAO_BLUR_3x3: int class EnvironmentToneMapper(IntFlag): ENV_TONE_MAPPER_LINEAR: int ENV_TONE_MAPPER_REINHARD: int ENV_TONE_MAPPER_FILMIC: int ENV_TONE_MAPPER_ACES: int class EnvironmentGlowBlendMode(IntFlag): GLOW_BLEND_MODE_ADDITIVE: int GLOW_BLEND_MODE_SCREEN: int GLOW_BLEND_MODE_SOFTLIGHT: int GLOW_BLEND_MODE_REPLACE: int class MultimeshColorFormat(IntFlag): MULTIMESH_COLOR_NONE: int MULTIMESH_COLOR_8BIT: int MULTIMESH_COLOR_FLOAT: int class CanvasLightShadowFilter(IntFlag): CANVAS_LIGHT_FILTER_NONE: int CANVAS_LIGHT_FILTER_PCF3: int CANVAS_LIGHT_FILTER_PCF5: int CANVAS_LIGHT_FILTER_PCF7: int CANVAS_LIGHT_FILTER_PCF9: int CANVAS_LIGHT_FILTER_PCF13: int class ScenarioDebugMode(IntFlag): SCENARIO_DEBUG_DISABLED: int SCENARIO_DEBUG_WIREFRAME: int SCENARIO_DEBUG_OVERDRAW: int SCENARIO_DEBUG_SHADELESS: int class ViewportUpdateMode(IntFlag): VIEWPORT_UPDATE_DISABLED: int VIEWPORT_UPDATE_ONCE: int VIEWPORT_UPDATE_WHEN_VISIBLE: int VIEWPORT_UPDATE_ALWAYS: int class ArrayFormat(IntFlag): ARRAY_FORMAT_VERTEX: int ARRAY_FORMAT_NORMAL: int ARRAY_FORMAT_TANGENT: int ARRAY_FORMAT_COLOR: int ARRAY_FORMAT_TEX_UV: int ARRAY_FORMAT_TEX_UV2: int ARRAY_FORMAT_BONES: int ARRAY_FORMAT_WEIGHTS: int ARRAY_FORMAT_INDEX: int ARRAY_COMPRESS_VERTEX: int ARRAY_COMPRESS_NORMAL: int ARRAY_COMPRESS_TANGENT: int ARRAY_COMPRESS_COLOR: int ARRAY_COMPRESS_TEX_UV: int ARRAY_COMPRESS_TEX_UV2: int ARRAY_COMPRESS_BONES: int ARRAY_COMPRESS_WEIGHTS: int ARRAY_COMPRESS_DEFAULT: int ARRAY_COMPRESS_INDEX: int ARRAY_FLAG_USE_2D_VERTICES: int ARRAY_FLAG_USE_16_BIT_BONES: int class ParticlesDrawOrder(IntFlag): PARTICLES_DRAW_ORDER_INDEX: int PARTICLES_DRAW_ORDER_LIFETIME: int PARTICLES_DRAW_ORDER_VIEW_DEPTH: int class CanvasLightMode(IntFlag): CANVAS_LIGHT_MODE_ADD: int CANVAS_LIGHT_MODE_SUB: int CANVAS_LIGHT_MODE_MIX: int CANVAS_LIGHT_MODE_MASK: int class LightDirectionalShadowMode(IntFlag): LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: int LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: int LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: int class LightParam(IntFlag): LIGHT_PARAM_ENERGY: int LIGHT_PARAM_SPECULAR: int LIGHT_PARAM_RANGE: int LIGHT_PARAM_ATTENUATION: int LIGHT_PARAM_SPOT_ANGLE: int LIGHT_PARAM_SPOT_ATTENUATION: int LIGHT_PARAM_CONTACT_SHADOW_SIZE: int LIGHT_PARAM_SHADOW_MAX_DISTANCE: int LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET: int LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET: int LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET: int LIGHT_PARAM_SHADOW_NORMAL_BIAS: int LIGHT_PARAM_SHADOW_BIAS: int LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE: int LIGHT_PARAM_MAX: int class ArrayType(IntFlag): ARRAY_VERTEX: int ARRAY_NORMAL: int ARRAY_TANGENT: int ARRAY_COLOR: int ARRAY_TEX_UV: int ARRAY_TEX_UV2: int ARRAY_BONES: int ARRAY_WEIGHTS: int ARRAY_INDEX: int ARRAY_MAX: int class CanvasOccluderPolygonCullMode(IntFlag): CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: int CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: int CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: int class InstanceFlags(IntFlag): INSTANCE_FLAG_USE_BAKED_LIGHT: int INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: int INSTANCE_FLAG_MAX: int class ViewportMSAA(IntFlag): VIEWPORT_MSAA_DISABLED: int VIEWPORT_MSAA_2X: int VIEWPORT_MSAA_4X: int VIEWPORT_MSAA_8X: int VIEWPORT_MSAA_16X: int VIEWPORT_MSAA_EXT_2X: int VIEWPORT_MSAA_EXT_4X: int class LightType(IntFlag): LIGHT_DIRECTIONAL: int LIGHT_OMNI: int LIGHT_SPOT: int class CubeMapSide(IntFlag): CUBEMAP_LEFT: int CUBEMAP_RIGHT: int CUBEMAP_BOTTOM: int CUBEMAP_TOP: int CUBEMAP_FRONT: int CUBEMAP_BACK: int # Methods def black_bars_set_images(self,left: RID,top: RID,right: RID,bottom: RID,) -> None: ... def black_bars_set_margins(self,left: int,top: int,right: int,bottom: int,) -> None: ... def camera_create(self,) -> RID: ... def camera_set_cull_mask(self,camera: RID,layers: int,) -> None: ... def camera_set_environment(self,camera: RID,env: RID,) -> None: ... def camera_set_frustum(self,camera: RID,size: float,offset: Vector2,z_near: float,z_far: float,) -> None: ... def camera_set_orthogonal(self,camera: RID,size: float,z_near: float,z_far: float,) -> None: ... def camera_set_perspective(self,camera: RID,fovy_degrees: float,z_near: float,z_far: float,) -> None: ... def camera_set_transform(self,camera: RID,transform: Transform,) -> None: ... def camera_set_use_vertical_aspect(self,camera: RID,enable: bool,) -> None: ... def canvas_create(self,) -> RID: ... def canvas_item_add_circle(self,item: RID,pos: Vector2,radius: float,color: Color,) -> None: ... def canvas_item_add_clip_ignore(self,item: RID,ignore: bool,) -> None: ... def canvas_item_add_line(self,item: RID,from_: Vector2,to: Vector2,color: Color,width: float=1,antialiased: bool=False,) -> None: ... def canvas_item_add_mesh(self,item: RID,mesh: RID,transform: Transform2D=Transform2D(Vector2(1, 0), Vector2(0, 1), Vector2(0, 0)),modulate: Color=Color(1,1,1,1),texture: RID=RID(),normal_map: RID=RID(),) -> None: ... def canvas_item_add_multimesh(self,item: RID,mesh: RID,texture: RID,normal_map: RID=RID(),) -> None: ... def canvas_item_add_nine_patch(self,item: RID,rect: Rect2,source: Rect2,texture: RID,topleft: Vector2,bottomright: Vector2,x_axis_mode: int=0,y_axis_mode: int=0,draw_center: bool=True,modulate: Color=Color(1,1,1,1),normal_map: RID=RID(),) -> None: ... def canvas_item_add_particles(self,item: RID,particles: RID,texture: RID,normal_map: RID,) -> None: ... def canvas_item_add_polygon(self,item: RID,points: PoolVector2Array,colors: PoolColorArray,uvs: PoolVector2Array=PoolVector2Array(),texture: RID=RID(),normal_map: RID=RID(),antialiased: bool=False,) -> None: ... def canvas_item_add_polyline(self,item: RID,points: PoolVector2Array,colors: PoolColorArray,width: float=1,antialiased: bool=False,) -> None: ... def canvas_item_add_primitive(self,item: RID,points: PoolVector2Array,colors: PoolColorArray,uvs: PoolVector2Array,texture: RID,width: float=1,normal_map: RID=RID(),) -> None: ... def canvas_item_add_rect(self,item: RID,rect: Rect2,color: Color,) -> None: ... def canvas_item_add_set_transform(self,item: RID,transform: Transform2D,) -> None: ... def canvas_item_add_texture_rect(self,item: RID,rect: Rect2,texture: RID,tile: bool=False,modulate: Color=Color(1,1,1,1),transpose: bool=False,normal_map: RID=RID(),) -> None: ... def canvas_item_add_texture_rect_region(self,item: RID,rect: Rect2,texture: RID,src_rect: Rect2,modulate: Color=Color(1,1,1,1),transpose: bool=False,normal_map: RID=RID(),clip_uv: bool=True,) -> None: ... def canvas_item_add_triangle_array(self,item: RID,indices: PoolIntArray,points: PoolVector2Array,colors: PoolColorArray,uvs: PoolVector2Array=PoolVector2Array(),bones: PoolIntArray=PoolIntArray(),weights: PoolRealArray=PoolRealArray(),texture: RID=RID(),count: int=-1,normal_map: RID=RID(),antialiased: bool=False,antialiasing_use_indices: bool=False,) -> None: ... def canvas_item_clear(self,item: RID,) -> None: ... def canvas_item_create(self,) -> RID: ... def canvas_item_set_clip(self,item: RID,clip: bool,) -> None: ... def canvas_item_set_copy_to_backbuffer(self,item: RID,enabled: bool,rect: Rect2,) -> None: ... def canvas_item_set_custom_rect(self,item: RID,use_custom_rect: bool,rect: Rect2=Rect2(0, 0, 0, 0),) -> None: ... def canvas_item_set_distance_field_mode(self,item: RID,enabled: bool,) -> None: ... def canvas_item_set_draw_behind_parent(self,item: RID,enabled: bool,) -> None: ... def canvas_item_set_draw_index(self,item: RID,index: int,) -> None: ... def canvas_item_set_light_mask(self,item: RID,mask: int,) -> None: ... def canvas_item_set_material(self,item: RID,material: RID,) -> None: ... def canvas_item_set_modulate(self,item: RID,color: Color,) -> None: ... def canvas_item_set_parent(self,item: RID,parent: RID,) -> None: ... def canvas_item_set_self_modulate(self,item: RID,color: Color,) -> None: ... def canvas_item_set_sort_children_by_y(self,item: RID,enabled: bool,) -> None: ... def canvas_item_set_transform(self,item: RID,transform: Transform2D,) -> None: ... def canvas_item_set_use_parent_material(self,item: RID,enabled: bool,) -> None: ... def canvas_item_set_visible(self,item: RID,visible: bool,) -> None: ... def canvas_item_set_z_as_relative_to_parent(self,item: RID,enabled: bool,) -> None: ... def canvas_item_set_z_index(self,item: RID,z_index: int,) -> None: ... def canvas_light_attach_to_canvas(self,light: RID,canvas: RID,) -> None: ... def canvas_light_create(self,) -> RID: ... def canvas_light_occluder_attach_to_canvas(self,occluder: RID,canvas: RID,) -> None: ... def canvas_light_occluder_create(self,) -> RID: ... def canvas_light_occluder_set_enabled(self,occluder: RID,enabled: bool,) -> None: ... def canvas_light_occluder_set_light_mask(self,occluder: RID,mask: int,) -> None: ... def canvas_light_occluder_set_polygon(self,occluder: RID,polygon: RID,) -> None: ... def canvas_light_occluder_set_transform(self,occluder: RID,transform: Transform2D,) -> None: ... def canvas_light_set_color(self,light: RID,color: Color,) -> None: ... def canvas_light_set_enabled(self,light: RID,enabled: bool,) -> None: ... def canvas_light_set_energy(self,light: RID,energy: float,) -> None: ... def canvas_light_set_height(self,light: RID,height: float,) -> None: ... def canvas_light_set_item_cull_mask(self,light: RID,mask: int,) -> None: ... def canvas_light_set_item_shadow_cull_mask(self,light: RID,mask: int,) -> None: ... def canvas_light_set_layer_range(self,light: RID,min_layer: int,max_layer: int,) -> None: ... def canvas_light_set_mode(self,light: RID,mode: int,) -> None: ... def canvas_light_set_scale(self,light: RID,scale: float,) -> None: ... def canvas_light_set_shadow_buffer_size(self,light: RID,size: int,) -> None: ... def canvas_light_set_shadow_color(self,light: RID,color: Color,) -> None: ... def canvas_light_set_shadow_enabled(self,light: RID,enabled: bool,) -> None: ... def canvas_light_set_shadow_filter(self,light: RID,filter: int,) -> None: ... def canvas_light_set_shadow_gradient_length(self,light: RID,length: float,) -> None: ... def canvas_light_set_shadow_smooth(self,light: RID,smooth: float,) -> None: ... def canvas_light_set_texture(self,light: RID,texture: RID,) -> None: ... def canvas_light_set_texture_offset(self,light: RID,offset: Vector2,) -> None: ... def canvas_light_set_transform(self,light: RID,transform: Transform2D,) -> None: ... def canvas_light_set_z_range(self,light: RID,min_z: int,max_z: int,) -> None: ... def canvas_occluder_polygon_create(self,) -> RID: ... def canvas_occluder_polygon_set_cull_mode(self,occluder_polygon: RID,mode: int,) -> None: ... def canvas_occluder_polygon_set_shape(self,occluder_polygon: RID,shape: PoolVector2Array,closed: bool,) -> None: ... def canvas_occluder_polygon_set_shape_as_lines(self,occluder_polygon: RID,shape: PoolVector2Array,) -> None: ... def canvas_set_item_mirroring(self,canvas: RID,item: RID,mirroring: Vector2,) -> None: ... def canvas_set_modulate(self,canvas: RID,color: Color,) -> None: ... def directional_light_create(self,) -> RID: ... def draw(self,swap_buffers: bool=True,frame_step: float=0,) -> None: ... def environment_create(self,) -> RID: ... def environment_set_adjustment(self,env: RID,enable: bool,brightness: float,contrast: float,saturation: float,ramp: RID,) -> None: ... def environment_set_ambient_light(self,env: RID,color: Color,energy: float=1,sky_contibution: float=0,) -> None: ... def environment_set_background(self,env: RID,bg: int,) -> None: ... def environment_set_bg_color(self,env: RID,color: Color,) -> None: ... def environment_set_bg_energy(self,env: RID,energy: float,) -> None: ... def environment_set_canvas_max_layer(self,env: RID,max_layer: int,) -> None: ... def environment_set_dof_blur_far(self,env: RID,enable: bool,distance: float,transition: float,far_amount: float,quality: int,) -> None: ... def environment_set_dof_blur_near(self,env: RID,enable: bool,distance: float,transition: float,far_amount: float,quality: int,) -> None: ... def environment_set_fog(self,env: RID,enable: bool,color: Color,sun_color: Color,sun_amount: float,) -> None: ... def environment_set_fog_depth(self,env: RID,enable: bool,depth_begin: float,depth_end: float,depth_curve: float,transmit: bool,transmit_curve: float,) -> None: ... def environment_set_fog_height(self,env: RID,enable: bool,min_height: float,max_height: float,height_curve: float,) -> None: ... def environment_set_glow(self,env: RID,enable: bool,level_flags: int,intensity: float,strength: float,bloom_threshold: float,blend_mode: int,hdr_bleed_threshold: float,hdr_bleed_scale: float,hdr_luminance_cap: float,bicubic_upscale: bool,) -> None: ... def environment_set_sky(self,env: RID,sky: RID,) -> None: ... def environment_set_sky_custom_fov(self,env: RID,scale: float,) -> None: ... def environment_set_sky_orientation(self,env: RID,orientation: Basis,) -> None: ... def environment_set_ssao(self,env: RID,enable: bool,radius: float,intensity: float,radius2: float,intensity2: float,bias: float,light_affect: float,ao_channel_affect: float,color: Color,quality: int,blur: int,bilateral_sharpness: float,) -> None: ... def environment_set_ssr(self,env: RID,enable: bool,max_steps: int,fade_in: float,fade_out: float,depth_tolerance: float,roughness: bool,) -> None: ... def environment_set_tonemap(self,env: RID,tone_mapper: int,exposure: float,white: float,auto_exposure: bool,min_luminance: float,max_luminance: float,auto_exp_speed: float,auto_exp_grey: float,) -> None: ... def finish(self,) -> None: ... def force_draw(self,swap_buffers: bool=True,frame_step: float=0,) -> None: ... def force_sync(self,) -> None: ... def free_rid(self,rid: RID,) -> None: ... def get_render_info(self,info: int,) -> int: ... def get_test_cube(self,) -> RID: ... def get_test_texture(self,) -> RID: ... def get_video_adapter_name(self,) -> Union[str, GDString]: ... def get_video_adapter_vendor(self,) -> Union[str, GDString]: ... def get_white_texture(self,) -> RID: ... def gi_probe_create(self,) -> RID: ... def gi_probe_get_bias(self,probe: RID,) -> float: ... def gi_probe_get_bounds(self,probe: RID,) -> AABB: ... def gi_probe_get_cell_size(self,probe: RID,) -> float: ... def gi_probe_get_dynamic_data(self,probe: RID,) -> PoolIntArray: ... def gi_probe_get_dynamic_range(self,probe: RID,) -> int: ... def gi_probe_get_energy(self,probe: RID,) -> float: ... def gi_probe_get_normal_bias(self,probe: RID,) -> float: ... def gi_probe_get_propagation(self,probe: RID,) -> float: ... def gi_probe_get_to_cell_xform(self,probe: RID,) -> Transform: ... def gi_probe_is_compressed(self,probe: RID,) -> bool: ... def gi_probe_is_interior(self,probe: RID,) -> bool: ... def gi_probe_set_bias(self,probe: RID,bias: float,) -> None: ... def gi_probe_set_bounds(self,probe: RID,bounds: AABB,) -> None: ... def gi_probe_set_cell_size(self,probe: RID,range: float,) -> None: ... def gi_probe_set_compress(self,probe: RID,enable: bool,) -> None: ... def gi_probe_set_dynamic_data(self,probe: RID,data: PoolIntArray,) -> None: ... def gi_probe_set_dynamic_range(self,probe: RID,range: int,) -> None: ... def gi_probe_set_energy(self,probe: RID,energy: float,) -> None: ... def gi_probe_set_interior(self,probe: RID,enable: bool,) -> None: ... def gi_probe_set_normal_bias(self,probe: RID,bias: float,) -> None: ... def gi_probe_set_propagation(self,probe: RID,propagation: float,) -> None: ... def gi_probe_set_to_cell_xform(self,probe: RID,xform: Transform,) -> None: ... def has_changed(self,) -> bool: ... def has_feature(self,feature: int,) -> bool: ... def has_os_feature(self,feature: Union[str, GDString],) -> bool: ... def immediate_begin(self,immediate: RID,primitive: int,texture: RID=RID(),) -> None: ... def immediate_clear(self,immediate: RID,) -> None: ... def immediate_color(self,immediate: RID,color: Color,) -> None: ... def immediate_create(self,) -> RID: ... def immediate_end(self,immediate: RID,) -> None: ... def immediate_get_material(self,immediate: RID,) -> RID: ... def immediate_normal(self,immediate: RID,normal: Vector3,) -> None: ... def immediate_set_material(self,immediate: RID,material: RID,) -> None: ... def immediate_tangent(self,immediate: RID,tangent: Plane,) -> None: ... def immediate_uv(self,immediate: RID,tex_uv: Vector2,) -> None: ... def immediate_uv2(self,immediate: RID,tex_uv: Vector2,) -> None: ... def immediate_vertex(self,immediate: RID,vertex: Vector3,) -> None: ... def immediate_vertex_2d(self,immediate: RID,vertex: Vector2,) -> None: ... def init(self,) -> None: ... def instance_attach_object_instance_id(self,instance: RID,id: int,) -> None: ... def instance_attach_skeleton(self,instance: RID,skeleton: RID,) -> None: ... def instance_create(self,) -> RID: ... def instance_create2(self,base: RID,scenario: RID,) -> RID: ... def instance_geometry_set_as_instance_lod(self,instance: RID,as_lod_of_instance: RID,) -> None: ... def instance_geometry_set_cast_shadows_setting(self,instance: RID,shadow_casting_setting: int,) -> None: ... def instance_geometry_set_draw_range(self,instance: RID,min: float,max: float,min_margin: float,max_margin: float,) -> None: ... def instance_geometry_set_flag(self,instance: RID,flag: int,enabled: bool,) -> None: ... def instance_geometry_set_material_override(self,instance: RID,material: RID,) -> None: ... def instance_set_base(self,instance: RID,base: RID,) -> None: ... def instance_set_blend_shape_weight(self,instance: RID,shape: int,weight: float,) -> None: ... def instance_set_custom_aabb(self,instance: RID,aabb: AABB,) -> None: ... def instance_set_exterior(self,instance: RID,enabled: bool,) -> None: ... def instance_set_extra_visibility_margin(self,instance: RID,margin: float,) -> None: ... def instance_set_layer_mask(self,instance: RID,mask: int,) -> None: ... def instance_set_scenario(self,instance: RID,scenario: RID,) -> None: ... def instance_set_surface_material(self,instance: RID,surface: int,material: RID,) -> None: ... def instance_set_transform(self,instance: RID,transform: Transform,) -> None: ... def instance_set_use_lightmap(self,instance: RID,lightmap_instance: RID,lightmap: RID,) -> None: ... def instance_set_visible(self,instance: RID,visible: bool,) -> None: ... def instances_cull_aabb(self,aabb: AABB,scenario: RID=RID(),) -> Array: ... def instances_cull_convex(self,convex: Array,scenario: RID=RID(),) -> Array: ... def instances_cull_ray(self,from_: Vector3,to: Vector3,scenario: RID=RID(),) -> Array: ... def light_directional_set_blend_splits(self,light: RID,enable: bool,) -> None: ... def light_directional_set_shadow_depth_range_mode(self,light: RID,range_mode: int,) -> None: ... def light_directional_set_shadow_mode(self,light: RID,mode: int,) -> None: ... def light_omni_set_shadow_detail(self,light: RID,detail: int,) -> None: ... def light_omni_set_shadow_mode(self,light: RID,mode: int,) -> None: ... def light_set_color(self,light: RID,color: Color,) -> None: ... def light_set_cull_mask(self,light: RID,mask: int,) -> None: ... def light_set_negative(self,light: RID,enable: bool,) -> None: ... def light_set_param(self,light: RID,param: int,value: float,) -> None: ... def light_set_projector(self,light: RID,texture: RID,) -> None: ... def light_set_reverse_cull_face_mode(self,light: RID,enabled: bool,) -> None: ... def light_set_shadow(self,light: RID,enabled: bool,) -> None: ... def light_set_shadow_color(self,light: RID,color: Color,) -> None: ... def light_set_use_gi(self,light: RID,enabled: bool,) -> None: ... def lightmap_capture_create(self,) -> RID: ... def lightmap_capture_get_bounds(self,capture: RID,) -> AABB: ... def lightmap_capture_get_energy(self,capture: RID,) -> float: ... def lightmap_capture_get_octree(self,capture: RID,) -> PoolByteArray: ... def lightmap_capture_get_octree_cell_subdiv(self,capture: RID,) -> int: ... def lightmap_capture_get_octree_cell_transform(self,capture: RID,) -> Transform: ... def lightmap_capture_set_bounds(self,capture: RID,bounds: AABB,) -> None: ... def lightmap_capture_set_energy(self,capture: RID,energy: float,) -> None: ... def lightmap_capture_set_octree(self,capture: RID,octree: PoolByteArray,) -> None: ... def lightmap_capture_set_octree_cell_subdiv(self,capture: RID,subdiv: int,) -> None: ... def lightmap_capture_set_octree_cell_transform(self,capture: RID,xform: Transform,) -> None: ... def make_sphere_mesh(self,latitudes: int,longitudes: int,radius: float,) -> RID: ... def material_create(self,) -> RID: ... def material_get_param(self,material: RID,parameter: Union[str, GDString],) -> object: ... def material_get_param_default(self,material: RID,parameter: Union[str, GDString],) -> object: ... def material_get_shader(self,shader_material: RID,) -> RID: ... def material_set_line_width(self,material: RID,width: float,) -> None: ... def material_set_next_pass(self,material: RID,next_material: RID,) -> None: ... def material_set_param(self,material: RID,parameter: Union[str, GDString],value: object,) -> None: ... def material_set_render_priority(self,material: RID,priority: int,) -> None: ... def material_set_shader(self,shader_material: RID,shader: RID,) -> None: ... def mesh_add_surface_from_arrays(self,mesh: RID,primitive: int,arrays: Array,blend_shapes: Array=Array(),compress_format: int=97280,) -> None: ... def mesh_clear(self,mesh: RID,) -> None: ... def mesh_create(self,) -> RID: ... def mesh_get_blend_shape_count(self,mesh: RID,) -> int: ... def mesh_get_blend_shape_mode(self,mesh: RID,) -> _VisualServer.BlendShapeMode: ... def mesh_get_custom_aabb(self,mesh: RID,) -> AABB: ... def mesh_get_surface_count(self,mesh: RID,) -> int: ... def mesh_remove_surface(self,mesh: RID,index: int,) -> None: ... def mesh_set_blend_shape_count(self,mesh: RID,amount: int,) -> None: ... def mesh_set_blend_shape_mode(self,mesh: RID,mode: int,) -> None: ... def mesh_set_custom_aabb(self,mesh: RID,aabb: AABB,) -> None: ... def mesh_surface_get_aabb(self,mesh: RID,surface: int,) -> AABB: ... def mesh_surface_get_array(self,mesh: RID,surface: int,) -> PoolByteArray: ... def mesh_surface_get_array_index_len(self,mesh: RID,surface: int,) -> int: ... def mesh_surface_get_array_len(self,mesh: RID,surface: int,) -> int: ... def mesh_surface_get_arrays(self,mesh: RID,surface: int,) -> Array: ... def mesh_surface_get_blend_shape_arrays(self,mesh: RID,surface: int,) -> Array: ... def mesh_surface_get_format(self,mesh: RID,surface: int,) -> int: ... def mesh_surface_get_format_offset(self,format: int,vertex_len: int,index_len: int,array_index: int,) -> int: ... def mesh_surface_get_format_stride(self,format: int,vertex_len: int,index_len: int,) -> int: ... def mesh_surface_get_index_array(self,mesh: RID,surface: int,) -> PoolByteArray: ... def mesh_surface_get_material(self,mesh: RID,surface: int,) -> RID: ... def mesh_surface_get_primitive_type(self,mesh: RID,surface: int,) -> _VisualServer.PrimitiveType: ... def mesh_surface_get_skeleton_aabb(self,mesh: RID,surface: int,) -> Array: ... def mesh_surface_set_material(self,mesh: RID,surface: int,material: RID,) -> None: ... def mesh_surface_update_region(self,mesh: RID,surface: int,offset: int,data: PoolByteArray,) -> None: ... def multimesh_allocate(self,multimesh: RID,instances: int,transform_format: int,color_format: int,custom_data_format: int=0,) -> None: ... def multimesh_create(self,) -> RID: ... def multimesh_get_aabb(self,multimesh: RID,) -> AABB: ... def multimesh_get_instance_count(self,multimesh: RID,) -> int: ... def multimesh_get_mesh(self,multimesh: RID,) -> RID: ... def multimesh_get_visible_instances(self,multimesh: RID,) -> int: ... def multimesh_instance_get_color(self,multimesh: RID,index: int,) -> Color: ... def multimesh_instance_get_custom_data(self,multimesh: RID,index: int,) -> Color: ... def multimesh_instance_get_transform(self,multimesh: RID,index: int,) -> Transform: ... def multimesh_instance_get_transform_2d(self,multimesh: RID,index: int,) -> Transform2D: ... def multimesh_instance_set_color(self,multimesh: RID,index: int,color: Color,) -> None: ... def multimesh_instance_set_custom_data(self,multimesh: RID,index: int,custom_data: Color,) -> None: ... def multimesh_instance_set_transform(self,multimesh: RID,index: int,transform: Transform,) -> None: ... def multimesh_instance_set_transform_2d(self,multimesh: RID,index: int,transform: Transform2D,) -> None: ... def multimesh_set_as_bulk_array(self,multimesh: RID,array: PoolRealArray,) -> None: ... def multimesh_set_mesh(self,multimesh: RID,mesh: RID,) -> None: ... def multimesh_set_visible_instances(self,multimesh: RID,visible: int,) -> None: ... def omni_light_create(self,) -> RID: ... def particles_create(self,) -> RID: ... def particles_get_current_aabb(self,particles: RID,) -> AABB: ... def particles_get_emitting(self,particles: RID,) -> bool: ... def particles_is_inactive(self,particles: RID,) -> bool: ... def particles_request_process(self,particles: RID,) -> None: ... def particles_restart(self,particles: RID,) -> None: ... def particles_set_amount(self,particles: RID,amount: int,) -> None: ... def particles_set_custom_aabb(self,particles: RID,aabb: AABB,) -> None: ... def particles_set_draw_order(self,particles: RID,order: int,) -> None: ... def particles_set_draw_pass_mesh(self,particles: RID,pass_: int,mesh: RID,) -> None: ... def particles_set_draw_passes(self,particles: RID,count: int,) -> None: ... def particles_set_emission_transform(self,particles: RID,transform: Transform,) -> None: ... def particles_set_emitting(self,particles: RID,emitting: bool,) -> None: ... def particles_set_explosiveness_ratio(self,particles: RID,ratio: float,) -> None: ... def particles_set_fixed_fps(self,particles: RID,fps: int,) -> None: ... def particles_set_fractional_delta(self,particles: RID,enable: bool,) -> None: ... def particles_set_lifetime(self,particles: RID,lifetime: float,) -> None: ... def particles_set_one_shot(self,particles: RID,one_shot: bool,) -> None: ... def particles_set_pre_process_time(self,particles: RID,time: float,) -> None: ... def particles_set_process_material(self,particles: RID,material: RID,) -> None: ... def particles_set_randomness_ratio(self,particles: RID,ratio: float,) -> None: ... def particles_set_speed_scale(self,particles: RID,scale: float,) -> None: ... def particles_set_use_local_coordinates(self,particles: RID,enable: bool,) -> None: ... def reflection_probe_create(self,) -> RID: ... def reflection_probe_set_as_interior(self,probe: RID,enable: bool,) -> None: ... def reflection_probe_set_cull_mask(self,probe: RID,layers: int,) -> None: ... def reflection_probe_set_enable_box_projection(self,probe: RID,enable: bool,) -> None: ... def reflection_probe_set_enable_shadows(self,probe: RID,enable: bool,) -> None: ... def reflection_probe_set_extents(self,probe: RID,extents: Vector3,) -> None: ... def reflection_probe_set_intensity(self,probe: RID,intensity: float,) -> None: ... def reflection_probe_set_interior_ambient(self,probe: RID,color: Color,) -> None: ... def reflection_probe_set_interior_ambient_energy(self,probe: RID,energy: float,) -> None: ... def reflection_probe_set_interior_ambient_probe_contribution(self,probe: RID,contrib: float,) -> None: ... def reflection_probe_set_max_distance(self,probe: RID,distance: float,) -> None: ... def reflection_probe_set_origin_offset(self,probe: RID,offset: Vector3,) -> None: ... def reflection_probe_set_update_mode(self,probe: RID,mode: int,) -> None: ... def request_frame_drawn_callback(self,where: Object,method: Union[str, GDString],userdata: object,) -> None: ... def scenario_create(self,) -> RID: ... def scenario_set_debug(self,scenario: RID,debug_mode: int,) -> None: ... def scenario_set_environment(self,scenario: RID,environment: RID,) -> None: ... def scenario_set_fallback_environment(self,scenario: RID,environment: RID,) -> None: ... def scenario_set_reflection_atlas_size(self,scenario: RID,size: int,subdiv: int,) -> None: ... def set_boot_image(self,image: Image,color: Color,scale: bool,use_filter: bool=True,) -> None: ... def set_debug_generate_wireframes(self,generate: bool,) -> None: ... def set_default_clear_color(self,color: Color,) -> None: ... def shader_create(self,) -> RID: ... def shader_get_code(self,shader: RID,) -> Union[str, GDString]: ... def shader_get_default_texture_param(self,shader: RID,name: Union[str, GDString],) -> RID: ... def shader_get_param_list(self,shader: RID,) -> Array: ... def shader_set_code(self,shader: RID,code: Union[str, GDString],) -> None: ... def shader_set_default_texture_param(self,shader: RID,name: Union[str, GDString],texture: RID,) -> None: ... def skeleton_allocate(self,skeleton: RID,bones: int,is_2d_skeleton: bool=False,) -> None: ... def skeleton_bone_get_transform(self,skeleton: RID,bone: int,) -> Transform: ... def skeleton_bone_get_transform_2d(self,skeleton: RID,bone: int,) -> Transform2D: ... def skeleton_bone_set_transform(self,skeleton: RID,bone: int,transform: Transform,) -> None: ... def skeleton_bone_set_transform_2d(self,skeleton: RID,bone: int,transform: Transform2D,) -> None: ... def skeleton_create(self,) -> RID: ... def skeleton_get_bone_count(self,skeleton: RID,) -> int: ... def sky_create(self,) -> RID: ... def sky_set_texture(self,sky: RID,cube_map: RID,radiance_size: int,) -> None: ... def spot_light_create(self,) -> RID: ... def sync(self,) -> None: ... def texture_allocate(self,texture: RID,width: int,height: int,depth_3d: int,format: int,type_: int,flags: int=7,) -> None: ... def texture_bind(self,texture: RID,number: int,) -> None: ... def texture_create(self,) -> RID: ... def texture_create_from_image(self,image: Image,flags: int=7,) -> RID: ... def texture_debug_usage(self,) -> Array: ... def texture_get_data(self,texture: RID,cube_side: int=0,) -> Image: ... def texture_get_depth(self,texture: RID,) -> int: ... def texture_get_flags(self,texture: RID,) -> int: ... def texture_get_format(self,texture: RID,) -> Image.Format: ... def texture_get_height(self,texture: RID,) -> int: ... def texture_get_path(self,texture: RID,) -> Union[str, GDString]: ... def texture_get_texid(self,texture: RID,) -> int: ... def texture_get_type(self,texture: RID,) -> _VisualServer.TextureType: ... def texture_get_width(self,texture: RID,) -> int: ... def texture_set_data(self,texture: RID,image: Image,layer: int=0,) -> None: ... def texture_set_data_partial(self,texture: RID,image: Image,src_x: int,src_y: int,src_w: int,src_h: int,dst_x: int,dst_y: int,dst_mip: int,layer: int=0,) -> None: ... def texture_set_flags(self,texture: RID,flags: int,) -> None: ... def texture_set_path(self,texture: RID,path: Union[str, GDString],) -> None: ... def texture_set_shrink_all_x2_on_set_data(self,shrink: bool,) -> None: ... def texture_set_size_override(self,texture: RID,width: int,height: int,depth: int,) -> None: ... def textures_keep_original(self,enable: bool,) -> None: ... def viewport_attach_camera(self,viewport: RID,camera: RID,) -> None: ... def viewport_attach_canvas(self,viewport: RID,canvas: RID,) -> None: ... def viewport_attach_to_screen(self,viewport: RID,rect: Rect2=Rect2(0, 0, 0, 0),screen: int=0,) -> None: ... def viewport_create(self,) -> RID: ... def viewport_detach(self,viewport: RID,) -> None: ... def viewport_get_render_info(self,viewport: RID,info: int,) -> int: ... def viewport_get_texture(self,viewport: RID,) -> RID: ... def viewport_remove_canvas(self,viewport: RID,canvas: RID,) -> None: ... def viewport_set_active(self,viewport: RID,active: bool,) -> None: ... def viewport_set_canvas_stacking(self,viewport: RID,canvas: RID,layer: int,sublayer: int,) -> None: ... def viewport_set_canvas_transform(self,viewport: RID,canvas: RID,offset: Transform2D,) -> None: ... def viewport_set_clear_mode(self,viewport: RID,clear_mode: int,) -> None: ... def viewport_set_debug_draw(self,viewport: RID,draw: int,) -> None: ... def viewport_set_disable_3d(self,viewport: RID,disabled: bool,) -> None: ... def viewport_set_disable_environment(self,viewport: RID,disabled: bool,) -> None: ... def viewport_set_global_canvas_transform(self,viewport: RID,transform: Transform2D,) -> None: ... def viewport_set_hdr(self,viewport: RID,enabled: bool,) -> None: ... def viewport_set_hide_canvas(self,viewport: RID,hidden: bool,) -> None: ... def viewport_set_hide_scenario(self,viewport: RID,hidden: bool,) -> None: ... def viewport_set_msaa(self,viewport: RID,msaa: int,) -> None: ... def viewport_set_parent_viewport(self,viewport: RID,parent_viewport: RID,) -> None: ... def viewport_set_render_direct_to_screen(self,viewport: RID,enabled: bool,) -> None: ... def viewport_set_scenario(self,viewport: RID,scenario: RID,) -> None: ... def viewport_set_shadow_atlas_quadrant_subdivision(self,viewport: RID,quadrant: int,subdivision: int,) -> None: ... def viewport_set_shadow_atlas_size(self,viewport: RID,size: int,) -> None: ... def viewport_set_size(self,viewport: RID,width: int,height: int,) -> None: ... def viewport_set_transparent_background(self,viewport: RID,enabled: bool,) -> None: ... def viewport_set_update_mode(self,viewport: RID,update_mode: int,) -> None: ... def viewport_set_usage(self,viewport: RID,usage: int,) -> None: ... def viewport_set_use_arvr(self,viewport: RID,use_arvr: bool,) -> None: ... def viewport_set_vflip(self,viewport: RID,enabled: bool,) -> None: ... class _ClassDB(Object): # Methods def can_instance(self,class_: Union[str, GDString],) -> bool: ... def class_exists(self,class_: Union[str, GDString],) -> bool: ... def class_get_category(self,class_: Union[str, GDString],) -> Union[str, GDString]: ... def class_get_integer_constant(self,class_: Union[str, GDString],name: Union[str, GDString],) -> int: ... def class_get_integer_constant_list(self,class_: Union[str, GDString],no_inheritance: bool=False,) -> PoolStringArray: ... def class_get_method_list(self,class_: Union[str, GDString],no_inheritance: bool=False,) -> Array: ... def class_get_property(self,object: Object,property: Union[str, GDString],) -> object: ... def class_get_property_list(self,class_: Union[str, GDString],no_inheritance: bool=False,) -> Array: ... def class_get_signal(self,class_: Union[str, GDString],signal: Union[str, GDString],) -> Dictionary: ... def class_get_signal_list(self,class_: Union[str, GDString],no_inheritance: bool=False,) -> Array: ... def class_has_integer_constant(self,class_: Union[str, GDString],name: Union[str, GDString],) -> bool: ... def class_has_method(self,class_: Union[str, GDString],method: Union[str, GDString],no_inheritance: bool=False,) -> bool: ... def class_has_signal(self,class_: Union[str, GDString],signal: Union[str, GDString],) -> bool: ... def class_set_property(self,object: Object,property: Union[str, GDString],value: object,) -> Error: ... def get_class_list(self,) -> PoolStringArray: ... def get_inheriters_from_class(self,class_: Union[str, GDString],) -> PoolStringArray: ... def get_parent_class(self,class_: Union[str, GDString],) -> Union[str, GDString]: ... def instance(self,class_: Union[str, GDString],) -> object: ... def is_class_enabled(self,class_: Union[str, GDString],) -> bool: ... def is_parent_class(self,class_: Union[str, GDString],inherits: Union[str, GDString],) -> bool: ... class _Engine(Object): # Methods def get_author_info(self,) -> Dictionary: ... def get_copyright_info(self,) -> Array: ... def get_donor_info(self,) -> Dictionary: ... def get_frames_drawn(self,) -> int: ... def get_frames_per_second(self,) -> float: ... def get_idle_frames(self,) -> int: ... def get_iterations_per_second(self,) -> int: ... def get_license_info(self,) -> Dictionary: ... def get_license_text(self,) -> Union[str, GDString]: ... def get_main_loop(self,) -> MainLoop: ... def get_physics_frames(self,) -> int: ... def get_physics_interpolation_fraction(self,) -> float: ... def get_physics_jitter_fix(self,) -> float: ... def get_singleton(self,name: Union[str, GDString],) -> Object: ... def get_target_fps(self,) -> int: ... def get_time_scale(self,) -> float: ... def get_version_info(self,) -> Dictionary: ... def has_singleton(self,name: Union[str, GDString],) -> bool: ... def is_editor_hint(self,) -> bool: ... def is_in_physics_frame(self,) -> bool: ... def set_editor_hint(self,enabled: bool,) -> None: ... def set_iterations_per_second(self,iterations_per_second: int,) -> None: ... def set_physics_jitter_fix(self,physics_jitter_fix: float,) -> None: ... def set_target_fps(self,target_fps: int,) -> None: ... def set_time_scale(self,time_scale: float,) -> None: ... # Properties editor_hint: bool iterations_per_second: int physics_jitter_fix: float target_fps: int time_scale: float class _Geometry(Object): # Constants END_BUTT: int END_JOINED: int END_POLYGON: int END_ROUND: int END_SQUARE: int JOIN_MITER: int JOIN_ROUND: int JOIN_SQUARE: int OPERATION_DIFFERENCE: int OPERATION_INTERSECTION: int OPERATION_UNION: int OPERATION_XOR: int # Enums class PolyEndType(IntFlag): END_POLYGON: int END_JOINED: int END_BUTT: int END_SQUARE: int END_ROUND: int class PolyBooleanOperation(IntFlag): OPERATION_UNION: int OPERATION_DIFFERENCE: int OPERATION_INTERSECTION: int OPERATION_XOR: int class PolyJoinType(IntFlag): JOIN_SQUARE: int JOIN_ROUND: int JOIN_MITER: int # Methods def build_box_planes(self,extents: Vector3,) -> Array: ... def build_capsule_planes(self,radius: float,height: float,sides: int,lats: int,axis: int=2,) -> Array: ... def build_cylinder_planes(self,radius: float,height: float,sides: int,axis: int=2,) -> Array: ... def clip_polygon(self,points: PoolVector3Array,plane: Plane,) -> PoolVector3Array: ... def clip_polygons_2d(self,polygon_a: PoolVector2Array,polygon_b: PoolVector2Array,) -> Array: ... def clip_polyline_with_polygon_2d(self,polyline: PoolVector2Array,polygon: PoolVector2Array,) -> Array: ... def convex_hull_2d(self,points: PoolVector2Array,) -> PoolVector2Array: ... def exclude_polygons_2d(self,polygon_a: PoolVector2Array,polygon_b: PoolVector2Array,) -> Array: ... def get_closest_point_to_segment(self,point: Vector3,s1: Vector3,s2: Vector3,) -> Vector3: ... def get_closest_point_to_segment_2d(self,point: Vector2,s1: Vector2,s2: Vector2,) -> Vector2: ... def get_closest_point_to_segment_uncapped(self,point: Vector3,s1: Vector3,s2: Vector3,) -> Vector3: ... def get_closest_point_to_segment_uncapped_2d(self,point: Vector2,s1: Vector2,s2: Vector2,) -> Vector2: ... def get_closest_points_between_segments(self,p1: Vector3,p2: Vector3,q1: Vector3,q2: Vector3,) -> PoolVector3Array: ... def get_closest_points_between_segments_2d(self,p1: Vector2,q1: Vector2,p2: Vector2,q2: Vector2,) -> PoolVector2Array: ... def get_uv84_normal_bit(self,normal: Vector3,) -> int: ... def intersect_polygons_2d(self,polygon_a: PoolVector2Array,polygon_b: PoolVector2Array,) -> Array: ... def intersect_polyline_with_polygon_2d(self,polyline: PoolVector2Array,polygon: PoolVector2Array,) -> Array: ... def is_point_in_circle(self,point: Vector2,circle_position: Vector2,circle_radius: float,) -> bool: ... def is_point_in_polygon(self,point: Vector2,polygon: PoolVector2Array,) -> bool: ... def is_polygon_clockwise(self,polygon: PoolVector2Array,) -> bool: ... def line_intersects_line_2d(self,from_a: Vector2,dir_a: Vector2,from_b: Vector2,dir_b: Vector2,) -> object: ... def make_atlas(self,sizes: PoolVector2Array,) -> Dictionary: ... def merge_polygons_2d(self,polygon_a: PoolVector2Array,polygon_b: PoolVector2Array,) -> Array: ... def offset_polygon_2d(self,polygon: PoolVector2Array,delta: float,join_type: int=0,) -> Array: ... def offset_polyline_2d(self,polyline: PoolVector2Array,delta: float,join_type: int=0,end_type: int=3,) -> Array: ... def point_is_inside_triangle(self,point: Vector2,a: Vector2,b: Vector2,c: Vector2,) -> bool: ... def ray_intersects_triangle(self,from_: Vector3,dir: Vector3,a: Vector3,b: Vector3,c: Vector3,) -> object: ... def segment_intersects_circle(self,segment_from: Vector2,segment_to: Vector2,circle_position: Vector2,circle_radius: float,) -> float: ... def segment_intersects_convex(self,from_: Vector3,to: Vector3,planes: Array,) -> PoolVector3Array: ... def segment_intersects_cylinder(self,from_: Vector3,to: Vector3,height: float,radius: float,) -> PoolVector3Array: ... def segment_intersects_segment_2d(self,from_a: Vector2,to_a: Vector2,from_b: Vector2,to_b: Vector2,) -> object: ... def segment_intersects_sphere(self,from_: Vector3,to: Vector3,sphere_position: Vector3,sphere_radius: float,) -> PoolVector3Array: ... def segment_intersects_triangle(self,from_: Vector3,to: Vector3,a: Vector3,b: Vector3,c: Vector3,) -> object: ... def triangulate_delaunay_2d(self,points: PoolVector2Array,) -> PoolIntArray: ... def triangulate_polygon(self,polygon: PoolVector2Array,) -> PoolIntArray: ... class _JSON(Object): # Methods def parse(self,json: Union[str, GDString],) -> JSONParseResult: ... def print(self,value: object,indent: Union[str, GDString]="",sort_keys: bool=False,) -> Union[str, GDString]: ... class _Marshalls(Object): # Methods def base64_to_raw(self,base64_str: Union[str, GDString],) -> PoolByteArray: ... def base64_to_utf8(self,base64_str: Union[str, GDString],) -> Union[str, GDString]: ... def base64_to_variant(self,base64_str: Union[str, GDString],allow_objects: bool=False,) -> object: ... def raw_to_base64(self,array: PoolByteArray,) -> Union[str, GDString]: ... def utf8_to_base64(self,utf8_str: Union[str, GDString],) -> Union[str, GDString]: ... def variant_to_base64(self,variant: object,full_objects: bool=False,) -> Union[str, GDString]: ... class _OS(Object): # Constants DAY_FRIDAY: int DAY_MONDAY: int DAY_SATURDAY: int DAY_SUNDAY: int DAY_THURSDAY: int DAY_TUESDAY: int DAY_WEDNESDAY: int MONTH_APRIL: int MONTH_AUGUST: int MONTH_DECEMBER: int MONTH_FEBRUARY: int MONTH_JANUARY: int MONTH_JULY: int MONTH_JUNE: int MONTH_MARCH: int MONTH_MAY: int MONTH_NOVEMBER: int MONTH_OCTOBER: int MONTH_SEPTEMBER: int POWERSTATE_CHARGED: int POWERSTATE_CHARGING: int POWERSTATE_NO_BATTERY: int POWERSTATE_ON_BATTERY: int POWERSTATE_UNKNOWN: int SCREEN_ORIENTATION_LANDSCAPE: int SCREEN_ORIENTATION_PORTRAIT: int SCREEN_ORIENTATION_REVERSE_LANDSCAPE: int SCREEN_ORIENTATION_REVERSE_PORTRAIT: int SCREEN_ORIENTATION_SENSOR: int SCREEN_ORIENTATION_SENSOR_LANDSCAPE: int SCREEN_ORIENTATION_SENSOR_PORTRAIT: int SYSTEM_DIR_DCIM: int SYSTEM_DIR_DESKTOP: int SYSTEM_DIR_DOCUMENTS: int SYSTEM_DIR_DOWNLOADS: int SYSTEM_DIR_MOVIES: int SYSTEM_DIR_MUSIC: int SYSTEM_DIR_PICTURES: int SYSTEM_DIR_RINGTONES: int VIDEO_DRIVER_GLES2: int VIDEO_DRIVER_GLES3: int # Enums class VideoDriver(IntFlag): VIDEO_DRIVER_GLES3: int VIDEO_DRIVER_GLES2: int class SystemDir(IntFlag): SYSTEM_DIR_DESKTOP: int SYSTEM_DIR_DCIM: int SYSTEM_DIR_DOCUMENTS: int SYSTEM_DIR_DOWNLOADS: int SYSTEM_DIR_MOVIES: int SYSTEM_DIR_MUSIC: int SYSTEM_DIR_PICTURES: int SYSTEM_DIR_RINGTONES: int class ScreenOrientation(IntFlag): SCREEN_ORIENTATION_LANDSCAPE: int SCREEN_ORIENTATION_PORTRAIT: int SCREEN_ORIENTATION_REVERSE_LANDSCAPE: int SCREEN_ORIENTATION_REVERSE_PORTRAIT: int SCREEN_ORIENTATION_SENSOR_LANDSCAPE: int SCREEN_ORIENTATION_SENSOR_PORTRAIT: int SCREEN_ORIENTATION_SENSOR: int class PowerState(IntFlag): POWERSTATE_UNKNOWN: int POWERSTATE_ON_BATTERY: int POWERSTATE_NO_BATTERY: int POWERSTATE_CHARGING: int POWERSTATE_CHARGED: int class Month(IntFlag): MONTH_JANUARY: int MONTH_FEBRUARY: int MONTH_MARCH: int MONTH_APRIL: int MONTH_MAY: int MONTH_JUNE: int MONTH_JULY: int MONTH_AUGUST: int MONTH_SEPTEMBER: int MONTH_OCTOBER: int MONTH_NOVEMBER: int MONTH_DECEMBER: int class Weekday(IntFlag): DAY_SUNDAY: int DAY_MONDAY: int DAY_TUESDAY: int DAY_WEDNESDAY: int DAY_THURSDAY: int DAY_FRIDAY: int DAY_SATURDAY: int # Methods def alert(self,text: Union[str, GDString],title: Union[str, GDString]="Alert!",) -> None: ... def can_draw(self,) -> bool: ... def can_use_threads(self,) -> bool: ... def center_window(self,) -> None: ... def close_midi_inputs(self,) -> None: ... def delay_msec(self,msec: int,) -> None: ... def delay_usec(self,usec: int,) -> None: ... def dump_memory_to_file(self,file: Union[str, GDString],) -> None: ... def dump_resources_to_file(self,file: Union[str, GDString],) -> None: ... def execute(self,path: Union[str, GDString],arguments: PoolStringArray,blocking: bool=True,output: Array=Array(),read_stderr: bool=False,) -> int: ... def find_scancode_from_string(self,string: Union[str, GDString],) -> int: ... def get_audio_driver_count(self,) -> int: ... def get_audio_driver_name(self,driver: int,) -> Union[str, GDString]: ... def get_borderless_window(self,) -> bool: ... def get_clipboard(self,) -> Union[str, GDString]: ... def get_cmdline_args(self,) -> PoolStringArray: ... def get_connected_midi_inputs(self,) -> PoolStringArray: ... def get_current_screen(self,) -> int: ... def get_current_tablet_driver(self,) -> Union[str, GDString]: ... def get_current_video_driver(self,) -> _OS.VideoDriver: ... def get_date(self,utc: bool=False,) -> Dictionary: ... def get_datetime(self,utc: bool=False,) -> Dictionary: ... def get_datetime_from_unix_time(self,unix_time_val: int,) -> Dictionary: ... def get_dynamic_memory_usage(self,) -> int: ... def get_environment(self,environment: Union[str, GDString],) -> Union[str, GDString]: ... def get_executable_path(self,) -> Union[str, GDString]: ... def get_exit_code(self,) -> int: ... def get_granted_permissions(self,) -> PoolStringArray: ... def get_ime_selection(self,) -> Vector2: ... def get_ime_text(self,) -> Union[str, GDString]: ... def get_latin_keyboard_variant(self,) -> Union[str, GDString]: ... def get_locale(self,) -> Union[str, GDString]: ... def get_low_processor_usage_mode_sleep_usec(self,) -> int: ... def get_max_window_size(self,) -> Vector2: ... def get_min_window_size(self,) -> Vector2: ... def get_model_name(self,) -> Union[str, GDString]: ... def get_name(self,) -> Union[str, GDString]: ... def get_power_percent_left(self,) -> int: ... def get_power_seconds_left(self,) -> int: ... def get_power_state(self,) -> _OS.PowerState: ... def get_process_id(self,) -> int: ... def get_processor_count(self,) -> int: ... def get_real_window_size(self,) -> Vector2: ... def get_scancode_string(self,code: int,) -> Union[str, GDString]: ... def get_screen_count(self,) -> int: ... def get_screen_dpi(self,screen: int=-1,) -> int: ... def get_screen_orientation(self,) -> _OS.ScreenOrientation: ... def get_screen_position(self,screen: int=-1,) -> Vector2: ... def get_screen_size(self,screen: int=-1,) -> Vector2: ... def get_splash_tick_msec(self,) -> int: ... def get_static_memory_peak_usage(self,) -> int: ... def get_static_memory_usage(self,) -> int: ... def get_system_dir(self,dir: int,) -> Union[str, GDString]: ... def get_system_time_msecs(self,) -> int: ... def get_system_time_secs(self,) -> int: ... def get_tablet_driver_count(self,) -> int: ... def get_tablet_driver_name(self,idx: int,) -> Union[str, GDString]: ... def get_ticks_msec(self,) -> int: ... def get_ticks_usec(self,) -> int: ... def get_time(self,utc: bool=False,) -> Dictionary: ... def get_time_zone_info(self,) -> Dictionary: ... def get_unique_id(self,) -> Union[str, GDString]: ... def get_unix_time(self,) -> int: ... def get_unix_time_from_datetime(self,datetime: Dictionary,) -> int: ... def get_user_data_dir(self,) -> Union[str, GDString]: ... def get_video_driver_count(self,) -> int: ... def get_video_driver_name(self,driver: int,) -> Union[str, GDString]: ... def get_virtual_keyboard_height(self,) -> int: ... def get_window_per_pixel_transparency_enabled(self,) -> bool: ... def get_window_position(self,) -> Vector2: ... def get_window_safe_area(self,) -> Rect2: ... def get_window_size(self,) -> Vector2: ... def global_menu_add_item(self,menu: Union[str, GDString],label: Union[str, GDString],id: object,meta: object,) -> None: ... def global_menu_add_separator(self,menu: Union[str, GDString],) -> None: ... def global_menu_clear(self,menu: Union[str, GDString],) -> None: ... def global_menu_remove_item(self,menu: Union[str, GDString],idx: int,) -> None: ... def has_environment(self,environment: Union[str, GDString],) -> bool: ... def has_feature(self,tag_name: Union[str, GDString],) -> bool: ... def has_touchscreen_ui_hint(self,) -> bool: ... def has_virtual_keyboard(self,) -> bool: ... def hide_virtual_keyboard(self,) -> None: ... def is_debug_build(self,) -> bool: ... def is_in_low_processor_usage_mode(self,) -> bool: ... def is_keep_screen_on(self,) -> bool: ... def is_ok_left_and_cancel_right(self,) -> bool: ... def is_scancode_unicode(self,code: int,) -> bool: ... def is_stdout_verbose(self,) -> bool: ... def is_userfs_persistent(self,) -> bool: ... def is_vsync_enabled(self,) -> bool: ... def is_vsync_via_compositor_enabled(self,) -> bool: ... def is_window_always_on_top(self,) -> bool: ... def is_window_focused(self,) -> bool: ... def is_window_fullscreen(self,) -> bool: ... def is_window_maximized(self,) -> bool: ... def is_window_minimized(self,) -> bool: ... def is_window_resizable(self,) -> bool: ... def kill(self,pid: int,) -> Error: ... def move_window_to_foreground(self,) -> None: ... def native_video_is_playing(self,) -> bool: ... def native_video_pause(self,) -> None: ... def native_video_play(self,path: Union[str, GDString],volume: float,audio_track: Union[str, GDString],subtitle_track: Union[str, GDString],) -> Error: ... def native_video_stop(self,) -> None: ... def native_video_unpause(self,) -> None: ... def open_midi_inputs(self,) -> None: ... def print_all_resources(self,tofile: Union[str, GDString]="",) -> None: ... def print_all_textures_by_size(self,) -> None: ... def print_resources_by_type(self,types: PoolStringArray,) -> None: ... def print_resources_in_use(self,short_: bool=False,) -> None: ... def request_attention(self,) -> None: ... def request_permission(self,name: Union[str, GDString],) -> bool: ... def request_permissions(self,) -> bool: ... def set_borderless_window(self,borderless: bool,) -> None: ... def set_clipboard(self,clipboard: Union[str, GDString],) -> None: ... def set_current_screen(self,screen: int,) -> None: ... def set_current_tablet_driver(self,name: Union[str, GDString],) -> None: ... def set_exit_code(self,code: int,) -> None: ... def set_icon(self,icon: Image,) -> None: ... def set_ime_active(self,active: bool,) -> None: ... def set_ime_position(self,position: Vector2,) -> None: ... def set_keep_screen_on(self,enabled: bool,) -> None: ... def set_low_processor_usage_mode(self,enable: bool,) -> None: ... def set_low_processor_usage_mode_sleep_usec(self,usec: int,) -> None: ... def set_max_window_size(self,size: Vector2,) -> None: ... def set_min_window_size(self,size: Vector2,) -> None: ... def set_native_icon(self,filename: Union[str, GDString],) -> None: ... def set_screen_orientation(self,orientation: int,) -> None: ... def set_thread_name(self,name: Union[str, GDString],) -> Error: ... def set_use_file_access_save_and_swap(self,enabled: bool,) -> None: ... def set_use_vsync(self,enable: bool,) -> None: ... def set_vsync_via_compositor(self,enable: bool,) -> None: ... def set_window_always_on_top(self,enabled: bool,) -> None: ... def set_window_fullscreen(self,enabled: bool,) -> None: ... def set_window_maximized(self,enabled: bool,) -> None: ... def set_window_minimized(self,enabled: bool,) -> None: ... def set_window_per_pixel_transparency_enabled(self,enabled: bool,) -> None: ... def set_window_position(self,position: Vector2,) -> None: ... def set_window_resizable(self,enabled: bool,) -> None: ... def set_window_size(self,size: Vector2,) -> None: ... def set_window_title(self,title: Union[str, GDString],) -> None: ... def shell_open(self,uri: Union[str, GDString],) -> Error: ... def show_virtual_keyboard(self,existing_text: Union[str, GDString]="",) -> None: ... # Properties clipboard: Union[str, GDString] current_screen: int exit_code: int keep_screen_on: bool low_processor_usage_mode: bool low_processor_usage_mode_sleep_usec: int max_window_size: Vector2 min_window_size: Vector2 screen_orientation: int tablet_driver: Union[str, GDString] vsync_enabled: bool vsync_via_compositor: bool window_borderless: bool window_fullscreen: bool window_maximized: bool window_minimized: bool window_per_pixel_transparency_enabled: bool window_position: Vector2 window_resizable: bool window_size: Vector2 class _ResourceLoader(Object): # Methods def exists(self,path: Union[str, GDString],type_hint: Union[str, GDString]="",) -> bool: ... def get_dependencies(self,path: Union[str, GDString],) -> PoolStringArray: ... def get_recognized_extensions_for_type(self,type_: Union[str, GDString],) -> PoolStringArray: ... def has(self,path: Union[str, GDString],) -> bool: ... def has_cached(self,path: Union[str, GDString],) -> bool: ... def load(self,path: Union[str, GDString],type_hint: Union[str, GDString]="",no_cache: bool=False,) -> Resource: ... def load_interactive(self,path: Union[str, GDString],type_hint: Union[str, GDString]="",) -> ResourceInteractiveLoader: ... def set_abort_on_missing_resources(self,abort: bool,) -> None: ... class _ResourceSaver(Object): # Constants FLAG_BUNDLE_RESOURCES: int FLAG_CHANGE_PATH: int FLAG_COMPRESS: int FLAG_OMIT_EDITOR_PROPERTIES: int FLAG_RELATIVE_PATHS: int FLAG_REPLACE_SUBRESOURCE_PATHS: int FLAG_SAVE_BIG_ENDIAN: int # Enums class SaverFlags(IntFlag): FLAG_RELATIVE_PATHS: int FLAG_BUNDLE_RESOURCES: int FLAG_CHANGE_PATH: int FLAG_OMIT_EDITOR_PROPERTIES: int FLAG_SAVE_BIG_ENDIAN: int FLAG_COMPRESS: int FLAG_REPLACE_SUBRESOURCE_PATHS: int # Methods def get_recognized_extensions(self,type_: Resource,) -> PoolStringArray: ... def save(self,path: Union[str, GDString],resource: Resource,flags: int=0,) -> Error: ... class _VisualScriptEditor(Object): # Methods def add_custom_node(self,name: Union[str, GDString],category: Union[str, GDString],script: Script,) -> None: ... def remove_custom_node(self,name: Union[str, GDString],category: Union[str, GDString],) -> None: ... class ARVRInterface(Reference): # Constants ARVR_AR: int ARVR_EXCESSIVE_MOTION: int ARVR_EXTERNAL: int ARVR_INSUFFICIENT_FEATURES: int ARVR_MONO: int ARVR_NONE: int ARVR_NORMAL_TRACKING: int ARVR_NOT_TRACKING: int ARVR_STEREO: int ARVR_UNKNOWN_TRACKING: int EYE_LEFT: int EYE_MONO: int EYE_RIGHT: int # Enums class Tracking_status(IntFlag): ARVR_NORMAL_TRACKING: int ARVR_EXCESSIVE_MOTION: int ARVR_INSUFFICIENT_FEATURES: int ARVR_UNKNOWN_TRACKING: int ARVR_NOT_TRACKING: int class Eyes(IntFlag): EYE_MONO: int EYE_LEFT: int EYE_RIGHT: int class Capabilities(IntFlag): ARVR_NONE: int ARVR_MONO: int ARVR_STEREO: int ARVR_AR: int ARVR_EXTERNAL: int # Methods def get_anchor_detection_is_enabled(self,) -> bool: ... def get_camera_feed_id(self,) -> int: ... def get_capabilities(self,) -> int: ... def get_name(self,) -> Union[str, GDString]: ... def get_render_targetsize(self,) -> Vector2: ... def get_tracking_status(self,) -> ARVRInterface.Tracking_status: ... def initialize(self,) -> bool: ... def is_initialized(self,) -> bool: ... def is_primary(self,) -> bool: ... def is_stereo(self,) -> bool: ... def set_anchor_detection_is_enabled(self,enable: bool,) -> None: ... def set_is_initialized(self,initialized: bool,) -> None: ... def set_is_primary(self,enable: bool,) -> None: ... def uninitialize(self,) -> None: ... # Properties ar_is_anchor_detection_enabled: bool interface_is_initialized: bool interface_is_primary: bool class AStar(Reference): def __init__(self): ... # Methods def add_point(self,id: int,position: Vector3,weight_scale: float=1,) -> None: ... def are_points_connected(self,id: int,to_id: int,bidirectional: bool=True,) -> bool: ... def clear(self,) -> None: ... def connect_points(self,id: int,to_id: int,bidirectional: bool=True,) -> None: ... def disconnect_points(self,id: int,to_id: int,bidirectional: bool=True,) -> None: ... def get_available_point_id(self,) -> int: ... def get_closest_point(self,to_position: Vector3,include_disabled: bool=False,) -> int: ... def get_closest_position_in_segment(self,to_position: Vector3,) -> Vector3: ... def get_id_path(self,from_id: int,to_id: int,) -> PoolIntArray: ... def get_point_capacity(self,) -> int: ... def get_point_connections(self,id: int,) -> PoolIntArray: ... def get_point_count(self,) -> int: ... def get_point_path(self,from_id: int,to_id: int,) -> PoolVector3Array: ... def get_point_position(self,id: int,) -> Vector3: ... def get_point_weight_scale(self,id: int,) -> float: ... def get_points(self,) -> Array: ... def has_point(self,id: int,) -> bool: ... def is_point_disabled(self,id: int,) -> bool: ... def remove_point(self,id: int,) -> None: ... def reserve_space(self,num_nodes: int,) -> None: ... def set_point_disabled(self,id: int,disabled: bool=True,) -> None: ... def set_point_position(self,id: int,position: Vector3,) -> None: ... def set_point_weight_scale(self,id: int,weight_scale: float,) -> None: ... class AStar2D(Reference): def __init__(self): ... # Methods def add_point(self,id: int,position: Vector2,weight_scale: float=1,) -> None: ... def are_points_connected(self,id: int,to_id: int,) -> bool: ... def clear(self,) -> None: ... def connect_points(self,id: int,to_id: int,bidirectional: bool=True,) -> None: ... def disconnect_points(self,id: int,to_id: int,) -> None: ... def get_available_point_id(self,) -> int: ... def get_closest_point(self,to_position: Vector2,include_disabled: bool=False,) -> int: ... def get_closest_position_in_segment(self,to_position: Vector2,) -> Vector2: ... def get_id_path(self,from_id: int,to_id: int,) -> PoolIntArray: ... def get_point_capacity(self,) -> int: ... def get_point_connections(self,id: int,) -> PoolIntArray: ... def get_point_count(self,) -> int: ... def get_point_path(self,from_id: int,to_id: int,) -> PoolVector2Array: ... def get_point_position(self,id: int,) -> Vector2: ... def get_point_weight_scale(self,id: int,) -> float: ... def get_points(self,) -> Array: ... def has_point(self,id: int,) -> bool: ... def is_point_disabled(self,id: int,) -> bool: ... def remove_point(self,id: int,) -> None: ... def reserve_space(self,num_nodes: int,) -> None: ... def set_point_disabled(self,id: int,disabled: bool=True,) -> None: ... def set_point_position(self,id: int,position: Vector2,) -> None: ... def set_point_weight_scale(self,id: int,weight_scale: float,) -> None: ... class AnimationTrackEditPlugin(Reference): pass class AudioEffectInstance(Reference): pass class AudioStreamPlayback(Reference): pass class CameraFeed(Reference): def __init__(self): ... # Constants FEED_BACK: int FEED_FRONT: int FEED_NOIMAGE: int FEED_RGB: int FEED_UNSPECIFIED: int FEED_YCBCR: int FEED_YCBCR_SEP: int # Enums class FeedDataType(IntFlag): FEED_NOIMAGE: int FEED_RGB: int FEED_YCBCR: int FEED_YCBCR_SEP: int class FeedPosition(IntFlag): FEED_UNSPECIFIED: int FEED_FRONT: int FEED_BACK: int # Methods def get_id(self,) -> int: ... def get_name(self,) -> Union[str, GDString]: ... def get_position(self,) -> CameraFeed.FeedPosition: ... def get_transform(self,) -> Transform2D: ... def is_active(self,) -> bool: ... def set_active(self,active: bool,) -> None: ... def set_transform(self,transform: Transform2D,) -> None: ... # Properties feed_is_active: bool feed_transform: Transform2D class CharFXTransform(Reference): def __init__(self): ... # Methods def get_absolute_index(self,) -> int: ... def get_character(self,) -> int: ... def get_color(self,) -> Color: ... def get_elapsed_time(self,) -> float: ... def get_environment(self,) -> Dictionary: ... def get_offset(self,) -> Vector2: ... def get_relative_index(self,) -> int: ... def is_visible(self,) -> bool: ... def set_absolute_index(self,index: int,) -> None: ... def set_character(self,character: int,) -> None: ... def set_color(self,color: Color,) -> None: ... def set_elapsed_time(self,time: float,) -> None: ... def set_environment(self,environment: Dictionary,) -> None: ... def set_offset(self,offset: Vector2,) -> None: ... def set_relative_index(self,index: int,) -> None: ... def set_visibility(self,visibility: bool,) -> None: ... # Properties absolute_index: int character: int color: Color elapsed_time: float env: Dictionary offset: Vector2 relative_index: int visible: bool class ConfigFile(Reference): def __init__(self): ... # Methods def erase_section(self,section: Union[str, GDString],) -> None: ... def erase_section_key(self,section: Union[str, GDString],key: Union[str, GDString],) -> None: ... def get_section_keys(self,section: Union[str, GDString],) -> PoolStringArray: ... def get_sections(self,) -> PoolStringArray: ... def get_value(self,section: Union[str, GDString],key: Union[str, GDString],default: object=None,) -> object: ... def has_section(self,section: Union[str, GDString],) -> bool: ... def has_section_key(self,section: Union[str, GDString],key: Union[str, GDString],) -> bool: ... def load(self,path: Union[str, GDString],) -> Error: ... def load_encrypted(self,path: Union[str, GDString],key: PoolByteArray,) -> Error: ... def load_encrypted_pass(self,path: Union[str, GDString],password: Union[str, GDString],) -> Error: ... def parse(self,data: Union[str, GDString],) -> Error: ... def save(self,path: Union[str, GDString],) -> Error: ... def save_encrypted(self,path: Union[str, GDString],key: PoolByteArray,) -> Error: ... def save_encrypted_pass(self,path: Union[str, GDString],password: Union[str, GDString],) -> Error: ... def set_value(self,section: Union[str, GDString],key: Union[str, GDString],value: object,) -> None: ... class Crypto(Reference): def __init__(self): ... # Methods def generate_random_bytes(self,size: int,) -> PoolByteArray: ... def generate_rsa(self,size: int,) -> CryptoKey: ... def generate_self_signed_certificate(self,key: CryptoKey,issuer_name: Union[str, GDString]="CN=myserver,O=myorganisation,C=IT",not_before: Union[str, GDString]="20140101000000",not_after: Union[str, GDString]="20340101000000",) -> X509Certificate: ... class DTLSServer(Reference): def __init__(self): ... # Methods def setup(self,key: CryptoKey,certificate: X509Certificate,chain: X509Certificate=None,) -> Error: ... def take_connection(self,udp_peer: PacketPeerUDP,) -> PacketPeerDTLS: ... class EditorExportPlugin(Reference): # Methods def add_file(self,path: Union[str, GDString],file: PoolByteArray,remap: bool,) -> None: ... def add_ios_bundle_file(self,path: Union[str, GDString],) -> None: ... def add_ios_cpp_code(self,code: Union[str, GDString],) -> None: ... def add_ios_framework(self,path: Union[str, GDString],) -> None: ... def add_ios_linker_flags(self,flags: Union[str, GDString],) -> None: ... def add_ios_plist_content(self,plist_content: Union[str, GDString],) -> None: ... def add_ios_project_static_lib(self,path: Union[str, GDString],) -> None: ... def add_shared_object(self,path: Union[str, GDString],tags: PoolStringArray,) -> None: ... def skip(self,) -> None: ... class EditorFeatureProfile(Reference): # Constants FEATURE_3D: int FEATURE_ASSET_LIB: int FEATURE_FILESYSTEM_DOCK: int FEATURE_IMPORT_DOCK: int FEATURE_MAX: int FEATURE_NODE_DOCK: int FEATURE_SCENE_TREE: int FEATURE_SCRIPT: int # Enums class Feature(IntFlag): FEATURE_3D: int FEATURE_SCRIPT: int FEATURE_ASSET_LIB: int FEATURE_SCENE_TREE: int FEATURE_IMPORT_DOCK: int FEATURE_NODE_DOCK: int FEATURE_FILESYSTEM_DOCK: int FEATURE_MAX: int # Methods def get_feature_name(self,feature: int,) -> Union[str, GDString]: ... def is_class_disabled(self,class_name: Union[str, GDString],) -> bool: ... def is_class_editor_disabled(self,class_name: Union[str, GDString],) -> bool: ... def is_class_property_disabled(self,class_name: Union[str, GDString],property: Union[str, GDString],) -> bool: ... def is_feature_disabled(self,feature: int,) -> bool: ... def load_from_file(self,path: Union[str, GDString],) -> Error: ... def save_to_file(self,path: Union[str, GDString],) -> Error: ... def set_disable_class(self,class_name: Union[str, GDString],disable: bool,) -> None: ... def set_disable_class_editor(self,class_name: Union[str, GDString],disable: bool,) -> None: ... def set_disable_class_property(self,class_name: Union[str, GDString],property: Union[str, GDString],disable: bool,) -> None: ... def set_disable_feature(self,feature: int,disable: bool,) -> None: ... class EditorInspectorPlugin(Reference): # Methods def add_custom_control(self,control: Control,) -> None: ... def add_property_editor(self,property: Union[str, GDString],editor: Control,) -> None: ... def add_property_editor_for_multiple_properties(self,label: Union[str, GDString],properties: PoolStringArray,editor: Control,) -> None: ... class EditorResourceConversionPlugin(Reference): pass class EditorResourcePreviewGenerator(Reference): pass class EditorSceneImporter(Reference): # Constants IMPORT_ANIMATION: int IMPORT_ANIMATION_DETECT_LOOP: int IMPORT_ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS: int IMPORT_ANIMATION_KEEP_VALUE_TRACKS: int IMPORT_ANIMATION_OPTIMIZE: int IMPORT_FAIL_ON_MISSING_DEPENDENCIES: int IMPORT_GENERATE_TANGENT_ARRAYS: int IMPORT_MATERIALS_IN_INSTANCES: int IMPORT_SCENE: int IMPORT_USE_COMPRESSION: int # Methods def import_animation_from_other_importer(self,path: Union[str, GDString],flags: int,bake_fps: int,) -> Animation: ... def import_scene_from_other_importer(self,path: Union[str, GDString],flags: int,bake_fps: int,) -> Node: ... class EditorScenePostImport(Reference): # Methods def get_source_file(self,) -> Union[str, GDString]: ... def get_source_folder(self,) -> Union[str, GDString]: ... class EditorScript(Reference): # Methods def add_root_node(self,node: Node,) -> None: ... def get_editor_interface(self,) -> EditorInterface: ... def get_scene(self,) -> Node: ... class EncodedObjectAsID(Reference): def __init__(self): ... # Methods def get_object_id(self,) -> int: ... def set_object_id(self,id: int,) -> None: ... # Properties object_id: int class Expression(Reference): def __init__(self): ... # Methods def execute(self,inputs: Array=Array(),base_instance: Object=None,show_error: bool=True,) -> object: ... def get_error_text(self,) -> Union[str, GDString]: ... def has_execute_failed(self,) -> bool: ... def parse(self,expression: Union[str, GDString],input_names: PoolStringArray=PoolStringArray(),) -> Error: ... class FuncRef(Reference): def __init__(self): ... # Methods def call_funcv(self,arg_array: Array,) -> object: ... def is_valid(self,) -> bool: ... def set_function(self,name: Union[str, GDString],) -> None: ... def set_instance(self,instance: Object,) -> None: ... class GDNative(Reference): def __init__(self): ... # Methods def call_native(self,calling_type: Union[str, GDString],procedure_name: Union[str, GDString],arguments: Array,) -> object: ... def get_library(self,) -> GDNativeLibrary: ... def initialize(self,) -> bool: ... def set_library(self,library: GDNativeLibrary,) -> None: ... def terminate(self,) -> bool: ... # Properties library: GDNativeLibrary class GDScriptFunctionState(Reference): # Methods def is_valid(self,extended_check: bool=False,) -> bool: ... def resume(self,arg: object=None,) -> object: ... class HTTPClient(Reference): def __init__(self): ... # Constants METHOD_CONNECT: int METHOD_DELETE: int METHOD_GET: int METHOD_HEAD: int METHOD_MAX: int METHOD_OPTIONS: int METHOD_PATCH: int METHOD_POST: int METHOD_PUT: int METHOD_TRACE: int RESPONSE_ACCEPTED: int RESPONSE_ALREADY_REPORTED: int RESPONSE_BAD_GATEWAY: int RESPONSE_BAD_REQUEST: int RESPONSE_CONFLICT: int RESPONSE_CONTINUE: int RESPONSE_CREATED: int RESPONSE_EXPECTATION_FAILED: int RESPONSE_FAILED_DEPENDENCY: int RESPONSE_FORBIDDEN: int RESPONSE_FOUND: int RESPONSE_GATEWAY_TIMEOUT: int RESPONSE_GONE: int RESPONSE_HTTP_VERSION_NOT_SUPPORTED: int RESPONSE_IM_A_TEAPOT: int RESPONSE_IM_USED: int RESPONSE_INSUFFICIENT_STORAGE: int RESPONSE_INTERNAL_SERVER_ERROR: int RESPONSE_LENGTH_REQUIRED: int RESPONSE_LOCKED: int RESPONSE_LOOP_DETECTED: int RESPONSE_METHOD_NOT_ALLOWED: int RESPONSE_MISDIRECTED_REQUEST: int RESPONSE_MOVED_PERMANENTLY: int RESPONSE_MULTIPLE_CHOICES: int RESPONSE_MULTI_STATUS: int RESPONSE_NETWORK_AUTH_REQUIRED: int RESPONSE_NON_AUTHORITATIVE_INFORMATION: int RESPONSE_NOT_ACCEPTABLE: int RESPONSE_NOT_EXTENDED: int RESPONSE_NOT_FOUND: int RESPONSE_NOT_IMPLEMENTED: int RESPONSE_NOT_MODIFIED: int RESPONSE_NO_CONTENT: int RESPONSE_OK: int RESPONSE_PARTIAL_CONTENT: int RESPONSE_PAYMENT_REQUIRED: int RESPONSE_PERMANENT_REDIRECT: int RESPONSE_PRECONDITION_FAILED: int RESPONSE_PRECONDITION_REQUIRED: int RESPONSE_PROCESSING: int RESPONSE_PROXY_AUTHENTICATION_REQUIRED: int RESPONSE_REQUESTED_RANGE_NOT_SATISFIABLE: int RESPONSE_REQUEST_ENTITY_TOO_LARGE: int RESPONSE_REQUEST_HEADER_FIELDS_TOO_LARGE: int RESPONSE_REQUEST_TIMEOUT: int RESPONSE_REQUEST_URI_TOO_LONG: int RESPONSE_RESET_CONTENT: int RESPONSE_SEE_OTHER: int RESPONSE_SERVICE_UNAVAILABLE: int RESPONSE_SWITCHING_PROTOCOLS: int RESPONSE_SWITCH_PROXY: int RESPONSE_TEMPORARY_REDIRECT: int RESPONSE_TOO_MANY_REQUESTS: int RESPONSE_UNAUTHORIZED: int RESPONSE_UNAVAILABLE_FOR_LEGAL_REASONS: int RESPONSE_UNPROCESSABLE_ENTITY: int RESPONSE_UNSUPPORTED_MEDIA_TYPE: int RESPONSE_UPGRADE_REQUIRED: int RESPONSE_USE_PROXY: int RESPONSE_VARIANT_ALSO_NEGOTIATES: int STATUS_BODY: int STATUS_CANT_CONNECT: int STATUS_CANT_RESOLVE: int STATUS_CONNECTED: int STATUS_CONNECTING: int STATUS_CONNECTION_ERROR: int STATUS_DISCONNECTED: int STATUS_REQUESTING: int STATUS_RESOLVING: int STATUS_SSL_HANDSHAKE_ERROR: int # Enums class Status(IntFlag): STATUS_DISCONNECTED: int STATUS_RESOLVING: int STATUS_CANT_RESOLVE: int STATUS_CONNECTING: int STATUS_CANT_CONNECT: int STATUS_CONNECTED: int STATUS_REQUESTING: int STATUS_BODY: int STATUS_CONNECTION_ERROR: int STATUS_SSL_HANDSHAKE_ERROR: int class Method(IntFlag): METHOD_GET: int METHOD_HEAD: int METHOD_POST: int METHOD_PUT: int METHOD_DELETE: int METHOD_OPTIONS: int METHOD_TRACE: int METHOD_CONNECT: int METHOD_PATCH: int METHOD_MAX: int class ResponseCode(IntFlag): RESPONSE_CONTINUE: int RESPONSE_SWITCHING_PROTOCOLS: int RESPONSE_PROCESSING: int RESPONSE_OK: int RESPONSE_CREATED: int RESPONSE_ACCEPTED: int RESPONSE_NON_AUTHORITATIVE_INFORMATION: int RESPONSE_NO_CONTENT: int RESPONSE_RESET_CONTENT: int RESPONSE_PARTIAL_CONTENT: int RESPONSE_MULTI_STATUS: int RESPONSE_ALREADY_REPORTED: int RESPONSE_IM_USED: int RESPONSE_MULTIPLE_CHOICES: int RESPONSE_MOVED_PERMANENTLY: int RESPONSE_FOUND: int RESPONSE_SEE_OTHER: int RESPONSE_NOT_MODIFIED: int RESPONSE_USE_PROXY: int RESPONSE_SWITCH_PROXY: int RESPONSE_TEMPORARY_REDIRECT: int RESPONSE_PERMANENT_REDIRECT: int RESPONSE_BAD_REQUEST: int RESPONSE_UNAUTHORIZED: int RESPONSE_PAYMENT_REQUIRED: int RESPONSE_FORBIDDEN: int RESPONSE_NOT_FOUND: int RESPONSE_METHOD_NOT_ALLOWED: int RESPONSE_NOT_ACCEPTABLE: int RESPONSE_PROXY_AUTHENTICATION_REQUIRED: int RESPONSE_REQUEST_TIMEOUT: int RESPONSE_CONFLICT: int RESPONSE_GONE: int RESPONSE_LENGTH_REQUIRED: int RESPONSE_PRECONDITION_FAILED: int RESPONSE_REQUEST_ENTITY_TOO_LARGE: int RESPONSE_REQUEST_URI_TOO_LONG: int RESPONSE_UNSUPPORTED_MEDIA_TYPE: int RESPONSE_REQUESTED_RANGE_NOT_SATISFIABLE: int RESPONSE_EXPECTATION_FAILED: int RESPONSE_IM_A_TEAPOT: int RESPONSE_MISDIRECTED_REQUEST: int RESPONSE_UNPROCESSABLE_ENTITY: int RESPONSE_LOCKED: int RESPONSE_FAILED_DEPENDENCY: int RESPONSE_UPGRADE_REQUIRED: int RESPONSE_PRECONDITION_REQUIRED: int RESPONSE_TOO_MANY_REQUESTS: int RESPONSE_REQUEST_HEADER_FIELDS_TOO_LARGE: int RESPONSE_UNAVAILABLE_FOR_LEGAL_REASONS: int RESPONSE_INTERNAL_SERVER_ERROR: int RESPONSE_NOT_IMPLEMENTED: int RESPONSE_BAD_GATEWAY: int RESPONSE_SERVICE_UNAVAILABLE: int RESPONSE_GATEWAY_TIMEOUT: int RESPONSE_HTTP_VERSION_NOT_SUPPORTED: int RESPONSE_VARIANT_ALSO_NEGOTIATES: int RESPONSE_INSUFFICIENT_STORAGE: int RESPONSE_LOOP_DETECTED: int RESPONSE_NOT_EXTENDED: int RESPONSE_NETWORK_AUTH_REQUIRED: int # Methods def close(self,) -> None: ... def connect_to_host(self,host: Union[str, GDString],port: int=-1,use_ssl: bool=False,verify_host: bool=True,) -> Error: ... def get_connection(self,) -> StreamPeer: ... def get_read_chunk_size(self,) -> int: ... def get_response_body_length(self,) -> int: ... def get_response_code(self,) -> int: ... def get_response_headers(self,) -> PoolStringArray: ... def get_response_headers_as_dictionary(self,) -> Dictionary: ... def get_status(self,) -> HTTPClient.Status: ... def has_response(self,) -> bool: ... def is_blocking_mode_enabled(self,) -> bool: ... def is_response_chunked(self,) -> bool: ... def poll(self,) -> Error: ... def query_string_from_dict(self,fields: Dictionary,) -> Union[str, GDString]: ... def read_response_body_chunk(self,) -> PoolByteArray: ... def request(self,method: int,url: Union[str, GDString],headers: PoolStringArray,body: Union[str, GDString]="",) -> Error: ... def request_raw(self,method: int,url: Union[str, GDString],headers: PoolStringArray,body: PoolByteArray,) -> Error: ... def set_blocking_mode(self,enabled: bool,) -> None: ... def set_connection(self,connection: StreamPeer,) -> None: ... def set_read_chunk_size(self,bytes: int,) -> None: ... # Properties blocking_mode_enabled: bool connection: StreamPeer read_chunk_size: int class HashingContext(Reference): def __init__(self): ... # Constants HASH_MD5: int HASH_SHA1: int HASH_SHA256: int # Enums class HashType(IntFlag): HASH_MD5: int HASH_SHA1: int HASH_SHA256: int # Methods def finish(self,) -> PoolByteArray: ... def start(self,type_: int,) -> Error: ... def update(self,chunk: PoolByteArray,) -> Error: ... class JSONParseResult(Reference): def __init__(self): ... # Methods def get_error(self,) -> Error: ... def get_error_line(self,) -> int: ... def get_error_string(self,) -> Union[str, GDString]: ... def get_result(self,) -> object: ... def set_error(self,error: int,) -> None: ... def set_error_line(self,error_line: int,) -> None: ... def set_error_string(self,error_string: Union[str, GDString],) -> None: ... def set_result(self,result: object,) -> None: ... # Properties error: Object error_line: int error_string: Union[str, GDString] result: object class JavaClass(Reference): def __init__(self): ... pass class KinematicCollision(Reference): def __init__(self): ... # Methods def get_collider(self,) -> Object: ... def get_collider_id(self,) -> int: ... def get_collider_metadata(self,) -> object: ... def get_collider_shape(self,) -> Object: ... def get_collider_shape_index(self,) -> int: ... def get_collider_velocity(self,) -> Vector3: ... def get_local_shape(self,) -> Object: ... def get_normal(self,) -> Vector3: ... def get_position(self,) -> Vector3: ... def get_remainder(self,) -> Vector3: ... def get_travel(self,) -> Vector3: ... # Properties collider: Object collider_id: int collider_metadata: object collider_shape: Object collider_shape_index: int collider_velocity: Vector3 local_shape: Object normal: Vector3 position: Vector3 remainder: Vector3 travel: Vector3 class KinematicCollision2D(Reference): def __init__(self): ... # Methods def get_collider(self,) -> Object: ... def get_collider_id(self,) -> int: ... def get_collider_metadata(self,) -> object: ... def get_collider_shape(self,) -> Object: ... def get_collider_shape_index(self,) -> int: ... def get_collider_velocity(self,) -> Vector2: ... def get_local_shape(self,) -> Object: ... def get_normal(self,) -> Vector2: ... def get_position(self,) -> Vector2: ... def get_remainder(self,) -> Vector2: ... def get_travel(self,) -> Vector2: ... # Properties collider: Object collider_id: int collider_metadata: object collider_shape: Object collider_shape_index: int collider_velocity: Vector2 local_shape: Object normal: Vector2 position: Vector2 remainder: Vector2 travel: Vector2 class MeshDataTool(Reference): def __init__(self): ... # Methods def clear(self,) -> None: ... def commit_to_surface(self,mesh: ArrayMesh,) -> Error: ... def create_from_surface(self,mesh: ArrayMesh,surface: int,) -> Error: ... def get_edge_count(self,) -> int: ... def get_edge_faces(self,idx: int,) -> PoolIntArray: ... def get_edge_meta(self,idx: int,) -> object: ... def get_edge_vertex(self,idx: int,vertex: int,) -> int: ... def get_face_count(self,) -> int: ... def get_face_edge(self,idx: int,edge: int,) -> int: ... def get_face_meta(self,idx: int,) -> object: ... def get_face_normal(self,idx: int,) -> Vector3: ... def get_face_vertex(self,idx: int,vertex: int,) -> int: ... def get_format(self,) -> int: ... def get_material(self,) -> Material: ... def get_vertex(self,idx: int,) -> Vector3: ... def get_vertex_bones(self,idx: int,) -> PoolIntArray: ... def get_vertex_color(self,idx: int,) -> Color: ... def get_vertex_count(self,) -> int: ... def get_vertex_edges(self,idx: int,) -> PoolIntArray: ... def get_vertex_faces(self,idx: int,) -> PoolIntArray: ... def get_vertex_meta(self,idx: int,) -> object: ... def get_vertex_normal(self,idx: int,) -> Vector3: ... def get_vertex_tangent(self,idx: int,) -> Plane: ... def get_vertex_uv(self,idx: int,) -> Vector2: ... def get_vertex_uv2(self,idx: int,) -> Vector2: ... def get_vertex_weights(self,idx: int,) -> PoolRealArray: ... def set_edge_meta(self,idx: int,meta: object,) -> None: ... def set_face_meta(self,idx: int,meta: object,) -> None: ... def set_material(self,material: Material,) -> None: ... def set_vertex(self,idx: int,vertex: Vector3,) -> None: ... def set_vertex_bones(self,idx: int,bones: PoolIntArray,) -> None: ... def set_vertex_color(self,idx: int,color: Color,) -> None: ... def set_vertex_meta(self,idx: int,meta: object,) -> None: ... def set_vertex_normal(self,idx: int,normal: Vector3,) -> None: ... def set_vertex_tangent(self,idx: int,tangent: Plane,) -> None: ... def set_vertex_uv(self,idx: int,uv: Vector2,) -> None: ... def set_vertex_uv2(self,idx: int,uv2: Vector2,) -> None: ... def set_vertex_weights(self,idx: int,weights: PoolRealArray,) -> None: ... class MultiplayerAPI(Reference): def __init__(self): ... # Constants RPC_MODE_DISABLED: int RPC_MODE_MASTER: int RPC_MODE_MASTERSYNC: int RPC_MODE_PUPPET: int RPC_MODE_PUPPETSYNC: int RPC_MODE_REMOTE: int RPC_MODE_REMOTESYNC: int RPC_MODE_SLAVE: int RPC_MODE_SYNC: int # Enums class RPCMode(IntFlag): RPC_MODE_DISABLED: int RPC_MODE_REMOTE: int RPC_MODE_MASTER: int RPC_MODE_PUPPET: int RPC_MODE_SLAVE: int RPC_MODE_REMOTESYNC: int RPC_MODE_SYNC: int RPC_MODE_MASTERSYNC: int RPC_MODE_PUPPETSYNC: int # Methods def clear(self,) -> None: ... def get_network_connected_peers(self,) -> PoolIntArray: ... def get_network_peer(self,) -> NetworkedMultiplayerPeer: ... def get_network_unique_id(self,) -> int: ... def get_rpc_sender_id(self,) -> int: ... def has_network_peer(self,) -> bool: ... def is_network_server(self,) -> bool: ... def is_object_decoding_allowed(self,) -> bool: ... def is_refusing_new_network_connections(self,) -> bool: ... def poll(self,) -> None: ... def send_bytes(self,bytes: PoolByteArray,id: int=0,mode: int=2,) -> Error: ... def set_allow_object_decoding(self,enable: bool,) -> None: ... def set_network_peer(self,peer: NetworkedMultiplayerPeer,) -> None: ... def set_refuse_new_network_connections(self,refuse: bool,) -> None: ... def set_root_node(self,node: Node,) -> None: ... # Properties allow_object_decoding: bool network_peer: NetworkedMultiplayerPeer refuse_new_network_connections: bool class PCKPacker(Reference): def __init__(self): ... # Methods def add_file(self,pck_path: Union[str, GDString],source_path: Union[str, GDString],) -> Error: ... def flush(self,verbose: bool=False,) -> Error: ... def pck_start(self,pck_name: Union[str, GDString],alignment: int=0,) -> Error: ... class PackedDataContainerRef(Reference): # Methods def size(self,) -> int: ... class PacketPeer(Reference): # Methods def get_available_packet_count(self,) -> int: ... def get_encode_buffer_max_size(self,) -> int: ... def get_packet(self,) -> PoolByteArray: ... def get_packet_error(self,) -> Error: ... def get_var(self,allow_objects: bool=False,) -> object: ... def is_object_decoding_allowed(self,) -> bool: ... def put_packet(self,buffer: PoolByteArray,) -> Error: ... def put_var(self,var: object,full_objects: bool=False,) -> Error: ... def set_allow_object_decoding(self,enable: bool,) -> None: ... def set_encode_buffer_max_size(self,max_size: int,) -> None: ... # Properties allow_object_decoding: bool encode_buffer_max_size: int class Physics2DShapeQueryParameters(Reference): def __init__(self): ... # Methods def get_collision_layer(self,) -> int: ... def get_exclude(self,) -> Array: ... def get_margin(self,) -> float: ... def get_motion(self,) -> Vector2: ... def get_shape_rid(self,) -> RID: ... def get_transform(self,) -> Transform2D: ... def is_collide_with_areas_enabled(self,) -> bool: ... def is_collide_with_bodies_enabled(self,) -> bool: ... def set_collide_with_areas(self,enable: bool,) -> None: ... def set_collide_with_bodies(self,enable: bool,) -> None: ... def set_collision_layer(self,collision_layer: int,) -> None: ... def set_exclude(self,exclude: Array,) -> None: ... def set_margin(self,margin: float,) -> None: ... def set_motion(self,motion: Vector2,) -> None: ... def set_shape(self,shape: Resource,) -> None: ... def set_shape_rid(self,shape: RID,) -> None: ... def set_transform(self,transform: Transform2D,) -> None: ... # Properties collide_with_areas: bool collide_with_bodies: bool collision_layer: int exclude: Array margin: float motion: Vector2 shape_rid: RID transform: Transform2D class Physics2DShapeQueryResult(Reference): # Methods def get_result_count(self,) -> int: ... def get_result_object(self,idx: int,) -> Object: ... def get_result_object_id(self,idx: int,) -> int: ... def get_result_object_shape(self,idx: int,) -> int: ... def get_result_rid(self,idx: int,) -> RID: ... class Physics2DTestMotionResult(Reference): def __init__(self): ... # Methods def get_collider(self,) -> Object: ... def get_collider_id(self,) -> int: ... def get_collider_rid(self,) -> RID: ... def get_collider_shape(self,) -> int: ... def get_collider_velocity(self,) -> Vector2: ... def get_collision_normal(self,) -> Vector2: ... def get_collision_point(self,) -> Vector2: ... def get_motion(self,) -> Vector2: ... def get_motion_remainder(self,) -> Vector2: ... # Properties collider: Object collider_id: int collider_rid: RID collider_shape: int collider_velocity: Vector2 collision_normal: Vector2 collision_point: Vector2 motion: Vector2 motion_remainder: Vector2 class PhysicsShapeQueryParameters(Reference): def __init__(self): ... # Methods def get_collision_mask(self,) -> int: ... def get_exclude(self,) -> Array: ... def get_margin(self,) -> float: ... def get_shape_rid(self,) -> RID: ... def get_transform(self,) -> Transform: ... def is_collide_with_areas_enabled(self,) -> bool: ... def is_collide_with_bodies_enabled(self,) -> bool: ... def set_collide_with_areas(self,enable: bool,) -> None: ... def set_collide_with_bodies(self,enable: bool,) -> None: ... def set_collision_mask(self,collision_mask: int,) -> None: ... def set_exclude(self,exclude: Array,) -> None: ... def set_margin(self,margin: float,) -> None: ... def set_shape(self,shape: Resource,) -> None: ... def set_shape_rid(self,shape: RID,) -> None: ... def set_transform(self,transform: Transform,) -> None: ... # Properties collide_with_areas: bool collide_with_bodies: bool collision_mask: int exclude: Array margin: float shape_rid: RID transform: Transform class PhysicsShapeQueryResult(Reference): # Methods def get_result_count(self,) -> int: ... def get_result_object(self,idx: int,) -> Object: ... def get_result_object_id(self,idx: int,) -> int: ... def get_result_object_shape(self,idx: int,) -> int: ... def get_result_rid(self,idx: int,) -> RID: ... class RandomNumberGenerator(Reference): def __init__(self): ... # Methods def get_seed(self,) -> int: ... def randf(self,) -> float: ... def randf_range(self,from_: float,to: float,) -> float: ... def randfn(self,mean: float=0,deviation: float=1,) -> float: ... def randi(self,) -> int: ... def randi_range(self,from_: int,to: int,) -> int: ... def randomize(self,) -> None: ... def set_seed(self,seed: int,) -> None: ... # Properties seed: int class RegEx(Reference): def __init__(self): ... # Methods def clear(self,) -> None: ... def compile(self,pattern: Union[str, GDString],) -> Error: ... def get_group_count(self,) -> int: ... def get_names(self,) -> Array: ... def get_pattern(self,) -> Union[str, GDString]: ... def is_valid(self,) -> bool: ... def search(self,subject: Union[str, GDString],offset: int=0,end: int=-1,) -> RegExMatch: ... def search_all(self,subject: Union[str, GDString],offset: int=0,end: int=-1,) -> Array: ... def sub(self,subject: Union[str, GDString],replacement: Union[str, GDString],all: bool=False,offset: int=0,end: int=-1,) -> Union[str, GDString]: ... class RegExMatch(Reference): def __init__(self): ... # Methods def get_end(self,name: object=0,) -> int: ... def get_group_count(self,) -> int: ... def get_names(self,) -> Dictionary: ... def get_start(self,name: object=0,) -> int: ... def get_string(self,name: object=0,) -> Union[str, GDString]: ... def get_strings(self,) -> Array: ... def get_subject(self,) -> Union[str, GDString]: ... # Properties names: Dictionary strings: Array subject: Union[str, GDString] class Resource(Reference): def __init__(self): ... # Methods def duplicate(self,subresources: bool=False,) -> Resource: ... def get_local_scene(self,) -> Node: ... def get_name(self,) -> Union[str, GDString]: ... def get_path(self,) -> Union[str, GDString]: ... def get_rid(self,) -> RID: ... def is_local_to_scene(self,) -> bool: ... def set_local_to_scene(self,enable: bool,) -> None: ... def set_name(self,name: Union[str, GDString],) -> None: ... def set_path(self,path: Union[str, GDString],) -> None: ... def setup_local_to_scene(self,) -> None: ... def take_over_path(self,path: Union[str, GDString],) -> None: ... # Properties resource_local_to_scene: bool resource_name: Union[str, GDString] resource_path: Union[str, GDString] class ResourceFormatLoader(Reference): def __init__(self): ... pass class ResourceFormatSaver(Reference): def __init__(self): ... pass class ResourceImporter(Reference): pass class ResourceInteractiveLoader(Reference): # Methods def get_resource(self,) -> Resource: ... def get_stage(self,) -> int: ... def get_stage_count(self,) -> int: ... def poll(self,) -> Error: ... def wait(self,) -> Error: ... class SceneState(Reference): # Constants GEN_EDIT_STATE_DISABLED: int GEN_EDIT_STATE_INSTANCE: int GEN_EDIT_STATE_MAIN: int # Enums class GenEditState(IntFlag): GEN_EDIT_STATE_DISABLED: int GEN_EDIT_STATE_INSTANCE: int GEN_EDIT_STATE_MAIN: int # Methods def get_connection_binds(self,idx: int,) -> Array: ... def get_connection_count(self,) -> int: ... def get_connection_flags(self,idx: int,) -> int: ... def get_connection_method(self,idx: int,) -> Union[str, GDString]: ... def get_connection_signal(self,idx: int,) -> Union[str, GDString]: ... def get_connection_source(self,idx: int,) -> Union[str, NodePath]: ... def get_connection_target(self,idx: int,) -> Union[str, NodePath]: ... def get_node_count(self,) -> int: ... def get_node_groups(self,idx: int,) -> PoolStringArray: ... def get_node_index(self,idx: int,) -> int: ... def get_node_instance(self,idx: int,) -> PackedScene: ... def get_node_instance_placeholder(self,idx: int,) -> Union[str, GDString]: ... def get_node_name(self,idx: int,) -> Union[str, GDString]: ... def get_node_owner_path(self,idx: int,) -> Union[str, NodePath]: ... def get_node_path(self,idx: int,for_parent: bool=False,) -> Union[str, NodePath]: ... def get_node_property_count(self,idx: int,) -> int: ... def get_node_property_name(self,idx: int,prop_idx: int,) -> Union[str, GDString]: ... def get_node_property_value(self,idx: int,prop_idx: int,) -> object: ... def get_node_type(self,idx: int,) -> Union[str, GDString]: ... def is_node_instance_placeholder(self,idx: int,) -> bool: ... class SceneTreeTimer(Reference): # Methods def get_time_left(self,) -> float: ... def set_time_left(self,time: float,) -> None: ... # Properties time_left: float class SkinReference(Reference): # Methods def get_skeleton(self,) -> RID: ... def get_skin(self,) -> Skin: ... class SpatialGizmo(Reference): pass class SpatialVelocityTracker(Reference): def __init__(self): ... # Methods def get_tracked_linear_velocity(self,) -> Vector3: ... def is_tracking_physics_step(self,) -> bool: ... def reset(self,position: Vector3,) -> None: ... def set_track_physics_step(self,enable: bool,) -> None: ... def update_position(self,position: Vector3,) -> None: ... # Properties track_physics_step: bool class StreamPeer(Reference): # Methods def get_16(self,) -> int: ... def get_32(self,) -> int: ... def get_64(self,) -> int: ... def get_8(self,) -> int: ... def get_available_bytes(self,) -> int: ... def get_data(self,bytes: int,) -> Array: ... def get_double(self,) -> float: ... def get_float(self,) -> float: ... def get_partial_data(self,bytes: int,) -> Array: ... def get_string(self,bytes: int=-1,) -> Union[str, GDString]: ... def get_u16(self,) -> int: ... def get_u32(self,) -> int: ... def get_u64(self,) -> int: ... def get_u8(self,) -> int: ... def get_utf8_string(self,bytes: int=-1,) -> Union[str, GDString]: ... def get_var(self,allow_objects: bool=False,) -> object: ... def is_big_endian_enabled(self,) -> bool: ... def put_16(self,value: int,) -> None: ... def put_32(self,value: int,) -> None: ... def put_64(self,value: int,) -> None: ... def put_8(self,value: int,) -> None: ... def put_data(self,data: PoolByteArray,) -> Error: ... def put_double(self,value: float,) -> None: ... def put_float(self,value: float,) -> None: ... def put_partial_data(self,data: PoolByteArray,) -> Array: ... def put_string(self,value: Union[str, GDString],) -> None: ... def put_u16(self,value: int,) -> None: ... def put_u32(self,value: int,) -> None: ... def put_u64(self,value: int,) -> None: ... def put_u8(self,value: int,) -> None: ... def put_utf8_string(self,value: Union[str, GDString],) -> None: ... def put_var(self,value: object,full_objects: bool=False,) -> None: ... def set_big_endian(self,enable: bool,) -> None: ... # Properties big_endian: bool class SurfaceTool(Reference): def __init__(self): ... # Methods def add_bones(self,bones: PoolIntArray,) -> None: ... def add_color(self,color: Color,) -> None: ... def add_index(self,index: int,) -> None: ... def add_normal(self,normal: Vector3,) -> None: ... def add_smooth_group(self,smooth: bool,) -> None: ... def add_tangent(self,tangent: Plane,) -> None: ... def add_triangle_fan(self,vertices: PoolVector3Array,uvs: PoolVector2Array=PoolVector2Array(),colors: PoolColorArray=PoolColorArray(),uv2s: PoolVector2Array=PoolVector2Array(),normals: PoolVector3Array=PoolVector3Array(),tangents: Array=Array(),) -> None: ... def add_uv(self,uv: Vector2,) -> None: ... def add_uv2(self,uv2: Vector2,) -> None: ... def add_vertex(self,vertex: Vector3,) -> None: ... def add_weights(self,weights: PoolRealArray,) -> None: ... def append_from(self,existing: Mesh,surface: int,transform: Transform,) -> None: ... def begin(self,primitive: int,) -> None: ... def clear(self,) -> None: ... def commit(self,existing: ArrayMesh=None,flags: int=97280,) -> ArrayMesh: ... def commit_to_arrays(self,) -> Array: ... def create_from(self,existing: Mesh,surface: int,) -> None: ... def create_from_blend_shape(self,existing: Mesh,surface: int,blend_shape: Union[str, GDString],) -> None: ... def deindex(self,) -> None: ... def generate_normals(self,flip: bool=False,) -> None: ... def generate_tangents(self,) -> None: ... def index(self,) -> None: ... def set_material(self,material: Material,) -> None: ... class TCP_Server(Reference): def __init__(self): ... # Methods def is_connection_available(self,) -> bool: ... def is_listening(self,) -> bool: ... def listen(self,port: int,bind_address: Union[str, GDString]="*",) -> Error: ... def stop(self,) -> None: ... def take_connection(self,) -> StreamPeerTCP: ... class TriangleMesh(Reference): def __init__(self): ... pass class UDPServer(Reference): def __init__(self): ... # Methods def is_connection_available(self,) -> bool: ... def is_listening(self,) -> bool: ... def listen(self,port: int,bind_address: Union[str, GDString]="*",) -> Error: ... def stop(self,) -> None: ... def take_connection(self,) -> PacketPeerUDP: ... class UPNP(Reference): def __init__(self): ... # Constants UPNP_RESULT_ACTION_FAILED: int UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING: int UPNP_RESULT_CONFLICT_WITH_OTHER_MECHANISM: int UPNP_RESULT_EXT_PORT_MUST_BE_WILDCARD: int UPNP_RESULT_EXT_PORT_WILDCARD_NOT_PERMITTED: int UPNP_RESULT_HTTP_ERROR: int UPNP_RESULT_INCONSISTENT_PARAMETERS: int UPNP_RESULT_INT_PORT_WILDCARD_NOT_PERMITTED: int UPNP_RESULT_INVALID_ARGS: int UPNP_RESULT_INVALID_DURATION: int UPNP_RESULT_INVALID_GATEWAY: int UPNP_RESULT_INVALID_PARAM: int UPNP_RESULT_INVALID_PORT: int UPNP_RESULT_INVALID_PROTOCOL: int UPNP_RESULT_INVALID_RESPONSE: int UPNP_RESULT_MEM_ALLOC_ERROR: int UPNP_RESULT_NOT_AUTHORIZED: int UPNP_RESULT_NO_DEVICES: int UPNP_RESULT_NO_GATEWAY: int UPNP_RESULT_NO_PORT_MAPS_AVAILABLE: int UPNP_RESULT_NO_SUCH_ENTRY_IN_ARRAY: int UPNP_RESULT_ONLY_PERMANENT_LEASE_SUPPORTED: int UPNP_RESULT_PORT_MAPPING_NOT_FOUND: int UPNP_RESULT_REMOTE_HOST_MUST_BE_WILDCARD: int UPNP_RESULT_SAME_PORT_VALUES_REQUIRED: int UPNP_RESULT_SOCKET_ERROR: int UPNP_RESULT_SRC_IP_WILDCARD_NOT_PERMITTED: int UPNP_RESULT_SUCCESS: int UPNP_RESULT_UNKNOWN_ERROR: int # Enums class UPNPResult(IntFlag): UPNP_RESULT_SUCCESS: int UPNP_RESULT_NOT_AUTHORIZED: int UPNP_RESULT_PORT_MAPPING_NOT_FOUND: int UPNP_RESULT_INCONSISTENT_PARAMETERS: int UPNP_RESULT_NO_SUCH_ENTRY_IN_ARRAY: int UPNP_RESULT_ACTION_FAILED: int UPNP_RESULT_SRC_IP_WILDCARD_NOT_PERMITTED: int UPNP_RESULT_EXT_PORT_WILDCARD_NOT_PERMITTED: int UPNP_RESULT_INT_PORT_WILDCARD_NOT_PERMITTED: int UPNP_RESULT_REMOTE_HOST_MUST_BE_WILDCARD: int UPNP_RESULT_EXT_PORT_MUST_BE_WILDCARD: int UPNP_RESULT_NO_PORT_MAPS_AVAILABLE: int UPNP_RESULT_CONFLICT_WITH_OTHER_MECHANISM: int UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING: int UPNP_RESULT_SAME_PORT_VALUES_REQUIRED: int UPNP_RESULT_ONLY_PERMANENT_LEASE_SUPPORTED: int UPNP_RESULT_INVALID_GATEWAY: int UPNP_RESULT_INVALID_PORT: int UPNP_RESULT_INVALID_PROTOCOL: int UPNP_RESULT_INVALID_DURATION: int UPNP_RESULT_INVALID_ARGS: int UPNP_RESULT_INVALID_RESPONSE: int UPNP_RESULT_INVALID_PARAM: int UPNP_RESULT_HTTP_ERROR: int UPNP_RESULT_SOCKET_ERROR: int UPNP_RESULT_MEM_ALLOC_ERROR: int UPNP_RESULT_NO_GATEWAY: int UPNP_RESULT_NO_DEVICES: int UPNP_RESULT_UNKNOWN_ERROR: int # Methods def add_device(self,device: UPNPDevice,) -> None: ... def add_port_mapping(self,port: int,port_internal: int=0,desc: Union[str, GDString]="",proto: Union[str, GDString]="UDP",duration: int=0,) -> int: ... def clear_devices(self,) -> None: ... def delete_port_mapping(self,port: int,proto: Union[str, GDString]="UDP",) -> int: ... def discover(self,timeout: int=2000,ttl: int=2,device_filter: Union[str, GDString]="InternetGatewayDevice",) -> int: ... def get_device(self,index: int,) -> UPNPDevice: ... def get_device_count(self,) -> int: ... def get_discover_local_port(self,) -> int: ... def get_discover_multicast_if(self,) -> Union[str, GDString]: ... def get_gateway(self,) -> UPNPDevice: ... def is_discover_ipv6(self,) -> bool: ... def query_external_address(self,) -> Union[str, GDString]: ... def remove_device(self,index: int,) -> None: ... def set_device(self,index: int,device: UPNPDevice,) -> None: ... def set_discover_ipv6(self,ipv6: bool,) -> None: ... def set_discover_local_port(self,port: int,) -> None: ... def set_discover_multicast_if(self,m_if: Union[str, GDString],) -> None: ... # Properties discover_ipv6: bool discover_local_port: int discover_multicast_if: Union[str, GDString] class UPNPDevice(Reference): def __init__(self): ... # Constants IGD_STATUS_DISCONNECTED: int IGD_STATUS_HTTP_EMPTY: int IGD_STATUS_HTTP_ERROR: int IGD_STATUS_INVALID_CONTROL: int IGD_STATUS_MALLOC_ERROR: int IGD_STATUS_NO_IGD: int IGD_STATUS_NO_URLS: int IGD_STATUS_OK: int IGD_STATUS_UNKNOWN_DEVICE: int IGD_STATUS_UNKNOWN_ERROR: int # Enums class IGDStatus(IntFlag): IGD_STATUS_OK: int IGD_STATUS_HTTP_ERROR: int IGD_STATUS_HTTP_EMPTY: int IGD_STATUS_NO_URLS: int IGD_STATUS_NO_IGD: int IGD_STATUS_DISCONNECTED: int IGD_STATUS_UNKNOWN_DEVICE: int IGD_STATUS_INVALID_CONTROL: int IGD_STATUS_MALLOC_ERROR: int IGD_STATUS_UNKNOWN_ERROR: int # Methods def add_port_mapping(self,port: int,port_internal: int=0,desc: Union[str, GDString]="",proto: Union[str, GDString]="UDP",duration: int=0,) -> int: ... def delete_port_mapping(self,port: int,proto: Union[str, GDString]="UDP",) -> int: ... def get_description_url(self,) -> Union[str, GDString]: ... def get_igd_control_url(self,) -> Union[str, GDString]: ... def get_igd_our_addr(self,) -> Union[str, GDString]: ... def get_igd_service_type(self,) -> Union[str, GDString]: ... def get_igd_status(self,) -> UPNPDevice.IGDStatus: ... def get_service_type(self,) -> Union[str, GDString]: ... def is_valid_gateway(self,) -> bool: ... def query_external_address(self,) -> Union[str, GDString]: ... def set_description_url(self,url: Union[str, GDString],) -> None: ... def set_igd_control_url(self,url: Union[str, GDString],) -> None: ... def set_igd_our_addr(self,addr: Union[str, GDString],) -> None: ... def set_igd_service_type(self,type_: Union[str, GDString],) -> None: ... def set_igd_status(self,status: int,) -> None: ... def set_service_type(self,type_: Union[str, GDString],) -> None: ... # Properties description_url: Union[str, GDString] igd_control_url: Union[str, GDString] igd_our_addr: Union[str, GDString] igd_service_type: Union[str, GDString] igd_status: int service_type: Union[str, GDString] class VisualScriptFunctionState(Reference): def __init__(self): ... # Methods def connect_to_signal(self,obj: Object,signals: Union[str, GDString],args: Array,) -> None: ... def is_valid(self,) -> bool: ... def resume(self,args: Array=None,) -> object: ... class WeakRef(Reference): def __init__(self): ... # Methods def get_ref(self,) -> object: ... class WebRTCPeerConnection(Reference): def __init__(self): ... # Constants STATE_CLOSED: int STATE_CONNECTED: int STATE_CONNECTING: int STATE_DISCONNECTED: int STATE_FAILED: int STATE_NEW: int # Enums class ConnectionState(IntFlag): STATE_NEW: int STATE_CONNECTING: int STATE_CONNECTED: int STATE_DISCONNECTED: int STATE_FAILED: int STATE_CLOSED: int # Methods def add_ice_candidate(self,media: Union[str, GDString],index: int,name: Union[str, GDString],) -> Error: ... def close(self,) -> None: ... def create_data_channel(self,label: Union[str, GDString],options: Dictionary=Dictionary(),) -> WebRTCDataChannel: ... def create_offer(self,) -> Error: ... def get_connection_state(self,) -> WebRTCPeerConnection.ConnectionState: ... def initialize(self,configuration: Dictionary=Dictionary(),) -> Error: ... def poll(self,) -> Error: ... def set_local_description(self,type_: Union[str, GDString],sdp: Union[str, GDString],) -> Error: ... def set_remote_description(self,type_: Union[str, GDString],sdp: Union[str, GDString],) -> Error: ... class XMLParser(Reference): def __init__(self): ... # Constants NODE_CDATA: int NODE_COMMENT: int NODE_ELEMENT: int NODE_ELEMENT_END: int NODE_NONE: int NODE_TEXT: int NODE_UNKNOWN: int # Enums class NodeType(IntFlag): NODE_NONE: int NODE_ELEMENT: int NODE_ELEMENT_END: int NODE_TEXT: int NODE_COMMENT: int NODE_CDATA: int NODE_UNKNOWN: int # Methods def get_attribute_count(self,) -> int: ... def get_attribute_name(self,idx: int,) -> Union[str, GDString]: ... def get_attribute_value(self,idx: int,) -> Union[str, GDString]: ... def get_current_line(self,) -> int: ... def get_named_attribute_value(self,name: Union[str, GDString],) -> Union[str, GDString]: ... def get_named_attribute_value_safe(self,name: Union[str, GDString],) -> Union[str, GDString]: ... def get_node_data(self,) -> Union[str, GDString]: ... def get_node_name(self,) -> Union[str, GDString]: ... def get_node_offset(self,) -> int: ... def get_node_type(self,) -> XMLParser.NodeType: ... def has_attribute(self,name: Union[str, GDString],) -> bool: ... def is_empty(self,) -> bool: ... def open(self,file: Union[str, GDString],) -> Error: ... def open_buffer(self,buffer: PoolByteArray,) -> Error: ... def read(self,) -> Error: ... def seek(self,position: int,) -> Error: ... def skip_section(self,) -> None: ... class _Directory(Reference): def __init__(self): ... # Methods def change_dir(self,todir: Union[str, GDString],) -> Error: ... def copy(self,from_: Union[str, GDString],to: Union[str, GDString],) -> Error: ... def current_is_dir(self,) -> bool: ... def dir_exists(self,path: Union[str, GDString],) -> bool: ... def file_exists(self,path: Union[str, GDString],) -> bool: ... def get_current_dir(self,) -> Union[str, GDString]: ... def get_current_drive(self,) -> int: ... def get_drive(self,idx: int,) -> Union[str, GDString]: ... def get_drive_count(self,) -> int: ... def get_next(self,) -> Union[str, GDString]: ... def get_space_left(self,) -> int: ... def list_dir_begin(self,skip_navigational: bool=False,skip_hidden: bool=False,) -> Error: ... def list_dir_end(self,) -> None: ... def make_dir(self,path: Union[str, GDString],) -> Error: ... def make_dir_recursive(self,path: Union[str, GDString],) -> Error: ... def open(self,path: Union[str, GDString],) -> Error: ... def remove(self,path: Union[str, GDString],) -> Error: ... def rename(self,from_: Union[str, GDString],to: Union[str, GDString],) -> Error: ... class _File(Reference): def __init__(self): ... # Constants COMPRESSION_DEFLATE: int COMPRESSION_FASTLZ: int COMPRESSION_GZIP: int COMPRESSION_ZSTD: int READ: int READ_WRITE: int WRITE: int WRITE_READ: int # Enums class CompressionMode(IntFlag): COMPRESSION_FASTLZ: int COMPRESSION_DEFLATE: int COMPRESSION_ZSTD: int COMPRESSION_GZIP: int class ModeFlags(IntFlag): READ: int WRITE: int READ_WRITE: int WRITE_READ: int # Methods def close(self,) -> None: ... def eof_reached(self,) -> bool: ... def file_exists(self,path: Union[str, GDString],) -> bool: ... def get_16(self,) -> int: ... def get_32(self,) -> int: ... def get_64(self,) -> int: ... def get_8(self,) -> int: ... def get_as_text(self,) -> Union[str, GDString]: ... def get_buffer(self,len: int,) -> PoolByteArray: ... def get_csv_line(self,delim: Union[str, GDString]=",",) -> PoolStringArray: ... def get_double(self,) -> float: ... def get_endian_swap(self,) -> bool: ... def get_error(self,) -> Error: ... def get_float(self,) -> float: ... def get_len(self,) -> int: ... def get_line(self,) -> Union[str, GDString]: ... def get_md5(self,path: Union[str, GDString],) -> Union[str, GDString]: ... def get_modified_time(self,file: Union[str, GDString],) -> int: ... def get_pascal_string(self,) -> Union[str, GDString]: ... def get_path(self,) -> Union[str, GDString]: ... def get_path_absolute(self,) -> Union[str, GDString]: ... def get_position(self,) -> int: ... def get_real(self,) -> float: ... def get_sha256(self,path: Union[str, GDString],) -> Union[str, GDString]: ... def get_var(self,allow_objects: bool=False,) -> object: ... def is_open(self,) -> bool: ... def open(self,path: Union[str, GDString],flags: int,) -> Error: ... def open_compressed(self,path: Union[str, GDString],mode_flags: int,compression_mode: int=0,) -> Error: ... def open_encrypted(self,path: Union[str, GDString],mode_flags: int,key: PoolByteArray,) -> Error: ... def open_encrypted_with_pass(self,path: Union[str, GDString],mode_flags: int,pass_: Union[str, GDString],) -> Error: ... def seek(self,position: int,) -> None: ... def seek_end(self,position: int=0,) -> None: ... def set_endian_swap(self,enable: bool,) -> None: ... def store_16(self,value: int,) -> None: ... def store_32(self,value: int,) -> None: ... def store_64(self,value: int,) -> None: ... def store_8(self,value: int,) -> None: ... def store_buffer(self,buffer: PoolByteArray,) -> None: ... def store_csv_line(self,values: PoolStringArray,delim: Union[str, GDString]=",",) -> None: ... def store_double(self,value: float,) -> None: ... def store_float(self,value: float,) -> None: ... def store_line(self,line: Union[str, GDString],) -> None: ... def store_pascal_string(self,string: Union[str, GDString],) -> None: ... def store_real(self,value: float,) -> None: ... def store_string(self,string: Union[str, GDString],) -> None: ... def store_var(self,value: object,full_objects: bool=False,) -> None: ... # Properties endian_swap: bool class _Mutex(Reference): def __init__(self): ... # Methods def lock(self,) -> None: ... def try_lock(self,) -> Error: ... def unlock(self,) -> None: ... class _Semaphore(Reference): def __init__(self): ... # Methods def post(self,) -> Error: ... def wait(self,) -> Error: ... class _Thread(Reference): def __init__(self): ... # Constants PRIORITY_HIGH: int PRIORITY_LOW: int PRIORITY_NORMAL: int # Enums class Priority(IntFlag): PRIORITY_LOW: int PRIORITY_NORMAL: int PRIORITY_HIGH: int # Methods def get_id(self,) -> Union[str, GDString]: ... def is_active(self,) -> bool: ... def start(self,instance: Object,method: Union[str, GDString],userdata: object=None,priority: int=1,) -> Error: ... def wait_to_finish(self,) -> object: ... class WebRTCPeerConnectionGDNative(WebRTCPeerConnection): def __init__(self): ... pass class StreamPeerBuffer(StreamPeer): def __init__(self): ... # Methods def clear(self,) -> None: ... def duplicate(self,) -> StreamPeerBuffer: ... def get_data_array(self,) -> PoolByteArray: ... def get_position(self,) -> int: ... def get_size(self,) -> int: ... def resize(self,size: int,) -> None: ... def seek(self,position: int,) -> None: ... def set_data_array(self,data: PoolByteArray,) -> None: ... # Properties data_array: PoolByteArray class StreamPeerGDNative(StreamPeer): def __init__(self): ... pass class StreamPeerSSL(StreamPeer): def __init__(self): ... # Constants STATUS_CONNECTED: int STATUS_DISCONNECTED: int STATUS_ERROR: int STATUS_ERROR_HOSTNAME_MISMATCH: int STATUS_HANDSHAKING: int # Enums class Status(IntFlag): STATUS_DISCONNECTED: int STATUS_HANDSHAKING: int STATUS_CONNECTED: int STATUS_ERROR: int STATUS_ERROR_HOSTNAME_MISMATCH: int # Methods def accept_stream(self,stream: StreamPeer,private_key: CryptoKey,certificate: X509Certificate,chain: X509Certificate=None,) -> Error: ... def connect_to_stream(self,stream: StreamPeer,validate_certs: bool=False,for_hostname: Union[str, GDString]="",valid_certificate: X509Certificate=None,) -> Error: ... def disconnect_from_stream(self,) -> None: ... def get_status(self,) -> StreamPeerSSL.Status: ... def is_blocking_handshake_enabled(self,) -> bool: ... def poll(self,) -> None: ... def set_blocking_handshake_enabled(self,enabled: bool,) -> None: ... # Properties blocking_handshake: bool class StreamPeerTCP(StreamPeer): def __init__(self): ... # Constants STATUS_CONNECTED: int STATUS_CONNECTING: int STATUS_ERROR: int STATUS_NONE: int # Enums class Status(IntFlag): STATUS_NONE: int STATUS_CONNECTING: int STATUS_CONNECTED: int STATUS_ERROR: int # Methods def connect_to_host(self,host: Union[str, GDString],port: int,) -> Error: ... def disconnect_from_host(self,) -> None: ... def get_connected_host(self,) -> Union[str, GDString]: ... def get_connected_port(self,) -> int: ... def get_status(self,) -> StreamPeerTCP.Status: ... def is_connected_to_host(self,) -> bool: ... def set_no_delay(self,enabled: bool,) -> None: ... class EditorSpatialGizmo(SpatialGizmo): # Methods def add_collision_segments(self,segments: PoolVector3Array,) -> None: ... def add_collision_triangles(self,triangles: TriangleMesh,) -> None: ... def add_handles(self,handles: PoolVector3Array,material: Material,billboard: bool=False,secondary: bool=False,) -> None: ... def add_lines(self,lines: PoolVector3Array,material: Material,billboard: bool=False,modulate: Color=Color(1,1,1,1),) -> None: ... def add_mesh(self,mesh: ArrayMesh,billboard: bool=False,skeleton: SkinReference=None,material: Material=None,) -> None: ... def add_unscaled_billboard(self,material: Material,default_scale: float=1,modulate: Color=Color(1,1,1,1),) -> None: ... def clear(self,) -> None: ... def get_plugin(self,) -> EditorSpatialGizmoPlugin: ... def get_spatial_node(self,) -> Spatial: ... def set_hidden(self,hidden: bool,) -> None: ... def set_spatial_node(self,node: Node,) -> None: ... class EditorImportPlugin(ResourceImporter): pass class Animation(Resource): def __init__(self): ... # Constants INTERPOLATION_CUBIC: int INTERPOLATION_LINEAR: int INTERPOLATION_NEAREST: int TYPE_ANIMATION: int TYPE_AUDIO: int TYPE_BEZIER: int TYPE_METHOD: int TYPE_TRANSFORM: int TYPE_VALUE: int UPDATE_CAPTURE: int UPDATE_CONTINUOUS: int UPDATE_DISCRETE: int UPDATE_TRIGGER: int # Enums class TrackType(IntFlag): TYPE_VALUE: int TYPE_TRANSFORM: int TYPE_METHOD: int TYPE_BEZIER: int TYPE_AUDIO: int TYPE_ANIMATION: int class UpdateMode(IntFlag): UPDATE_CONTINUOUS: int UPDATE_DISCRETE: int UPDATE_TRIGGER: int UPDATE_CAPTURE: int class InterpolationType(IntFlag): INTERPOLATION_NEAREST: int INTERPOLATION_LINEAR: int INTERPOLATION_CUBIC: int # Methods def add_track(self,type_: int,at_position: int=-1,) -> int: ... def animation_track_get_key_animation(self,track_idx: int,key_idx: int,) -> Union[str, GDString]: ... def animation_track_insert_key(self,track_idx: int,time: float,animation: Union[str, GDString],) -> int: ... def animation_track_set_key_animation(self,track_idx: int,key_idx: int,animation: Union[str, GDString],) -> None: ... def audio_track_get_key_end_offset(self,track_idx: int,key_idx: int,) -> float: ... def audio_track_get_key_start_offset(self,track_idx: int,key_idx: int,) -> float: ... def audio_track_get_key_stream(self,track_idx: int,key_idx: int,) -> Resource: ... def audio_track_insert_key(self,track_idx: int,time: float,stream: Resource,start_offset: float=0,end_offset: float=0,) -> int: ... def audio_track_set_key_end_offset(self,track_idx: int,key_idx: int,offset: float,) -> None: ... def audio_track_set_key_start_offset(self,track_idx: int,key_idx: int,offset: float,) -> None: ... def audio_track_set_key_stream(self,track_idx: int,key_idx: int,stream: Resource,) -> None: ... def bezier_track_get_key_in_handle(self,track_idx: int,key_idx: int,) -> Vector2: ... def bezier_track_get_key_out_handle(self,track_idx: int,key_idx: int,) -> Vector2: ... def bezier_track_get_key_value(self,track_idx: int,key_idx: int,) -> float: ... def bezier_track_insert_key(self,track_idx: int,time: float,value: float,in_handle: Vector2=Vector2(0, 0),out_handle: Vector2=Vector2(0, 0),) -> int: ... def bezier_track_interpolate(self,track_idx: int,time: float,) -> float: ... def bezier_track_set_key_in_handle(self,track_idx: int,key_idx: int,in_handle: Vector2,) -> None: ... def bezier_track_set_key_out_handle(self,track_idx: int,key_idx: int,out_handle: Vector2,) -> None: ... def bezier_track_set_key_value(self,track_idx: int,key_idx: int,value: float,) -> None: ... def clear(self,) -> None: ... def copy_track(self,track_idx: int,to_animation: Animation,) -> None: ... def find_track(self,path: Union[str, NodePath],) -> int: ... def get_length(self,) -> float: ... def get_step(self,) -> float: ... def get_track_count(self,) -> int: ... def has_loop(self,) -> bool: ... def method_track_get_key_indices(self,track_idx: int,time_sec: float,delta: float,) -> PoolIntArray: ... def method_track_get_name(self,track_idx: int,key_idx: int,) -> Union[str, GDString]: ... def method_track_get_params(self,track_idx: int,key_idx: int,) -> Array: ... def remove_track(self,track_idx: int,) -> None: ... def set_length(self,time_sec: float,) -> None: ... def set_loop(self,enabled: bool,) -> None: ... def set_step(self,size_sec: float,) -> None: ... def track_find_key(self,track_idx: int,time: float,exact: bool=False,) -> int: ... def track_get_interpolation_loop_wrap(self,track_idx: int,) -> bool: ... def track_get_interpolation_type(self,track_idx: int,) -> Animation.InterpolationType: ... def track_get_key_count(self,track_idx: int,) -> int: ... def track_get_key_time(self,track_idx: int,key_idx: int,) -> float: ... def track_get_key_transition(self,track_idx: int,key_idx: int,) -> float: ... def track_get_key_value(self,track_idx: int,key_idx: int,) -> object: ... def track_get_path(self,track_idx: int,) -> Union[str, NodePath]: ... def track_get_type(self,track_idx: int,) -> Animation.TrackType: ... def track_insert_key(self,track_idx: int,time: float,key: object,transition: float=1,) -> None: ... def track_is_enabled(self,track_idx: int,) -> bool: ... def track_is_imported(self,track_idx: int,) -> bool: ... def track_move_down(self,track_idx: int,) -> None: ... def track_move_to(self,track_idx: int,to_idx: int,) -> None: ... def track_move_up(self,track_idx: int,) -> None: ... def track_remove_key(self,track_idx: int,key_idx: int,) -> None: ... def track_remove_key_at_position(self,track_idx: int,position: float,) -> None: ... def track_set_enabled(self,track_idx: int,enabled: bool,) -> None: ... def track_set_imported(self,track_idx: int,imported: bool,) -> None: ... def track_set_interpolation_loop_wrap(self,track_idx: int,interpolation: bool,) -> None: ... def track_set_interpolation_type(self,track_idx: int,interpolation: int,) -> None: ... def track_set_key_time(self,track_idx: int,key_idx: int,time: float,) -> None: ... def track_set_key_transition(self,track_idx: int,key_idx: int,transition: float,) -> None: ... def track_set_key_value(self,track_idx: int,key: int,value: object,) -> None: ... def track_set_path(self,track_idx: int,path: Union[str, NodePath],) -> None: ... def track_swap(self,track_idx: int,with_idx: int,) -> None: ... def transform_track_insert_key(self,track_idx: int,time: float,location: Vector3,rotation: Quat,scale: Vector3,) -> int: ... def transform_track_interpolate(self,track_idx: int,time_sec: float,) -> Array: ... def value_track_get_key_indices(self,track_idx: int,time_sec: float,delta: float,) -> PoolIntArray: ... def value_track_get_update_mode(self,track_idx: int,) -> Animation.UpdateMode: ... def value_track_set_update_mode(self,track_idx: int,mode: int,) -> None: ... # Properties length: float loop: bool step: float class AnimationNode(Resource): def __init__(self): ... # Constants FILTER_BLEND: int FILTER_IGNORE: int FILTER_PASS: int FILTER_STOP: int # Enums class FilterAction(IntFlag): FILTER_IGNORE: int FILTER_PASS: int FILTER_STOP: int FILTER_BLEND: int # Methods def add_input(self,name: Union[str, GDString],) -> None: ... def blend_animation(self,animation: Union[str, GDString],time: float,delta: float,seeked: bool,blend: float,) -> None: ... def blend_input(self,input_index: int,time: float,seek: bool,blend: float,filter: int=0,optimize: bool=True,) -> float: ... def blend_node(self,name: Union[str, GDString],node: AnimationNode,time: float,seek: bool,blend: float,filter: int=0,optimize: bool=True,) -> float: ... def get_input_count(self,) -> int: ... def get_input_name(self,input: int,) -> Union[str, GDString]: ... def get_parameter(self,name: Union[str, GDString],) -> object: ... def is_filter_enabled(self,) -> bool: ... def is_path_filtered(self,path: Union[str, NodePath],) -> bool: ... def remove_input(self,index: int,) -> None: ... def set_filter_enabled(self,enable: bool,) -> None: ... def set_filter_path(self,path: Union[str, NodePath],enable: bool,) -> None: ... def set_parameter(self,name: Union[str, GDString],value: object,) -> None: ... # Properties filter_enabled: bool filters: Array class AnimationNodeStateMachinePlayback(Resource): def __init__(self): ... # Methods def get_current_node(self,) -> Union[str, GDString]: ... def get_travel_path(self,) -> PoolStringArray: ... def is_playing(self,) -> bool: ... def start(self,node: Union[str, GDString],) -> None: ... def stop(self,) -> None: ... def travel(self,to_node: Union[str, GDString],) -> None: ... class AnimationNodeStateMachineTransition(Resource): def __init__(self): ... # Constants SWITCH_MODE_AT_END: int SWITCH_MODE_IMMEDIATE: int SWITCH_MODE_SYNC: int # Enums class SwitchMode(IntFlag): SWITCH_MODE_IMMEDIATE: int SWITCH_MODE_SYNC: int SWITCH_MODE_AT_END: int # Methods def get_advance_condition(self,) -> Union[str, GDString]: ... def get_priority(self,) -> int: ... def get_switch_mode(self,) -> AnimationNodeStateMachineTransition.SwitchMode: ... def get_xfade_time(self,) -> float: ... def has_auto_advance(self,) -> bool: ... def is_disabled(self,) -> bool: ... def set_advance_condition(self,name: Union[str, GDString],) -> None: ... def set_auto_advance(self,auto_advance: bool,) -> None: ... def set_disabled(self,disabled: bool,) -> None: ... def set_priority(self,priority: int,) -> None: ... def set_switch_mode(self,mode: int,) -> None: ... def set_xfade_time(self,secs: float,) -> None: ... # Properties advance_condition: Union[str, GDString] auto_advance: bool disabled: bool priority: int switch_mode: int xfade_time: float class AudioBusLayout(Resource): def __init__(self): ... pass class AudioEffect(Resource): pass class AudioStream(Resource): # Methods def get_length(self,) -> float: ... class BakedLightmapData(Resource): def __init__(self): ... # Methods def add_user(self,path: Union[str, NodePath],lightmap: Texture,instance: int,) -> None: ... def clear_users(self,) -> None: ... def get_bounds(self,) -> AABB: ... def get_cell_space_transform(self,) -> Transform: ... def get_cell_subdiv(self,) -> int: ... def get_energy(self,) -> float: ... def get_octree(self,) -> PoolByteArray: ... def get_user_count(self,) -> int: ... def get_user_lightmap(self,user_idx: int,) -> Texture: ... def get_user_path(self,user_idx: int,) -> Union[str, NodePath]: ... def set_bounds(self,bounds: AABB,) -> None: ... def set_cell_space_transform(self,xform: Transform,) -> None: ... def set_cell_subdiv(self,cell_subdiv: int,) -> None: ... def set_energy(self,energy: float,) -> None: ... def set_octree(self,octree: PoolByteArray,) -> None: ... # Properties bounds: AABB cell_space_transform: Transform cell_subdiv: int energy: float octree: PoolByteArray user_data: Array class BitMap(Resource): def __init__(self): ... # Methods def create(self,size: Vector2,) -> None: ... def create_from_image_alpha(self,image: Image,threshold: float=0.1,) -> None: ... def get_bit(self,position: Vector2,) -> bool: ... def get_size(self,) -> Vector2: ... def get_true_bit_count(self,) -> int: ... def grow_mask(self,pixels: int,rect: Rect2,) -> None: ... def opaque_to_polygons(self,rect: Rect2,epsilon: float=2,) -> Array: ... def set_bit(self,position: Vector2,bit: bool,) -> None: ... def set_bit_rect(self,rect: Rect2,bit: bool,) -> None: ... # Properties data: Dictionary class ButtonGroup(Resource): def __init__(self): ... # Methods def get_buttons(self,) -> Array: ... def get_pressed_button(self,) -> BaseButton: ... class CryptoKey(Resource): def __init__(self): ... # Methods def load(self,path: Union[str, GDString],) -> Error: ... def save(self,path: Union[str, GDString],) -> Error: ... class CubeMap(Resource): def __init__(self): ... # Constants FLAGS_DEFAULT: int FLAG_FILTER: int FLAG_MIPMAPS: int FLAG_REPEAT: int SIDE_BACK: int SIDE_BOTTOM: int SIDE_FRONT: int SIDE_LEFT: int SIDE_RIGHT: int SIDE_TOP: int STORAGE_COMPRESS_LOSSLESS: int STORAGE_COMPRESS_LOSSY: int STORAGE_RAW: int # Enums class Flags(IntFlag): FLAG_MIPMAPS: int FLAG_REPEAT: int FLAG_FILTER: int FLAGS_DEFAULT: int class Side(IntFlag): SIDE_LEFT: int SIDE_RIGHT: int SIDE_BOTTOM: int SIDE_TOP: int SIDE_FRONT: int SIDE_BACK: int class Storage(IntFlag): STORAGE_RAW: int STORAGE_COMPRESS_LOSSY: int STORAGE_COMPRESS_LOSSLESS: int # Methods def get_flags(self,) -> int: ... def get_height(self,) -> int: ... def get_lossy_storage_quality(self,) -> float: ... def get_side(self,side: int,) -> Image: ... def get_storage(self,) -> CubeMap.Storage: ... def get_width(self,) -> int: ... def set_flags(self,flags: int,) -> None: ... def set_lossy_storage_quality(self,quality: float,) -> None: ... def set_side(self,side: int,image: Image,) -> None: ... def set_storage(self,mode: int,) -> None: ... # Properties flags: int lossy_storage_quality: float storage_mode: int class Curve(Resource): def __init__(self): ... # Constants TANGENT_FREE: int TANGENT_LINEAR: int TANGENT_MODE_COUNT: int # Enums class TangentMode(IntFlag): TANGENT_FREE: int TANGENT_LINEAR: int TANGENT_MODE_COUNT: int # Methods def add_point(self,position: Vector2,left_tangent: float=0,right_tangent: float=0,left_mode: int=0,right_mode: int=0,) -> int: ... def bake(self,) -> None: ... def clean_dupes(self,) -> None: ... def clear_points(self,) -> None: ... def get_bake_resolution(self,) -> int: ... def get_max_value(self,) -> float: ... def get_min_value(self,) -> float: ... def get_point_count(self,) -> int: ... def get_point_left_mode(self,index: int,) -> Curve.TangentMode: ... def get_point_left_tangent(self,index: int,) -> float: ... def get_point_position(self,index: int,) -> Vector2: ... def get_point_right_mode(self,index: int,) -> Curve.TangentMode: ... def get_point_right_tangent(self,index: int,) -> float: ... def interpolate(self,offset: float,) -> float: ... def interpolate_baked(self,offset: float,) -> float: ... def remove_point(self,index: int,) -> None: ... def set_bake_resolution(self,resolution: int,) -> None: ... def set_max_value(self,max: float,) -> None: ... def set_min_value(self,min: float,) -> None: ... def set_point_left_mode(self,index: int,mode: int,) -> None: ... def set_point_left_tangent(self,index: int,tangent: float,) -> None: ... def set_point_offset(self,index: int,offset: float,) -> int: ... def set_point_right_mode(self,index: int,mode: int,) -> None: ... def set_point_right_tangent(self,index: int,tangent: float,) -> None: ... def set_point_value(self,index: int,y: float,) -> None: ... # Properties _data: int bake_resolution: int max_value: float min_value: float class Curve2D(Resource): def __init__(self): ... # Methods def add_point(self,position: Vector2,in_: Vector2=Vector2(0, 0),out: Vector2=Vector2(0, 0),at_position: int=-1,) -> None: ... def clear_points(self,) -> None: ... def get_bake_interval(self,) -> float: ... def get_baked_length(self,) -> float: ... def get_baked_points(self,) -> PoolVector2Array: ... def get_closest_offset(self,to_point: Vector2,) -> float: ... def get_closest_point(self,to_point: Vector2,) -> Vector2: ... def get_point_count(self,) -> int: ... def get_point_in(self,idx: int,) -> Vector2: ... def get_point_out(self,idx: int,) -> Vector2: ... def get_point_position(self,idx: int,) -> Vector2: ... def interpolate(self,idx: int,t: float,) -> Vector2: ... def interpolate_baked(self,offset: float,cubic: bool=False,) -> Vector2: ... def interpolatef(self,fofs: float,) -> Vector2: ... def remove_point(self,idx: int,) -> None: ... def set_bake_interval(self,distance: float,) -> None: ... def set_point_in(self,idx: int,position: Vector2,) -> None: ... def set_point_out(self,idx: int,position: Vector2,) -> None: ... def set_point_position(self,idx: int,position: Vector2,) -> None: ... def tessellate(self,max_stages: int=5,tolerance_degrees: float=4,) -> PoolVector2Array: ... # Properties _data: int bake_interval: float class Curve3D(Resource): def __init__(self): ... # Methods def add_point(self,position: Vector3,in_: Vector3=Vector3(0, 0, 0),out: Vector3=Vector3(0, 0, 0),at_position: int=-1,) -> None: ... def clear_points(self,) -> None: ... def get_bake_interval(self,) -> float: ... def get_baked_length(self,) -> float: ... def get_baked_points(self,) -> PoolVector3Array: ... def get_baked_tilts(self,) -> PoolRealArray: ... def get_baked_up_vectors(self,) -> PoolVector3Array: ... def get_closest_offset(self,to_point: Vector3,) -> float: ... def get_closest_point(self,to_point: Vector3,) -> Vector3: ... def get_point_count(self,) -> int: ... def get_point_in(self,idx: int,) -> Vector3: ... def get_point_out(self,idx: int,) -> Vector3: ... def get_point_position(self,idx: int,) -> Vector3: ... def get_point_tilt(self,idx: int,) -> float: ... def interpolate(self,idx: int,t: float,) -> Vector3: ... def interpolate_baked(self,offset: float,cubic: bool=False,) -> Vector3: ... def interpolate_baked_up_vector(self,offset: float,apply_tilt: bool=False,) -> Vector3: ... def interpolatef(self,fofs: float,) -> Vector3: ... def is_up_vector_enabled(self,) -> bool: ... def remove_point(self,idx: int,) -> None: ... def set_bake_interval(self,distance: float,) -> None: ... def set_point_in(self,idx: int,position: Vector3,) -> None: ... def set_point_out(self,idx: int,position: Vector3,) -> None: ... def set_point_position(self,idx: int,position: Vector3,) -> None: ... def set_point_tilt(self,idx: int,tilt: float,) -> None: ... def set_up_vector_enabled(self,enable: bool,) -> None: ... def tessellate(self,max_stages: int=5,tolerance_degrees: float=4,) -> PoolVector3Array: ... # Properties _data: int bake_interval: float up_vector_enabled: bool class DynamicFontData(Resource): def __init__(self): ... # Constants HINTING_LIGHT: int HINTING_NONE: int HINTING_NORMAL: int # Enums class Hinting(IntFlag): HINTING_NONE: int HINTING_LIGHT: int HINTING_NORMAL: int # Methods def get_font_path(self,) -> Union[str, GDString]: ... def get_hinting(self,) -> DynamicFontData.Hinting: ... def is_antialiased(self,) -> bool: ... def set_antialiased(self,antialiased: bool,) -> None: ... def set_font_path(self,path: Union[str, GDString],) -> None: ... def set_hinting(self,mode: int,) -> None: ... # Properties antialiased: bool font_path: Union[str, GDString] hinting: int class EditorSettings(Resource): # Constants NOTIFICATION_EDITOR_SETTINGS_CHANGED: int # Methods def add_property_info(self,info: Dictionary,) -> None: ... def erase(self,property: Union[str, GDString],) -> None: ... def get_favorites(self,) -> PoolStringArray: ... def get_project_metadata(self,section: Union[str, GDString],key: Union[str, GDString],default: object=None,) -> object: ... def get_project_settings_dir(self,) -> Union[str, GDString]: ... def get_recent_dirs(self,) -> PoolStringArray: ... def get_setting(self,name: Union[str, GDString],) -> object: ... def get_settings_dir(self,) -> Union[str, GDString]: ... def has_setting(self,name: Union[str, GDString],) -> bool: ... def property_can_revert(self,name: Union[str, GDString],) -> bool: ... def property_get_revert(self,name: Union[str, GDString],) -> object: ... def set_favorites(self,dirs: PoolStringArray,) -> None: ... def set_initial_value(self,name: Union[str, GDString],value: object,update_current: bool,) -> None: ... def set_project_metadata(self,section: Union[str, GDString],key: Union[str, GDString],data: object,) -> None: ... def set_recent_dirs(self,dirs: PoolStringArray,) -> None: ... def set_setting(self,name: Union[str, GDString],value: object,) -> None: ... class EditorSpatialGizmoPlugin(Resource): # Methods def add_material(self,name: Union[str, GDString],material: SpatialMaterial,) -> None: ... def create_handle_material(self,name: Union[str, GDString],billboard: bool=False,) -> None: ... def create_icon_material(self,name: Union[str, GDString],texture: Texture,on_top: bool=False,color: Color=Color(1,1,1,1),) -> None: ... def create_material(self,name: Union[str, GDString],color: Color,billboard: bool=False,on_top: bool=False,use_vertex_color: bool=False,) -> None: ... def get_material(self,name: Union[str, GDString],gizmo: EditorSpatialGizmo,) -> SpatialMaterial: ... class Environment(Resource): def __init__(self): ... # Constants BG_CAMERA_FEED: int BG_CANVAS: int BG_CLEAR_COLOR: int BG_COLOR: int BG_COLOR_SKY: int BG_KEEP: int BG_MAX: int BG_SKY: int DOF_BLUR_QUALITY_HIGH: int DOF_BLUR_QUALITY_LOW: int DOF_BLUR_QUALITY_MEDIUM: int GLOW_BLEND_MODE_ADDITIVE: int GLOW_BLEND_MODE_REPLACE: int GLOW_BLEND_MODE_SCREEN: int GLOW_BLEND_MODE_SOFTLIGHT: int SSAO_BLUR_1x1: int SSAO_BLUR_2x2: int SSAO_BLUR_3x3: int SSAO_BLUR_DISABLED: int SSAO_QUALITY_HIGH: int SSAO_QUALITY_LOW: int SSAO_QUALITY_MEDIUM: int TONE_MAPPER_ACES: int TONE_MAPPER_FILMIC: int TONE_MAPPER_LINEAR: int TONE_MAPPER_REINHARDT: int # Enums class SSAOBlur(IntFlag): SSAO_BLUR_DISABLED: int SSAO_BLUR_1x1: int SSAO_BLUR_2x2: int SSAO_BLUR_3x3: int class ToneMapper(IntFlag): TONE_MAPPER_LINEAR: int TONE_MAPPER_REINHARDT: int TONE_MAPPER_FILMIC: int TONE_MAPPER_ACES: int class GlowBlendMode(IntFlag): GLOW_BLEND_MODE_ADDITIVE: int GLOW_BLEND_MODE_SCREEN: int GLOW_BLEND_MODE_SOFTLIGHT: int GLOW_BLEND_MODE_REPLACE: int class BGMode(IntFlag): BG_CLEAR_COLOR: int BG_COLOR: int BG_SKY: int BG_COLOR_SKY: int BG_CANVAS: int BG_KEEP: int BG_CAMERA_FEED: int BG_MAX: int class SSAOQuality(IntFlag): SSAO_QUALITY_LOW: int SSAO_QUALITY_MEDIUM: int SSAO_QUALITY_HIGH: int class DOFBlurQuality(IntFlag): DOF_BLUR_QUALITY_LOW: int DOF_BLUR_QUALITY_MEDIUM: int DOF_BLUR_QUALITY_HIGH: int # Methods def get_adjustment_brightness(self,) -> float: ... def get_adjustment_color_correction(self,) -> Texture: ... def get_adjustment_contrast(self,) -> float: ... def get_adjustment_saturation(self,) -> float: ... def get_ambient_light_color(self,) -> Color: ... def get_ambient_light_energy(self,) -> float: ... def get_ambient_light_sky_contribution(self,) -> float: ... def get_background(self,) -> Environment.BGMode: ... def get_bg_color(self,) -> Color: ... def get_bg_energy(self,) -> float: ... def get_camera_feed_id(self,) -> int: ... def get_canvas_max_layer(self,) -> int: ... def get_dof_blur_far_amount(self,) -> float: ... def get_dof_blur_far_distance(self,) -> float: ... def get_dof_blur_far_quality(self,) -> Environment.DOFBlurQuality: ... def get_dof_blur_far_transition(self,) -> float: ... def get_dof_blur_near_amount(self,) -> float: ... def get_dof_blur_near_distance(self,) -> float: ... def get_dof_blur_near_quality(self,) -> Environment.DOFBlurQuality: ... def get_dof_blur_near_transition(self,) -> float: ... def get_fog_color(self,) -> Color: ... def get_fog_depth_begin(self,) -> float: ... def get_fog_depth_curve(self,) -> float: ... def get_fog_depth_end(self,) -> float: ... def get_fog_height_curve(self,) -> float: ... def get_fog_height_max(self,) -> float: ... def get_fog_height_min(self,) -> float: ... def get_fog_sun_amount(self,) -> float: ... def get_fog_sun_color(self,) -> Color: ... def get_fog_transmit_curve(self,) -> float: ... def get_glow_blend_mode(self,) -> Environment.GlowBlendMode: ... def get_glow_bloom(self,) -> float: ... def get_glow_hdr_bleed_scale(self,) -> float: ... def get_glow_hdr_bleed_threshold(self,) -> float: ... def get_glow_hdr_luminance_cap(self,) -> float: ... def get_glow_intensity(self,) -> float: ... def get_glow_strength(self,) -> float: ... def get_sky(self,) -> Sky: ... def get_sky_custom_fov(self,) -> float: ... def get_sky_orientation(self,) -> Basis: ... def get_sky_rotation(self,) -> Vector3: ... def get_sky_rotation_degrees(self,) -> Vector3: ... def get_ssao_ao_channel_affect(self,) -> float: ... def get_ssao_bias(self,) -> float: ... def get_ssao_blur(self,) -> Environment.SSAOBlur: ... def get_ssao_color(self,) -> Color: ... def get_ssao_direct_light_affect(self,) -> float: ... def get_ssao_edge_sharpness(self,) -> float: ... def get_ssao_intensity(self,) -> float: ... def get_ssao_intensity2(self,) -> float: ... def get_ssao_quality(self,) -> Environment.SSAOQuality: ... def get_ssao_radius(self,) -> float: ... def get_ssao_radius2(self,) -> float: ... def get_ssr_depth_tolerance(self,) -> float: ... def get_ssr_fade_in(self,) -> float: ... def get_ssr_fade_out(self,) -> float: ... def get_ssr_max_steps(self,) -> int: ... def get_tonemap_auto_exposure(self,) -> bool: ... def get_tonemap_auto_exposure_grey(self,) -> float: ... def get_tonemap_auto_exposure_max(self,) -> float: ... def get_tonemap_auto_exposure_min(self,) -> float: ... def get_tonemap_auto_exposure_speed(self,) -> float: ... def get_tonemap_exposure(self,) -> float: ... def get_tonemap_white(self,) -> float: ... def get_tonemapper(self,) -> Environment.ToneMapper: ... def is_adjustment_enabled(self,) -> bool: ... def is_dof_blur_far_enabled(self,) -> bool: ... def is_dof_blur_near_enabled(self,) -> bool: ... def is_fog_depth_enabled(self,) -> bool: ... def is_fog_enabled(self,) -> bool: ... def is_fog_height_enabled(self,) -> bool: ... def is_fog_transmit_enabled(self,) -> bool: ... def is_glow_bicubic_upscale_enabled(self,) -> bool: ... def is_glow_enabled(self,) -> bool: ... def is_glow_level_enabled(self,idx: int,) -> bool: ... def is_ssao_enabled(self,) -> bool: ... def is_ssr_enabled(self,) -> bool: ... def is_ssr_rough(self,) -> bool: ... def set_adjustment_brightness(self,brightness: float,) -> None: ... def set_adjustment_color_correction(self,color_correction: Texture,) -> None: ... def set_adjustment_contrast(self,contrast: float,) -> None: ... def set_adjustment_enable(self,enabled: bool,) -> None: ... def set_adjustment_saturation(self,saturation: float,) -> None: ... def set_ambient_light_color(self,color: Color,) -> None: ... def set_ambient_light_energy(self,energy: float,) -> None: ... def set_ambient_light_sky_contribution(self,energy: float,) -> None: ... def set_background(self,mode: int,) -> None: ... def set_bg_color(self,color: Color,) -> None: ... def set_bg_energy(self,energy: float,) -> None: ... def set_camera_feed_id(self,camera_feed_id: int,) -> None: ... def set_canvas_max_layer(self,layer: int,) -> None: ... def set_dof_blur_far_amount(self,intensity: float,) -> None: ... def set_dof_blur_far_distance(self,intensity: float,) -> None: ... def set_dof_blur_far_enabled(self,enabled: bool,) -> None: ... def set_dof_blur_far_quality(self,intensity: int,) -> None: ... def set_dof_blur_far_transition(self,intensity: float,) -> None: ... def set_dof_blur_near_amount(self,intensity: float,) -> None: ... def set_dof_blur_near_distance(self,intensity: float,) -> None: ... def set_dof_blur_near_enabled(self,enabled: bool,) -> None: ... def set_dof_blur_near_quality(self,level: int,) -> None: ... def set_dof_blur_near_transition(self,intensity: float,) -> None: ... def set_fog_color(self,color: Color,) -> None: ... def set_fog_depth_begin(self,distance: float,) -> None: ... def set_fog_depth_curve(self,curve: float,) -> None: ... def set_fog_depth_enabled(self,enabled: bool,) -> None: ... def set_fog_depth_end(self,distance: float,) -> None: ... def set_fog_enabled(self,enabled: bool,) -> None: ... def set_fog_height_curve(self,curve: float,) -> None: ... def set_fog_height_enabled(self,enabled: bool,) -> None: ... def set_fog_height_max(self,height: float,) -> None: ... def set_fog_height_min(self,height: float,) -> None: ... def set_fog_sun_amount(self,amount: float,) -> None: ... def set_fog_sun_color(self,color: Color,) -> None: ... def set_fog_transmit_curve(self,curve: float,) -> None: ... def set_fog_transmit_enabled(self,enabled: bool,) -> None: ... def set_glow_bicubic_upscale(self,enabled: bool,) -> None: ... def set_glow_blend_mode(self,mode: int,) -> None: ... def set_glow_bloom(self,amount: float,) -> None: ... def set_glow_enabled(self,enabled: bool,) -> None: ... def set_glow_hdr_bleed_scale(self,scale: float,) -> None: ... def set_glow_hdr_bleed_threshold(self,threshold: float,) -> None: ... def set_glow_hdr_luminance_cap(self,amount: float,) -> None: ... def set_glow_intensity(self,intensity: float,) -> None: ... def set_glow_level(self,idx: int,enabled: bool,) -> None: ... def set_glow_strength(self,strength: float,) -> None: ... def set_sky(self,sky: Sky,) -> None: ... def set_sky_custom_fov(self,scale: float,) -> None: ... def set_sky_orientation(self,orientation: Basis,) -> None: ... def set_sky_rotation(self,euler_radians: Vector3,) -> None: ... def set_sky_rotation_degrees(self,euler_degrees: Vector3,) -> None: ... def set_ssao_ao_channel_affect(self,amount: float,) -> None: ... def set_ssao_bias(self,bias: float,) -> None: ... def set_ssao_blur(self,mode: int,) -> None: ... def set_ssao_color(self,color: Color,) -> None: ... def set_ssao_direct_light_affect(self,amount: float,) -> None: ... def set_ssao_edge_sharpness(self,edge_sharpness: float,) -> None: ... def set_ssao_enabled(self,enabled: bool,) -> None: ... def set_ssao_intensity(self,intensity: float,) -> None: ... def set_ssao_intensity2(self,intensity: float,) -> None: ... def set_ssao_quality(self,quality: int,) -> None: ... def set_ssao_radius(self,radius: float,) -> None: ... def set_ssao_radius2(self,radius: float,) -> None: ... def set_ssr_depth_tolerance(self,depth_tolerance: float,) -> None: ... def set_ssr_enabled(self,enabled: bool,) -> None: ... def set_ssr_fade_in(self,fade_in: float,) -> None: ... def set_ssr_fade_out(self,fade_out: float,) -> None: ... def set_ssr_max_steps(self,max_steps: int,) -> None: ... def set_ssr_rough(self,rough: bool,) -> None: ... def set_tonemap_auto_exposure(self,auto_exposure: bool,) -> None: ... def set_tonemap_auto_exposure_grey(self,exposure_grey: float,) -> None: ... def set_tonemap_auto_exposure_max(self,exposure_max: float,) -> None: ... def set_tonemap_auto_exposure_min(self,exposure_min: float,) -> None: ... def set_tonemap_auto_exposure_speed(self,exposure_speed: float,) -> None: ... def set_tonemap_exposure(self,exposure: float,) -> None: ... def set_tonemap_white(self,white: float,) -> None: ... def set_tonemapper(self,mode: int,) -> None: ... # Properties adjustment_brightness: float adjustment_color_correction: Texture adjustment_contrast: float adjustment_enabled: bool adjustment_saturation: float ambient_light_color: Color ambient_light_energy: float ambient_light_sky_contribution: float auto_exposure_enabled: bool auto_exposure_max_luma: float auto_exposure_min_luma: float auto_exposure_scale: float auto_exposure_speed: float background_camera_feed_id: int background_canvas_max_layer: int background_color: Color background_energy: float background_mode: int background_sky: Sky background_sky_custom_fov: float background_sky_orientation: Basis background_sky_rotation: Vector3 background_sky_rotation_degrees: Vector3 dof_blur_far_amount: float dof_blur_far_distance: float dof_blur_far_enabled: bool dof_blur_far_quality: int dof_blur_far_transition: float dof_blur_near_amount: float dof_blur_near_distance: float dof_blur_near_enabled: bool dof_blur_near_quality: int dof_blur_near_transition: float fog_color: Color fog_depth_begin: float fog_depth_curve: float fog_depth_enabled: bool fog_depth_end: float fog_enabled: bool fog_height_curve: float fog_height_enabled: bool fog_height_max: float fog_height_min: float fog_sun_amount: float fog_sun_color: Color fog_transmit_curve: float fog_transmit_enabled: bool glow_bicubic_upscale: bool glow_blend_mode: int glow_bloom: float glow_enabled: bool glow_hdr_luminance_cap: float glow_hdr_scale: float glow_hdr_threshold: float glow_intensity: float glow_levels_1: bool glow_levels_2: bool glow_levels_3: bool glow_levels_4: bool glow_levels_5: bool glow_levels_6: bool glow_levels_7: bool glow_strength: float ss_reflections_depth_tolerance: float ss_reflections_enabled: bool ss_reflections_fade_in: float ss_reflections_fade_out: float ss_reflections_max_steps: int ss_reflections_roughness: bool ssao_ao_channel_affect: float ssao_bias: float ssao_blur: int ssao_color: Color ssao_edge_sharpness: float ssao_enabled: bool ssao_intensity: float ssao_intensity2: float ssao_light_affect: float ssao_quality: int ssao_radius: float ssao_radius2: float tonemap_exposure: float tonemap_mode: int tonemap_white: float class Font(Resource): # Methods def draw(self,canvas_item: RID,position: Vector2,string: Union[str, GDString],modulate: Color=Color(1,1,1,1),clip_w: int=-1,outline_modulate: Color=Color(1,1,1,1),) -> None: ... def draw_char(self,canvas_item: RID,position: Vector2,char_: int,next: int=-1,modulate: Color=Color(1,1,1,1),outline: bool=False,) -> float: ... def get_ascent(self,) -> float: ... def get_descent(self,) -> float: ... def get_height(self,) -> float: ... def get_string_size(self,string: Union[str, GDString],) -> Vector2: ... def get_wordwrap_string_size(self,string: Union[str, GDString],width: float,) -> Vector2: ... def has_outline(self,) -> bool: ... def is_distance_field_hint(self,) -> bool: ... def update_changes(self,) -> None: ... class GDNativeLibrary(Resource): def __init__(self): ... # Methods def get_config_file(self,) -> ConfigFile: ... def get_current_dependencies(self,) -> PoolStringArray: ... def get_current_library_path(self,) -> Union[str, GDString]: ... def get_symbol_prefix(self,) -> Union[str, GDString]: ... def is_reloadable(self,) -> bool: ... def is_singleton(self,) -> bool: ... def set_config_file(self,config_file: ConfigFile,) -> None: ... def set_load_once(self,load_once: bool,) -> None: ... def set_reloadable(self,reloadable: bool,) -> None: ... def set_singleton(self,singleton: bool,) -> None: ... def set_symbol_prefix(self,symbol_prefix: Union[str, GDString],) -> None: ... def should_load_once(self,) -> bool: ... # Properties config_file: ConfigFile load_once: bool reloadable: bool singleton: bool symbol_prefix: Union[str, GDString] class GIProbeData(Resource): def __init__(self): ... # Methods def get_bias(self,) -> float: ... def get_bounds(self,) -> AABB: ... def get_cell_size(self,) -> float: ... def get_dynamic_data(self,) -> PoolIntArray: ... def get_dynamic_range(self,) -> int: ... def get_energy(self,) -> float: ... def get_normal_bias(self,) -> float: ... def get_propagation(self,) -> float: ... def get_to_cell_xform(self,) -> Transform: ... def is_compressed(self,) -> bool: ... def is_interior(self,) -> bool: ... def set_bias(self,bias: float,) -> None: ... def set_bounds(self,bounds: AABB,) -> None: ... def set_cell_size(self,cell_size: float,) -> None: ... def set_compress(self,compress: bool,) -> None: ... def set_dynamic_data(self,dynamic_data: PoolIntArray,) -> None: ... def set_dynamic_range(self,dynamic_range: int,) -> None: ... def set_energy(self,energy: float,) -> None: ... def set_interior(self,interior: bool,) -> None: ... def set_normal_bias(self,bias: float,) -> None: ... def set_propagation(self,propagation: float,) -> None: ... def set_to_cell_xform(self,to_cell_xform: Transform,) -> None: ... # Properties bias: float bounds: AABB cell_size: float compress: bool dynamic_data: PoolIntArray dynamic_range: int energy: float interior: bool normal_bias: float propagation: float to_cell_xform: Transform class Gradient(Resource): def __init__(self): ... # Methods def add_point(self,offset: float,color: Color,) -> None: ... def get_color(self,point: int,) -> Color: ... def get_colors(self,) -> PoolColorArray: ... def get_offset(self,point: int,) -> float: ... def get_offsets(self,) -> PoolRealArray: ... def get_point_count(self,) -> int: ... def interpolate(self,offset: float,) -> Color: ... def remove_point(self,offset: int,) -> None: ... def set_color(self,point: int,color: Color,) -> None: ... def set_colors(self,colors: PoolColorArray,) -> None: ... def set_offset(self,point: int,offset: float,) -> None: ... def set_offsets(self,offsets: PoolRealArray,) -> None: ... # Properties colors: PoolColorArray offsets: PoolRealArray class Image(Resource): def __init__(self): ... # Constants ALPHA_BIT: int ALPHA_BLEND: int ALPHA_NONE: int COMPRESS_ETC: int COMPRESS_ETC2: int COMPRESS_PVRTC2: int COMPRESS_PVRTC4: int COMPRESS_S3TC: int COMPRESS_SOURCE_GENERIC: int COMPRESS_SOURCE_NORMAL: int COMPRESS_SOURCE_SRGB: int FORMAT_BPTC_RGBA: int FORMAT_BPTC_RGBF: int FORMAT_BPTC_RGBFU: int FORMAT_DXT1: int FORMAT_DXT3: int FORMAT_DXT5: int FORMAT_ETC: int FORMAT_ETC2_R11: int FORMAT_ETC2_R11S: int FORMAT_ETC2_RG11: int FORMAT_ETC2_RG11S: int FORMAT_ETC2_RGB8: int FORMAT_ETC2_RGB8A1: int FORMAT_ETC2_RGBA8: int FORMAT_L8: int FORMAT_LA8: int FORMAT_MAX: int FORMAT_PVRTC2: int FORMAT_PVRTC2A: int FORMAT_PVRTC4: int FORMAT_PVRTC4A: int FORMAT_R8: int FORMAT_RF: int FORMAT_RG8: int FORMAT_RGB8: int FORMAT_RGBA4444: int FORMAT_RGBA5551: int FORMAT_RGBA8: int FORMAT_RGBAF: int FORMAT_RGBAH: int FORMAT_RGBE9995: int FORMAT_RGBF: int FORMAT_RGBH: int FORMAT_RGF: int FORMAT_RGH: int FORMAT_RGTC_R: int FORMAT_RGTC_RG: int FORMAT_RH: int INTERPOLATE_BILINEAR: int INTERPOLATE_CUBIC: int INTERPOLATE_LANCZOS: int INTERPOLATE_NEAREST: int INTERPOLATE_TRILINEAR: int MAX_HEIGHT: int MAX_WIDTH: int # Enums class AlphaMode(IntFlag): ALPHA_NONE: int ALPHA_BIT: int ALPHA_BLEND: int class CompressSource(IntFlag): COMPRESS_SOURCE_GENERIC: int COMPRESS_SOURCE_SRGB: int COMPRESS_SOURCE_NORMAL: int class Interpolation(IntFlag): INTERPOLATE_NEAREST: int INTERPOLATE_BILINEAR: int INTERPOLATE_CUBIC: int INTERPOLATE_TRILINEAR: int INTERPOLATE_LANCZOS: int class CompressMode(IntFlag): COMPRESS_S3TC: int COMPRESS_PVRTC2: int COMPRESS_PVRTC4: int COMPRESS_ETC: int COMPRESS_ETC2: int class Format(IntFlag): FORMAT_L8: int FORMAT_LA8: int FORMAT_R8: int FORMAT_RG8: int FORMAT_RGB8: int FORMAT_RGBA8: int FORMAT_RGBA4444: int FORMAT_RGBA5551: int FORMAT_RF: int FORMAT_RGF: int FORMAT_RGBF: int FORMAT_RGBAF: int FORMAT_RH: int FORMAT_RGH: int FORMAT_RGBH: int FORMAT_RGBAH: int FORMAT_RGBE9995: int FORMAT_DXT1: int FORMAT_DXT3: int FORMAT_DXT5: int FORMAT_RGTC_R: int FORMAT_RGTC_RG: int FORMAT_BPTC_RGBA: int FORMAT_BPTC_RGBF: int FORMAT_BPTC_RGBFU: int FORMAT_PVRTC2: int FORMAT_PVRTC2A: int FORMAT_PVRTC4: int FORMAT_PVRTC4A: int FORMAT_ETC: int FORMAT_ETC2_R11: int FORMAT_ETC2_R11S: int FORMAT_ETC2_RG11: int FORMAT_ETC2_RG11S: int FORMAT_ETC2_RGB8: int FORMAT_ETC2_RGBA8: int FORMAT_ETC2_RGB8A1: int FORMAT_MAX: int # Methods def blend_rect(self,src: Image,src_rect: Rect2,dst: Vector2,) -> None: ... def blend_rect_mask(self,src: Image,mask: Image,src_rect: Rect2,dst: Vector2,) -> None: ... def blit_rect(self,src: Image,src_rect: Rect2,dst: Vector2,) -> None: ... def blit_rect_mask(self,src: Image,mask: Image,src_rect: Rect2,dst: Vector2,) -> None: ... def bumpmap_to_normalmap(self,bump_scale: float=1,) -> None: ... def clear_mipmaps(self,) -> None: ... def compress(self,mode: int,source: int,lossy_quality: float,) -> Error: ... def convert(self,format: int,) -> None: ... def copy_from(self,src: Image,) -> None: ... def create(self,width: int,height: int,use_mipmaps: bool,format: int,) -> None: ... def create_from_data(self,width: int,height: int,use_mipmaps: bool,format: int,data: PoolByteArray,) -> None: ... def crop(self,width: int,height: int,) -> None: ... def decompress(self,) -> Error: ... def detect_alpha(self,) -> Image.AlphaMode: ... def expand_x2_hq2x(self,) -> None: ... def fill(self,color: Color,) -> None: ... def fix_alpha_edges(self,) -> None: ... def flip_x(self,) -> None: ... def flip_y(self,) -> None: ... def generate_mipmaps(self,renormalize: bool=False,) -> Error: ... def get_data(self,) -> PoolByteArray: ... def get_format(self,) -> Image.Format: ... def get_height(self,) -> int: ... def get_mipmap_offset(self,mipmap: int,) -> int: ... def get_pixel(self,x: int,y: int,) -> Color: ... def get_pixelv(self,src: Vector2,) -> Color: ... def get_rect(self,rect: Rect2,) -> Image: ... def get_size(self,) -> Vector2: ... def get_used_rect(self,) -> Rect2: ... def get_width(self,) -> int: ... def has_mipmaps(self,) -> bool: ... def is_compressed(self,) -> bool: ... def is_empty(self,) -> bool: ... def is_invisible(self,) -> bool: ... def load(self,path: Union[str, GDString],) -> Error: ... def load_jpg_from_buffer(self,buffer: PoolByteArray,) -> Error: ... def load_png_from_buffer(self,buffer: PoolByteArray,) -> Error: ... def load_webp_from_buffer(self,buffer: PoolByteArray,) -> Error: ... def lock(self,) -> None: ... def normalmap_to_xy(self,) -> None: ... def premultiply_alpha(self,) -> None: ... def resize(self,width: int,height: int,interpolation: int=1,) -> None: ... def resize_to_po2(self,square: bool=False,) -> None: ... def rgbe_to_srgb(self,) -> Image: ... def save_exr(self,path: Union[str, GDString],grayscale: bool=False,) -> Error: ... def save_png(self,path: Union[str, GDString],) -> Error: ... def save_png_to_buffer(self,) -> PoolByteArray: ... def set_pixel(self,x: int,y: int,color: Color,) -> None: ... def set_pixelv(self,dst: Vector2,color: Color,) -> None: ... def shrink_x2(self,) -> None: ... def srgb_to_linear(self,) -> None: ... def unlock(self,) -> None: ... # Properties data: Dictionary class InputEvent(Resource): # Methods def accumulate(self,with_event: InputEvent,) -> bool: ... def as_text(self,) -> Union[str, GDString]: ... def get_action_strength(self,action: Union[str, GDString],) -> float: ... def get_device(self,) -> int: ... def is_action(self,action: Union[str, GDString],) -> bool: ... def is_action_pressed(self,action: Union[str, GDString],allow_echo: bool=False,) -> bool: ... def is_action_released(self,action: Union[str, GDString],) -> bool: ... def is_action_type(self,) -> bool: ... def is_echo(self,) -> bool: ... def is_pressed(self,) -> bool: ... def set_device(self,device: int,) -> None: ... def shortcut_match(self,event: InputEvent,) -> bool: ... def xformed_by(self,xform: Transform2D,local_ofs: Vector2=Vector2(0, 0),) -> InputEvent: ... # Properties device: int class Material(Resource): # Constants RENDER_PRIORITY_MAX: int RENDER_PRIORITY_MIN: int # Methods def get_next_pass(self,) -> Material: ... def get_render_priority(self,) -> int: ... def set_next_pass(self,next_pass: Material,) -> None: ... def set_render_priority(self,priority: int,) -> None: ... # Properties next_pass: Material render_priority: int class Mesh(Resource): # Constants ARRAY_BONES: int ARRAY_COLOR: int ARRAY_COMPRESS_BASE: int ARRAY_COMPRESS_BONES: int ARRAY_COMPRESS_COLOR: int ARRAY_COMPRESS_DEFAULT: int ARRAY_COMPRESS_INDEX: int ARRAY_COMPRESS_NORMAL: int ARRAY_COMPRESS_TANGENT: int ARRAY_COMPRESS_TEX_UV: int ARRAY_COMPRESS_TEX_UV2: int ARRAY_COMPRESS_VERTEX: int ARRAY_COMPRESS_WEIGHTS: int ARRAY_FLAG_USE_16_BIT_BONES: int ARRAY_FLAG_USE_2D_VERTICES: int ARRAY_FORMAT_BONES: int ARRAY_FORMAT_COLOR: int ARRAY_FORMAT_INDEX: int ARRAY_FORMAT_NORMAL: int ARRAY_FORMAT_TANGENT: int ARRAY_FORMAT_TEX_UV: int ARRAY_FORMAT_TEX_UV2: int ARRAY_FORMAT_VERTEX: int ARRAY_FORMAT_WEIGHTS: int ARRAY_INDEX: int ARRAY_MAX: int ARRAY_NORMAL: int ARRAY_TANGENT: int ARRAY_TEX_UV: int ARRAY_TEX_UV2: int ARRAY_VERTEX: int ARRAY_WEIGHTS: int BLEND_SHAPE_MODE_NORMALIZED: int BLEND_SHAPE_MODE_RELATIVE: int PRIMITIVE_LINES: int PRIMITIVE_LINE_LOOP: int PRIMITIVE_LINE_STRIP: int PRIMITIVE_POINTS: int PRIMITIVE_TRIANGLES: int PRIMITIVE_TRIANGLE_FAN: int PRIMITIVE_TRIANGLE_STRIP: int # Enums class BlendShapeMode(IntFlag): BLEND_SHAPE_MODE_NORMALIZED: int BLEND_SHAPE_MODE_RELATIVE: int class PrimitiveType(IntFlag): PRIMITIVE_POINTS: int PRIMITIVE_LINES: int PRIMITIVE_LINE_STRIP: int PRIMITIVE_LINE_LOOP: int PRIMITIVE_TRIANGLES: int PRIMITIVE_TRIANGLE_STRIP: int PRIMITIVE_TRIANGLE_FAN: int class ArrayFormat(IntFlag): ARRAY_FORMAT_VERTEX: int ARRAY_FORMAT_NORMAL: int ARRAY_FORMAT_TANGENT: int ARRAY_FORMAT_COLOR: int ARRAY_COMPRESS_BASE: int ARRAY_FORMAT_TEX_UV: int ARRAY_FORMAT_TEX_UV2: int ARRAY_FORMAT_BONES: int ARRAY_FORMAT_WEIGHTS: int ARRAY_FORMAT_INDEX: int ARRAY_COMPRESS_VERTEX: int ARRAY_COMPRESS_NORMAL: int ARRAY_COMPRESS_TANGENT: int ARRAY_COMPRESS_COLOR: int ARRAY_COMPRESS_TEX_UV: int ARRAY_COMPRESS_TEX_UV2: int ARRAY_COMPRESS_BONES: int ARRAY_COMPRESS_WEIGHTS: int ARRAY_COMPRESS_DEFAULT: int ARRAY_COMPRESS_INDEX: int ARRAY_FLAG_USE_2D_VERTICES: int ARRAY_FLAG_USE_16_BIT_BONES: int class ArrayType(IntFlag): ARRAY_VERTEX: int ARRAY_NORMAL: int ARRAY_TANGENT: int ARRAY_COLOR: int ARRAY_TEX_UV: int ARRAY_TEX_UV2: int ARRAY_BONES: int ARRAY_WEIGHTS: int ARRAY_INDEX: int ARRAY_MAX: int # Methods def create_convex_shape(self,) -> Shape: ... def create_outline(self,margin: float,) -> Mesh: ... def create_trimesh_shape(self,) -> Shape: ... def generate_triangle_mesh(self,) -> TriangleMesh: ... def get_aabb(self,) -> AABB: ... def get_faces(self,) -> PoolVector3Array: ... def get_lightmap_size_hint(self,) -> Vector2: ... def get_surface_count(self,) -> int: ... def set_lightmap_size_hint(self,size: Vector2,) -> None: ... def surface_get_arrays(self,surf_idx: int,) -> Array: ... def surface_get_blend_shape_arrays(self,surf_idx: int,) -> Array: ... def surface_get_material(self,surf_idx: int,) -> Material: ... def surface_set_material(self,surf_idx: int,material: Material,) -> None: ... # Properties lightmap_size_hint: Vector2 class MeshLibrary(Resource): def __init__(self): ... # Methods def clear(self,) -> None: ... def create_item(self,id: int,) -> None: ... def find_item_by_name(self,name: Union[str, GDString],) -> int: ... def get_item_list(self,) -> PoolIntArray: ... def get_item_mesh(self,id: int,) -> Mesh: ... def get_item_name(self,id: int,) -> Union[str, GDString]: ... def get_item_navmesh(self,id: int,) -> NavigationMesh: ... def get_item_navmesh_transform(self,id: int,) -> Transform: ... def get_item_preview(self,id: int,) -> Texture: ... def get_item_shapes(self,id: int,) -> Array: ... def get_last_unused_item_id(self,) -> int: ... def remove_item(self,id: int,) -> None: ... def set_item_mesh(self,id: int,mesh: Mesh,) -> None: ... def set_item_name(self,id: int,name: Union[str, GDString],) -> None: ... def set_item_navmesh(self,id: int,navmesh: NavigationMesh,) -> None: ... def set_item_navmesh_transform(self,id: int,navmesh: Transform,) -> None: ... def set_item_preview(self,id: int,texture: Texture,) -> None: ... def set_item_shapes(self,id: int,shapes: Array,) -> None: ... class MultiMesh(Resource): def __init__(self): ... # Constants COLOR_8BIT: int COLOR_FLOAT: int COLOR_NONE: int CUSTOM_DATA_8BIT: int CUSTOM_DATA_FLOAT: int CUSTOM_DATA_NONE: int TRANSFORM_2D: int TRANSFORM_3D: int # Enums class TransformFormat(IntFlag): TRANSFORM_2D: int TRANSFORM_3D: int class CustomDataFormat(IntFlag): CUSTOM_DATA_NONE: int CUSTOM_DATA_8BIT: int CUSTOM_DATA_FLOAT: int class ColorFormat(IntFlag): COLOR_NONE: int COLOR_8BIT: int COLOR_FLOAT: int # Methods def get_aabb(self,) -> AABB: ... def get_color_format(self,) -> MultiMesh.ColorFormat: ... def get_custom_data_format(self,) -> MultiMesh.CustomDataFormat: ... def get_instance_color(self,instance: int,) -> Color: ... def get_instance_count(self,) -> int: ... def get_instance_custom_data(self,instance: int,) -> Color: ... def get_instance_transform(self,instance: int,) -> Transform: ... def get_instance_transform_2d(self,instance: int,) -> Transform2D: ... def get_mesh(self,) -> Mesh: ... def get_transform_format(self,) -> MultiMesh.TransformFormat: ... def get_visible_instance_count(self,) -> int: ... def set_as_bulk_array(self,array: PoolRealArray,) -> None: ... def set_color_format(self,format: int,) -> None: ... def set_custom_data_format(self,format: int,) -> None: ... def set_instance_color(self,instance: int,color: Color,) -> None: ... def set_instance_count(self,count: int,) -> None: ... def set_instance_custom_data(self,instance: int,custom_data: Color,) -> None: ... def set_instance_transform(self,instance: int,transform: Transform,) -> None: ... def set_instance_transform_2d(self,instance: int,transform: Transform2D,) -> None: ... def set_mesh(self,mesh: Mesh,) -> None: ... def set_transform_format(self,format: int,) -> None: ... def set_visible_instance_count(self,count: int,) -> None: ... # Properties color_array: PoolColorArray color_format: int custom_data_array: PoolColorArray custom_data_format: int instance_count: int mesh: Mesh transform_2d_array: PoolVector2Array transform_array: PoolVector3Array transform_format: int visible_instance_count: int class NavigationMesh(Resource): def __init__(self): ... # Constants PARSED_GEOMETRY_BOTH: int PARSED_GEOMETRY_MESH_INSTANCES: int PARSED_GEOMETRY_STATIC_COLLIDERS: int SAMPLE_PARTITION_LAYERS: int SAMPLE_PARTITION_MONOTONE: int SAMPLE_PARTITION_WATERSHED: int # Methods def add_polygon(self,polygon: PoolIntArray,) -> None: ... def clear_polygons(self,) -> None: ... def create_from_mesh(self,mesh: Mesh,) -> None: ... def get_agent_height(self,) -> float: ... def get_agent_max_climb(self,) -> float: ... def get_agent_max_slope(self,) -> float: ... def get_agent_radius(self,) -> float: ... def get_cell_height(self,) -> float: ... def get_cell_size(self,) -> float: ... def get_collision_mask(self,) -> int: ... def get_collision_mask_bit(self,bit: int,) -> bool: ... def get_detail_sample_distance(self,) -> float: ... def get_detail_sample_max_error(self,) -> float: ... def get_edge_max_error(self,) -> float: ... def get_edge_max_length(self,) -> float: ... def get_filter_ledge_spans(self,) -> bool: ... def get_filter_low_hanging_obstacles(self,) -> bool: ... def get_filter_walkable_low_height_spans(self,) -> bool: ... def get_parsed_geometry_type(self,) -> int: ... def get_polygon(self,idx: int,) -> PoolIntArray: ... def get_polygon_count(self,) -> int: ... def get_region_merge_size(self,) -> float: ... def get_region_min_size(self,) -> float: ... def get_sample_partition_type(self,) -> int: ... def get_source_geometry_mode(self,) -> int: ... def get_source_group_name(self,) -> Union[str, GDString]: ... def get_vertices(self,) -> PoolVector3Array: ... def get_verts_per_poly(self,) -> float: ... def set_agent_height(self,agent_height: float,) -> None: ... def set_agent_max_climb(self,agent_max_climb: float,) -> None: ... def set_agent_max_slope(self,agent_max_slope: float,) -> None: ... def set_agent_radius(self,agent_radius: float,) -> None: ... def set_cell_height(self,cell_height: float,) -> None: ... def set_cell_size(self,cell_size: float,) -> None: ... def set_collision_mask(self,mask: int,) -> None: ... def set_collision_mask_bit(self,bit: int,value: bool,) -> None: ... def set_detail_sample_distance(self,detail_sample_dist: float,) -> None: ... def set_detail_sample_max_error(self,detail_sample_max_error: float,) -> None: ... def set_edge_max_error(self,edge_max_error: float,) -> None: ... def set_edge_max_length(self,edge_max_length: float,) -> None: ... def set_filter_ledge_spans(self,filter_ledge_spans: bool,) -> None: ... def set_filter_low_hanging_obstacles(self,filter_low_hanging_obstacles: bool,) -> None: ... def set_filter_walkable_low_height_spans(self,filter_walkable_low_height_spans: bool,) -> None: ... def set_parsed_geometry_type(self,geometry_type: int,) -> None: ... def set_region_merge_size(self,region_merge_size: float,) -> None: ... def set_region_min_size(self,region_min_size: float,) -> None: ... def set_sample_partition_type(self,sample_partition_type: int,) -> None: ... def set_source_geometry_mode(self,mask: int,) -> None: ... def set_source_group_name(self,mask: Union[str, GDString],) -> None: ... def set_vertices(self,vertices: PoolVector3Array,) -> None: ... def set_verts_per_poly(self,verts_per_poly: float,) -> None: ... # Properties agent_height: float agent_max_climb: float agent_max_slope: float agent_radius: float cell_height: float cell_size: float detail_sample_distance: float detail_sample_max_error: float edge_max_error: float edge_max_length: float filter_filter_walkable_low_height_spans: bool filter_ledge_spans: bool filter_low_hanging_obstacles: bool geometry_collision_mask: int geometry_parsed_geometry_type: int geometry_source_geometry_mode: int geometry_source_group_name: Union[str, GDString] polygon_verts_per_poly: float polygons: Array region_merge_size: float region_min_size: float sample_partition_type_sample_partition_type: int vertices: PoolVector3Array class NavigationPolygon(Resource): def __init__(self): ... # Methods def add_outline(self,outline: PoolVector2Array,) -> None: ... def add_outline_at_index(self,outline: PoolVector2Array,index: int,) -> None: ... def add_polygon(self,polygon: PoolIntArray,) -> None: ... def clear_outlines(self,) -> None: ... def clear_polygons(self,) -> None: ... def get_outline(self,idx: int,) -> PoolVector2Array: ... def get_outline_count(self,) -> int: ... def get_polygon(self,idx: int,) -> PoolIntArray: ... def get_polygon_count(self,) -> int: ... def get_vertices(self,) -> PoolVector2Array: ... def make_polygons_from_outlines(self,) -> None: ... def remove_outline(self,idx: int,) -> None: ... def set_outline(self,idx: int,outline: PoolVector2Array,) -> None: ... def set_vertices(self,vertices: PoolVector2Array,) -> None: ... # Properties outlines: Array polygons: Array vertices: PoolVector2Array class OccluderPolygon2D(Resource): def __init__(self): ... # Constants CULL_CLOCKWISE: int CULL_COUNTER_CLOCKWISE: int CULL_DISABLED: int # Enums class CullMode(IntFlag): CULL_DISABLED: int CULL_CLOCKWISE: int CULL_COUNTER_CLOCKWISE: int # Methods def get_cull_mode(self,) -> OccluderPolygon2D.CullMode: ... def get_polygon(self,) -> PoolVector2Array: ... def is_closed(self,) -> bool: ... def set_closed(self,closed: bool,) -> None: ... def set_cull_mode(self,cull_mode: int,) -> None: ... def set_polygon(self,polygon: PoolVector2Array,) -> None: ... # Properties closed: bool cull_mode: int polygon: PoolVector2Array class OpenSimplexNoise(Resource): def __init__(self): ... # Methods def get_image(self,width: int,height: int,) -> Image: ... def get_lacunarity(self,) -> float: ... def get_noise_1d(self,x: float,) -> float: ... def get_noise_2d(self,x: float,y: float,) -> float: ... def get_noise_2dv(self,pos: Vector2,) -> float: ... def get_noise_3d(self,x: float,y: float,z: float,) -> float: ... def get_noise_3dv(self,pos: Vector3,) -> float: ... def get_noise_4d(self,x: float,y: float,z: float,w: float,) -> float: ... def get_octaves(self,) -> int: ... def get_period(self,) -> float: ... def get_persistence(self,) -> float: ... def get_seamless_image(self,size: int,) -> Image: ... def get_seed(self,) -> int: ... def set_lacunarity(self,lacunarity: float,) -> None: ... def set_octaves(self,octave_count: int,) -> None: ... def set_period(self,period: float,) -> None: ... def set_persistence(self,persistence: float,) -> None: ... def set_seed(self,seed: int,) -> None: ... # Properties lacunarity: float octaves: int period: float persistence: float seed: int class PackedDataContainer(Resource): def __init__(self): ... # Methods def pack(self,value: object,) -> Error: ... def size(self,) -> int: ... # Properties __data__: PoolByteArray class PackedScene(Resource): def __init__(self): ... # Constants GEN_EDIT_STATE_DISABLED: int GEN_EDIT_STATE_INSTANCE: int GEN_EDIT_STATE_MAIN: int # Enums class GenEditState(IntFlag): GEN_EDIT_STATE_DISABLED: int GEN_EDIT_STATE_INSTANCE: int GEN_EDIT_STATE_MAIN: int # Methods def can_instance(self,) -> bool: ... def get_state(self,) -> SceneState: ... def instance(self,edit_state: int=0,) -> Node: ... def pack(self,path: Node,) -> Error: ... # Properties _bundled: Dictionary class PhysicsMaterial(Resource): def __init__(self): ... # Methods def get_bounce(self,) -> float: ... def get_friction(self,) -> float: ... def is_absorbent(self,) -> bool: ... def is_rough(self,) -> bool: ... def set_absorbent(self,absorbent: bool,) -> None: ... def set_bounce(self,bounce: float,) -> None: ... def set_friction(self,friction: float,) -> None: ... def set_rough(self,rough: bool,) -> None: ... # Properties absorbent: bool bounce: float friction: float rough: bool class PolygonPathFinder(Resource): def __init__(self): ... # Methods def find_path(self,from_: Vector2,to: Vector2,) -> PoolVector2Array: ... def get_bounds(self,) -> Rect2: ... def get_closest_point(self,point: Vector2,) -> Vector2: ... def get_intersections(self,from_: Vector2,to: Vector2,) -> PoolVector2Array: ... def get_point_penalty(self,idx: int,) -> float: ... def is_point_inside(self,point: Vector2,) -> bool: ... def set_point_penalty(self,idx: int,penalty: float,) -> None: ... def setup(self,points: PoolVector2Array,connections: PoolIntArray,) -> None: ... # Properties data: Dictionary class RichTextEffect(Resource): def __init__(self): ... pass class Script(Resource): # Methods def can_instance(self,) -> bool: ... def get_base_script(self,) -> Script: ... def get_instance_base_type(self,) -> Union[str, GDString]: ... def get_property_default_value(self,property: Union[str, GDString],) -> object: ... def get_script_constant_map(self,) -> Dictionary: ... def get_script_method_list(self,) -> Array: ... def get_script_property_list(self,) -> Array: ... def get_script_signal_list(self,) -> Array: ... def get_source_code(self,) -> Union[str, GDString]: ... def has_script_signal(self,signal_name: Union[str, GDString],) -> bool: ... def has_source_code(self,) -> bool: ... def instance_has(self,base_object: Object,) -> bool: ... def is_tool(self,) -> bool: ... def reload(self,keep_state: bool=False,) -> Error: ... def set_source_code(self,source: Union[str, GDString],) -> None: ... # Properties source_code: Union[str, GDString] class Shader(Resource): def __init__(self): ... # Constants MODE_CANVAS_ITEM: int MODE_PARTICLES: int MODE_SPATIAL: int # Enums class Mode(IntFlag): MODE_SPATIAL: int MODE_CANVAS_ITEM: int MODE_PARTICLES: int # Methods def get_code(self,) -> Union[str, GDString]: ... def get_custom_defines(self,) -> Union[str, GDString]: ... def get_default_texture_param(self,param: Union[str, GDString],) -> Texture: ... def get_mode(self,) -> Shader.Mode: ... def has_param(self,name: Union[str, GDString],) -> bool: ... def set_code(self,code: Union[str, GDString],) -> None: ... def set_custom_defines(self,custom_defines: Union[str, GDString],) -> None: ... def set_default_texture_param(self,param: Union[str, GDString],texture: Texture,) -> None: ... # Properties code: Union[str, GDString] custom_defines: Union[str, GDString] class Shape(Resource): # Methods def get_margin(self,) -> float: ... def set_margin(self,margin: float,) -> None: ... # Properties margin: float class Shape2D(Resource): # Methods def collide(self,local_xform: Transform2D,with_shape: Shape2D,shape_xform: Transform2D,) -> bool: ... def collide_and_get_contacts(self,local_xform: Transform2D,with_shape: Shape2D,shape_xform: Transform2D,) -> Array: ... def collide_with_motion(self,local_xform: Transform2D,local_motion: Vector2,with_shape: Shape2D,shape_xform: Transform2D,shape_motion: Vector2,) -> bool: ... def collide_with_motion_and_get_contacts(self,local_xform: Transform2D,local_motion: Vector2,with_shape: Shape2D,shape_xform: Transform2D,shape_motion: Vector2,) -> Array: ... def get_custom_solver_bias(self,) -> float: ... def set_custom_solver_bias(self,bias: float,) -> None: ... # Properties custom_solver_bias: float class ShortCut(Resource): def __init__(self): ... # Methods def get_as_text(self,) -> Union[str, GDString]: ... def get_shortcut(self,) -> InputEvent: ... def is_shortcut(self,event: InputEvent,) -> bool: ... def is_valid(self,) -> bool: ... def set_shortcut(self,event: InputEvent,) -> None: ... # Properties shortcut: InputEvent class Skin(Resource): def __init__(self): ... # Methods def add_bind(self,bone: int,pose: Transform,) -> None: ... def clear_binds(self,) -> None: ... def get_bind_bone(self,bind_index: int,) -> int: ... def get_bind_count(self,) -> int: ... def get_bind_name(self,bind_index: int,) -> Union[str, GDString]: ... def get_bind_pose(self,bind_index: int,) -> Transform: ... def set_bind_bone(self,bind_index: int,bone: int,) -> None: ... def set_bind_count(self,bind_count: int,) -> None: ... def set_bind_name(self,bind_index: int,name: Union[str, GDString],) -> None: ... def set_bind_pose(self,bind_index: int,pose: Transform,) -> None: ... class Sky(Resource): # Constants RADIANCE_SIZE_1024: int RADIANCE_SIZE_128: int RADIANCE_SIZE_2048: int RADIANCE_SIZE_256: int RADIANCE_SIZE_32: int RADIANCE_SIZE_512: int RADIANCE_SIZE_64: int RADIANCE_SIZE_MAX: int # Enums class RadianceSize(IntFlag): RADIANCE_SIZE_32: int RADIANCE_SIZE_64: int RADIANCE_SIZE_128: int RADIANCE_SIZE_256: int RADIANCE_SIZE_512: int RADIANCE_SIZE_1024: int RADIANCE_SIZE_2048: int RADIANCE_SIZE_MAX: int # Methods def get_radiance_size(self,) -> Sky.RadianceSize: ... def set_radiance_size(self,size: int,) -> None: ... # Properties radiance_size: int class SpriteFrames(Resource): def __init__(self): ... # Methods def add_animation(self,anim: Union[str, GDString],) -> None: ... def add_frame(self,anim: Union[str, GDString],frame: Texture,at_position: int=-1,) -> None: ... def clear(self,anim: Union[str, GDString],) -> None: ... def clear_all(self,) -> None: ... def get_animation_loop(self,anim: Union[str, GDString],) -> bool: ... def get_animation_names(self,) -> PoolStringArray: ... def get_animation_speed(self,anim: Union[str, GDString],) -> float: ... def get_frame(self,anim: Union[str, GDString],idx: int,) -> Texture: ... def get_frame_count(self,anim: Union[str, GDString],) -> int: ... def has_animation(self,anim: Union[str, GDString],) -> bool: ... def remove_animation(self,anim: Union[str, GDString],) -> None: ... def remove_frame(self,anim: Union[str, GDString],idx: int,) -> None: ... def rename_animation(self,anim: Union[str, GDString],newname: Union[str, GDString],) -> None: ... def set_animation_loop(self,anim: Union[str, GDString],loop: bool,) -> None: ... def set_animation_speed(self,anim: Union[str, GDString],speed: float,) -> None: ... def set_frame(self,anim: Union[str, GDString],idx: int,txt: Texture,) -> None: ... # Properties animations: Array frames: Array class StyleBox(Resource): # Methods def draw(self,canvas_item: RID,rect: Rect2,) -> None: ... def get_center_size(self,) -> Vector2: ... def get_current_item_drawn(self,) -> CanvasItem: ... def get_default_margin(self,margin: int,) -> float: ... def get_margin(self,margin: int,) -> float: ... def get_minimum_size(self,) -> Vector2: ... def get_offset(self,) -> Vector2: ... def set_default_margin(self,margin: int,offset: float,) -> None: ... def test_mask(self,point: Vector2,rect: Rect2,) -> bool: ... # Properties content_margin_bottom: float content_margin_left: float content_margin_right: float content_margin_top: float class TextFile(Resource): def __init__(self): ... pass class Texture(Resource): # Constants FLAGS_DEFAULT: int FLAG_ANISOTROPIC_FILTER: int FLAG_CONVERT_TO_LINEAR: int FLAG_FILTER: int FLAG_MIPMAPS: int FLAG_MIRRORED_REPEAT: int FLAG_REPEAT: int FLAG_VIDEO_SURFACE: int # Enums class Flags(IntFlag): FLAG_MIPMAPS: int FLAG_REPEAT: int FLAG_FILTER: int FLAGS_DEFAULT: int FLAG_ANISOTROPIC_FILTER: int FLAG_CONVERT_TO_LINEAR: int FLAG_MIRRORED_REPEAT: int FLAG_VIDEO_SURFACE: int # Methods def draw(self,canvas_item: RID,position: Vector2,modulate: Color=Color(1,1,1,1),transpose: bool=False,normal_map: Texture=None,) -> None: ... def draw_rect(self,canvas_item: RID,rect: Rect2,tile: bool,modulate: Color=Color(1,1,1,1),transpose: bool=False,normal_map: Texture=None,) -> None: ... def draw_rect_region(self,canvas_item: RID,rect: Rect2,src_rect: Rect2,modulate: Color=Color(1,1,1,1),transpose: bool=False,normal_map: Texture=None,clip_uv: bool=True,) -> None: ... def get_data(self,) -> Image: ... def get_flags(self,) -> int: ... def get_height(self,) -> int: ... def get_size(self,) -> Vector2: ... def get_width(self,) -> int: ... def has_alpha(self,) -> bool: ... def set_flags(self,flags: int,) -> None: ... # Properties flags: int class TextureLayered(Resource): # Constants FLAGS_DEFAULT: int FLAG_FILTER: int FLAG_MIPMAPS: int FLAG_REPEAT: int # Enums class Flags(IntFlag): FLAG_MIPMAPS: int FLAG_REPEAT: int FLAG_FILTER: int FLAGS_DEFAULT: int # Methods def create(self,width: int,height: int,depth: int,format: int,flags: int=4,) -> None: ... def get_depth(self,) -> int: ... def get_flags(self,) -> int: ... def get_format(self,) -> Image.Format: ... def get_height(self,) -> int: ... def get_layer_data(self,layer: int,) -> Image: ... def get_width(self,) -> int: ... def set_data_partial(self,image: Image,x_offset: int,y_offset: int,layer: int,mipmap: int=0,) -> None: ... def set_flags(self,flags: int,) -> None: ... def set_layer_data(self,image: Image,layer: int,) -> None: ... # Properties data: Dictionary flags: int class Theme(Resource): def __init__(self): ... # Methods def clear(self,) -> None: ... def clear_color(self,name: Union[str, GDString],type_: Union[str, GDString],) -> None: ... def clear_constant(self,name: Union[str, GDString],type_: Union[str, GDString],) -> None: ... def clear_font(self,name: Union[str, GDString],type_: Union[str, GDString],) -> None: ... def clear_icon(self,name: Union[str, GDString],type_: Union[str, GDString],) -> None: ... def clear_stylebox(self,name: Union[str, GDString],type_: Union[str, GDString],) -> None: ... def copy_default_theme(self,) -> None: ... def copy_theme(self,other: Theme,) -> None: ... def get_color(self,name: Union[str, GDString],type_: Union[str, GDString],) -> Color: ... def get_color_list(self,type_: Union[str, GDString],) -> PoolStringArray: ... def get_constant(self,name: Union[str, GDString],type_: Union[str, GDString],) -> int: ... def get_constant_list(self,type_: Union[str, GDString],) -> PoolStringArray: ... def get_default_font(self,) -> Font: ... def get_font(self,name: Union[str, GDString],type_: Union[str, GDString],) -> Font: ... def get_font_list(self,type_: Union[str, GDString],) -> PoolStringArray: ... def get_icon(self,name: Union[str, GDString],type_: Union[str, GDString],) -> Texture: ... def get_icon_list(self,type_: Union[str, GDString],) -> PoolStringArray: ... def get_stylebox(self,name: Union[str, GDString],type_: Union[str, GDString],) -> StyleBox: ... def get_stylebox_list(self,type_: Union[str, GDString],) -> PoolStringArray: ... def get_stylebox_types(self,) -> PoolStringArray: ... def get_type_list(self,type_: Union[str, GDString],) -> PoolStringArray: ... def has_color(self,name: Union[str, GDString],type_: Union[str, GDString],) -> bool: ... def has_constant(self,name: Union[str, GDString],type_: Union[str, GDString],) -> bool: ... def has_font(self,name: Union[str, GDString],type_: Union[str, GDString],) -> bool: ... def has_icon(self,name: Union[str, GDString],type_: Union[str, GDString],) -> bool: ... def has_stylebox(self,name: Union[str, GDString],type_: Union[str, GDString],) -> bool: ... def set_color(self,name: Union[str, GDString],type_: Union[str, GDString],color: Color,) -> None: ... def set_constant(self,name: Union[str, GDString],type_: Union[str, GDString],constant: int,) -> None: ... def set_default_font(self,font: Font,) -> None: ... def set_font(self,name: Union[str, GDString],type_: Union[str, GDString],font: Font,) -> None: ... def set_icon(self,name: Union[str, GDString],type_: Union[str, GDString],texture: Texture,) -> None: ... def set_stylebox(self,name: Union[str, GDString],type_: Union[str, GDString],texture: StyleBox,) -> None: ... # Properties default_font: Font class TileSet(Resource): def __init__(self): ... # Constants ATLAS_TILE: int AUTO_TILE: int BIND_BOTTOM: int BIND_BOTTOMLEFT: int BIND_BOTTOMRIGHT: int BIND_CENTER: int BIND_LEFT: int BIND_RIGHT: int BIND_TOP: int BIND_TOPLEFT: int BIND_TOPRIGHT: int BITMASK_2X2: int BITMASK_3X3: int BITMASK_3X3_MINIMAL: int SINGLE_TILE: int # Enums class TileMode(IntFlag): SINGLE_TILE: int AUTO_TILE: int ATLAS_TILE: int class AutotileBindings(IntFlag): BIND_TOPLEFT: int BIND_TOP: int BIND_TOPRIGHT: int BIND_LEFT: int BIND_CENTER: int BIND_RIGHT: int BIND_BOTTOMLEFT: int BIND_BOTTOM: int BIND_BOTTOMRIGHT: int class BitmaskMode(IntFlag): BITMASK_2X2: int BITMASK_3X3_MINIMAL: int BITMASK_3X3: int # Methods def autotile_clear_bitmask_map(self,id: int,) -> None: ... def autotile_get_bitmask(self,id: int,coord: Vector2,) -> int: ... def autotile_get_bitmask_mode(self,id: int,) -> TileSet.BitmaskMode: ... def autotile_get_icon_coordinate(self,id: int,) -> Vector2: ... def autotile_get_light_occluder(self,id: int,coord: Vector2,) -> OccluderPolygon2D: ... def autotile_get_navigation_polygon(self,id: int,coord: Vector2,) -> NavigationPolygon: ... def autotile_get_size(self,id: int,) -> Vector2: ... def autotile_get_spacing(self,id: int,) -> int: ... def autotile_get_subtile_priority(self,id: int,coord: Vector2,) -> int: ... def autotile_get_z_index(self,id: int,coord: Vector2,) -> int: ... def autotile_set_bitmask(self,id: int,bitmask: Vector2,flag: int,) -> None: ... def autotile_set_bitmask_mode(self,id: int,mode: int,) -> None: ... def autotile_set_icon_coordinate(self,id: int,coord: Vector2,) -> None: ... def autotile_set_light_occluder(self,id: int,light_occluder: OccluderPolygon2D,coord: Vector2,) -> None: ... def autotile_set_navigation_polygon(self,id: int,navigation_polygon: NavigationPolygon,coord: Vector2,) -> None: ... def autotile_set_size(self,id: int,size: Vector2,) -> None: ... def autotile_set_spacing(self,id: int,spacing: int,) -> None: ... def autotile_set_subtile_priority(self,id: int,coord: Vector2,priority: int,) -> None: ... def autotile_set_z_index(self,id: int,coord: Vector2,z_index: int,) -> None: ... def clear(self,) -> None: ... def create_tile(self,id: int,) -> None: ... def find_tile_by_name(self,name: Union[str, GDString],) -> int: ... def get_last_unused_tile_id(self,) -> int: ... def get_tiles_ids(self,) -> Array: ... def remove_tile(self,id: int,) -> None: ... def tile_add_shape(self,id: int,shape: Shape2D,shape_transform: Transform2D,one_way: bool=False,autotile_coord: Vector2=Vector2(0, 0),) -> None: ... def tile_get_light_occluder(self,id: int,) -> OccluderPolygon2D: ... def tile_get_material(self,id: int,) -> ShaderMaterial: ... def tile_get_modulate(self,id: int,) -> Color: ... def tile_get_name(self,id: int,) -> Union[str, GDString]: ... def tile_get_navigation_polygon(self,id: int,) -> NavigationPolygon: ... def tile_get_navigation_polygon_offset(self,id: int,) -> Vector2: ... def tile_get_normal_map(self,id: int,) -> Texture: ... def tile_get_occluder_offset(self,id: int,) -> Vector2: ... def tile_get_region(self,id: int,) -> Rect2: ... def tile_get_shape(self,id: int,shape_id: int,) -> Shape2D: ... def tile_get_shape_count(self,id: int,) -> int: ... def tile_get_shape_offset(self,id: int,shape_id: int,) -> Vector2: ... def tile_get_shape_one_way(self,id: int,shape_id: int,) -> bool: ... def tile_get_shape_one_way_margin(self,id: int,shape_id: int,) -> float: ... def tile_get_shape_transform(self,id: int,shape_id: int,) -> Transform2D: ... def tile_get_shapes(self,id: int,) -> Array: ... def tile_get_texture(self,id: int,) -> Texture: ... def tile_get_texture_offset(self,id: int,) -> Vector2: ... def tile_get_tile_mode(self,id: int,) -> TileSet.TileMode: ... def tile_get_z_index(self,id: int,) -> int: ... def tile_set_light_occluder(self,id: int,light_occluder: OccluderPolygon2D,) -> None: ... def tile_set_material(self,id: int,material: ShaderMaterial,) -> None: ... def tile_set_modulate(self,id: int,color: Color,) -> None: ... def tile_set_name(self,id: int,name: Union[str, GDString],) -> None: ... def tile_set_navigation_polygon(self,id: int,navigation_polygon: NavigationPolygon,) -> None: ... def tile_set_navigation_polygon_offset(self,id: int,navigation_polygon_offset: Vector2,) -> None: ... def tile_set_normal_map(self,id: int,normal_map: Texture,) -> None: ... def tile_set_occluder_offset(self,id: int,occluder_offset: Vector2,) -> None: ... def tile_set_region(self,id: int,region: Rect2,) -> None: ... def tile_set_shape(self,id: int,shape_id: int,shape: Shape2D,) -> None: ... def tile_set_shape_offset(self,id: int,shape_id: int,shape_offset: Vector2,) -> None: ... def tile_set_shape_one_way(self,id: int,shape_id: int,one_way: bool,) -> None: ... def tile_set_shape_one_way_margin(self,id: int,shape_id: int,one_way: float,) -> None: ... def tile_set_shape_transform(self,id: int,shape_id: int,shape_transform: Transform2D,) -> None: ... def tile_set_shapes(self,id: int,shapes: Array,) -> None: ... def tile_set_texture(self,id: int,texture: Texture,) -> None: ... def tile_set_texture_offset(self,id: int,texture_offset: Vector2,) -> None: ... def tile_set_tile_mode(self,id: int,tilemode: int,) -> None: ... def tile_set_z_index(self,id: int,z_index: int,) -> None: ... class Translation(Resource): def __init__(self): ... # Methods def add_message(self,src_message: Union[str, GDString],xlated_message: Union[str, GDString],) -> None: ... def erase_message(self,src_message: Union[str, GDString],) -> None: ... def get_locale(self,) -> Union[str, GDString]: ... def get_message(self,src_message: Union[str, GDString],) -> Union[str, GDString]: ... def get_message_count(self,) -> int: ... def get_message_list(self,) -> PoolStringArray: ... def set_locale(self,locale: Union[str, GDString],) -> None: ... # Properties locale: Union[str, GDString] messages: PoolStringArray class VideoStream(Resource): pass class VisualScriptNode(Resource): # Methods def get_default_input_value(self,port_idx: int,) -> object: ... def get_visual_script(self,) -> VisualScript: ... def ports_changed_notify(self,) -> None: ... def set_default_input_value(self,port_idx: int,value: object,) -> None: ... # Properties _default_input_values: Array class VisualShaderNode(Resource): # Constants PORT_TYPE_BOOLEAN: int PORT_TYPE_MAX: int PORT_TYPE_SAMPLER: int PORT_TYPE_SCALAR: int PORT_TYPE_TRANSFORM: int PORT_TYPE_VECTOR: int # Enums class PortType(IntFlag): PORT_TYPE_SCALAR: int PORT_TYPE_VECTOR: int PORT_TYPE_BOOLEAN: int PORT_TYPE_TRANSFORM: int PORT_TYPE_SAMPLER: int PORT_TYPE_MAX: int # Methods def get_default_input_values(self,) -> Array: ... def get_input_port_default_value(self,port: int,) -> object: ... def get_output_port_for_preview(self,) -> int: ... def set_default_input_values(self,values: Array,) -> None: ... def set_input_port_default_value(self,port: int,value: object,) -> None: ... def set_output_port_for_preview(self,port: int,) -> None: ... # Properties default_input_values: Array output_port_for_preview: int class World(Resource): def __init__(self): ... # Methods def get_direct_space_state(self,) -> PhysicsDirectSpaceState: ... def get_environment(self,) -> Environment: ... def get_fallback_environment(self,) -> Environment: ... def get_scenario(self,) -> RID: ... def get_space(self,) -> RID: ... def set_environment(self,env: Environment,) -> None: ... def set_fallback_environment(self,env: Environment,) -> None: ... # Properties direct_space_state: PhysicsDirectSpaceState environment: Environment fallback_environment: Environment scenario: RID space: RID class World2D(Resource): def __init__(self): ... # Methods def get_canvas(self,) -> RID: ... def get_direct_space_state(self,) -> Physics2DDirectSpaceState: ... def get_space(self,) -> RID: ... # Properties canvas: RID direct_space_state: Physics2DDirectSpaceState space: RID class X509Certificate(Resource): def __init__(self): ... # Methods def load(self,path: Union[str, GDString],) -> Error: ... def save(self,path: Union[str, GDString],) -> Error: ... class VisualShaderNodeBooleanConstant(VisualShaderNode): def __init__(self): ... # Methods def get_constant(self,) -> bool: ... def set_constant(self,value: bool,) -> None: ... # Properties constant: bool class VisualShaderNodeColorConstant(VisualShaderNode): def __init__(self): ... # Methods def get_constant(self,) -> Color: ... def set_constant(self,value: Color,) -> None: ... # Properties constant: Color class VisualShaderNodeColorFunc(VisualShaderNode): def __init__(self): ... # Constants FUNC_GRAYSCALE: int FUNC_SEPIA: int # Enums class Function(IntFlag): FUNC_GRAYSCALE: int FUNC_SEPIA: int # Methods def get_function(self,) -> VisualShaderNodeColorFunc.Function: ... def set_function(self,func: int,) -> None: ... # Properties function: int class VisualShaderNodeColorOp(VisualShaderNode): def __init__(self): ... # Constants OP_BURN: int OP_DARKEN: int OP_DIFFERENCE: int OP_DODGE: int OP_HARD_LIGHT: int OP_LIGHTEN: int OP_OVERLAY: int OP_SCREEN: int OP_SOFT_LIGHT: int # Enums class Operator(IntFlag): OP_SCREEN: int OP_DIFFERENCE: int OP_DARKEN: int OP_LIGHTEN: int OP_OVERLAY: int OP_DODGE: int OP_BURN: int OP_SOFT_LIGHT: int OP_HARD_LIGHT: int # Methods def get_operator(self,) -> VisualShaderNodeColorOp.Operator: ... def set_operator(self,op: int,) -> None: ... # Properties operator: int class VisualShaderNodeCompare(VisualShaderNode): def __init__(self): ... # Constants COND_ALL: int COND_ANY: int CTYPE_BOOLEAN: int CTYPE_SCALAR: int CTYPE_TRANSFORM: int CTYPE_VECTOR: int FUNC_EQUAL: int FUNC_GREATER_THAN: int FUNC_GREATER_THAN_EQUAL: int FUNC_LESS_THAN: int FUNC_LESS_THAN_EQUAL: int FUNC_NOT_EQUAL: int # Enums class ComparisonType(IntFlag): CTYPE_SCALAR: int CTYPE_VECTOR: int CTYPE_BOOLEAN: int CTYPE_TRANSFORM: int class Function(IntFlag): FUNC_EQUAL: int FUNC_NOT_EQUAL: int FUNC_GREATER_THAN: int FUNC_GREATER_THAN_EQUAL: int FUNC_LESS_THAN: int FUNC_LESS_THAN_EQUAL: int class Condition(IntFlag): COND_ALL: int COND_ANY: int # Methods def get_comparison_type(self,) -> VisualShaderNodeCompare.ComparisonType: ... def get_condition(self,) -> VisualShaderNodeCompare.Condition: ... def get_function(self,) -> VisualShaderNodeCompare.Function: ... def set_comparison_type(self,type_: int,) -> None: ... def set_condition(self,condition: int,) -> None: ... def set_function(self,func: int,) -> None: ... # Properties condition: int function: int type_: int class VisualShaderNodeCubeMap(VisualShaderNode): def __init__(self): ... # Constants SOURCE_PORT: int SOURCE_TEXTURE: int TYPE_COLOR: int TYPE_DATA: int TYPE_NORMALMAP: int # Enums class TextureType(IntFlag): TYPE_DATA: int TYPE_COLOR: int TYPE_NORMALMAP: int class Source(IntFlag): SOURCE_TEXTURE: int SOURCE_PORT: int # Methods def get_cube_map(self,) -> CubeMap: ... def get_source(self,) -> VisualShaderNodeCubeMap.Source: ... def get_texture_type(self,) -> VisualShaderNodeCubeMap.TextureType: ... def set_cube_map(self,value: CubeMap,) -> None: ... def set_source(self,value: int,) -> None: ... def set_texture_type(self,value: int,) -> None: ... # Properties cube_map: CubeMap source: int texture_type: int class VisualShaderNodeCustom(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeDeterminant(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeDotProduct(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeFaceForward(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeFresnel(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeGroupBase(VisualShaderNode): def __init__(self): ... # Methods def add_input_port(self,id: int,type_: int,name: Union[str, GDString],) -> None: ... def add_output_port(self,id: int,type_: int,name: Union[str, GDString],) -> None: ... def clear_input_ports(self,) -> None: ... def clear_output_ports(self,) -> None: ... def get_free_input_port_id(self,) -> int: ... def get_free_output_port_id(self,) -> int: ... def get_input_port_count(self,) -> int: ... def get_inputs(self,) -> Union[str, GDString]: ... def get_output_port_count(self,) -> int: ... def get_outputs(self,) -> Union[str, GDString]: ... def get_size(self,) -> Vector2: ... def has_input_port(self,id: int,) -> bool: ... def has_output_port(self,id: int,) -> bool: ... def is_valid_port_name(self,name: Union[str, GDString],) -> bool: ... def remove_input_port(self,id: int,) -> None: ... def remove_output_port(self,id: int,) -> None: ... def set_input_port_name(self,id: int,name: Union[str, GDString],) -> None: ... def set_input_port_type(self,id: int,type_: int,) -> None: ... def set_inputs(self,inputs: Union[str, GDString],) -> None: ... def set_output_port_name(self,id: int,name: Union[str, GDString],) -> None: ... def set_output_port_type(self,id: int,type_: int,) -> None: ... def set_outputs(self,outputs: Union[str, GDString],) -> None: ... def set_size(self,size: Vector2,) -> None: ... # Properties size: Vector2 class VisualShaderNodeIf(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeInput(VisualShaderNode): def __init__(self): ... # Methods def get_input_name(self,) -> Union[str, GDString]: ... def get_input_real_name(self,) -> Union[str, GDString]: ... def set_input_name(self,name: Union[str, GDString],) -> None: ... # Properties input_name: Union[str, GDString] class VisualShaderNodeIs(VisualShaderNode): def __init__(self): ... # Constants FUNC_IS_INF: int FUNC_IS_NAN: int # Enums class Function(IntFlag): FUNC_IS_INF: int FUNC_IS_NAN: int # Methods def get_function(self,) -> VisualShaderNodeIs.Function: ... def set_function(self,func: int,) -> None: ... # Properties function: int class VisualShaderNodeOuterProduct(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeOutput(VisualShaderNode): pass class VisualShaderNodeScalarClamp(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeScalarConstant(VisualShaderNode): def __init__(self): ... # Methods def get_constant(self,) -> float: ... def set_constant(self,value: float,) -> None: ... # Properties constant: float class VisualShaderNodeScalarDerivativeFunc(VisualShaderNode): def __init__(self): ... # Constants FUNC_SUM: int FUNC_X: int FUNC_Y: int # Enums class Function(IntFlag): FUNC_SUM: int FUNC_X: int FUNC_Y: int # Methods def get_function(self,) -> VisualShaderNodeScalarDerivativeFunc.Function: ... def set_function(self,func: int,) -> None: ... # Properties function: int class VisualShaderNodeScalarFunc(VisualShaderNode): def __init__(self): ... # Constants FUNC_ABS: int FUNC_ACOS: int FUNC_ACOSH: int FUNC_ASIN: int FUNC_ASINH: int FUNC_ATAN: int FUNC_ATANH: int FUNC_CEIL: int FUNC_COS: int FUNC_COSH: int FUNC_DEGREES: int FUNC_EXP: int FUNC_EXP2: int FUNC_FLOOR: int FUNC_FRAC: int FUNC_INVERSE_SQRT: int FUNC_LOG: int FUNC_LOG2: int FUNC_NEGATE: int FUNC_ONEMINUS: int FUNC_RADIANS: int FUNC_RECIPROCAL: int FUNC_ROUND: int FUNC_ROUNDEVEN: int FUNC_SATURATE: int FUNC_SIGN: int FUNC_SIN: int FUNC_SINH: int FUNC_SQRT: int FUNC_TAN: int FUNC_TANH: int FUNC_TRUNC: int # Enums class Function(IntFlag): FUNC_SIN: int FUNC_COS: int FUNC_TAN: int FUNC_ASIN: int FUNC_ACOS: int FUNC_ATAN: int FUNC_SINH: int FUNC_COSH: int FUNC_TANH: int FUNC_LOG: int FUNC_EXP: int FUNC_SQRT: int FUNC_ABS: int FUNC_SIGN: int FUNC_FLOOR: int FUNC_ROUND: int FUNC_CEIL: int FUNC_FRAC: int FUNC_SATURATE: int FUNC_NEGATE: int FUNC_ACOSH: int FUNC_ASINH: int FUNC_ATANH: int FUNC_DEGREES: int FUNC_EXP2: int FUNC_INVERSE_SQRT: int FUNC_LOG2: int FUNC_RADIANS: int FUNC_RECIPROCAL: int FUNC_ROUNDEVEN: int FUNC_TRUNC: int FUNC_ONEMINUS: int # Methods def get_function(self,) -> VisualShaderNodeScalarFunc.Function: ... def set_function(self,func: int,) -> None: ... # Properties function: int class VisualShaderNodeScalarInterp(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeScalarOp(VisualShaderNode): def __init__(self): ... # Constants OP_ADD: int OP_ATAN2: int OP_DIV: int OP_MAX: int OP_MIN: int OP_MOD: int OP_MUL: int OP_POW: int OP_STEP: int OP_SUB: int # Enums class Operator(IntFlag): OP_ADD: int OP_SUB: int OP_MUL: int OP_DIV: int OP_MOD: int OP_POW: int OP_MAX: int OP_MIN: int OP_ATAN2: int OP_STEP: int # Methods def get_operator(self,) -> VisualShaderNodeScalarOp.Operator: ... def set_operator(self,op: int,) -> None: ... # Properties operator: int class VisualShaderNodeScalarSmoothStep(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeSwitch(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeTexture(VisualShaderNode): def __init__(self): ... # Constants SOURCE_2D_NORMAL: int SOURCE_2D_TEXTURE: int SOURCE_DEPTH: int SOURCE_PORT: int SOURCE_SCREEN: int SOURCE_TEXTURE: int TYPE_COLOR: int TYPE_DATA: int TYPE_NORMALMAP: int # Enums class TextureType(IntFlag): TYPE_DATA: int TYPE_COLOR: int TYPE_NORMALMAP: int class Source(IntFlag): SOURCE_TEXTURE: int SOURCE_SCREEN: int SOURCE_2D_TEXTURE: int SOURCE_2D_NORMAL: int SOURCE_DEPTH: int SOURCE_PORT: int # Methods def get_source(self,) -> VisualShaderNodeTexture.Source: ... def get_texture(self,) -> Texture: ... def get_texture_type(self,) -> VisualShaderNodeTexture.TextureType: ... def set_source(self,value: int,) -> None: ... def set_texture(self,value: Texture,) -> None: ... def set_texture_type(self,value: int,) -> None: ... # Properties source: int texture: Texture texture_type: int class VisualShaderNodeTransformCompose(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeTransformConstant(VisualShaderNode): def __init__(self): ... # Methods def get_constant(self,) -> Transform: ... def set_constant(self,value: Transform,) -> None: ... # Properties constant: Transform class VisualShaderNodeTransformDecompose(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeTransformFunc(VisualShaderNode): def __init__(self): ... # Constants FUNC_INVERSE: int FUNC_TRANSPOSE: int # Enums class Function(IntFlag): FUNC_INVERSE: int FUNC_TRANSPOSE: int # Methods def get_function(self,) -> VisualShaderNodeTransformFunc.Function: ... def set_function(self,func: int,) -> None: ... # Properties function: int class VisualShaderNodeTransformMult(VisualShaderNode): def __init__(self): ... # Constants OP_AxB: int OP_AxB_COMP: int OP_BxA: int OP_BxA_COMP: int # Enums class Operator(IntFlag): OP_AxB: int OP_BxA: int OP_AxB_COMP: int OP_BxA_COMP: int # Methods def get_operator(self,) -> VisualShaderNodeTransformMult.Operator: ... def set_operator(self,op: int,) -> None: ... # Properties operator: int class VisualShaderNodeTransformVecMult(VisualShaderNode): def __init__(self): ... # Constants OP_3x3_AxB: int OP_3x3_BxA: int OP_AxB: int OP_BxA: int # Enums class Operator(IntFlag): OP_AxB: int OP_BxA: int OP_3x3_AxB: int OP_3x3_BxA: int # Methods def get_operator(self,) -> VisualShaderNodeTransformVecMult.Operator: ... def set_operator(self,op: int,) -> None: ... # Properties operator: int class VisualShaderNodeUniform(VisualShaderNode): # Methods def get_uniform_name(self,) -> Union[str, GDString]: ... def set_uniform_name(self,name: Union[str, GDString],) -> None: ... # Properties uniform_name: Union[str, GDString] class VisualShaderNodeVec3Constant(VisualShaderNode): def __init__(self): ... # Methods def get_constant(self,) -> Vector3: ... def set_constant(self,value: Vector3,) -> None: ... # Properties constant: Vector3 class VisualShaderNodeVectorClamp(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeVectorCompose(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeVectorDecompose(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeVectorDerivativeFunc(VisualShaderNode): def __init__(self): ... # Constants FUNC_SUM: int FUNC_X: int FUNC_Y: int # Enums class Function(IntFlag): FUNC_SUM: int FUNC_X: int FUNC_Y: int # Methods def get_function(self,) -> VisualShaderNodeVectorDerivativeFunc.Function: ... def set_function(self,func: int,) -> None: ... # Properties function: int class VisualShaderNodeVectorDistance(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeVectorFunc(VisualShaderNode): def __init__(self): ... # Constants FUNC_ABS: int FUNC_ACOS: int FUNC_ACOSH: int FUNC_ASIN: int FUNC_ASINH: int FUNC_ATAN: int FUNC_ATANH: int FUNC_CEIL: int FUNC_COS: int FUNC_COSH: int FUNC_DEGREES: int FUNC_EXP: int FUNC_EXP2: int FUNC_FLOOR: int FUNC_FRAC: int FUNC_HSV2RGB: int FUNC_INVERSE_SQRT: int FUNC_LOG: int FUNC_LOG2: int FUNC_NEGATE: int FUNC_NORMALIZE: int FUNC_ONEMINUS: int FUNC_RADIANS: int FUNC_RECIPROCAL: int FUNC_RGB2HSV: int FUNC_ROUND: int FUNC_ROUNDEVEN: int FUNC_SATURATE: int FUNC_SIGN: int FUNC_SIN: int FUNC_SINH: int FUNC_SQRT: int FUNC_TAN: int FUNC_TANH: int FUNC_TRUNC: int # Enums class Function(IntFlag): FUNC_NORMALIZE: int FUNC_SATURATE: int FUNC_NEGATE: int FUNC_RECIPROCAL: int FUNC_RGB2HSV: int FUNC_HSV2RGB: int FUNC_ABS: int FUNC_ACOS: int FUNC_ACOSH: int FUNC_ASIN: int FUNC_ASINH: int FUNC_ATAN: int FUNC_ATANH: int FUNC_CEIL: int FUNC_COS: int FUNC_COSH: int FUNC_DEGREES: int FUNC_EXP: int FUNC_EXP2: int FUNC_FLOOR: int FUNC_FRAC: int FUNC_INVERSE_SQRT: int FUNC_LOG: int FUNC_LOG2: int FUNC_RADIANS: int FUNC_ROUND: int FUNC_ROUNDEVEN: int FUNC_SIGN: int FUNC_SIN: int FUNC_SINH: int FUNC_SQRT: int FUNC_TAN: int FUNC_TANH: int FUNC_TRUNC: int FUNC_ONEMINUS: int # Methods def get_function(self,) -> VisualShaderNodeVectorFunc.Function: ... def set_function(self,func: int,) -> None: ... # Properties function: int class VisualShaderNodeVectorInterp(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeVectorLen(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeVectorOp(VisualShaderNode): def __init__(self): ... # Constants OP_ADD: int OP_ATAN2: int OP_CROSS: int OP_DIV: int OP_MAX: int OP_MIN: int OP_MOD: int OP_MUL: int OP_POW: int OP_REFLECT: int OP_STEP: int OP_SUB: int # Enums class Operator(IntFlag): OP_ADD: int OP_SUB: int OP_MUL: int OP_DIV: int OP_MOD: int OP_POW: int OP_MAX: int OP_MIN: int OP_CROSS: int OP_ATAN2: int OP_REFLECT: int OP_STEP: int # Methods def get_operator(self,) -> VisualShaderNodeVectorOp.Operator: ... def set_operator(self,op: int,) -> None: ... # Properties operator: int class VisualShaderNodeVectorRefract(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeVectorScalarMix(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeVectorScalarSmoothStep(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeVectorScalarStep(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeVectorSmoothStep(VisualShaderNode): def __init__(self): ... pass class VisualShaderNodeBooleanUniform(VisualShaderNodeUniform): def __init__(self): ... pass class VisualShaderNodeColorUniform(VisualShaderNodeUniform): def __init__(self): ... pass class VisualShaderNodeScalarUniform(VisualShaderNodeUniform): def __init__(self): ... pass class VisualShaderNodeTextureUniform(VisualShaderNodeUniform): def __init__(self): ... # Constants COLOR_DEFAULT_BLACK: int COLOR_DEFAULT_WHITE: int TYPE_ANISO: int TYPE_COLOR: int TYPE_DATA: int TYPE_NORMALMAP: int # Enums class TextureType(IntFlag): TYPE_DATA: int TYPE_COLOR: int TYPE_NORMALMAP: int TYPE_ANISO: int class ColorDefault(IntFlag): COLOR_DEFAULT_WHITE: int COLOR_DEFAULT_BLACK: int # Methods def get_color_default(self,) -> VisualShaderNodeTextureUniform.ColorDefault: ... def get_texture_type(self,) -> VisualShaderNodeTextureUniform.TextureType: ... def set_color_default(self,type_: int,) -> None: ... def set_texture_type(self,type_: int,) -> None: ... # Properties color_default: int texture_type: int class VisualShaderNodeTransformUniform(VisualShaderNodeUniform): def __init__(self): ... pass class VisualShaderNodeVec3Uniform(VisualShaderNodeUniform): def __init__(self): ... pass class VisualShaderNodeCubeMapUniform(VisualShaderNodeTextureUniform): def __init__(self): ... pass class VisualShaderNodeTextureUniformTriplanar(VisualShaderNodeTextureUniform): def __init__(self): ... pass class VisualShaderNodeScalarSwitch(VisualShaderNodeSwitch): def __init__(self): ... pass class VisualShaderNodeExpression(VisualShaderNodeGroupBase): def __init__(self): ... # Methods def get_expression(self,) -> Union[str, GDString]: ... def set_expression(self,expression: Union[str, GDString],) -> None: ... # Properties expression: Union[str, GDString] class VisualShaderNodeGlobalExpression(VisualShaderNodeExpression): def __init__(self): ... pass class VisualScriptBasicTypeConstant(VisualScriptNode): def __init__(self): ... # Methods def get_basic_type(self,) -> VariantType: ... def get_basic_type_constant(self,) -> Union[str, GDString]: ... def set_basic_type(self,name: int,) -> None: ... def set_basic_type_constant(self,name: Union[str, GDString],) -> None: ... # Properties basic_type: int constant: Union[str, GDString] class VisualScriptBuiltinFunc(VisualScriptNode): def __init__(self): ... # Constants BYTES_TO_VAR: int COLORN: int FUNC_FUNCREF: int FUNC_MAX: int LOGIC_CLAMP: int LOGIC_MAX: int LOGIC_MIN: int LOGIC_NEAREST_PO2: int MATH_ABS: int MATH_ACOS: int MATH_ASIN: int MATH_ATAN: int MATH_ATAN2: int MATH_CARTESIAN2POLAR: int MATH_CEIL: int MATH_COS: int MATH_COSH: int MATH_DB2LINEAR: int MATH_DECIMALS: int MATH_DECTIME: int MATH_DEG2RAD: int MATH_EASE: int MATH_EXP: int MATH_FLOOR: int MATH_FMOD: int MATH_FPOSMOD: int MATH_INVERSE_LERP: int MATH_ISINF: int MATH_ISNAN: int MATH_LERP: int MATH_LERP_ANGLE: int MATH_LINEAR2DB: int MATH_LOG: int MATH_MOVE_TOWARD: int MATH_POLAR2CARTESIAN: int MATH_POSMOD: int MATH_POW: int MATH_RAD2DEG: int MATH_RAND: int MATH_RANDF: int MATH_RANDOM: int MATH_RANDOMIZE: int MATH_RANDSEED: int MATH_RANGE_LERP: int MATH_ROUND: int MATH_SEED: int MATH_SIGN: int MATH_SIN: int MATH_SINH: int MATH_SMOOTHSTEP: int MATH_SQRT: int MATH_STEPIFY: int MATH_TAN: int MATH_TANH: int MATH_WRAP: int MATH_WRAPF: int OBJ_WEAKREF: int STR_TO_VAR: int TEXT_CHAR: int TEXT_ORD: int TEXT_PRINT: int TEXT_PRINTERR: int TEXT_PRINTRAW: int TEXT_STR: int TYPE_CONVERT: int TYPE_EXISTS: int TYPE_OF: int VAR_TO_BYTES: int VAR_TO_STR: int # Enums class BuiltinFunc(IntFlag): MATH_SIN: int MATH_COS: int MATH_TAN: int MATH_SINH: int MATH_COSH: int MATH_TANH: int MATH_ASIN: int MATH_ACOS: int MATH_ATAN: int MATH_ATAN2: int MATH_SQRT: int MATH_FMOD: int MATH_FPOSMOD: int MATH_FLOOR: int MATH_CEIL: int MATH_ROUND: int MATH_ABS: int MATH_SIGN: int MATH_POW: int MATH_LOG: int MATH_EXP: int MATH_ISNAN: int MATH_ISINF: int MATH_EASE: int MATH_DECIMALS: int MATH_STEPIFY: int MATH_LERP: int MATH_INVERSE_LERP: int MATH_RANGE_LERP: int MATH_MOVE_TOWARD: int MATH_DECTIME: int MATH_RANDOMIZE: int MATH_RAND: int MATH_RANDF: int MATH_RANDOM: int MATH_SEED: int MATH_RANDSEED: int MATH_DEG2RAD: int MATH_RAD2DEG: int MATH_LINEAR2DB: int MATH_DB2LINEAR: int MATH_POLAR2CARTESIAN: int MATH_CARTESIAN2POLAR: int MATH_WRAP: int MATH_WRAPF: int LOGIC_MAX: int LOGIC_MIN: int LOGIC_CLAMP: int LOGIC_NEAREST_PO2: int OBJ_WEAKREF: int FUNC_FUNCREF: int TYPE_CONVERT: int TYPE_OF: int TYPE_EXISTS: int TEXT_CHAR: int TEXT_STR: int TEXT_PRINT: int TEXT_PRINTERR: int TEXT_PRINTRAW: int VAR_TO_STR: int STR_TO_VAR: int VAR_TO_BYTES: int BYTES_TO_VAR: int COLORN: int MATH_SMOOTHSTEP: int MATH_POSMOD: int MATH_LERP_ANGLE: int TEXT_ORD: int FUNC_MAX: int # Methods def get_func(self,) -> VisualScriptBuiltinFunc.BuiltinFunc: ... def set_func(self,which: int,) -> None: ... # Properties function: int class VisualScriptClassConstant(VisualScriptNode): def __init__(self): ... # Methods def get_base_type(self,) -> Union[str, GDString]: ... def get_class_constant(self,) -> Union[str, GDString]: ... def set_base_type(self,name: Union[str, GDString],) -> None: ... def set_class_constant(self,name: Union[str, GDString],) -> None: ... # Properties base_type: Union[str, GDString] constant: Union[str, GDString] class VisualScriptComment(VisualScriptNode): def __init__(self): ... # Methods def get_description(self,) -> Union[str, GDString]: ... def get_size(self,) -> Vector2: ... def get_title(self,) -> Union[str, GDString]: ... def set_description(self,description: Union[str, GDString],) -> None: ... def set_size(self,size: Vector2,) -> None: ... def set_title(self,title: Union[str, GDString],) -> None: ... # Properties description: Union[str, GDString] size: Vector2 title: Union[str, GDString] class VisualScriptCondition(VisualScriptNode): def __init__(self): ... pass class VisualScriptConstant(VisualScriptNode): def __init__(self): ... # Methods def get_constant_type(self,) -> VariantType: ... def get_constant_value(self,) -> object: ... def set_constant_type(self,type_: int,) -> None: ... def set_constant_value(self,value: object,) -> None: ... # Properties type_: int value: object class VisualScriptConstructor(VisualScriptNode): def __init__(self): ... # Methods def get_constructor(self,) -> Dictionary: ... def get_constructor_type(self,) -> VariantType: ... def set_constructor(self,constructor: Dictionary,) -> None: ... def set_constructor_type(self,type_: int,) -> None: ... # Properties constructor: Dictionary type_: int class VisualScriptCustomNode(VisualScriptNode): def __init__(self): ... # Constants START_MODE_BEGIN_SEQUENCE: int START_MODE_CONTINUE_SEQUENCE: int START_MODE_RESUME_YIELD: int STEP_EXIT_FUNCTION_BIT: int STEP_GO_BACK_BIT: int STEP_NO_ADVANCE_BIT: int STEP_PUSH_STACK_BIT: int STEP_YIELD_BIT: int # Enums class StartMode(IntFlag): START_MODE_BEGIN_SEQUENCE: int START_MODE_CONTINUE_SEQUENCE: int START_MODE_RESUME_YIELD: int class VisualScriptDeconstruct(VisualScriptNode): def __init__(self): ... # Methods def get_deconstruct_type(self,) -> VariantType: ... def set_deconstruct_type(self,type_: int,) -> None: ... # Properties elem_cache: Array type_: int class VisualScriptEmitSignal(VisualScriptNode): def __init__(self): ... # Methods def get_signal(self,) -> Union[str, GDString]: ... def set_signal(self,name: Union[str, GDString],) -> None: ... # Properties signal: Union[str, GDString] class VisualScriptEngineSingleton(VisualScriptNode): def __init__(self): ... # Methods def get_singleton(self,) -> Union[str, GDString]: ... def set_singleton(self,name: Union[str, GDString],) -> None: ... # Properties constant: Union[str, GDString] class VisualScriptExpression(VisualScriptNode): def __init__(self): ... pass class VisualScriptFunction(VisualScriptNode): def __init__(self): ... pass class VisualScriptFunctionCall(VisualScriptNode): def __init__(self): ... # Constants CALL_MODE_BASIC_TYPE: int CALL_MODE_INSTANCE: int CALL_MODE_NODE_PATH: int CALL_MODE_SELF: int CALL_MODE_SINGLETON: int RPC_DISABLED: int RPC_RELIABLE: int RPC_RELIABLE_TO_ID: int RPC_UNRELIABLE: int RPC_UNRELIABLE_TO_ID: int # Enums class RPCCallMode(IntFlag): RPC_DISABLED: int RPC_RELIABLE: int RPC_UNRELIABLE: int RPC_RELIABLE_TO_ID: int RPC_UNRELIABLE_TO_ID: int class CallMode(IntFlag): CALL_MODE_SELF: int CALL_MODE_NODE_PATH: int CALL_MODE_INSTANCE: int CALL_MODE_BASIC_TYPE: int CALL_MODE_SINGLETON: int # Methods def get_base_path(self,) -> Union[str, NodePath]: ... def get_base_script(self,) -> Union[str, GDString]: ... def get_base_type(self,) -> Union[str, GDString]: ... def get_basic_type(self,) -> VariantType: ... def get_call_mode(self,) -> VisualScriptFunctionCall.CallMode: ... def get_function(self,) -> Union[str, GDString]: ... def get_rpc_call_mode(self,) -> VisualScriptFunctionCall.RPCCallMode: ... def get_singleton(self,) -> Union[str, GDString]: ... def get_use_default_args(self,) -> int: ... def get_validate(self,) -> bool: ... def set_base_path(self,base_path: Union[str, NodePath],) -> None: ... def set_base_script(self,base_script: Union[str, GDString],) -> None: ... def set_base_type(self,base_type: Union[str, GDString],) -> None: ... def set_basic_type(self,basic_type: int,) -> None: ... def set_call_mode(self,mode: int,) -> None: ... def set_function(self,function: Union[str, GDString],) -> None: ... def set_rpc_call_mode(self,mode: int,) -> None: ... def set_singleton(self,singleton: Union[str, GDString],) -> None: ... def set_use_default_args(self,amount: int,) -> None: ... def set_validate(self,enable: bool,) -> None: ... # Properties argument_cache: Dictionary base_script: Union[str, GDString] base_type: Union[str, GDString] basic_type: int call_mode: int function: Union[str, GDString] node_path: Union[str, NodePath] rpc_call_mode: int singleton: Union[str, GDString] use_default_args: int validate: bool class VisualScriptGlobalConstant(VisualScriptNode): def __init__(self): ... # Methods def get_global_constant(self,) -> int: ... def set_global_constant(self,index: int,) -> None: ... # Properties constant: int class VisualScriptIndexGet(VisualScriptNode): def __init__(self): ... pass class VisualScriptIndexSet(VisualScriptNode): def __init__(self): ... pass class VisualScriptInputAction(VisualScriptNode): def __init__(self): ... # Constants MODE_JUST_PRESSED: int MODE_JUST_RELEASED: int MODE_PRESSED: int MODE_RELEASED: int # Enums class Mode(IntFlag): MODE_PRESSED: int MODE_RELEASED: int MODE_JUST_PRESSED: int MODE_JUST_RELEASED: int # Methods def get_action_mode(self,) -> VisualScriptInputAction.Mode: ... def get_action_name(self,) -> Union[str, GDString]: ... def set_action_mode(self,mode: int,) -> None: ... def set_action_name(self,name: Union[str, GDString],) -> None: ... # Properties action: Union[str, GDString] mode: int class VisualScriptIterator(VisualScriptNode): def __init__(self): ... pass class VisualScriptLists(VisualScriptNode): # Methods def add_input_data_port(self,type_: int,name: Union[str, GDString],index: int,) -> None: ... def add_output_data_port(self,type_: int,name: Union[str, GDString],index: int,) -> None: ... def remove_input_data_port(self,index: int,) -> None: ... def remove_output_data_port(self,index: int,) -> None: ... def set_input_data_port_name(self,index: int,name: Union[str, GDString],) -> None: ... def set_input_data_port_type(self,index: int,type_: int,) -> None: ... def set_output_data_port_name(self,index: int,name: Union[str, GDString],) -> None: ... def set_output_data_port_type(self,index: int,type_: int,) -> None: ... class VisualScriptLocalVar(VisualScriptNode): def __init__(self): ... # Methods def get_var_name(self,) -> Union[str, GDString]: ... def get_var_type(self,) -> VariantType: ... def set_var_name(self,name: Union[str, GDString],) -> None: ... def set_var_type(self,type_: int,) -> None: ... # Properties type_: int var_name: Union[str, GDString] class VisualScriptLocalVarSet(VisualScriptNode): def __init__(self): ... # Methods def get_var_name(self,) -> Union[str, GDString]: ... def get_var_type(self,) -> VariantType: ... def set_var_name(self,name: Union[str, GDString],) -> None: ... def set_var_type(self,type_: int,) -> None: ... # Properties type_: int var_name: Union[str, GDString] class VisualScriptMathConstant(VisualScriptNode): def __init__(self): ... # Constants MATH_CONSTANT_E: int MATH_CONSTANT_HALF_PI: int MATH_CONSTANT_INF: int MATH_CONSTANT_MAX: int MATH_CONSTANT_NAN: int MATH_CONSTANT_ONE: int MATH_CONSTANT_PI: int MATH_CONSTANT_SQRT2: int MATH_CONSTANT_TAU: int # Enums class MathConstant(IntFlag): MATH_CONSTANT_ONE: int MATH_CONSTANT_PI: int MATH_CONSTANT_HALF_PI: int MATH_CONSTANT_TAU: int MATH_CONSTANT_E: int MATH_CONSTANT_SQRT2: int MATH_CONSTANT_INF: int MATH_CONSTANT_NAN: int MATH_CONSTANT_MAX: int # Methods def get_math_constant(self,) -> VisualScriptMathConstant.MathConstant: ... def set_math_constant(self,which: int,) -> None: ... # Properties constant: int class VisualScriptOperator(VisualScriptNode): def __init__(self): ... # Methods def get_operator(self,) -> VariantOperator: ... def get_typed(self,) -> VariantType: ... def set_operator(self,op: int,) -> None: ... def set_typed(self,type_: int,) -> None: ... # Properties operator: int type_: int class VisualScriptPreload(VisualScriptNode): def __init__(self): ... # Methods def get_preload(self,) -> Resource: ... def set_preload(self,resource: Resource,) -> None: ... # Properties resource: Resource class VisualScriptPropertyGet(VisualScriptNode): def __init__(self): ... # Constants CALL_MODE_INSTANCE: int CALL_MODE_NODE_PATH: int CALL_MODE_SELF: int # Enums class CallMode(IntFlag): CALL_MODE_SELF: int CALL_MODE_NODE_PATH: int CALL_MODE_INSTANCE: int # Methods def get_base_path(self,) -> Union[str, NodePath]: ... def get_base_script(self,) -> Union[str, GDString]: ... def get_base_type(self,) -> Union[str, GDString]: ... def get_basic_type(self,) -> VariantType: ... def get_call_mode(self,) -> VisualScriptPropertyGet.CallMode: ... def get_index(self,) -> Union[str, GDString]: ... def get_property(self,) -> Union[str, GDString]: ... def set_base_path(self,base_path: Union[str, NodePath],) -> None: ... def set_base_script(self,base_script: Union[str, GDString],) -> None: ... def set_base_type(self,base_type: Union[str, GDString],) -> None: ... def set_basic_type(self,basic_type: int,) -> None: ... def set_call_mode(self,mode: int,) -> None: ... def set_index(self,index: Union[str, GDString],) -> None: ... def set_property(self,property: Union[str, GDString],) -> None: ... # Properties base_script: Union[str, GDString] base_type: Union[str, GDString] basic_type: int index: Union[str, GDString] node_path: Union[str, NodePath] property: Union[str, GDString] set_mode: int type_cache: int class VisualScriptPropertySet(VisualScriptNode): def __init__(self): ... # Constants ASSIGN_OP_ADD: int ASSIGN_OP_BIT_AND: int ASSIGN_OP_BIT_OR: int ASSIGN_OP_BIT_XOR: int ASSIGN_OP_DIV: int ASSIGN_OP_MOD: int ASSIGN_OP_MUL: int ASSIGN_OP_NONE: int ASSIGN_OP_SHIFT_LEFT: int ASSIGN_OP_SHIFT_RIGHT: int ASSIGN_OP_SUB: int CALL_MODE_BASIC_TYPE: int CALL_MODE_INSTANCE: int CALL_MODE_NODE_PATH: int CALL_MODE_SELF: int # Enums class AssignOp(IntFlag): ASSIGN_OP_NONE: int ASSIGN_OP_ADD: int ASSIGN_OP_SUB: int ASSIGN_OP_MUL: int ASSIGN_OP_DIV: int ASSIGN_OP_MOD: int ASSIGN_OP_SHIFT_LEFT: int ASSIGN_OP_SHIFT_RIGHT: int ASSIGN_OP_BIT_AND: int ASSIGN_OP_BIT_OR: int ASSIGN_OP_BIT_XOR: int class CallMode(IntFlag): CALL_MODE_SELF: int CALL_MODE_NODE_PATH: int CALL_MODE_INSTANCE: int CALL_MODE_BASIC_TYPE: int # Methods def get_assign_op(self,) -> VisualScriptPropertySet.AssignOp: ... def get_base_path(self,) -> Union[str, NodePath]: ... def get_base_script(self,) -> Union[str, GDString]: ... def get_base_type(self,) -> Union[str, GDString]: ... def get_basic_type(self,) -> VariantType: ... def get_call_mode(self,) -> VisualScriptPropertySet.CallMode: ... def get_index(self,) -> Union[str, GDString]: ... def get_property(self,) -> Union[str, GDString]: ... def set_assign_op(self,assign_op: int,) -> None: ... def set_base_path(self,base_path: Union[str, NodePath],) -> None: ... def set_base_script(self,base_script: Union[str, GDString],) -> None: ... def set_base_type(self,base_type: Union[str, GDString],) -> None: ... def set_basic_type(self,basic_type: int,) -> None: ... def set_call_mode(self,mode: int,) -> None: ... def set_index(self,index: Union[str, GDString],) -> None: ... def set_property(self,property: Union[str, GDString],) -> None: ... # Properties assign_op: int base_script: Union[str, GDString] base_type: Union[str, GDString] basic_type: int index: Union[str, GDString] node_path: Union[str, NodePath] property: Union[str, GDString] set_mode: int type_cache: int class VisualScriptResourcePath(VisualScriptNode): def __init__(self): ... # Methods def get_resource_path(self,) -> Union[str, GDString]: ... def set_resource_path(self,path: Union[str, GDString],) -> None: ... # Properties path: Union[str, GDString] class VisualScriptReturn(VisualScriptNode): def __init__(self): ... # Methods def get_return_type(self,) -> VariantType: ... def is_return_value_enabled(self,) -> bool: ... def set_enable_return_value(self,enable: bool,) -> None: ... def set_return_type(self,type_: int,) -> None: ... # Properties return_enabled: bool return_type: int class VisualScriptSceneNode(VisualScriptNode): def __init__(self): ... # Methods def get_node_path(self,) -> Union[str, NodePath]: ... def set_node_path(self,path: Union[str, NodePath],) -> None: ... # Properties node_path: Union[str, NodePath] class VisualScriptSceneTree(VisualScriptNode): def __init__(self): ... pass class VisualScriptSelect(VisualScriptNode): def __init__(self): ... # Methods def get_typed(self,) -> VariantType: ... def set_typed(self,type_: int,) -> None: ... # Properties type_: int class VisualScriptSelf(VisualScriptNode): def __init__(self): ... pass class VisualScriptSequence(VisualScriptNode): def __init__(self): ... # Methods def get_steps(self,) -> int: ... def set_steps(self,steps: int,) -> None: ... # Properties steps: int class VisualScriptSubCall(VisualScriptNode): def __init__(self): ... pass class VisualScriptSwitch(VisualScriptNode): def __init__(self): ... pass class VisualScriptTypeCast(VisualScriptNode): def __init__(self): ... # Methods def get_base_script(self,) -> Union[str, GDString]: ... def get_base_type(self,) -> Union[str, GDString]: ... def set_base_script(self,path: Union[str, GDString],) -> None: ... def set_base_type(self,type_: Union[str, GDString],) -> None: ... # Properties base_script: Union[str, GDString] base_type: Union[str, GDString] class VisualScriptVariableGet(VisualScriptNode): def __init__(self): ... # Methods def get_variable(self,) -> Union[str, GDString]: ... def set_variable(self,name: Union[str, GDString],) -> None: ... # Properties var_name: Union[str, GDString] class VisualScriptVariableSet(VisualScriptNode): def __init__(self): ... # Methods def get_variable(self,) -> Union[str, GDString]: ... def set_variable(self,name: Union[str, GDString],) -> None: ... # Properties var_name: Union[str, GDString] class VisualScriptWhile(VisualScriptNode): def __init__(self): ... pass class VisualScriptYield(VisualScriptNode): def __init__(self): ... # Constants YIELD_FRAME: int YIELD_PHYSICS_FRAME: int YIELD_WAIT: int # Enums class YieldMode(IntFlag): YIELD_FRAME: int YIELD_PHYSICS_FRAME: int YIELD_WAIT: int # Methods def get_wait_time(self,) -> float: ... def get_yield_mode(self,) -> VisualScriptYield.YieldMode: ... def set_wait_time(self,sec: float,) -> None: ... def set_yield_mode(self,mode: int,) -> None: ... # Properties mode: int wait_time: float class VisualScriptYieldSignal(VisualScriptNode): def __init__(self): ... # Constants CALL_MODE_INSTANCE: int CALL_MODE_NODE_PATH: int CALL_MODE_SELF: int # Enums class CallMode(IntFlag): CALL_MODE_SELF: int CALL_MODE_NODE_PATH: int CALL_MODE_INSTANCE: int # Methods def get_base_path(self,) -> Union[str, NodePath]: ... def get_base_type(self,) -> Union[str, GDString]: ... def get_call_mode(self,) -> VisualScriptYieldSignal.CallMode: ... def get_signal(self,) -> Union[str, GDString]: ... def set_base_path(self,base_path: Union[str, NodePath],) -> None: ... def set_base_type(self,base_type: Union[str, GDString],) -> None: ... def set_call_mode(self,mode: int,) -> None: ... def set_signal(self,signal: Union[str, GDString],) -> None: ... # Properties base_type: Union[str, GDString] call_mode: int node_path: Union[str, NodePath] signal: Union[str, GDString] class VisualScriptComposeArray(VisualScriptLists): def __init__(self): ... pass class VideoStreamGDNative(VideoStream): def __init__(self): ... # Methods def get_file(self,) -> Union[str, GDString]: ... def set_file(self,file: Union[str, GDString],) -> None: ... # Properties file: Union[str, GDString] class VideoStreamTheora(VideoStream): def __init__(self): ... # Methods def get_file(self,) -> Union[str, GDString]: ... def set_file(self,file: Union[str, GDString],) -> None: ... # Properties file: Union[str, GDString] class VideoStreamWebm(VideoStream): def __init__(self): ... # Methods def get_file(self,) -> Union[str, GDString]: ... def set_file(self,file: Union[str, GDString],) -> None: ... # Properties file: Union[str, GDString] class PHashTranslation(Translation): def __init__(self): ... # Methods def generate(self,from_: Translation,) -> None: ... class Texture3D(TextureLayered): def __init__(self): ... pass class TextureArray(TextureLayered): def __init__(self): ... pass class AnimatedTexture(Texture): def __init__(self): ... # Constants MAX_FRAMES: int # Methods def get_current_frame(self,) -> int: ... def get_fps(self,) -> float: ... def get_frame_delay(self,frame: int,) -> float: ... def get_frame_texture(self,frame: int,) -> Texture: ... def get_frames(self,) -> int: ... def get_oneshot(self,) -> bool: ... def get_pause(self,) -> bool: ... def set_current_frame(self,frame: int,) -> None: ... def set_fps(self,fps: float,) -> None: ... def set_frame_delay(self,frame: int,delay: float,) -> None: ... def set_frame_texture(self,frame: int,texture: Texture,) -> None: ... def set_frames(self,frames: int,) -> None: ... def set_oneshot(self,oneshot: bool,) -> None: ... def set_pause(self,pause: bool,) -> None: ... # Properties current_frame: int fps: float frame_0_delay_sec: float frame_0_texture: Texture frame_1_delay_sec: float frame_1_texture: Texture frame_10_delay_sec: float frame_10_texture: Texture frame_100_delay_sec: float frame_100_texture: Texture frame_101_delay_sec: float frame_101_texture: Texture frame_102_delay_sec: float frame_102_texture: Texture frame_103_delay_sec: float frame_103_texture: Texture frame_104_delay_sec: float frame_104_texture: Texture frame_105_delay_sec: float frame_105_texture: Texture frame_106_delay_sec: float frame_106_texture: Texture frame_107_delay_sec: float frame_107_texture: Texture frame_108_delay_sec: float frame_108_texture: Texture frame_109_delay_sec: float frame_109_texture: Texture frame_11_delay_sec: float frame_11_texture: Texture frame_110_delay_sec: float frame_110_texture: Texture frame_111_delay_sec: float frame_111_texture: Texture frame_112_delay_sec: float frame_112_texture: Texture frame_113_delay_sec: float frame_113_texture: Texture frame_114_delay_sec: float frame_114_texture: Texture frame_115_delay_sec: float frame_115_texture: Texture frame_116_delay_sec: float frame_116_texture: Texture frame_117_delay_sec: float frame_117_texture: Texture frame_118_delay_sec: float frame_118_texture: Texture frame_119_delay_sec: float frame_119_texture: Texture frame_12_delay_sec: float frame_12_texture: Texture frame_120_delay_sec: float frame_120_texture: Texture frame_121_delay_sec: float frame_121_texture: Texture frame_122_delay_sec: float frame_122_texture: Texture frame_123_delay_sec: float frame_123_texture: Texture frame_124_delay_sec: float frame_124_texture: Texture frame_125_delay_sec: float frame_125_texture: Texture frame_126_delay_sec: float frame_126_texture: Texture frame_127_delay_sec: float frame_127_texture: Texture frame_128_delay_sec: float frame_128_texture: Texture frame_129_delay_sec: float frame_129_texture: Texture frame_13_delay_sec: float frame_13_texture: Texture frame_130_delay_sec: float frame_130_texture: Texture frame_131_delay_sec: float frame_131_texture: Texture frame_132_delay_sec: float frame_132_texture: Texture frame_133_delay_sec: float frame_133_texture: Texture frame_134_delay_sec: float frame_134_texture: Texture frame_135_delay_sec: float frame_135_texture: Texture frame_136_delay_sec: float frame_136_texture: Texture frame_137_delay_sec: float frame_137_texture: Texture frame_138_delay_sec: float frame_138_texture: Texture frame_139_delay_sec: float frame_139_texture: Texture frame_14_delay_sec: float frame_14_texture: Texture frame_140_delay_sec: float frame_140_texture: Texture frame_141_delay_sec: float frame_141_texture: Texture frame_142_delay_sec: float frame_142_texture: Texture frame_143_delay_sec: float frame_143_texture: Texture frame_144_delay_sec: float frame_144_texture: Texture frame_145_delay_sec: float frame_145_texture: Texture frame_146_delay_sec: float frame_146_texture: Texture frame_147_delay_sec: float frame_147_texture: Texture frame_148_delay_sec: float frame_148_texture: Texture frame_149_delay_sec: float frame_149_texture: Texture frame_15_delay_sec: float frame_15_texture: Texture frame_150_delay_sec: float frame_150_texture: Texture frame_151_delay_sec: float frame_151_texture: Texture frame_152_delay_sec: float frame_152_texture: Texture frame_153_delay_sec: float frame_153_texture: Texture frame_154_delay_sec: float frame_154_texture: Texture frame_155_delay_sec: float frame_155_texture: Texture frame_156_delay_sec: float frame_156_texture: Texture frame_157_delay_sec: float frame_157_texture: Texture frame_158_delay_sec: float frame_158_texture: Texture frame_159_delay_sec: float frame_159_texture: Texture frame_16_delay_sec: float frame_16_texture: Texture frame_160_delay_sec: float frame_160_texture: Texture frame_161_delay_sec: float frame_161_texture: Texture frame_162_delay_sec: float frame_162_texture: Texture frame_163_delay_sec: float frame_163_texture: Texture frame_164_delay_sec: float frame_164_texture: Texture frame_165_delay_sec: float frame_165_texture: Texture frame_166_delay_sec: float frame_166_texture: Texture frame_167_delay_sec: float frame_167_texture: Texture frame_168_delay_sec: float frame_168_texture: Texture frame_169_delay_sec: float frame_169_texture: Texture frame_17_delay_sec: float frame_17_texture: Texture frame_170_delay_sec: float frame_170_texture: Texture frame_171_delay_sec: float frame_171_texture: Texture frame_172_delay_sec: float frame_172_texture: Texture frame_173_delay_sec: float frame_173_texture: Texture frame_174_delay_sec: float frame_174_texture: Texture frame_175_delay_sec: float frame_175_texture: Texture frame_176_delay_sec: float frame_176_texture: Texture frame_177_delay_sec: float frame_177_texture: Texture frame_178_delay_sec: float frame_178_texture: Texture frame_179_delay_sec: float frame_179_texture: Texture frame_18_delay_sec: float frame_18_texture: Texture frame_180_delay_sec: float frame_180_texture: Texture frame_181_delay_sec: float frame_181_texture: Texture frame_182_delay_sec: float frame_182_texture: Texture frame_183_delay_sec: float frame_183_texture: Texture frame_184_delay_sec: float frame_184_texture: Texture frame_185_delay_sec: float frame_185_texture: Texture frame_186_delay_sec: float frame_186_texture: Texture frame_187_delay_sec: float frame_187_texture: Texture frame_188_delay_sec: float frame_188_texture: Texture frame_189_delay_sec: float frame_189_texture: Texture frame_19_delay_sec: float frame_19_texture: Texture frame_190_delay_sec: float frame_190_texture: Texture frame_191_delay_sec: float frame_191_texture: Texture frame_192_delay_sec: float frame_192_texture: Texture frame_193_delay_sec: float frame_193_texture: Texture frame_194_delay_sec: float frame_194_texture: Texture frame_195_delay_sec: float frame_195_texture: Texture frame_196_delay_sec: float frame_196_texture: Texture frame_197_delay_sec: float frame_197_texture: Texture frame_198_delay_sec: float frame_198_texture: Texture frame_199_delay_sec: float frame_199_texture: Texture frame_2_delay_sec: float frame_2_texture: Texture frame_20_delay_sec: float frame_20_texture: Texture frame_200_delay_sec: float frame_200_texture: Texture frame_201_delay_sec: float frame_201_texture: Texture frame_202_delay_sec: float frame_202_texture: Texture frame_203_delay_sec: float frame_203_texture: Texture frame_204_delay_sec: float frame_204_texture: Texture frame_205_delay_sec: float frame_205_texture: Texture frame_206_delay_sec: float frame_206_texture: Texture frame_207_delay_sec: float frame_207_texture: Texture frame_208_delay_sec: float frame_208_texture: Texture frame_209_delay_sec: float frame_209_texture: Texture frame_21_delay_sec: float frame_21_texture: Texture frame_210_delay_sec: float frame_210_texture: Texture frame_211_delay_sec: float frame_211_texture: Texture frame_212_delay_sec: float frame_212_texture: Texture frame_213_delay_sec: float frame_213_texture: Texture frame_214_delay_sec: float frame_214_texture: Texture frame_215_delay_sec: float frame_215_texture: Texture frame_216_delay_sec: float frame_216_texture: Texture frame_217_delay_sec: float frame_217_texture: Texture frame_218_delay_sec: float frame_218_texture: Texture frame_219_delay_sec: float frame_219_texture: Texture frame_22_delay_sec: float frame_22_texture: Texture frame_220_delay_sec: float frame_220_texture: Texture frame_221_delay_sec: float frame_221_texture: Texture frame_222_delay_sec: float frame_222_texture: Texture frame_223_delay_sec: float frame_223_texture: Texture frame_224_delay_sec: float frame_224_texture: Texture frame_225_delay_sec: float frame_225_texture: Texture frame_226_delay_sec: float frame_226_texture: Texture frame_227_delay_sec: float frame_227_texture: Texture frame_228_delay_sec: float frame_228_texture: Texture frame_229_delay_sec: float frame_229_texture: Texture frame_23_delay_sec: float frame_23_texture: Texture frame_230_delay_sec: float frame_230_texture: Texture frame_231_delay_sec: float frame_231_texture: Texture frame_232_delay_sec: float frame_232_texture: Texture frame_233_delay_sec: float frame_233_texture: Texture frame_234_delay_sec: float frame_234_texture: Texture frame_235_delay_sec: float frame_235_texture: Texture frame_236_delay_sec: float frame_236_texture: Texture frame_237_delay_sec: float frame_237_texture: Texture frame_238_delay_sec: float frame_238_texture: Texture frame_239_delay_sec: float frame_239_texture: Texture frame_24_delay_sec: float frame_24_texture: Texture frame_240_delay_sec: float frame_240_texture: Texture frame_241_delay_sec: float frame_241_texture: Texture frame_242_delay_sec: float frame_242_texture: Texture frame_243_delay_sec: float frame_243_texture: Texture frame_244_delay_sec: float frame_244_texture: Texture frame_245_delay_sec: float frame_245_texture: Texture frame_246_delay_sec: float frame_246_texture: Texture frame_247_delay_sec: float frame_247_texture: Texture frame_248_delay_sec: float frame_248_texture: Texture frame_249_delay_sec: float frame_249_texture: Texture frame_25_delay_sec: float frame_25_texture: Texture frame_250_delay_sec: float frame_250_texture: Texture frame_251_delay_sec: float frame_251_texture: Texture frame_252_delay_sec: float frame_252_texture: Texture frame_253_delay_sec: float frame_253_texture: Texture frame_254_delay_sec: float frame_254_texture: Texture frame_255_delay_sec: float frame_255_texture: Texture frame_26_delay_sec: float frame_26_texture: Texture frame_27_delay_sec: float frame_27_texture: Texture frame_28_delay_sec: float frame_28_texture: Texture frame_29_delay_sec: float frame_29_texture: Texture frame_3_delay_sec: float frame_3_texture: Texture frame_30_delay_sec: float frame_30_texture: Texture frame_31_delay_sec: float frame_31_texture: Texture frame_32_delay_sec: float frame_32_texture: Texture frame_33_delay_sec: float frame_33_texture: Texture frame_34_delay_sec: float frame_34_texture: Texture frame_35_delay_sec: float frame_35_texture: Texture frame_36_delay_sec: float frame_36_texture: Texture frame_37_delay_sec: float frame_37_texture: Texture frame_38_delay_sec: float frame_38_texture: Texture frame_39_delay_sec: float frame_39_texture: Texture frame_4_delay_sec: float frame_4_texture: Texture frame_40_delay_sec: float frame_40_texture: Texture frame_41_delay_sec: float frame_41_texture: Texture frame_42_delay_sec: float frame_42_texture: Texture frame_43_delay_sec: float frame_43_texture: Texture frame_44_delay_sec: float frame_44_texture: Texture frame_45_delay_sec: float frame_45_texture: Texture frame_46_delay_sec: float frame_46_texture: Texture frame_47_delay_sec: float frame_47_texture: Texture frame_48_delay_sec: float frame_48_texture: Texture frame_49_delay_sec: float frame_49_texture: Texture frame_5_delay_sec: float frame_5_texture: Texture frame_50_delay_sec: float frame_50_texture: Texture frame_51_delay_sec: float frame_51_texture: Texture frame_52_delay_sec: float frame_52_texture: Texture frame_53_delay_sec: float frame_53_texture: Texture frame_54_delay_sec: float frame_54_texture: Texture frame_55_delay_sec: float frame_55_texture: Texture frame_56_delay_sec: float frame_56_texture: Texture frame_57_delay_sec: float frame_57_texture: Texture frame_58_delay_sec: float frame_58_texture: Texture frame_59_delay_sec: float frame_59_texture: Texture frame_6_delay_sec: float frame_6_texture: Texture frame_60_delay_sec: float frame_60_texture: Texture frame_61_delay_sec: float frame_61_texture: Texture frame_62_delay_sec: float frame_62_texture: Texture frame_63_delay_sec: float frame_63_texture: Texture frame_64_delay_sec: float frame_64_texture: Texture frame_65_delay_sec: float frame_65_texture: Texture frame_66_delay_sec: float frame_66_texture: Texture frame_67_delay_sec: float frame_67_texture: Texture frame_68_delay_sec: float frame_68_texture: Texture frame_69_delay_sec: float frame_69_texture: Texture frame_7_delay_sec: float frame_7_texture: Texture frame_70_delay_sec: float frame_70_texture: Texture frame_71_delay_sec: float frame_71_texture: Texture frame_72_delay_sec: float frame_72_texture: Texture frame_73_delay_sec: float frame_73_texture: Texture frame_74_delay_sec: float frame_74_texture: Texture frame_75_delay_sec: float frame_75_texture: Texture frame_76_delay_sec: float frame_76_texture: Texture frame_77_delay_sec: float frame_77_texture: Texture frame_78_delay_sec: float frame_78_texture: Texture frame_79_delay_sec: float frame_79_texture: Texture frame_8_delay_sec: float frame_8_texture: Texture frame_80_delay_sec: float frame_80_texture: Texture frame_81_delay_sec: float frame_81_texture: Texture frame_82_delay_sec: float frame_82_texture: Texture frame_83_delay_sec: float frame_83_texture: Texture frame_84_delay_sec: float frame_84_texture: Texture frame_85_delay_sec: float frame_85_texture: Texture frame_86_delay_sec: float frame_86_texture: Texture frame_87_delay_sec: float frame_87_texture: Texture frame_88_delay_sec: float frame_88_texture: Texture frame_89_delay_sec: float frame_89_texture: Texture frame_9_delay_sec: float frame_9_texture: Texture frame_90_delay_sec: float frame_90_texture: Texture frame_91_delay_sec: float frame_91_texture: Texture frame_92_delay_sec: float frame_92_texture: Texture frame_93_delay_sec: float frame_93_texture: Texture frame_94_delay_sec: float frame_94_texture: Texture frame_95_delay_sec: float frame_95_texture: Texture frame_96_delay_sec: float frame_96_texture: Texture frame_97_delay_sec: float frame_97_texture: Texture frame_98_delay_sec: float frame_98_texture: Texture frame_99_delay_sec: float frame_99_texture: Texture frames: int oneshot: bool pause: bool class AtlasTexture(Texture): def __init__(self): ... # Methods def get_atlas(self,) -> Texture: ... def get_margin(self,) -> Rect2: ... def get_region(self,) -> Rect2: ... def has_filter_clip(self,) -> bool: ... def set_atlas(self,atlas: Texture,) -> None: ... def set_filter_clip(self,enable: bool,) -> None: ... def set_margin(self,margin: Rect2,) -> None: ... def set_region(self,region: Rect2,) -> None: ... # Properties atlas: Texture filter_clip: bool margin: Rect2 region: Rect2 class CameraTexture(Texture): def __init__(self): ... # Methods def get_camera_active(self,) -> bool: ... def get_camera_feed_id(self,) -> int: ... def get_which_feed(self,) -> _CameraServer.FeedImage: ... def set_camera_active(self,active: bool,) -> None: ... def set_camera_feed_id(self,feed_id: int,) -> None: ... def set_which_feed(self,which_feed: int,) -> None: ... # Properties camera_feed_id: int camera_is_active: bool which_feed: int class CurveTexture(Texture): def __init__(self): ... # Methods def get_curve(self,) -> Curve: ... def set_curve(self,curve: Curve,) -> None: ... def set_width(self,width: int,) -> None: ... # Properties curve: Curve width: int class ExternalTexture(Texture): def __init__(self): ... # Methods def get_external_texture_id(self,) -> int: ... def set_size(self,size: Vector2,) -> None: ... # Properties size: Vector2 class GradientTexture(Texture): def __init__(self): ... # Methods def get_gradient(self,) -> Gradient: ... def set_gradient(self,gradient: Gradient,) -> None: ... def set_width(self,width: int,) -> None: ... # Properties gradient: Gradient width: int class ImageTexture(Texture): def __init__(self): ... # Constants STORAGE_COMPRESS_LOSSLESS: int STORAGE_COMPRESS_LOSSY: int STORAGE_RAW: int # Enums class Storage(IntFlag): STORAGE_RAW: int STORAGE_COMPRESS_LOSSY: int STORAGE_COMPRESS_LOSSLESS: int # Methods def create(self,width: int,height: int,format: int,flags: int=7,) -> None: ... def create_from_image(self,image: Image,flags: int=7,) -> None: ... def get_format(self,) -> Image.Format: ... def get_lossy_storage_quality(self,) -> float: ... def get_storage(self,) -> ImageTexture.Storage: ... def load(self,path: Union[str, GDString],) -> Error: ... def set_data(self,image: Image,) -> None: ... def set_lossy_storage_quality(self,quality: float,) -> None: ... def set_size_override(self,size: Vector2,) -> None: ... def set_storage(self,mode: int,) -> None: ... # Properties lossy_quality: float storage: int class LargeTexture(Texture): def __init__(self): ... # Methods def add_piece(self,ofs: Vector2,texture: Texture,) -> int: ... def clear(self,) -> None: ... def get_piece_count(self,) -> int: ... def get_piece_offset(self,idx: int,) -> Vector2: ... def get_piece_texture(self,idx: int,) -> Texture: ... def set_piece_offset(self,idx: int,ofs: Vector2,) -> None: ... def set_piece_texture(self,idx: int,texture: Texture,) -> None: ... def set_size(self,size: Vector2,) -> None: ... # Properties _data: Array class MeshTexture(Texture): def __init__(self): ... # Methods def get_base_texture(self,) -> Texture: ... def get_image_size(self,) -> Vector2: ... def get_mesh(self,) -> Mesh: ... def set_base_texture(self,texture: Texture,) -> None: ... def set_image_size(self,size: Vector2,) -> None: ... def set_mesh(self,mesh: Mesh,) -> None: ... # Properties base_texture: Texture image_size: Vector2 mesh: Mesh class NoiseTexture(Texture): def __init__(self): ... # Methods def get_bump_strength(self,) -> float: ... def get_noise(self,) -> OpenSimplexNoise: ... def get_seamless(self,) -> bool: ... def is_normalmap(self,) -> bool: ... def set_as_normalmap(self,as_normalmap: bool,) -> None: ... def set_bump_strength(self,bump_strength: float,) -> None: ... def set_height(self,height: int,) -> None: ... def set_noise(self,noise: OpenSimplexNoise,) -> None: ... def set_seamless(self,seamless: bool,) -> None: ... def set_width(self,width: int,) -> None: ... # Properties as_normalmap: bool bump_strength: float height: int noise: OpenSimplexNoise seamless: bool width: int class ProxyTexture(Texture): def __init__(self): ... # Methods def get_base(self,) -> Texture: ... def set_base(self,base: Texture,) -> None: ... # Properties base: Texture class StreamTexture(Texture): def __init__(self): ... # Methods def get_load_path(self,) -> Union[str, GDString]: ... def load(self,path: Union[str, GDString],) -> Error: ... # Properties load_path: Union[str, GDString] class ViewportTexture(Texture): def __init__(self): ... # Methods def get_viewport_path_in_scene(self,) -> Union[str, NodePath]: ... def set_viewport_path_in_scene(self,path: Union[str, NodePath],) -> None: ... # Properties viewport_path: Union[str, NodePath] class StyleBoxEmpty(StyleBox): def __init__(self): ... pass class StyleBoxFlat(StyleBox): def __init__(self): ... # Methods def get_aa_size(self,) -> int: ... def get_bg_color(self,) -> Color: ... def get_border_blend(self,) -> bool: ... def get_border_color(self,) -> Color: ... def get_border_width(self,margin: int,) -> int: ... def get_border_width_min(self,) -> int: ... def get_corner_detail(self,) -> int: ... def get_corner_radius(self,corner: int,) -> int: ... def get_expand_margin(self,margin: int,) -> float: ... def get_shadow_color(self,) -> Color: ... def get_shadow_offset(self,) -> Vector2: ... def get_shadow_size(self,) -> int: ... def is_anti_aliased(self,) -> bool: ... def is_draw_center_enabled(self,) -> bool: ... def set_aa_size(self,size: int,) -> None: ... def set_anti_aliased(self,anti_aliased: bool,) -> None: ... def set_bg_color(self,color: Color,) -> None: ... def set_border_blend(self,blend: bool,) -> None: ... def set_border_color(self,color: Color,) -> None: ... def set_border_width(self,margin: int,width: int,) -> None: ... def set_border_width_all(self,width: int,) -> None: ... def set_corner_detail(self,detail: int,) -> None: ... def set_corner_radius(self,corner: int,radius: int,) -> None: ... def set_corner_radius_all(self,radius: int,) -> None: ... def set_corner_radius_individual(self,radius_top_left: int,radius_top_right: int,radius_bottom_right: int,radius_bottom_left: int,) -> None: ... def set_draw_center(self,draw_center: bool,) -> None: ... def set_expand_margin(self,margin: int,size: float,) -> None: ... def set_expand_margin_all(self,size: float,) -> None: ... def set_expand_margin_individual(self,size_left: float,size_top: float,size_right: float,size_bottom: float,) -> None: ... def set_shadow_color(self,color: Color,) -> None: ... def set_shadow_offset(self,offset: Vector2,) -> None: ... def set_shadow_size(self,size: int,) -> None: ... # Properties anti_aliasing: bool anti_aliasing_size: int bg_color: Color border_blend: bool border_color: Color border_width_bottom: int border_width_left: int border_width_right: int border_width_top: int corner_detail: int corner_radius_bottom_left: int corner_radius_bottom_right: int corner_radius_top_left: int corner_radius_top_right: int draw_center: bool expand_margin_bottom: float expand_margin_left: float expand_margin_right: float expand_margin_top: float shadow_color: Color shadow_offset: Vector2 shadow_size: int class StyleBoxLine(StyleBox): def __init__(self): ... # Methods def get_color(self,) -> Color: ... def get_grow_begin(self,) -> float: ... def get_grow_end(self,) -> float: ... def get_thickness(self,) -> int: ... def is_vertical(self,) -> bool: ... def set_color(self,color: Color,) -> None: ... def set_grow_begin(self,offset: float,) -> None: ... def set_grow_end(self,offset: float,) -> None: ... def set_thickness(self,thickness: int,) -> None: ... def set_vertical(self,vertical: bool,) -> None: ... # Properties color: Color grow_begin: float grow_end: float thickness: int vertical: bool class StyleBoxTexture(StyleBox): def __init__(self): ... # Constants AXIS_STRETCH_MODE_STRETCH: int AXIS_STRETCH_MODE_TILE: int AXIS_STRETCH_MODE_TILE_FIT: int # Enums class AxisStretchMode(IntFlag): AXIS_STRETCH_MODE_STRETCH: int AXIS_STRETCH_MODE_TILE: int AXIS_STRETCH_MODE_TILE_FIT: int # Methods def get_expand_margin_size(self,margin: int,) -> float: ... def get_h_axis_stretch_mode(self,) -> StyleBoxTexture.AxisStretchMode: ... def get_margin_size(self,margin: int,) -> float: ... def get_modulate(self,) -> Color: ... def get_normal_map(self,) -> Texture: ... def get_region_rect(self,) -> Rect2: ... def get_texture(self,) -> Texture: ... def get_v_axis_stretch_mode(self,) -> StyleBoxTexture.AxisStretchMode: ... def is_draw_center_enabled(self,) -> bool: ... def set_draw_center(self,enable: bool,) -> None: ... def set_expand_margin_all(self,size: float,) -> None: ... def set_expand_margin_individual(self,size_left: float,size_top: float,size_right: float,size_bottom: float,) -> None: ... def set_expand_margin_size(self,margin: int,size: float,) -> None: ... def set_h_axis_stretch_mode(self,mode: int,) -> None: ... def set_margin_size(self,margin: int,size: float,) -> None: ... def set_modulate(self,color: Color,) -> None: ... def set_normal_map(self,normal_map: Texture,) -> None: ... def set_region_rect(self,region: Rect2,) -> None: ... def set_texture(self,texture: Texture,) -> None: ... def set_v_axis_stretch_mode(self,mode: int,) -> None: ... # Properties axis_stretch_horizontal: int axis_stretch_vertical: int draw_center: bool expand_margin_bottom: float expand_margin_left: float expand_margin_right: float expand_margin_top: float margin_bottom: float margin_left: float margin_right: float margin_top: float modulate_color: Color normal_map: Texture region_rect: Rect2 texture: Texture class PanoramaSky(Sky): def __init__(self): ... # Methods def get_panorama(self,) -> Texture: ... def set_panorama(self,texture: Texture,) -> None: ... # Properties panorama: Texture class ProceduralSky(Sky): def __init__(self): ... # Constants TEXTURE_SIZE_1024: int TEXTURE_SIZE_2048: int TEXTURE_SIZE_256: int TEXTURE_SIZE_4096: int TEXTURE_SIZE_512: int TEXTURE_SIZE_MAX: int # Enums class TextureSize(IntFlag): TEXTURE_SIZE_256: int TEXTURE_SIZE_512: int TEXTURE_SIZE_1024: int TEXTURE_SIZE_2048: int TEXTURE_SIZE_4096: int TEXTURE_SIZE_MAX: int # Methods def get_ground_bottom_color(self,) -> Color: ... def get_ground_curve(self,) -> float: ... def get_ground_energy(self,) -> float: ... def get_ground_horizon_color(self,) -> Color: ... def get_sky_curve(self,) -> float: ... def get_sky_energy(self,) -> float: ... def get_sky_horizon_color(self,) -> Color: ... def get_sky_top_color(self,) -> Color: ... def get_sun_angle_max(self,) -> float: ... def get_sun_angle_min(self,) -> float: ... def get_sun_color(self,) -> Color: ... def get_sun_curve(self,) -> float: ... def get_sun_energy(self,) -> float: ... def get_sun_latitude(self,) -> float: ... def get_sun_longitude(self,) -> float: ... def get_texture_size(self,) -> ProceduralSky.TextureSize: ... def set_ground_bottom_color(self,color: Color,) -> None: ... def set_ground_curve(self,curve: float,) -> None: ... def set_ground_energy(self,energy: float,) -> None: ... def set_ground_horizon_color(self,color: Color,) -> None: ... def set_sky_curve(self,curve: float,) -> None: ... def set_sky_energy(self,energy: float,) -> None: ... def set_sky_horizon_color(self,color: Color,) -> None: ... def set_sky_top_color(self,color: Color,) -> None: ... def set_sun_angle_max(self,degrees: float,) -> None: ... def set_sun_angle_min(self,degrees: float,) -> None: ... def set_sun_color(self,color: Color,) -> None: ... def set_sun_curve(self,curve: float,) -> None: ... def set_sun_energy(self,energy: float,) -> None: ... def set_sun_latitude(self,degrees: float,) -> None: ... def set_sun_longitude(self,degrees: float,) -> None: ... def set_texture_size(self,size: int,) -> None: ... # Properties ground_bottom_color: Color ground_curve: float ground_energy: float ground_horizon_color: Color sky_curve: float sky_energy: float sky_horizon_color: Color sky_top_color: Color sun_angle_max: float sun_angle_min: float sun_color: Color sun_curve: float sun_energy: float sun_latitude: float sun_longitude: float texture_size: int class CapsuleShape2D(Shape2D): def __init__(self): ... # Methods def get_height(self,) -> float: ... def get_radius(self,) -> float: ... def set_height(self,height: float,) -> None: ... def set_radius(self,radius: float,) -> None: ... # Properties height: float radius: float class CircleShape2D(Shape2D): def __init__(self): ... # Methods def get_radius(self,) -> float: ... def set_radius(self,radius: float,) -> None: ... # Properties radius: float class ConcavePolygonShape2D(Shape2D): def __init__(self): ... # Methods def get_segments(self,) -> PoolVector2Array: ... def set_segments(self,segments: PoolVector2Array,) -> None: ... # Properties segments: PoolVector2Array class ConvexPolygonShape2D(Shape2D): def __init__(self): ... # Methods def get_points(self,) -> PoolVector2Array: ... def set_point_cloud(self,point_cloud: PoolVector2Array,) -> None: ... def set_points(self,points: PoolVector2Array,) -> None: ... # Properties points: PoolVector2Array class LineShape2D(Shape2D): def __init__(self): ... # Methods def get_d(self,) -> float: ... def get_normal(self,) -> Vector2: ... def set_d(self,d: float,) -> None: ... def set_normal(self,normal: Vector2,) -> None: ... # Properties d: float normal: Vector2 class RayShape2D(Shape2D): def __init__(self): ... # Methods def get_length(self,) -> float: ... def get_slips_on_slope(self,) -> bool: ... def set_length(self,length: float,) -> None: ... def set_slips_on_slope(self,active: bool,) -> None: ... # Properties length: float slips_on_slope: bool class RectangleShape2D(Shape2D): def __init__(self): ... # Methods def get_extents(self,) -> Vector2: ... def set_extents(self,extents: Vector2,) -> None: ... # Properties extents: Vector2 class SegmentShape2D(Shape2D): def __init__(self): ... # Methods def get_a(self,) -> Vector2: ... def get_b(self,) -> Vector2: ... def set_a(self,a: Vector2,) -> None: ... def set_b(self,b: Vector2,) -> None: ... # Properties a: Vector2 b: Vector2 class BoxShape(Shape): def __init__(self): ... # Methods def get_extents(self,) -> Vector3: ... def set_extents(self,extents: Vector3,) -> None: ... # Properties extents: Vector3 class CapsuleShape(Shape): def __init__(self): ... # Methods def get_height(self,) -> float: ... def get_radius(self,) -> float: ... def set_height(self,height: float,) -> None: ... def set_radius(self,radius: float,) -> None: ... # Properties height: float radius: float class ConcavePolygonShape(Shape): def __init__(self): ... # Methods def get_faces(self,) -> PoolVector3Array: ... def set_faces(self,faces: PoolVector3Array,) -> None: ... # Properties data: PoolVector3Array class ConvexPolygonShape(Shape): def __init__(self): ... # Methods def get_points(self,) -> PoolVector3Array: ... def set_points(self,points: PoolVector3Array,) -> None: ... # Properties points: Array class CylinderShape(Shape): def __init__(self): ... # Methods def get_height(self,) -> float: ... def get_radius(self,) -> float: ... def set_height(self,height: float,) -> None: ... def set_radius(self,radius: float,) -> None: ... # Properties height: float radius: float class HeightMapShape(Shape): def __init__(self): ... # Methods def get_map_data(self,) -> PoolRealArray: ... def get_map_depth(self,) -> int: ... def get_map_width(self,) -> int: ... def set_map_data(self,data: PoolRealArray,) -> None: ... def set_map_depth(self,height: int,) -> None: ... def set_map_width(self,width: int,) -> None: ... # Properties map_data: PoolRealArray map_depth: int map_width: int class PlaneShape(Shape): def __init__(self): ... # Methods def get_plane(self,) -> Plane: ... def set_plane(self,plane: Plane,) -> None: ... # Properties plane: Plane class RayShape(Shape): def __init__(self): ... # Methods def get_length(self,) -> float: ... def get_slips_on_slope(self,) -> bool: ... def set_length(self,length: float,) -> None: ... def set_slips_on_slope(self,active: bool,) -> None: ... # Properties length: float slips_on_slope: bool class SphereShape(Shape): def __init__(self): ... # Methods def get_radius(self,) -> float: ... def set_radius(self,radius: float,) -> None: ... # Properties radius: float class VisualShader(Shader): def __init__(self): ... # Constants NODE_ID_INVALID: int NODE_ID_OUTPUT: int TYPE_FRAGMENT: int TYPE_LIGHT: int TYPE_MAX: int TYPE_VERTEX: int # Enums class Type(IntFlag): TYPE_VERTEX: int TYPE_FRAGMENT: int TYPE_LIGHT: int TYPE_MAX: int # Methods def add_node(self,type_: int,node: VisualShaderNode,position: Vector2,id: int,) -> None: ... def can_connect_nodes(self,type_: int,from_node: int,from_port: int,to_node: int,to_port: int,) -> bool: ... def connect_nodes(self,type_: int,from_node: int,from_port: int,to_node: int,to_port: int,) -> Error: ... def connect_nodes_forced(self,type_: int,from_node: int,from_port: int,to_node: int,to_port: int,) -> None: ... def disconnect_nodes(self,type_: int,from_node: int,from_port: int,to_node: int,to_port: int,) -> None: ... def get_graph_offset(self,) -> Vector2: ... def get_node(self,type_: int,id: int,) -> VisualShaderNode: ... def get_node_connections(self,type_: int,) -> Array: ... def get_node_list(self,type_: int,) -> PoolIntArray: ... def get_node_position(self,type_: int,id: int,) -> Vector2: ... def get_valid_node_id(self,type_: int,) -> int: ... def is_node_connection(self,type_: int,from_node: int,from_port: int,to_node: int,to_port: int,) -> bool: ... def remove_node(self,type_: int,id: int,) -> None: ... def set_graph_offset(self,offset: Vector2,) -> None: ... def set_mode(self,mode: int,) -> None: ... def set_node_position(self,type_: int,id: int,position: Vector2,) -> None: ... # Properties graph_offset: Vector2 class GDScript(Script): def __init__(self): ... # Methods def get_as_byte_code(self,) -> PoolByteArray: ... class NativeScript(Script): def __init__(self): ... # Methods def get_class_documentation(self,) -> Union[str, GDString]: ... def get_class_name(self,) -> Union[str, GDString]: ... def get_library(self,) -> GDNativeLibrary: ... def get_method_documentation(self,method: Union[str, GDString],) -> Union[str, GDString]: ... def get_property_documentation(self,path: Union[str, GDString],) -> Union[str, GDString]: ... def get_script_class_icon_path(self,) -> Union[str, GDString]: ... def get_script_class_name(self,) -> Union[str, GDString]: ... def get_signal_documentation(self,signal_name: Union[str, GDString],) -> Union[str, GDString]: ... def set_class_name(self,class_name: Union[str, GDString],) -> None: ... def set_library(self,library: GDNativeLibrary,) -> None: ... def set_script_class_icon_path(self,icon_path: Union[str, GDString],) -> None: ... def set_script_class_name(self,class_name: Union[str, GDString],) -> None: ... # Properties class_name: Union[str, GDString] library: GDNativeLibrary script_class_icon_path: Union[str, GDString] script_class_name: Union[str, GDString] class PluginScript(Script): def __init__(self): ... pass class VisualScript(Script): def __init__(self): ... # Methods def add_custom_signal(self,name: Union[str, GDString],) -> None: ... def add_function(self,name: Union[str, GDString],) -> None: ... def add_node(self,func: Union[str, GDString],id: int,node: VisualScriptNode,position: Vector2=Vector2(0, 0),) -> None: ... def add_variable(self,name: Union[str, GDString],default_value: object=None,export: bool=False,) -> None: ... def custom_signal_add_argument(self,name: Union[str, GDString],type_: int,argname: Union[str, GDString],index: int=-1,) -> None: ... def custom_signal_get_argument_count(self,name: Union[str, GDString],) -> int: ... def custom_signal_get_argument_name(self,name: Union[str, GDString],argidx: int,) -> Union[str, GDString]: ... def custom_signal_get_argument_type(self,name: Union[str, GDString],argidx: int,) -> VariantType: ... def custom_signal_remove_argument(self,name: Union[str, GDString],argidx: int,) -> None: ... def custom_signal_set_argument_name(self,name: Union[str, GDString],argidx: int,argname: Union[str, GDString],) -> None: ... def custom_signal_set_argument_type(self,name: Union[str, GDString],argidx: int,type_: int,) -> None: ... def custom_signal_swap_argument(self,name: Union[str, GDString],argidx: int,withidx: int,) -> None: ... def data_connect(self,func: Union[str, GDString],from_node: int,from_port: int,to_node: int,to_port: int,) -> None: ... def data_disconnect(self,func: Union[str, GDString],from_node: int,from_port: int,to_node: int,to_port: int,) -> None: ... def get_function_node_id(self,name: Union[str, GDString],) -> int: ... def get_function_scroll(self,name: Union[str, GDString],) -> Vector2: ... def get_node(self,func: Union[str, GDString],id: int,) -> VisualScriptNode: ... def get_node_position(self,func: Union[str, GDString],id: int,) -> Vector2: ... def get_variable_default_value(self,name: Union[str, GDString],) -> object: ... def get_variable_export(self,name: Union[str, GDString],) -> bool: ... def get_variable_info(self,name: Union[str, GDString],) -> Dictionary: ... def has_custom_signal(self,name: Union[str, GDString],) -> bool: ... def has_data_connection(self,func: Union[str, GDString],from_node: int,from_port: int,to_node: int,to_port: int,) -> bool: ... def has_function(self,name: Union[str, GDString],) -> bool: ... def has_node(self,func: Union[str, GDString],id: int,) -> bool: ... def has_sequence_connection(self,func: Union[str, GDString],from_node: int,from_output: int,to_node: int,) -> bool: ... def has_variable(self,name: Union[str, GDString],) -> bool: ... def remove_custom_signal(self,name: Union[str, GDString],) -> None: ... def remove_function(self,name: Union[str, GDString],) -> None: ... def remove_node(self,func: Union[str, GDString],id: int,) -> None: ... def remove_variable(self,name: Union[str, GDString],) -> None: ... def rename_custom_signal(self,name: Union[str, GDString],new_name: Union[str, GDString],) -> None: ... def rename_function(self,name: Union[str, GDString],new_name: Union[str, GDString],) -> None: ... def rename_variable(self,name: Union[str, GDString],new_name: Union[str, GDString],) -> None: ... def sequence_connect(self,func: Union[str, GDString],from_node: int,from_output: int,to_node: int,) -> None: ... def sequence_disconnect(self,func: Union[str, GDString],from_node: int,from_output: int,to_node: int,) -> None: ... def set_function_scroll(self,name: Union[str, GDString],ofs: Vector2,) -> None: ... def set_instance_base_type(self,type_: Union[str, GDString],) -> None: ... def set_node_position(self,func: Union[str, GDString],id: int,position: Vector2,) -> None: ... def set_variable_default_value(self,name: Union[str, GDString],value: object,) -> None: ... def set_variable_export(self,name: Union[str, GDString],enable: bool,) -> None: ... def set_variable_info(self,name: Union[str, GDString],value: Dictionary,) -> None: ... # Properties data: Dictionary class ArrayMesh(Mesh): def __init__(self): ... # Constants ARRAY_BONES: int ARRAY_COLOR: int ARRAY_FORMAT_BONES: int ARRAY_FORMAT_COLOR: int ARRAY_FORMAT_INDEX: int ARRAY_FORMAT_NORMAL: int ARRAY_FORMAT_TANGENT: int ARRAY_FORMAT_TEX_UV: int ARRAY_FORMAT_TEX_UV2: int ARRAY_FORMAT_VERTEX: int ARRAY_FORMAT_WEIGHTS: int ARRAY_INDEX: int ARRAY_MAX: int ARRAY_NORMAL: int ARRAY_TANGENT: int ARRAY_TEX_UV: int ARRAY_TEX_UV2: int ARRAY_VERTEX: int ARRAY_WEIGHTS: int ARRAY_WEIGHTS_SIZE: int NO_INDEX_ARRAY: int # Enums class ArrayFormat(IntFlag): ARRAY_FORMAT_VERTEX: int ARRAY_FORMAT_NORMAL: int ARRAY_FORMAT_TANGENT: int ARRAY_FORMAT_COLOR: int ARRAY_FORMAT_TEX_UV: int ARRAY_FORMAT_TEX_UV2: int ARRAY_FORMAT_BONES: int ARRAY_FORMAT_WEIGHTS: int ARRAY_FORMAT_INDEX: int class ArrayType(IntFlag): ARRAY_VERTEX: int ARRAY_NORMAL: int ARRAY_TANGENT: int ARRAY_COLOR: int ARRAY_TEX_UV: int ARRAY_TEX_UV2: int ARRAY_BONES: int ARRAY_WEIGHTS: int ARRAY_INDEX: int ARRAY_MAX: int # Methods def add_blend_shape(self,name: Union[str, GDString],) -> None: ... def add_surface_from_arrays(self,primitive: int,arrays: Array,blend_shapes: Array=Array(),compress_flags: int=97280,) -> None: ... def clear_blend_shapes(self,) -> None: ... def get_blend_shape_count(self,) -> int: ... def get_blend_shape_mode(self,) -> Mesh.BlendShapeMode: ... def get_blend_shape_name(self,index: int,) -> Union[str, GDString]: ... def get_custom_aabb(self,) -> AABB: ... def set_blend_shape_mode(self,mode: int,) -> None: ... def set_custom_aabb(self,aabb: AABB,) -> None: ... def surface_find_by_name(self,name: Union[str, GDString],) -> int: ... def surface_get_array_index_len(self,surf_idx: int,) -> int: ... def surface_get_array_len(self,surf_idx: int,) -> int: ... def surface_get_format(self,surf_idx: int,) -> int: ... def surface_get_name(self,surf_idx: int,) -> Union[str, GDString]: ... def surface_get_primitive_type(self,surf_idx: int,) -> Mesh.PrimitiveType: ... def surface_remove(self,surf_idx: int,) -> None: ... def surface_set_name(self,surf_idx: int,name: Union[str, GDString],) -> None: ... def surface_update_region(self,surf_idx: int,offset: int,data: PoolByteArray,) -> None: ... # Properties blend_shape_mode: int custom_aabb: AABB class PrimitiveMesh(Mesh): # Methods def get_custom_aabb(self,) -> AABB: ... def get_flip_faces(self,) -> bool: ... def get_material(self,) -> Material: ... def get_mesh_arrays(self,) -> Array: ... def set_custom_aabb(self,aabb: AABB,) -> None: ... def set_flip_faces(self,flip_faces: bool,) -> None: ... def set_material(self,material: Material,) -> None: ... # Properties custom_aabb: AABB flip_faces: bool material: Union[SpatialMaterial,ShaderMaterial] class CapsuleMesh(PrimitiveMesh): def __init__(self): ... # Methods def get_mid_height(self,) -> float: ... def get_radial_segments(self,) -> int: ... def get_radius(self,) -> float: ... def get_rings(self,) -> int: ... def set_mid_height(self,mid_height: float,) -> None: ... def set_radial_segments(self,segments: int,) -> None: ... def set_radius(self,radius: float,) -> None: ... def set_rings(self,rings: int,) -> None: ... # Properties mid_height: float radial_segments: int radius: float rings: int class CubeMesh(PrimitiveMesh): def __init__(self): ... # Methods def get_size(self,) -> Vector3: ... def get_subdivide_depth(self,) -> int: ... def get_subdivide_height(self,) -> int: ... def get_subdivide_width(self,) -> int: ... def set_size(self,size: Vector3,) -> None: ... def set_subdivide_depth(self,divisions: int,) -> None: ... def set_subdivide_height(self,divisions: int,) -> None: ... def set_subdivide_width(self,subdivide: int,) -> None: ... # Properties size: Vector3 subdivide_depth: int subdivide_height: int subdivide_width: int class CylinderMesh(PrimitiveMesh): def __init__(self): ... # Methods def get_bottom_radius(self,) -> float: ... def get_height(self,) -> float: ... def get_radial_segments(self,) -> int: ... def get_rings(self,) -> int: ... def get_top_radius(self,) -> float: ... def set_bottom_radius(self,radius: float,) -> None: ... def set_height(self,height: float,) -> None: ... def set_radial_segments(self,segments: int,) -> None: ... def set_rings(self,rings: int,) -> None: ... def set_top_radius(self,radius: float,) -> None: ... # Properties bottom_radius: float height: float radial_segments: int rings: int top_radius: float class PlaneMesh(PrimitiveMesh): def __init__(self): ... # Methods def get_size(self,) -> Vector2: ... def get_subdivide_depth(self,) -> int: ... def get_subdivide_width(self,) -> int: ... def set_size(self,size: Vector2,) -> None: ... def set_subdivide_depth(self,subdivide: int,) -> None: ... def set_subdivide_width(self,subdivide: int,) -> None: ... # Properties size: Vector2 subdivide_depth: int subdivide_width: int class PointMesh(PrimitiveMesh): def __init__(self): ... pass class PrismMesh(PrimitiveMesh): def __init__(self): ... # Methods def get_left_to_right(self,) -> float: ... def get_size(self,) -> Vector3: ... def get_subdivide_depth(self,) -> int: ... def get_subdivide_height(self,) -> int: ... def get_subdivide_width(self,) -> int: ... def set_left_to_right(self,left_to_right: float,) -> None: ... def set_size(self,size: Vector3,) -> None: ... def set_subdivide_depth(self,segments: int,) -> None: ... def set_subdivide_height(self,segments: int,) -> None: ... def set_subdivide_width(self,segments: int,) -> None: ... # Properties left_to_right: float size: Vector3 subdivide_depth: int subdivide_height: int subdivide_width: int class QuadMesh(PrimitiveMesh): def __init__(self): ... # Methods def get_size(self,) -> Vector2: ... def set_size(self,size: Vector2,) -> None: ... # Properties size: Vector2 class SphereMesh(PrimitiveMesh): def __init__(self): ... # Methods def get_height(self,) -> float: ... def get_is_hemisphere(self,) -> bool: ... def get_radial_segments(self,) -> int: ... def get_radius(self,) -> float: ... def get_rings(self,) -> int: ... def set_height(self,height: float,) -> None: ... def set_is_hemisphere(self,is_hemisphere: bool,) -> None: ... def set_radial_segments(self,radial_segments: int,) -> None: ... def set_radius(self,radius: float,) -> None: ... def set_rings(self,rings: int,) -> None: ... # Properties height: float is_hemisphere: bool radial_segments: int radius: float rings: int class CanvasItemMaterial(Material): def __init__(self): ... # Constants BLEND_MODE_ADD: int BLEND_MODE_MIX: int BLEND_MODE_MUL: int BLEND_MODE_PREMULT_ALPHA: int BLEND_MODE_SUB: int LIGHT_MODE_LIGHT_ONLY: int LIGHT_MODE_NORMAL: int LIGHT_MODE_UNSHADED: int # Enums class LightMode(IntFlag): LIGHT_MODE_NORMAL: int LIGHT_MODE_UNSHADED: int LIGHT_MODE_LIGHT_ONLY: int class BlendMode(IntFlag): BLEND_MODE_MIX: int BLEND_MODE_ADD: int BLEND_MODE_SUB: int BLEND_MODE_MUL: int BLEND_MODE_PREMULT_ALPHA: int # Methods def get_blend_mode(self,) -> CanvasItemMaterial.BlendMode: ... def get_light_mode(self,) -> CanvasItemMaterial.LightMode: ... def get_particles_anim_h_frames(self,) -> int: ... def get_particles_anim_loop(self,) -> bool: ... def get_particles_anim_v_frames(self,) -> int: ... def get_particles_animation(self,) -> bool: ... def set_blend_mode(self,blend_mode: int,) -> None: ... def set_light_mode(self,light_mode: int,) -> None: ... def set_particles_anim_h_frames(self,frames: int,) -> None: ... def set_particles_anim_loop(self,loop: bool,) -> None: ... def set_particles_anim_v_frames(self,frames: int,) -> None: ... def set_particles_animation(self,particles_anim: bool,) -> None: ... # Properties blend_mode: int light_mode: int particles_anim_h_frames: int particles_anim_loop: bool particles_anim_v_frames: int particles_animation: bool class ParticlesMaterial(Material): def __init__(self): ... # Constants EMISSION_SHAPE_BOX: int EMISSION_SHAPE_DIRECTED_POINTS: int EMISSION_SHAPE_MAX: int EMISSION_SHAPE_POINT: int EMISSION_SHAPE_POINTS: int EMISSION_SHAPE_SPHERE: int FLAG_ALIGN_Y_TO_VELOCITY: int FLAG_DISABLE_Z: int FLAG_MAX: int FLAG_ROTATE_Y: int PARAM_ANGLE: int PARAM_ANGULAR_VELOCITY: int PARAM_ANIM_OFFSET: int PARAM_ANIM_SPEED: int PARAM_DAMPING: int PARAM_HUE_VARIATION: int PARAM_INITIAL_LINEAR_VELOCITY: int PARAM_LINEAR_ACCEL: int PARAM_MAX: int PARAM_ORBIT_VELOCITY: int PARAM_RADIAL_ACCEL: int PARAM_SCALE: int PARAM_TANGENTIAL_ACCEL: int # Enums class Flags(IntFlag): FLAG_ALIGN_Y_TO_VELOCITY: int FLAG_ROTATE_Y: int FLAG_DISABLE_Z: int FLAG_MAX: int class EmissionShape(IntFlag): EMISSION_SHAPE_POINT: int EMISSION_SHAPE_SPHERE: int EMISSION_SHAPE_BOX: int EMISSION_SHAPE_POINTS: int EMISSION_SHAPE_DIRECTED_POINTS: int EMISSION_SHAPE_MAX: int class Parameter(IntFlag): PARAM_INITIAL_LINEAR_VELOCITY: int PARAM_ANGULAR_VELOCITY: int PARAM_ORBIT_VELOCITY: int PARAM_LINEAR_ACCEL: int PARAM_RADIAL_ACCEL: int PARAM_TANGENTIAL_ACCEL: int PARAM_DAMPING: int PARAM_ANGLE: int PARAM_SCALE: int PARAM_HUE_VARIATION: int PARAM_ANIM_SPEED: int PARAM_ANIM_OFFSET: int PARAM_MAX: int # Methods def get_color(self,) -> Color: ... def get_color_ramp(self,) -> Texture: ... def get_direction(self,) -> Vector3: ... def get_emission_box_extents(self,) -> Vector3: ... def get_emission_color_texture(self,) -> Texture: ... def get_emission_normal_texture(self,) -> Texture: ... def get_emission_point_count(self,) -> int: ... def get_emission_point_texture(self,) -> Texture: ... def get_emission_shape(self,) -> ParticlesMaterial.EmissionShape: ... def get_emission_sphere_radius(self,) -> float: ... def get_flag(self,flag: int,) -> bool: ... def get_flatness(self,) -> float: ... def get_gravity(self,) -> Vector3: ... def get_lifetime_randomness(self,) -> float: ... def get_param(self,param: int,) -> float: ... def get_param_randomness(self,param: int,) -> float: ... def get_param_texture(self,param: int,) -> Texture: ... def get_spread(self,) -> float: ... def get_trail_color_modifier(self,) -> GradientTexture: ... def get_trail_divisor(self,) -> int: ... def get_trail_size_modifier(self,) -> CurveTexture: ... def set_color(self,color: Color,) -> None: ... def set_color_ramp(self,ramp: Texture,) -> None: ... def set_direction(self,degrees: Vector3,) -> None: ... def set_emission_box_extents(self,extents: Vector3,) -> None: ... def set_emission_color_texture(self,texture: Texture,) -> None: ... def set_emission_normal_texture(self,texture: Texture,) -> None: ... def set_emission_point_count(self,point_count: int,) -> None: ... def set_emission_point_texture(self,texture: Texture,) -> None: ... def set_emission_shape(self,shape: int,) -> None: ... def set_emission_sphere_radius(self,radius: float,) -> None: ... def set_flag(self,flag: int,enable: bool,) -> None: ... def set_flatness(self,amount: float,) -> None: ... def set_gravity(self,accel_vec: Vector3,) -> None: ... def set_lifetime_randomness(self,randomness: float,) -> None: ... def set_param(self,param: int,value: float,) -> None: ... def set_param_randomness(self,param: int,randomness: float,) -> None: ... def set_param_texture(self,param: int,texture: Texture,) -> None: ... def set_spread(self,degrees: float,) -> None: ... def set_trail_color_modifier(self,texture: GradientTexture,) -> None: ... def set_trail_divisor(self,divisor: int,) -> None: ... def set_trail_size_modifier(self,texture: CurveTexture,) -> None: ... # Properties angle: float angle_curve: CurveTexture angle_random: float angular_velocity: float angular_velocity_curve: CurveTexture angular_velocity_random: float anim_offset: float anim_offset_curve: CurveTexture anim_offset_random: float anim_speed: float anim_speed_curve: CurveTexture anim_speed_random: float color: Color color_ramp: GradientTexture damping: float damping_curve: CurveTexture damping_random: float direction: Vector3 emission_box_extents: Vector3 emission_color_texture: Texture emission_normal_texture: Texture emission_point_count: int emission_point_texture: Texture emission_shape: int emission_sphere_radius: float flag_align_y: bool flag_disable_z: bool flag_rotate_y: bool flatness: float gravity: Vector3 hue_variation: float hue_variation_curve: CurveTexture hue_variation_random: float initial_velocity: float initial_velocity_random: float lifetime_randomness: float linear_accel: float linear_accel_curve: CurveTexture linear_accel_random: float orbit_velocity: float orbit_velocity_curve: CurveTexture orbit_velocity_random: float radial_accel: float radial_accel_curve: CurveTexture radial_accel_random: float scale: float scale_curve: CurveTexture scale_random: float spread: float tangential_accel: float tangential_accel_curve: CurveTexture tangential_accel_random: float trail_color_modifier: GradientTexture trail_divisor: int trail_size_modifier: CurveTexture class ShaderMaterial(Material): def __init__(self): ... # Methods def get_shader(self,) -> Shader: ... def get_shader_param(self,param: Union[str, GDString],) -> object: ... def property_can_revert(self,name: Union[str, GDString],) -> bool: ... def property_get_revert(self,name: Union[str, GDString],) -> object: ... def set_shader(self,shader: Shader,) -> None: ... def set_shader_param(self,param: Union[str, GDString],value: object,) -> None: ... # Properties shader: Shader class SpatialMaterial(Material): def __init__(self): ... # Constants BILLBOARD_DISABLED: int BILLBOARD_ENABLED: int BILLBOARD_FIXED_Y: int BILLBOARD_PARTICLES: int BLEND_MODE_ADD: int BLEND_MODE_MIX: int BLEND_MODE_MUL: int BLEND_MODE_SUB: int CULL_BACK: int CULL_DISABLED: int CULL_FRONT: int DEPTH_DRAW_ALPHA_OPAQUE_PREPASS: int DEPTH_DRAW_ALWAYS: int DEPTH_DRAW_DISABLED: int DEPTH_DRAW_OPAQUE_ONLY: int DETAIL_UV_1: int DETAIL_UV_2: int DIFFUSE_BURLEY: int DIFFUSE_LAMBERT: int DIFFUSE_LAMBERT_WRAP: int DIFFUSE_OREN_NAYAR: int DIFFUSE_TOON: int DISTANCE_FADE_DISABLED: int DISTANCE_FADE_OBJECT_DITHER: int DISTANCE_FADE_PIXEL_ALPHA: int DISTANCE_FADE_PIXEL_DITHER: int EMISSION_OP_ADD: int EMISSION_OP_MULTIPLY: int FEATURE_AMBIENT_OCCLUSION: int FEATURE_ANISOTROPY: int FEATURE_CLEARCOAT: int FEATURE_DEPTH_MAPPING: int FEATURE_DETAIL: int FEATURE_EMISSION: int FEATURE_MAX: int FEATURE_NORMAL_MAPPING: int FEATURE_REFRACTION: int FEATURE_RIM: int FEATURE_SUBSURACE_SCATTERING: int FEATURE_TRANSMISSION: int FEATURE_TRANSPARENT: int FLAG_ALBEDO_FROM_VERTEX_COLOR: int FLAG_ALBEDO_TEXTURE_FORCE_SRGB: int FLAG_AO_ON_UV2: int FLAG_BILLBOARD_KEEP_SCALE: int FLAG_DISABLE_AMBIENT_LIGHT: int FLAG_DISABLE_DEPTH_TEST: int FLAG_DONT_RECEIVE_SHADOWS: int FLAG_EMISSION_ON_UV2: int FLAG_ENSURE_CORRECT_NORMALS: int FLAG_FIXED_SIZE: int FLAG_MAX: int FLAG_SRGB_VERTEX_COLOR: int FLAG_TRIPLANAR_USE_WORLD: int FLAG_UNSHADED: int FLAG_USE_ALPHA_SCISSOR: int FLAG_USE_POINT_SIZE: int FLAG_USE_SHADOW_TO_OPACITY: int FLAG_USE_VERTEX_LIGHTING: int FLAG_UV1_USE_TRIPLANAR: int FLAG_UV2_USE_TRIPLANAR: int SPECULAR_BLINN: int SPECULAR_DISABLED: int SPECULAR_PHONG: int SPECULAR_SCHLICK_GGX: int SPECULAR_TOON: int TEXTURE_ALBEDO: int TEXTURE_AMBIENT_OCCLUSION: int TEXTURE_CHANNEL_ALPHA: int TEXTURE_CHANNEL_BLUE: int TEXTURE_CHANNEL_GRAYSCALE: int TEXTURE_CHANNEL_GREEN: int TEXTURE_CHANNEL_RED: int TEXTURE_CLEARCOAT: int TEXTURE_DEPTH: int TEXTURE_DETAIL_ALBEDO: int TEXTURE_DETAIL_MASK: int TEXTURE_DETAIL_NORMAL: int TEXTURE_EMISSION: int TEXTURE_FLOWMAP: int TEXTURE_MAX: int TEXTURE_METALLIC: int TEXTURE_NORMAL: int TEXTURE_REFRACTION: int TEXTURE_RIM: int TEXTURE_ROUGHNESS: int TEXTURE_SUBSURFACE_SCATTERING: int TEXTURE_TRANSMISSION: int # Enums class EmissionOperator(IntFlag): EMISSION_OP_ADD: int EMISSION_OP_MULTIPLY: int class DiffuseMode(IntFlag): DIFFUSE_BURLEY: int DIFFUSE_LAMBERT: int DIFFUSE_LAMBERT_WRAP: int DIFFUSE_OREN_NAYAR: int DIFFUSE_TOON: int class SpecularMode(IntFlag): SPECULAR_SCHLICK_GGX: int SPECULAR_BLINN: int SPECULAR_PHONG: int SPECULAR_TOON: int SPECULAR_DISABLED: int class Feature(IntFlag): FEATURE_TRANSPARENT: int FEATURE_EMISSION: int FEATURE_NORMAL_MAPPING: int FEATURE_RIM: int FEATURE_CLEARCOAT: int FEATURE_ANISOTROPY: int FEATURE_AMBIENT_OCCLUSION: int FEATURE_DEPTH_MAPPING: int FEATURE_SUBSURACE_SCATTERING: int FEATURE_TRANSMISSION: int FEATURE_REFRACTION: int FEATURE_DETAIL: int FEATURE_MAX: int class Flags(IntFlag): FLAG_UNSHADED: int FLAG_USE_VERTEX_LIGHTING: int FLAG_DISABLE_DEPTH_TEST: int FLAG_ALBEDO_FROM_VERTEX_COLOR: int FLAG_SRGB_VERTEX_COLOR: int FLAG_USE_POINT_SIZE: int FLAG_FIXED_SIZE: int FLAG_BILLBOARD_KEEP_SCALE: int FLAG_UV1_USE_TRIPLANAR: int FLAG_UV2_USE_TRIPLANAR: int FLAG_TRIPLANAR_USE_WORLD: int FLAG_AO_ON_UV2: int FLAG_EMISSION_ON_UV2: int FLAG_USE_ALPHA_SCISSOR: int FLAG_ALBEDO_TEXTURE_FORCE_SRGB: int FLAG_DONT_RECEIVE_SHADOWS: int FLAG_ENSURE_CORRECT_NORMALS: int FLAG_DISABLE_AMBIENT_LIGHT: int FLAG_USE_SHADOW_TO_OPACITY: int FLAG_MAX: int class CullMode(IntFlag): CULL_BACK: int CULL_FRONT: int CULL_DISABLED: int class DetailUV(IntFlag): DETAIL_UV_1: int DETAIL_UV_2: int class DistanceFadeMode(IntFlag): DISTANCE_FADE_DISABLED: int DISTANCE_FADE_PIXEL_ALPHA: int DISTANCE_FADE_PIXEL_DITHER: int DISTANCE_FADE_OBJECT_DITHER: int class BillboardMode(IntFlag): BILLBOARD_DISABLED: int BILLBOARD_ENABLED: int BILLBOARD_FIXED_Y: int BILLBOARD_PARTICLES: int class DepthDrawMode(IntFlag): DEPTH_DRAW_OPAQUE_ONLY: int DEPTH_DRAW_ALWAYS: int DEPTH_DRAW_DISABLED: int DEPTH_DRAW_ALPHA_OPAQUE_PREPASS: int class TextureChannel(IntFlag): TEXTURE_CHANNEL_RED: int TEXTURE_CHANNEL_GREEN: int TEXTURE_CHANNEL_BLUE: int TEXTURE_CHANNEL_ALPHA: int TEXTURE_CHANNEL_GRAYSCALE: int class BlendMode(IntFlag): BLEND_MODE_MIX: int BLEND_MODE_ADD: int BLEND_MODE_SUB: int BLEND_MODE_MUL: int class TextureParam(IntFlag): TEXTURE_ALBEDO: int TEXTURE_METALLIC: int TEXTURE_ROUGHNESS: int TEXTURE_EMISSION: int TEXTURE_NORMAL: int TEXTURE_RIM: int TEXTURE_CLEARCOAT: int TEXTURE_FLOWMAP: int TEXTURE_AMBIENT_OCCLUSION: int TEXTURE_DEPTH: int TEXTURE_SUBSURFACE_SCATTERING: int TEXTURE_TRANSMISSION: int TEXTURE_REFRACTION: int TEXTURE_DETAIL_MASK: int TEXTURE_DETAIL_ALBEDO: int TEXTURE_DETAIL_NORMAL: int TEXTURE_MAX: int # Methods def get_albedo(self,) -> Color: ... def get_alpha_scissor_threshold(self,) -> float: ... def get_anisotropy(self,) -> float: ... def get_ao_light_affect(self,) -> float: ... def get_ao_texture_channel(self,) -> SpatialMaterial.TextureChannel: ... def get_billboard_mode(self,) -> SpatialMaterial.BillboardMode: ... def get_blend_mode(self,) -> SpatialMaterial.BlendMode: ... def get_clearcoat(self,) -> float: ... def get_clearcoat_gloss(self,) -> float: ... def get_cull_mode(self,) -> SpatialMaterial.CullMode: ... def get_depth_deep_parallax_flip_binormal(self,) -> bool: ... def get_depth_deep_parallax_flip_tangent(self,) -> bool: ... def get_depth_deep_parallax_max_layers(self,) -> int: ... def get_depth_deep_parallax_min_layers(self,) -> int: ... def get_depth_draw_mode(self,) -> SpatialMaterial.DepthDrawMode: ... def get_depth_scale(self,) -> float: ... def get_detail_blend_mode(self,) -> SpatialMaterial.BlendMode: ... def get_detail_uv(self,) -> SpatialMaterial.DetailUV: ... def get_diffuse_mode(self,) -> SpatialMaterial.DiffuseMode: ... def get_distance_fade(self,) -> SpatialMaterial.DistanceFadeMode: ... def get_distance_fade_max_distance(self,) -> float: ... def get_distance_fade_min_distance(self,) -> float: ... def get_emission(self,) -> Color: ... def get_emission_energy(self,) -> float: ... def get_emission_operator(self,) -> SpatialMaterial.EmissionOperator: ... def get_feature(self,feature: int,) -> bool: ... def get_flag(self,flag: int,) -> bool: ... def get_grow(self,) -> float: ... def get_line_width(self,) -> float: ... def get_metallic(self,) -> float: ... def get_metallic_texture_channel(self,) -> SpatialMaterial.TextureChannel: ... def get_normal_scale(self,) -> float: ... def get_particles_anim_h_frames(self,) -> int: ... def get_particles_anim_loop(self,) -> bool: ... def get_particles_anim_v_frames(self,) -> int: ... def get_point_size(self,) -> float: ... def get_proximity_fade_distance(self,) -> float: ... def get_refraction(self,) -> float: ... def get_refraction_texture_channel(self,) -> SpatialMaterial.TextureChannel: ... def get_rim(self,) -> float: ... def get_rim_tint(self,) -> float: ... def get_roughness(self,) -> float: ... def get_roughness_texture_channel(self,) -> SpatialMaterial.TextureChannel: ... def get_specular(self,) -> float: ... def get_specular_mode(self,) -> SpatialMaterial.SpecularMode: ... def get_subsurface_scattering_strength(self,) -> float: ... def get_texture(self,param: int,) -> Texture: ... def get_transmission(self,) -> Color: ... def get_uv1_offset(self,) -> Vector3: ... def get_uv1_scale(self,) -> Vector3: ... def get_uv1_triplanar_blend_sharpness(self,) -> float: ... def get_uv2_offset(self,) -> Vector3: ... def get_uv2_scale(self,) -> Vector3: ... def get_uv2_triplanar_blend_sharpness(self,) -> float: ... def is_depth_deep_parallax_enabled(self,) -> bool: ... def is_grow_enabled(self,) -> bool: ... def is_proximity_fade_enabled(self,) -> bool: ... def set_albedo(self,albedo: Color,) -> None: ... def set_alpha_scissor_threshold(self,threshold: float,) -> None: ... def set_anisotropy(self,anisotropy: float,) -> None: ... def set_ao_light_affect(self,amount: float,) -> None: ... def set_ao_texture_channel(self,channel: int,) -> None: ... def set_billboard_mode(self,mode: int,) -> None: ... def set_blend_mode(self,blend_mode: int,) -> None: ... def set_clearcoat(self,clearcoat: float,) -> None: ... def set_clearcoat_gloss(self,clearcoat_gloss: float,) -> None: ... def set_cull_mode(self,cull_mode: int,) -> None: ... def set_depth_deep_parallax(self,enable: bool,) -> None: ... def set_depth_deep_parallax_flip_binormal(self,flip: bool,) -> None: ... def set_depth_deep_parallax_flip_tangent(self,flip: bool,) -> None: ... def set_depth_deep_parallax_max_layers(self,layer: int,) -> None: ... def set_depth_deep_parallax_min_layers(self,layer: int,) -> None: ... def set_depth_draw_mode(self,depth_draw_mode: int,) -> None: ... def set_depth_scale(self,depth_scale: float,) -> None: ... def set_detail_blend_mode(self,detail_blend_mode: int,) -> None: ... def set_detail_uv(self,detail_uv: int,) -> None: ... def set_diffuse_mode(self,diffuse_mode: int,) -> None: ... def set_distance_fade(self,mode: int,) -> None: ... def set_distance_fade_max_distance(self,distance: float,) -> None: ... def set_distance_fade_min_distance(self,distance: float,) -> None: ... def set_emission(self,emission: Color,) -> None: ... def set_emission_energy(self,emission_energy: float,) -> None: ... def set_emission_operator(self,operator: int,) -> None: ... def set_feature(self,feature: int,enable: bool,) -> None: ... def set_flag(self,flag: int,enable: bool,) -> None: ... def set_grow(self,amount: float,) -> None: ... def set_grow_enabled(self,enable: bool,) -> None: ... def set_line_width(self,line_width: float,) -> None: ... def set_metallic(self,metallic: float,) -> None: ... def set_metallic_texture_channel(self,channel: int,) -> None: ... def set_normal_scale(self,normal_scale: float,) -> None: ... def set_particles_anim_h_frames(self,frames: int,) -> None: ... def set_particles_anim_loop(self,loop: bool,) -> None: ... def set_particles_anim_v_frames(self,frames: int,) -> None: ... def set_point_size(self,point_size: float,) -> None: ... def set_proximity_fade(self,enabled: bool,) -> None: ... def set_proximity_fade_distance(self,distance: float,) -> None: ... def set_refraction(self,refraction: float,) -> None: ... def set_refraction_texture_channel(self,channel: int,) -> None: ... def set_rim(self,rim: float,) -> None: ... def set_rim_tint(self,rim_tint: float,) -> None: ... def set_roughness(self,roughness: float,) -> None: ... def set_roughness_texture_channel(self,channel: int,) -> None: ... def set_specular(self,specular: float,) -> None: ... def set_specular_mode(self,specular_mode: int,) -> None: ... def set_subsurface_scattering_strength(self,strength: float,) -> None: ... def set_texture(self,param: int,texture: Texture,) -> None: ... def set_transmission(self,transmission: Color,) -> None: ... def set_uv1_offset(self,offset: Vector3,) -> None: ... def set_uv1_scale(self,scale: Vector3,) -> None: ... def set_uv1_triplanar_blend_sharpness(self,sharpness: float,) -> None: ... def set_uv2_offset(self,offset: Vector3,) -> None: ... def set_uv2_scale(self,scale: Vector3,) -> None: ... def set_uv2_triplanar_blend_sharpness(self,sharpness: float,) -> None: ... # Properties albedo_color: Color albedo_texture: Texture anisotropy: float anisotropy_enabled: bool anisotropy_flowmap: Texture ao_enabled: bool ao_light_affect: float ao_on_uv2: bool ao_texture: Texture ao_texture_channel: int clearcoat: float clearcoat_enabled: bool clearcoat_gloss: float clearcoat_texture: Texture depth_deep_parallax: bool depth_enabled: bool depth_flip_binormal: bool depth_flip_tangent: bool depth_max_layers: int depth_min_layers: int depth_scale: float depth_texture: Texture detail_albedo: Texture detail_blend_mode: int detail_enabled: bool detail_mask: Texture detail_normal: Texture detail_uv_layer: int distance_fade_max_distance: float distance_fade_min_distance: float distance_fade_mode: int emission: Color emission_enabled: bool emission_energy: float emission_on_uv2: bool emission_operator: int emission_texture: Texture flags_albedo_tex_force_srgb: bool flags_disable_ambient_light: bool flags_do_not_receive_shadows: bool flags_ensure_correct_normals: bool flags_fixed_size: bool flags_no_depth_test: bool flags_transparent: bool flags_unshaded: bool flags_use_point_size: bool flags_use_shadow_to_opacity: bool flags_vertex_lighting: bool flags_world_triplanar: bool metallic: float metallic_specular: float metallic_texture: Texture metallic_texture_channel: int normal_enabled: bool normal_scale: float normal_texture: Texture params_alpha_scissor_threshold: float params_billboard_keep_scale: bool params_billboard_mode: int params_blend_mode: int params_cull_mode: int params_depth_draw_mode: int params_diffuse_mode: int params_grow: bool params_grow_amount: float params_line_width: float params_point_size: float params_specular_mode: int params_use_alpha_scissor: bool particles_anim_h_frames: int particles_anim_loop: bool particles_anim_v_frames: int proximity_fade_distance: float proximity_fade_enable: bool refraction_enabled: bool refraction_scale: float refraction_texture: Texture refraction_texture_channel: int rim: float rim_enabled: bool rim_texture: Texture rim_tint: float roughness: float roughness_texture: Texture roughness_texture_channel: int subsurf_scatter_enabled: bool subsurf_scatter_strength: float subsurf_scatter_texture: Texture transmission: Color transmission_enabled: bool transmission_texture: Texture uv1_offset: Vector3 uv1_scale: Vector3 uv1_triplanar: bool uv1_triplanar_sharpness: float uv2_offset: Vector3 uv2_scale: Vector3 uv2_triplanar: bool uv2_triplanar_sharpness: float vertex_color_is_srgb: bool vertex_color_use_as_albedo: bool class InputEventAction(InputEvent): def __init__(self): ... # Methods def get_action(self,) -> Union[str, GDString]: ... def get_strength(self,) -> float: ... def set_action(self,action: Union[str, GDString],) -> None: ... def set_pressed(self,pressed: bool,) -> None: ... def set_strength(self,strength: float,) -> None: ... # Properties action: Union[str, GDString] pressed: bool strength: float class InputEventJoypadButton(InputEvent): def __init__(self): ... # Methods def get_button_index(self,) -> int: ... def get_pressure(self,) -> float: ... def set_button_index(self,button_index: int,) -> None: ... def set_pressed(self,pressed: bool,) -> None: ... def set_pressure(self,pressure: float,) -> None: ... # Properties button_index: int pressed: bool pressure: float class InputEventJoypadMotion(InputEvent): def __init__(self): ... # Methods def get_axis(self,) -> int: ... def get_axis_value(self,) -> float: ... def set_axis(self,axis: int,) -> None: ... def set_axis_value(self,axis_value: float,) -> None: ... # Properties axis: int axis_value: float class InputEventMIDI(InputEvent): def __init__(self): ... # Methods def get_channel(self,) -> int: ... def get_controller_number(self,) -> int: ... def get_controller_value(self,) -> int: ... def get_instrument(self,) -> int: ... def get_message(self,) -> int: ... def get_pitch(self,) -> int: ... def get_pressure(self,) -> int: ... def get_velocity(self,) -> int: ... def set_channel(self,channel: int,) -> None: ... def set_controller_number(self,controller_number: int,) -> None: ... def set_controller_value(self,controller_value: int,) -> None: ... def set_instrument(self,instrument: int,) -> None: ... def set_message(self,message: int,) -> None: ... def set_pitch(self,pitch: int,) -> None: ... def set_pressure(self,pressure: int,) -> None: ... def set_velocity(self,velocity: int,) -> None: ... # Properties channel: int controller_number: int controller_value: int instrument: int message: int pitch: int pressure: int velocity: int class InputEventScreenDrag(InputEvent): def __init__(self): ... # Methods def get_index(self,) -> int: ... def get_position(self,) -> Vector2: ... def get_relative(self,) -> Vector2: ... def get_speed(self,) -> Vector2: ... def set_index(self,index: int,) -> None: ... def set_position(self,position: Vector2,) -> None: ... def set_relative(self,relative: Vector2,) -> None: ... def set_speed(self,speed: Vector2,) -> None: ... # Properties index: int position: Vector2 relative: Vector2 speed: Vector2 class InputEventScreenTouch(InputEvent): def __init__(self): ... # Methods def get_index(self,) -> int: ... def get_position(self,) -> Vector2: ... def set_index(self,index: int,) -> None: ... def set_position(self,position: Vector2,) -> None: ... def set_pressed(self,pressed: bool,) -> None: ... # Properties index: int position: Vector2 pressed: bool class InputEventWithModifiers(InputEvent): # Methods def get_alt(self,) -> bool: ... def get_command(self,) -> bool: ... def get_control(self,) -> bool: ... def get_metakey(self,) -> bool: ... def get_shift(self,) -> bool: ... def set_alt(self,enable: bool,) -> None: ... def set_command(self,enable: bool,) -> None: ... def set_control(self,enable: bool,) -> None: ... def set_metakey(self,enable: bool,) -> None: ... def set_shift(self,enable: bool,) -> None: ... # Properties alt: bool command: bool control: bool meta: bool shift: bool class InputEventGesture(InputEventWithModifiers): # Methods def get_position(self,) -> Vector2: ... def set_position(self,position: Vector2,) -> None: ... # Properties position: Vector2 class InputEventKey(InputEventWithModifiers): def __init__(self): ... # Methods def get_scancode(self,) -> int: ... def get_scancode_with_modifiers(self,) -> int: ... def get_unicode(self,) -> int: ... def set_echo(self,echo: bool,) -> None: ... def set_pressed(self,pressed: bool,) -> None: ... def set_scancode(self,scancode: int,) -> None: ... def set_unicode(self,unicode: int,) -> None: ... # Properties echo: bool pressed: bool scancode: int unicode: int class InputEventMouse(InputEventWithModifiers): # Methods def get_button_mask(self,) -> int: ... def get_global_position(self,) -> Vector2: ... def get_position(self,) -> Vector2: ... def set_button_mask(self,button_mask: int,) -> None: ... def set_global_position(self,global_position: Vector2,) -> None: ... def set_position(self,position: Vector2,) -> None: ... # Properties button_mask: int global_position: Vector2 position: Vector2 class InputEventMouseButton(InputEventMouse): def __init__(self): ... # Methods def get_button_index(self,) -> int: ... def get_factor(self,) -> float: ... def is_doubleclick(self,) -> bool: ... def set_button_index(self,button_index: int,) -> None: ... def set_doubleclick(self,doubleclick: bool,) -> None: ... def set_factor(self,factor: float,) -> None: ... def set_pressed(self,pressed: bool,) -> None: ... # Properties button_index: int doubleclick: bool factor: float pressed: bool class InputEventMouseMotion(InputEventMouse): def __init__(self): ... # Methods def get_pressure(self,) -> float: ... def get_relative(self,) -> Vector2: ... def get_speed(self,) -> Vector2: ... def get_tilt(self,) -> Vector2: ... def set_pressure(self,pressure: float,) -> None: ... def set_relative(self,relative: Vector2,) -> None: ... def set_speed(self,speed: Vector2,) -> None: ... def set_tilt(self,tilt: Vector2,) -> None: ... # Properties pressure: float relative: Vector2 speed: Vector2 tilt: Vector2 class InputEventMagnifyGesture(InputEventGesture): def __init__(self): ... # Methods def get_factor(self,) -> float: ... def set_factor(self,factor: float,) -> None: ... # Properties factor: float class InputEventPanGesture(InputEventGesture): def __init__(self): ... # Methods def get_delta(self,) -> Vector2: ... def set_delta(self,delta: Vector2,) -> None: ... # Properties delta: Vector2 class BitmapFont(Font): def __init__(self): ... # Methods def add_char(self,character: int,texture: int,rect: Rect2,align: Vector2=Vector2(0, 0),advance: float=-1,) -> None: ... def add_kerning_pair(self,char_a: int,char_b: int,kerning: int,) -> None: ... def add_texture(self,texture: Texture,) -> None: ... def clear(self,) -> None: ... def create_from_fnt(self,path: Union[str, GDString],) -> Error: ... def get_char_size(self,char_: int,next: int=0,) -> Vector2: ... def get_fallback(self,) -> BitmapFont: ... def get_kerning_pair(self,char_a: int,char_b: int,) -> int: ... def get_texture(self,idx: int,) -> Texture: ... def get_texture_count(self,) -> int: ... def set_ascent(self,px: float,) -> None: ... def set_distance_field_hint(self,enable: bool,) -> None: ... def set_fallback(self,fallback: BitmapFont,) -> None: ... def set_height(self,px: float,) -> None: ... # Properties ascent: float chars: PoolIntArray distance_field: bool fallback: BitmapFont height: float kernings: PoolIntArray textures: Array class DynamicFont(Font): def __init__(self): ... # Constants SPACING_BOTTOM: int SPACING_CHAR: int SPACING_SPACE: int SPACING_TOP: int # Enums class SpacingType(IntFlag): SPACING_TOP: int SPACING_BOTTOM: int SPACING_CHAR: int SPACING_SPACE: int # Methods def add_fallback(self,data: DynamicFontData,) -> None: ... def get_fallback(self,idx: int,) -> DynamicFontData: ... def get_fallback_count(self,) -> int: ... def get_font_data(self,) -> DynamicFontData: ... def get_outline_color(self,) -> Color: ... def get_outline_size(self,) -> int: ... def get_size(self,) -> int: ... def get_spacing(self,type_: int,) -> int: ... def get_use_filter(self,) -> bool: ... def get_use_mipmaps(self,) -> bool: ... def remove_fallback(self,idx: int,) -> None: ... def set_fallback(self,idx: int,data: DynamicFontData,) -> None: ... def set_font_data(self,data: DynamicFontData,) -> None: ... def set_outline_color(self,color: Color,) -> None: ... def set_outline_size(self,size: int,) -> None: ... def set_size(self,data: int,) -> None: ... def set_spacing(self,type_: int,value: int,) -> None: ... def set_use_filter(self,enable: bool,) -> None: ... def set_use_mipmaps(self,enable: bool,) -> None: ... # Properties extra_spacing_bottom: int extra_spacing_char: int extra_spacing_space: int extra_spacing_top: int font_data: DynamicFontData outline_color: Color outline_size: int size: int use_filter: bool use_mipmaps: bool class AudioStreamGenerator(AudioStream): def __init__(self): ... # Methods def get_buffer_length(self,) -> float: ... def get_mix_rate(self,) -> float: ... def set_buffer_length(self,seconds: float,) -> None: ... def set_mix_rate(self,hz: float,) -> None: ... # Properties buffer_length: float mix_rate: float class AudioStreamMicrophone(AudioStream): def __init__(self): ... pass class AudioStreamOGGVorbis(AudioStream): def __init__(self): ... # Methods def get_data(self,) -> PoolByteArray: ... def get_loop_offset(self,) -> float: ... def has_loop(self,) -> bool: ... def set_data(self,data: PoolByteArray,) -> None: ... def set_loop(self,enable: bool,) -> None: ... def set_loop_offset(self,seconds: float,) -> None: ... # Properties data: PoolByteArray loop: bool loop_offset: float class AudioStreamRandomPitch(AudioStream): def __init__(self): ... # Methods def get_audio_stream(self,) -> AudioStream: ... def get_random_pitch(self,) -> float: ... def set_audio_stream(self,stream: AudioStream,) -> None: ... def set_random_pitch(self,scale: float,) -> None: ... # Properties audio_stream: AudioStream random_pitch: float class AudioStreamSample(AudioStream): def __init__(self): ... # Constants FORMAT_16_BITS: int FORMAT_8_BITS: int FORMAT_IMA_ADPCM: int LOOP_BACKWARD: int LOOP_DISABLED: int LOOP_FORWARD: int LOOP_PING_PONG: int # Enums class LoopMode(IntFlag): LOOP_DISABLED: int LOOP_FORWARD: int LOOP_PING_PONG: int LOOP_BACKWARD: int class Format(IntFlag): FORMAT_8_BITS: int FORMAT_16_BITS: int FORMAT_IMA_ADPCM: int # Methods def get_data(self,) -> PoolByteArray: ... def get_format(self,) -> AudioStreamSample.Format: ... def get_loop_begin(self,) -> int: ... def get_loop_end(self,) -> int: ... def get_loop_mode(self,) -> AudioStreamSample.LoopMode: ... def get_mix_rate(self,) -> int: ... def is_stereo(self,) -> bool: ... def save_to_wav(self,path: Union[str, GDString],) -> Error: ... def set_data(self,data: PoolByteArray,) -> None: ... def set_format(self,format: int,) -> None: ... def set_loop_begin(self,loop_begin: int,) -> None: ... def set_loop_end(self,loop_end: int,) -> None: ... def set_loop_mode(self,loop_mode: int,) -> None: ... def set_mix_rate(self,mix_rate: int,) -> None: ... def set_stereo(self,stereo: bool,) -> None: ... # Properties data: PoolByteArray format: int loop_begin: int loop_end: int loop_mode: int mix_rate: int stereo: bool class AudioEffectAmplify(AudioEffect): def __init__(self): ... # Methods def get_volume_db(self,) -> float: ... def set_volume_db(self,volume: float,) -> None: ... # Properties volume_db: float class AudioEffectChorus(AudioEffect): def __init__(self): ... # Methods def get_dry(self,) -> float: ... def get_voice_count(self,) -> int: ... def get_voice_cutoff_hz(self,voice_idx: int,) -> float: ... def get_voice_delay_ms(self,voice_idx: int,) -> float: ... def get_voice_depth_ms(self,voice_idx: int,) -> float: ... def get_voice_level_db(self,voice_idx: int,) -> float: ... def get_voice_pan(self,voice_idx: int,) -> float: ... def get_voice_rate_hz(self,voice_idx: int,) -> float: ... def get_wet(self,) -> float: ... def set_dry(self,amount: float,) -> None: ... def set_voice_count(self,voices: int,) -> None: ... def set_voice_cutoff_hz(self,voice_idx: int,cutoff_hz: float,) -> None: ... def set_voice_delay_ms(self,voice_idx: int,delay_ms: float,) -> None: ... def set_voice_depth_ms(self,voice_idx: int,depth_ms: float,) -> None: ... def set_voice_level_db(self,voice_idx: int,level_db: float,) -> None: ... def set_voice_pan(self,voice_idx: int,pan: float,) -> None: ... def set_voice_rate_hz(self,voice_idx: int,rate_hz: float,) -> None: ... def set_wet(self,amount: float,) -> None: ... # Properties dry: float voice_1_cutoff_hz: float voice_1_delay_ms: float voice_1_depth_ms: float voice_1_level_db: float voice_1_pan: float voice_1_rate_hz: float voice_2_cutoff_hz: float voice_2_delay_ms: float voice_2_depth_ms: float voice_2_level_db: float voice_2_pan: float voice_2_rate_hz: float voice_3_cutoff_hz: float voice_3_delay_ms: float voice_3_depth_ms: float voice_3_level_db: float voice_3_pan: float voice_3_rate_hz: float voice_4_cutoff_hz: float voice_4_delay_ms: float voice_4_depth_ms: float voice_4_level_db: float voice_4_pan: float voice_4_rate_hz: float voice_count: int wet: float class AudioEffectCompressor(AudioEffect): def __init__(self): ... # Methods def get_attack_us(self,) -> float: ... def get_gain(self,) -> float: ... def get_mix(self,) -> float: ... def get_ratio(self,) -> float: ... def get_release_ms(self,) -> float: ... def get_sidechain(self,) -> Union[str, GDString]: ... def get_threshold(self,) -> float: ... def set_attack_us(self,attack_us: float,) -> None: ... def set_gain(self,gain: float,) -> None: ... def set_mix(self,mix: float,) -> None: ... def set_ratio(self,ratio: float,) -> None: ... def set_release_ms(self,release_ms: float,) -> None: ... def set_sidechain(self,sidechain: Union[str, GDString],) -> None: ... def set_threshold(self,threshold: float,) -> None: ... # Properties attack_us: float gain: float mix: float ratio: float release_ms: float sidechain: Union[str, GDString] threshold: float class AudioEffectDelay(AudioEffect): def __init__(self): ... # Methods def get_dry(self,) -> float: ... def get_feedback_delay_ms(self,) -> float: ... def get_feedback_level_db(self,) -> float: ... def get_feedback_lowpass(self,) -> float: ... def get_tap1_delay_ms(self,) -> float: ... def get_tap1_level_db(self,) -> float: ... def get_tap1_pan(self,) -> float: ... def get_tap2_delay_ms(self,) -> float: ... def get_tap2_level_db(self,) -> float: ... def get_tap2_pan(self,) -> float: ... def is_feedback_active(self,) -> bool: ... def is_tap1_active(self,) -> bool: ... def is_tap2_active(self,) -> bool: ... def set_dry(self,amount: float,) -> None: ... def set_feedback_active(self,amount: bool,) -> None: ... def set_feedback_delay_ms(self,amount: float,) -> None: ... def set_feedback_level_db(self,amount: float,) -> None: ... def set_feedback_lowpass(self,amount: float,) -> None: ... def set_tap1_active(self,amount: bool,) -> None: ... def set_tap1_delay_ms(self,amount: float,) -> None: ... def set_tap1_level_db(self,amount: float,) -> None: ... def set_tap1_pan(self,amount: float,) -> None: ... def set_tap2_active(self,amount: bool,) -> None: ... def set_tap2_delay_ms(self,amount: float,) -> None: ... def set_tap2_level_db(self,amount: float,) -> None: ... def set_tap2_pan(self,amount: float,) -> None: ... # Properties dry: float feedback_active: bool feedback_delay_ms: float feedback_level_db: float feedback_lowpass: float tap1_active: bool tap1_delay_ms: float tap1_level_db: float tap1_pan: float tap2_active: bool tap2_delay_ms: float tap2_level_db: float tap2_pan: float class AudioEffectDistortion(AudioEffect): def __init__(self): ... # Constants MODE_ATAN: int MODE_CLIP: int MODE_LOFI: int MODE_OVERDRIVE: int MODE_WAVESHAPE: int # Enums class Mode(IntFlag): MODE_CLIP: int MODE_ATAN: int MODE_LOFI: int MODE_OVERDRIVE: int MODE_WAVESHAPE: int # Methods def get_drive(self,) -> float: ... def get_keep_hf_hz(self,) -> float: ... def get_mode(self,) -> AudioEffectDistortion.Mode: ... def get_post_gain(self,) -> float: ... def get_pre_gain(self,) -> float: ... def set_drive(self,drive: float,) -> None: ... def set_keep_hf_hz(self,keep_hf_hz: float,) -> None: ... def set_mode(self,mode: int,) -> None: ... def set_post_gain(self,post_gain: float,) -> None: ... def set_pre_gain(self,pre_gain: float,) -> None: ... # Properties drive: float keep_hf_hz: float mode: int post_gain: float pre_gain: float class AudioEffectEQ(AudioEffect): def __init__(self): ... # Methods def get_band_count(self,) -> int: ... def get_band_gain_db(self,band_idx: int,) -> float: ... def set_band_gain_db(self,band_idx: int,volume_db: float,) -> None: ... class AudioEffectFilter(AudioEffect): def __init__(self): ... # Constants FILTER_12DB: int FILTER_18DB: int FILTER_24DB: int FILTER_6DB: int # Enums class FilterDB(IntFlag): FILTER_6DB: int FILTER_12DB: int FILTER_18DB: int FILTER_24DB: int # Methods def get_cutoff(self,) -> float: ... def get_db(self,) -> AudioEffectFilter.FilterDB: ... def get_gain(self,) -> float: ... def get_resonance(self,) -> float: ... def set_cutoff(self,freq: float,) -> None: ... def set_db(self,amount: int,) -> None: ... def set_gain(self,amount: float,) -> None: ... def set_resonance(self,amount: float,) -> None: ... # Properties cutoff_hz: float db: int gain: float resonance: float class AudioEffectLimiter(AudioEffect): def __init__(self): ... # Methods def get_ceiling_db(self,) -> float: ... def get_soft_clip_db(self,) -> float: ... def get_soft_clip_ratio(self,) -> float: ... def get_threshold_db(self,) -> float: ... def set_ceiling_db(self,ceiling: float,) -> None: ... def set_soft_clip_db(self,soft_clip: float,) -> None: ... def set_soft_clip_ratio(self,soft_clip: float,) -> None: ... def set_threshold_db(self,threshold: float,) -> None: ... # Properties ceiling_db: float soft_clip_db: float soft_clip_ratio: float threshold_db: float class AudioEffectPanner(AudioEffect): def __init__(self): ... # Methods def get_pan(self,) -> float: ... def set_pan(self,cpanume: float,) -> None: ... # Properties pan: float class AudioEffectPhaser(AudioEffect): def __init__(self): ... # Methods def get_depth(self,) -> float: ... def get_feedback(self,) -> float: ... def get_range_max_hz(self,) -> float: ... def get_range_min_hz(self,) -> float: ... def get_rate_hz(self,) -> float: ... def set_depth(self,depth: float,) -> None: ... def set_feedback(self,fbk: float,) -> None: ... def set_range_max_hz(self,hz: float,) -> None: ... def set_range_min_hz(self,hz: float,) -> None: ... def set_rate_hz(self,hz: float,) -> None: ... # Properties depth: float feedback: float range_max_hz: float range_min_hz: float rate_hz: float class AudioEffectPitchShift(AudioEffect): def __init__(self): ... # Constants FFT_SIZE_1024: int FFT_SIZE_2048: int FFT_SIZE_256: int FFT_SIZE_4096: int FFT_SIZE_512: int FFT_SIZE_MAX: int # Enums class FFT_Size(IntFlag): FFT_SIZE_256: int FFT_SIZE_512: int FFT_SIZE_1024: int FFT_SIZE_2048: int FFT_SIZE_4096: int FFT_SIZE_MAX: int # Methods def get_fft_size(self,) -> AudioEffectPitchShift.FFT_Size: ... def get_oversampling(self,) -> int: ... def get_pitch_scale(self,) -> float: ... def set_fft_size(self,size: int,) -> None: ... def set_oversampling(self,amount: int,) -> None: ... def set_pitch_scale(self,rate: float,) -> None: ... # Properties fft_size: int oversampling: float pitch_scale: float class AudioEffectRecord(AudioEffect): def __init__(self): ... # Methods def get_format(self,) -> AudioStreamSample.Format: ... def get_recording(self,) -> AudioStreamSample: ... def is_recording_active(self,) -> bool: ... def set_format(self,format: int,) -> None: ... def set_recording_active(self,record: bool,) -> None: ... # Properties format: int class AudioEffectReverb(AudioEffect): def __init__(self): ... # Methods def get_damping(self,) -> float: ... def get_dry(self,) -> float: ... def get_hpf(self,) -> float: ... def get_predelay_feedback(self,) -> float: ... def get_predelay_msec(self,) -> float: ... def get_room_size(self,) -> float: ... def get_spread(self,) -> float: ... def get_wet(self,) -> float: ... def set_damping(self,amount: float,) -> None: ... def set_dry(self,amount: float,) -> None: ... def set_hpf(self,amount: float,) -> None: ... def set_predelay_feedback(self,feedback: float,) -> None: ... def set_predelay_msec(self,msec: float,) -> None: ... def set_room_size(self,size: float,) -> None: ... def set_spread(self,amount: float,) -> None: ... def set_wet(self,amount: float,) -> None: ... # Properties damping: float dry: float hipass: float predelay_feedback: float predelay_msec: float room_size: float spread: float wet: float class AudioEffectSpectrumAnalyzer(AudioEffect): def __init__(self): ... # Constants FFT_SIZE_1024: int FFT_SIZE_2048: int FFT_SIZE_256: int FFT_SIZE_4096: int FFT_SIZE_512: int FFT_SIZE_MAX: int # Enums class FFT_Size(IntFlag): FFT_SIZE_256: int FFT_SIZE_512: int FFT_SIZE_1024: int FFT_SIZE_2048: int FFT_SIZE_4096: int FFT_SIZE_MAX: int # Methods def get_buffer_length(self,) -> float: ... def get_fft_size(self,) -> AudioEffectSpectrumAnalyzer.FFT_Size: ... def get_tap_back_pos(self,) -> float: ... def set_buffer_length(self,seconds: float,) -> None: ... def set_fft_size(self,size: int,) -> None: ... def set_tap_back_pos(self,seconds: float,) -> None: ... # Properties buffer_length: float fft_size: int tap_back_pos: float class AudioEffectStereoEnhance(AudioEffect): def __init__(self): ... # Methods def get_pan_pullout(self,) -> float: ... def get_surround(self,) -> float: ... def get_time_pullout(self,) -> float: ... def set_pan_pullout(self,amount: float,) -> None: ... def set_surround(self,amount: float,) -> None: ... def set_time_pullout(self,amount: float,) -> None: ... # Properties pan_pullout: float surround: float time_pullout_ms: float class AudioEffectBandLimitFilter(AudioEffectFilter): def __init__(self): ... pass class AudioEffectBandPassFilter(AudioEffectFilter): def __init__(self): ... pass class AudioEffectHighPassFilter(AudioEffectFilter): def __init__(self): ... pass class AudioEffectHighShelfFilter(AudioEffectFilter): def __init__(self): ... pass class AudioEffectLowPassFilter(AudioEffectFilter): def __init__(self): ... pass class AudioEffectLowShelfFilter(AudioEffectFilter): def __init__(self): ... pass class AudioEffectNotchFilter(AudioEffectFilter): def __init__(self): ... pass class AudioEffectEQ10(AudioEffectEQ): def __init__(self): ... pass class AudioEffectEQ21(AudioEffectEQ): def __init__(self): ... pass class AudioEffectEQ6(AudioEffectEQ): def __init__(self): ... pass class AnimationNodeAdd2(AnimationNode): def __init__(self): ... # Methods def is_using_sync(self,) -> bool: ... def set_use_sync(self,enable: bool,) -> None: ... # Properties sync: bool class AnimationNodeAdd3(AnimationNode): def __init__(self): ... # Methods def is_using_sync(self,) -> bool: ... def set_use_sync(self,enable: bool,) -> None: ... # Properties sync: bool class AnimationNodeBlend2(AnimationNode): def __init__(self): ... # Methods def is_using_sync(self,) -> bool: ... def set_use_sync(self,enable: bool,) -> None: ... # Properties sync: bool class AnimationNodeBlend3(AnimationNode): def __init__(self): ... # Methods def is_using_sync(self,) -> bool: ... def set_use_sync(self,enable: bool,) -> None: ... # Properties sync: bool class AnimationNodeOneShot(AnimationNode): def __init__(self): ... # Constants MIX_MODE_ADD: int MIX_MODE_BLEND: int # Enums class MixMode(IntFlag): MIX_MODE_BLEND: int MIX_MODE_ADD: int # Methods def get_autorestart_delay(self,) -> float: ... def get_autorestart_random_delay(self,) -> float: ... def get_fadein_time(self,) -> float: ... def get_fadeout_time(self,) -> float: ... def get_mix_mode(self,) -> AnimationNodeOneShot.MixMode: ... def has_autorestart(self,) -> bool: ... def is_using_sync(self,) -> bool: ... def set_autorestart(self,enable: bool,) -> None: ... def set_autorestart_delay(self,enable: float,) -> None: ... def set_autorestart_random_delay(self,enable: float,) -> None: ... def set_fadein_time(self,time: float,) -> None: ... def set_fadeout_time(self,time: float,) -> None: ... def set_mix_mode(self,mode: int,) -> None: ... def set_use_sync(self,enable: bool,) -> None: ... # Properties autorestart: bool autorestart_delay: float autorestart_random_delay: float fadein_time: float fadeout_time: float sync: bool class AnimationNodeOutput(AnimationNode): def __init__(self): ... pass class AnimationNodeTimeScale(AnimationNode): def __init__(self): ... pass class AnimationNodeTimeSeek(AnimationNode): def __init__(self): ... pass class AnimationNodeTransition(AnimationNode): def __init__(self): ... # Methods def get_cross_fade_time(self,) -> float: ... def get_enabled_inputs(self,) -> int: ... def get_input_caption(self,input: int,) -> Union[str, GDString]: ... def is_input_set_as_auto_advance(self,input: int,) -> bool: ... def set_cross_fade_time(self,time: float,) -> None: ... def set_enabled_inputs(self,amount: int,) -> None: ... def set_input_as_auto_advance(self,input: int,enable: bool,) -> None: ... def set_input_caption(self,input: int,caption: Union[str, GDString],) -> None: ... # Properties input_0_auto_advance: bool input_0_name: Union[str, GDString] input_1_auto_advance: bool input_1_name: Union[str, GDString] input_10_auto_advance: bool input_10_name: Union[str, GDString] input_11_auto_advance: bool input_11_name: Union[str, GDString] input_12_auto_advance: bool input_12_name: Union[str, GDString] input_13_auto_advance: bool input_13_name: Union[str, GDString] input_14_auto_advance: bool input_14_name: Union[str, GDString] input_15_auto_advance: bool input_15_name: Union[str, GDString] input_16_auto_advance: bool input_16_name: Union[str, GDString] input_17_auto_advance: bool input_17_name: Union[str, GDString] input_18_auto_advance: bool input_18_name: Union[str, GDString] input_19_auto_advance: bool input_19_name: Union[str, GDString] input_2_auto_advance: bool input_2_name: Union[str, GDString] input_20_auto_advance: bool input_20_name: Union[str, GDString] input_21_auto_advance: bool input_21_name: Union[str, GDString] input_22_auto_advance: bool input_22_name: Union[str, GDString] input_23_auto_advance: bool input_23_name: Union[str, GDString] input_24_auto_advance: bool input_24_name: Union[str, GDString] input_25_auto_advance: bool input_25_name: Union[str, GDString] input_26_auto_advance: bool input_26_name: Union[str, GDString] input_27_auto_advance: bool input_27_name: Union[str, GDString] input_28_auto_advance: bool input_28_name: Union[str, GDString] input_29_auto_advance: bool input_29_name: Union[str, GDString] input_3_auto_advance: bool input_3_name: Union[str, GDString] input_30_auto_advance: bool input_30_name: Union[str, GDString] input_31_auto_advance: bool input_31_name: Union[str, GDString] input_4_auto_advance: bool input_4_name: Union[str, GDString] input_5_auto_advance: bool input_5_name: Union[str, GDString] input_6_auto_advance: bool input_6_name: Union[str, GDString] input_7_auto_advance: bool input_7_name: Union[str, GDString] input_8_auto_advance: bool input_8_name: Union[str, GDString] input_9_auto_advance: bool input_9_name: Union[str, GDString] input_count: int xfade_time: float class AnimationRootNode(AnimationNode): def __init__(self): ... pass class AnimationNodeAnimation(AnimationRootNode): def __init__(self): ... # Methods def get_animation(self,) -> Union[str, GDString]: ... def set_animation(self,name: Union[str, GDString],) -> None: ... # Properties animation: Union[str, GDString] class AnimationNodeBlendSpace1D(AnimationRootNode): def __init__(self): ... # Methods def add_blend_point(self,node: AnimationRootNode,pos: float,at_index: int=-1,) -> None: ... def get_blend_point_count(self,) -> int: ... def get_blend_point_node(self,point: int,) -> AnimationRootNode: ... def get_blend_point_position(self,point: int,) -> float: ... def get_max_space(self,) -> float: ... def get_min_space(self,) -> float: ... def get_snap(self,) -> float: ... def get_value_label(self,) -> Union[str, GDString]: ... def remove_blend_point(self,point: int,) -> None: ... def set_blend_point_node(self,point: int,node: AnimationRootNode,) -> None: ... def set_blend_point_position(self,point: int,pos: float,) -> None: ... def set_max_space(self,max_space: float,) -> None: ... def set_min_space(self,min_space: float,) -> None: ... def set_snap(self,snap: float,) -> None: ... def set_value_label(self,text: Union[str, GDString],) -> None: ... # Properties blend_point_0_node: AnimationRootNode blend_point_0_pos: float blend_point_1_node: AnimationRootNode blend_point_1_pos: float blend_point_10_node: AnimationRootNode blend_point_10_pos: float blend_point_11_node: AnimationRootNode blend_point_11_pos: float blend_point_12_node: AnimationRootNode blend_point_12_pos: float blend_point_13_node: AnimationRootNode blend_point_13_pos: float blend_point_14_node: AnimationRootNode blend_point_14_pos: float blend_point_15_node: AnimationRootNode blend_point_15_pos: float blend_point_16_node: AnimationRootNode blend_point_16_pos: float blend_point_17_node: AnimationRootNode blend_point_17_pos: float blend_point_18_node: AnimationRootNode blend_point_18_pos: float blend_point_19_node: AnimationRootNode blend_point_19_pos: float blend_point_2_node: AnimationRootNode blend_point_2_pos: float blend_point_20_node: AnimationRootNode blend_point_20_pos: float blend_point_21_node: AnimationRootNode blend_point_21_pos: float blend_point_22_node: AnimationRootNode blend_point_22_pos: float blend_point_23_node: AnimationRootNode blend_point_23_pos: float blend_point_24_node: AnimationRootNode blend_point_24_pos: float blend_point_25_node: AnimationRootNode blend_point_25_pos: float blend_point_26_node: AnimationRootNode blend_point_26_pos: float blend_point_27_node: AnimationRootNode blend_point_27_pos: float blend_point_28_node: AnimationRootNode blend_point_28_pos: float blend_point_29_node: AnimationRootNode blend_point_29_pos: float blend_point_3_node: AnimationRootNode blend_point_3_pos: float blend_point_30_node: AnimationRootNode blend_point_30_pos: float blend_point_31_node: AnimationRootNode blend_point_31_pos: float blend_point_32_node: AnimationRootNode blend_point_32_pos: float blend_point_33_node: AnimationRootNode blend_point_33_pos: float blend_point_34_node: AnimationRootNode blend_point_34_pos: float blend_point_35_node: AnimationRootNode blend_point_35_pos: float blend_point_36_node: AnimationRootNode blend_point_36_pos: float blend_point_37_node: AnimationRootNode blend_point_37_pos: float blend_point_38_node: AnimationRootNode blend_point_38_pos: float blend_point_39_node: AnimationRootNode blend_point_39_pos: float blend_point_4_node: AnimationRootNode blend_point_4_pos: float blend_point_40_node: AnimationRootNode blend_point_40_pos: float blend_point_41_node: AnimationRootNode blend_point_41_pos: float blend_point_42_node: AnimationRootNode blend_point_42_pos: float blend_point_43_node: AnimationRootNode blend_point_43_pos: float blend_point_44_node: AnimationRootNode blend_point_44_pos: float blend_point_45_node: AnimationRootNode blend_point_45_pos: float blend_point_46_node: AnimationRootNode blend_point_46_pos: float blend_point_47_node: AnimationRootNode blend_point_47_pos: float blend_point_48_node: AnimationRootNode blend_point_48_pos: float blend_point_49_node: AnimationRootNode blend_point_49_pos: float blend_point_5_node: AnimationRootNode blend_point_5_pos: float blend_point_50_node: AnimationRootNode blend_point_50_pos: float blend_point_51_node: AnimationRootNode blend_point_51_pos: float blend_point_52_node: AnimationRootNode blend_point_52_pos: float blend_point_53_node: AnimationRootNode blend_point_53_pos: float blend_point_54_node: AnimationRootNode blend_point_54_pos: float blend_point_55_node: AnimationRootNode blend_point_55_pos: float blend_point_56_node: AnimationRootNode blend_point_56_pos: float blend_point_57_node: AnimationRootNode blend_point_57_pos: float blend_point_58_node: AnimationRootNode blend_point_58_pos: float blend_point_59_node: AnimationRootNode blend_point_59_pos: float blend_point_6_node: AnimationRootNode blend_point_6_pos: float blend_point_60_node: AnimationRootNode blend_point_60_pos: float blend_point_61_node: AnimationRootNode blend_point_61_pos: float blend_point_62_node: AnimationRootNode blend_point_62_pos: float blend_point_63_node: AnimationRootNode blend_point_63_pos: float blend_point_7_node: AnimationRootNode blend_point_7_pos: float blend_point_8_node: AnimationRootNode blend_point_8_pos: float blend_point_9_node: AnimationRootNode blend_point_9_pos: float max_space: float min_space: float snap: float value_label: Union[str, GDString] class AnimationNodeBlendSpace2D(AnimationRootNode): def __init__(self): ... # Constants BLEND_MODE_DISCRETE: int BLEND_MODE_DISCRETE_CARRY: int BLEND_MODE_INTERPOLATED: int # Enums class BlendMode(IntFlag): BLEND_MODE_INTERPOLATED: int BLEND_MODE_DISCRETE: int BLEND_MODE_DISCRETE_CARRY: int # Methods def add_blend_point(self,node: AnimationRootNode,pos: Vector2,at_index: int=-1,) -> None: ... def add_triangle(self,x: int,y: int,z: int,at_index: int=-1,) -> None: ... def get_auto_triangles(self,) -> bool: ... def get_blend_mode(self,) -> AnimationNodeBlendSpace2D.BlendMode: ... def get_blend_point_count(self,) -> int: ... def get_blend_point_node(self,point: int,) -> AnimationRootNode: ... def get_blend_point_position(self,point: int,) -> Vector2: ... def get_max_space(self,) -> Vector2: ... def get_min_space(self,) -> Vector2: ... def get_snap(self,) -> Vector2: ... def get_triangle_count(self,) -> int: ... def get_triangle_point(self,triangle: int,point: int,) -> int: ... def get_x_label(self,) -> Union[str, GDString]: ... def get_y_label(self,) -> Union[str, GDString]: ... def remove_blend_point(self,point: int,) -> None: ... def remove_triangle(self,triangle: int,) -> None: ... def set_auto_triangles(self,enable: bool,) -> None: ... def set_blend_mode(self,mode: int,) -> None: ... def set_blend_point_node(self,point: int,node: AnimationRootNode,) -> None: ... def set_blend_point_position(self,point: int,pos: Vector2,) -> None: ... def set_max_space(self,max_space: Vector2,) -> None: ... def set_min_space(self,min_space: Vector2,) -> None: ... def set_snap(self,snap: Vector2,) -> None: ... def set_x_label(self,text: Union[str, GDString],) -> None: ... def set_y_label(self,text: Union[str, GDString],) -> None: ... # Properties auto_triangles: bool blend_mode: int blend_point_0_node: AnimationRootNode blend_point_0_pos: Vector2 blend_point_1_node: AnimationRootNode blend_point_1_pos: Vector2 blend_point_10_node: AnimationRootNode blend_point_10_pos: Vector2 blend_point_11_node: AnimationRootNode blend_point_11_pos: Vector2 blend_point_12_node: AnimationRootNode blend_point_12_pos: Vector2 blend_point_13_node: AnimationRootNode blend_point_13_pos: Vector2 blend_point_14_node: AnimationRootNode blend_point_14_pos: Vector2 blend_point_15_node: AnimationRootNode blend_point_15_pos: Vector2 blend_point_16_node: AnimationRootNode blend_point_16_pos: Vector2 blend_point_17_node: AnimationRootNode blend_point_17_pos: Vector2 blend_point_18_node: AnimationRootNode blend_point_18_pos: Vector2 blend_point_19_node: AnimationRootNode blend_point_19_pos: Vector2 blend_point_2_node: AnimationRootNode blend_point_2_pos: Vector2 blend_point_20_node: AnimationRootNode blend_point_20_pos: Vector2 blend_point_21_node: AnimationRootNode blend_point_21_pos: Vector2 blend_point_22_node: AnimationRootNode blend_point_22_pos: Vector2 blend_point_23_node: AnimationRootNode blend_point_23_pos: Vector2 blend_point_24_node: AnimationRootNode blend_point_24_pos: Vector2 blend_point_25_node: AnimationRootNode blend_point_25_pos: Vector2 blend_point_26_node: AnimationRootNode blend_point_26_pos: Vector2 blend_point_27_node: AnimationRootNode blend_point_27_pos: Vector2 blend_point_28_node: AnimationRootNode blend_point_28_pos: Vector2 blend_point_29_node: AnimationRootNode blend_point_29_pos: Vector2 blend_point_3_node: AnimationRootNode blend_point_3_pos: Vector2 blend_point_30_node: AnimationRootNode blend_point_30_pos: Vector2 blend_point_31_node: AnimationRootNode blend_point_31_pos: Vector2 blend_point_32_node: AnimationRootNode blend_point_32_pos: Vector2 blend_point_33_node: AnimationRootNode blend_point_33_pos: Vector2 blend_point_34_node: AnimationRootNode blend_point_34_pos: Vector2 blend_point_35_node: AnimationRootNode blend_point_35_pos: Vector2 blend_point_36_node: AnimationRootNode blend_point_36_pos: Vector2 blend_point_37_node: AnimationRootNode blend_point_37_pos: Vector2 blend_point_38_node: AnimationRootNode blend_point_38_pos: Vector2 blend_point_39_node: AnimationRootNode blend_point_39_pos: Vector2 blend_point_4_node: AnimationRootNode blend_point_4_pos: Vector2 blend_point_40_node: AnimationRootNode blend_point_40_pos: Vector2 blend_point_41_node: AnimationRootNode blend_point_41_pos: Vector2 blend_point_42_node: AnimationRootNode blend_point_42_pos: Vector2 blend_point_43_node: AnimationRootNode blend_point_43_pos: Vector2 blend_point_44_node: AnimationRootNode blend_point_44_pos: Vector2 blend_point_45_node: AnimationRootNode blend_point_45_pos: Vector2 blend_point_46_node: AnimationRootNode blend_point_46_pos: Vector2 blend_point_47_node: AnimationRootNode blend_point_47_pos: Vector2 blend_point_48_node: AnimationRootNode blend_point_48_pos: Vector2 blend_point_49_node: AnimationRootNode blend_point_49_pos: Vector2 blend_point_5_node: AnimationRootNode blend_point_5_pos: Vector2 blend_point_50_node: AnimationRootNode blend_point_50_pos: Vector2 blend_point_51_node: AnimationRootNode blend_point_51_pos: Vector2 blend_point_52_node: AnimationRootNode blend_point_52_pos: Vector2 blend_point_53_node: AnimationRootNode blend_point_53_pos: Vector2 blend_point_54_node: AnimationRootNode blend_point_54_pos: Vector2 blend_point_55_node: AnimationRootNode blend_point_55_pos: Vector2 blend_point_56_node: AnimationRootNode blend_point_56_pos: Vector2 blend_point_57_node: AnimationRootNode blend_point_57_pos: Vector2 blend_point_58_node: AnimationRootNode blend_point_58_pos: Vector2 blend_point_59_node: AnimationRootNode blend_point_59_pos: Vector2 blend_point_6_node: AnimationRootNode blend_point_6_pos: Vector2 blend_point_60_node: AnimationRootNode blend_point_60_pos: Vector2 blend_point_61_node: AnimationRootNode blend_point_61_pos: Vector2 blend_point_62_node: AnimationRootNode blend_point_62_pos: Vector2 blend_point_63_node: AnimationRootNode blend_point_63_pos: Vector2 blend_point_7_node: AnimationRootNode blend_point_7_pos: Vector2 blend_point_8_node: AnimationRootNode blend_point_8_pos: Vector2 blend_point_9_node: AnimationRootNode blend_point_9_pos: Vector2 max_space: Vector2 min_space: Vector2 snap: Vector2 triangles: PoolIntArray x_label: Union[str, GDString] y_label: Union[str, GDString] class AnimationNodeBlendTree(AnimationRootNode): def __init__(self): ... # Constants CONNECTION_ERROR_CONNECTION_EXISTS: int CONNECTION_ERROR_NO_INPUT: int CONNECTION_ERROR_NO_INPUT_INDEX: int CONNECTION_ERROR_NO_OUTPUT: int CONNECTION_ERROR_SAME_NODE: int CONNECTION_OK: int # Methods def add_node(self,name: Union[str, GDString],node: AnimationNode,position: Vector2=Vector2(0, 0),) -> None: ... def connect_node(self,input_node: Union[str, GDString],input_index: int,output_node: Union[str, GDString],) -> None: ... def disconnect_node(self,input_node: Union[str, GDString],input_index: int,) -> None: ... def get_graph_offset(self,) -> Vector2: ... def get_node(self,name: Union[str, GDString],) -> AnimationNode: ... def get_node_position(self,name: Union[str, GDString],) -> Vector2: ... def has_node(self,name: Union[str, GDString],) -> bool: ... def remove_node(self,name: Union[str, GDString],) -> None: ... def rename_node(self,name: Union[str, GDString],new_name: Union[str, GDString],) -> None: ... def set_graph_offset(self,offset: Vector2,) -> None: ... def set_node_position(self,name: Union[str, GDString],position: Vector2,) -> None: ... # Properties graph_offset: Vector2 class AnimationNodeStateMachine(AnimationRootNode): def __init__(self): ... # Methods def add_node(self,name: Union[str, GDString],node: AnimationNode,position: Vector2=Vector2(0, 0),) -> None: ... def add_transition(self,from_: Union[str, GDString],to: Union[str, GDString],transition: AnimationNodeStateMachineTransition,) -> None: ... def get_end_node(self,) -> Union[str, GDString]: ... def get_graph_offset(self,) -> Vector2: ... def get_node(self,name: Union[str, GDString],) -> AnimationNode: ... def get_node_name(self,node: AnimationNode,) -> Union[str, GDString]: ... def get_node_position(self,name: Union[str, GDString],) -> Vector2: ... def get_start_node(self,) -> Union[str, GDString]: ... def get_transition(self,idx: int,) -> AnimationNodeStateMachineTransition: ... def get_transition_count(self,) -> int: ... def get_transition_from(self,idx: int,) -> Union[str, GDString]: ... def get_transition_to(self,idx: int,) -> Union[str, GDString]: ... def has_node(self,name: Union[str, GDString],) -> bool: ... def has_transition(self,from_: Union[str, GDString],to: Union[str, GDString],) -> bool: ... def remove_node(self,name: Union[str, GDString],) -> None: ... def remove_transition(self,from_: Union[str, GDString],to: Union[str, GDString],) -> None: ... def remove_transition_by_index(self,idx: int,) -> None: ... def rename_node(self,name: Union[str, GDString],new_name: Union[str, GDString],) -> None: ... def replace_node(self,name: Union[str, GDString],node: AnimationNode,) -> None: ... def set_end_node(self,name: Union[str, GDString],) -> None: ... def set_graph_offset(self,offset: Vector2,) -> None: ... def set_node_position(self,name: Union[str, GDString],position: Vector2,) -> None: ... def set_start_node(self,name: Union[str, GDString],) -> None: ... class NetworkedMultiplayerPeer(PacketPeer): # Constants CONNECTION_CONNECTED: int CONNECTION_CONNECTING: int CONNECTION_DISCONNECTED: int TARGET_PEER_BROADCAST: int TARGET_PEER_SERVER: int TRANSFER_MODE_RELIABLE: int TRANSFER_MODE_UNRELIABLE: int TRANSFER_MODE_UNRELIABLE_ORDERED: int # Enums class ConnectionStatus(IntFlag): CONNECTION_DISCONNECTED: int CONNECTION_CONNECTING: int CONNECTION_CONNECTED: int class TransferMode(IntFlag): TRANSFER_MODE_UNRELIABLE: int TRANSFER_MODE_UNRELIABLE_ORDERED: int TRANSFER_MODE_RELIABLE: int # Methods def get_connection_status(self,) -> NetworkedMultiplayerPeer.ConnectionStatus: ... def get_packet_peer(self,) -> int: ... def get_transfer_mode(self,) -> NetworkedMultiplayerPeer.TransferMode: ... def get_unique_id(self,) -> int: ... def is_refusing_new_connections(self,) -> bool: ... def poll(self,) -> None: ... def set_refuse_new_connections(self,enable: bool,) -> None: ... def set_target_peer(self,id: int,) -> None: ... def set_transfer_mode(self,mode: int,) -> None: ... # Properties refuse_new_connections: bool transfer_mode: int class PacketPeerDTLS(PacketPeer): def __init__(self): ... # Constants STATUS_CONNECTED: int STATUS_DISCONNECTED: int STATUS_ERROR: int STATUS_ERROR_HOSTNAME_MISMATCH: int STATUS_HANDSHAKING: int # Enums class Status(IntFlag): STATUS_DISCONNECTED: int STATUS_HANDSHAKING: int STATUS_CONNECTED: int STATUS_ERROR: int STATUS_ERROR_HOSTNAME_MISMATCH: int # Methods def connect_to_peer(self,packet_peer: PacketPeerUDP,validate_certs: bool=True,for_hostname: Union[str, GDString]="",valid_certificate: X509Certificate=None,) -> Error: ... def disconnect_from_peer(self,) -> None: ... def get_status(self,) -> PacketPeerDTLS.Status: ... def poll(self,) -> None: ... class PacketPeerGDNative(PacketPeer): def __init__(self): ... pass class PacketPeerStream(PacketPeer): def __init__(self): ... # Methods def get_input_buffer_max_size(self,) -> int: ... def get_output_buffer_max_size(self,) -> int: ... def get_stream_peer(self,) -> StreamPeer: ... def set_input_buffer_max_size(self,max_size_bytes: int,) -> None: ... def set_output_buffer_max_size(self,max_size_bytes: int,) -> None: ... def set_stream_peer(self,peer: StreamPeer,) -> None: ... # Properties input_buffer_max_size: int output_buffer_max_size: int stream_peer: StreamPeer class PacketPeerUDP(PacketPeer): def __init__(self): ... # Methods def close(self,) -> None: ... def connect_to_host(self,host: Union[str, GDString],port: int,) -> Error: ... def get_packet_ip(self,) -> Union[str, GDString]: ... def get_packet_port(self,) -> int: ... def is_connected_to_host(self,) -> bool: ... def is_listening(self,) -> bool: ... def join_multicast_group(self,multicast_address: Union[str, GDString],interface_name: Union[str, GDString],) -> Error: ... def leave_multicast_group(self,multicast_address: Union[str, GDString],interface_name: Union[str, GDString],) -> Error: ... def listen(self,port: int,bind_address: Union[str, GDString]="*",recv_buf_size: int=65536,) -> Error: ... def set_broadcast_enabled(self,enabled: bool,) -> None: ... def set_dest_address(self,host: Union[str, GDString],port: int,) -> Error: ... def wait(self,) -> Error: ... class WebRTCDataChannel(PacketPeer): # Constants STATE_CLOSED: int STATE_CLOSING: int STATE_CONNECTING: int STATE_OPEN: int WRITE_MODE_BINARY: int WRITE_MODE_TEXT: int # Enums class WriteMode(IntFlag): WRITE_MODE_TEXT: int WRITE_MODE_BINARY: int class ChannelState(IntFlag): STATE_CONNECTING: int STATE_OPEN: int STATE_CLOSING: int STATE_CLOSED: int # Methods def close(self,) -> None: ... def get_id(self,) -> int: ... def get_label(self,) -> Union[str, GDString]: ... def get_max_packet_life_time(self,) -> int: ... def get_max_retransmits(self,) -> int: ... def get_protocol(self,) -> Union[str, GDString]: ... def get_ready_state(self,) -> WebRTCDataChannel.ChannelState: ... def get_write_mode(self,) -> WebRTCDataChannel.WriteMode: ... def is_negotiated(self,) -> bool: ... def is_ordered(self,) -> bool: ... def poll(self,) -> Error: ... def set_write_mode(self,write_mode: int,) -> None: ... def was_string_packet(self,) -> bool: ... # Properties write_mode: int class WebSocketPeer(PacketPeer): def __init__(self): ... # Constants WRITE_MODE_BINARY: int WRITE_MODE_TEXT: int # Enums class WriteMode(IntFlag): WRITE_MODE_TEXT: int WRITE_MODE_BINARY: int # Methods def close(self,code: int=1000,reason: Union[str, GDString]="",) -> None: ... def get_connected_host(self,) -> Union[str, GDString]: ... def get_connected_port(self,) -> int: ... def get_write_mode(self,) -> WebSocketPeer.WriteMode: ... def is_connected_to_host(self,) -> bool: ... def set_no_delay(self,enabled: bool,) -> None: ... def set_write_mode(self,mode: int,) -> None: ... def was_string_packet(self,) -> bool: ... class WebRTCDataChannelGDNative(WebRTCDataChannel): def __init__(self): ... pass class MultiplayerPeerGDNative(NetworkedMultiplayerPeer): def __init__(self): ... pass class NetworkedMultiplayerENet(NetworkedMultiplayerPeer): def __init__(self): ... # Constants COMPRESS_FASTLZ: int COMPRESS_NONE: int COMPRESS_RANGE_CODER: int COMPRESS_ZLIB: int COMPRESS_ZSTD: int # Enums class CompressionMode(IntFlag): COMPRESS_NONE: int COMPRESS_RANGE_CODER: int COMPRESS_FASTLZ: int COMPRESS_ZLIB: int COMPRESS_ZSTD: int # Methods def close_connection(self,wait_usec: int=100,) -> None: ... def create_client(self,address: Union[str, GDString],port: int,in_bandwidth: int=0,out_bandwidth: int=0,client_port: int=0,) -> Error: ... def create_server(self,port: int,max_clients: int=32,in_bandwidth: int=0,out_bandwidth: int=0,) -> Error: ... def disconnect_peer(self,id: int,now: bool=False,) -> None: ... def get_channel_count(self,) -> int: ... def get_compression_mode(self,) -> NetworkedMultiplayerENet.CompressionMode: ... def get_last_packet_channel(self,) -> int: ... def get_packet_channel(self,) -> int: ... def get_peer_address(self,id: int,) -> Union[str, GDString]: ... def get_peer_port(self,id: int,) -> int: ... def get_transfer_channel(self,) -> int: ... def is_always_ordered(self,) -> bool: ... def is_dtls_enabled(self,) -> bool: ... def is_dtls_verify_enabled(self,) -> bool: ... def is_server_relay_enabled(self,) -> bool: ... def set_always_ordered(self,ordered: bool,) -> None: ... def set_bind_ip(self,ip: Union[str, GDString],) -> None: ... def set_channel_count(self,channels: int,) -> None: ... def set_compression_mode(self,mode: int,) -> None: ... def set_dtls_certificate(self,certificate: X509Certificate,) -> None: ... def set_dtls_enabled(self,enabled: bool,) -> None: ... def set_dtls_key(self,key: CryptoKey,) -> None: ... def set_dtls_verify_enabled(self,enabled: bool,) -> None: ... def set_server_relay_enabled(self,enabled: bool,) -> None: ... def set_transfer_channel(self,channel: int,) -> None: ... # Properties always_ordered: bool channel_count: int compression_mode: int dtls_verify: bool server_relay: bool transfer_channel: int use_dtls: bool class WebRTCMultiplayer(NetworkedMultiplayerPeer): def __init__(self): ... # Methods def add_peer(self,peer: WebRTCPeerConnection,peer_id: int,unreliable_lifetime: int=1,) -> Error: ... def close(self,) -> None: ... def get_peer(self,peer_id: int,) -> Dictionary: ... def get_peers(self,) -> Dictionary: ... def has_peer(self,peer_id: int,) -> bool: ... def initialize(self,peer_id: int,server_compatibility: bool=False,) -> Error: ... def remove_peer(self,peer_id: int,) -> None: ... class WebSocketMultiplayerPeer(NetworkedMultiplayerPeer): # Methods def get_peer(self,peer_id: int,) -> WebSocketPeer: ... def set_buffers(self,input_buffer_size_kb: int,input_max_packets: int,output_buffer_size_kb: int,output_max_packets: int,) -> Error: ... class WebSocketClient(WebSocketMultiplayerPeer): def __init__(self): ... # Methods def connect_to_url(self,url: Union[str, GDString],protocols: PoolStringArray=PoolStringArray(),gd_mp_api: bool=False,custom_headers: PoolStringArray=PoolStringArray(),) -> Error: ... def disconnect_from_host(self,code: int=1000,reason: Union[str, GDString]="",) -> None: ... def get_connected_host(self,) -> Union[str, GDString]: ... def get_connected_port(self,) -> int: ... def get_trusted_ssl_certificate(self,) -> X509Certificate: ... def is_verify_ssl_enabled(self,) -> bool: ... def set_trusted_ssl_certificate(self,arg0: X509Certificate,) -> None: ... def set_verify_ssl_enabled(self,enabled: bool,) -> None: ... # Properties trusted_ssl_certificate: X509Certificate verify_ssl: bool class WebSocketServer(WebSocketMultiplayerPeer): def __init__(self): ... # Methods def disconnect_peer(self,id: int,code: int=1000,reason: Union[str, GDString]="",) -> None: ... def get_bind_ip(self,) -> Union[str, GDString]: ... def get_ca_chain(self,) -> X509Certificate: ... def get_peer_address(self,id: int,) -> Union[str, GDString]: ... def get_peer_port(self,id: int,) -> int: ... def get_private_key(self,) -> CryptoKey: ... def get_ssl_certificate(self,) -> X509Certificate: ... def has_peer(self,id: int,) -> bool: ... def is_listening(self,) -> bool: ... def listen(self,port: int,protocols: PoolStringArray=PoolStringArray(),gd_mp_api: bool=False,) -> Error: ... def set_bind_ip(self,arg0: Union[str, GDString],) -> None: ... def set_ca_chain(self,arg0: X509Certificate,) -> None: ... def set_private_key(self,arg0: CryptoKey,) -> None: ... def set_ssl_certificate(self,arg0: X509Certificate,) -> None: ... def stop(self,) -> None: ... # Properties bind_ip: Union[str, GDString] ca_chain: X509Certificate private_key: CryptoKey ssl_certificate: X509Certificate class EditorSceneImporterAssimp(EditorSceneImporter): pass class AudioStreamPlaybackResampled(AudioStreamPlayback): pass class AudioStreamGeneratorPlayback(AudioStreamPlaybackResampled): # Methods def can_push_buffer(self,amount: int,) -> bool: ... def clear_buffer(self,) -> None: ... def get_frames_available(self,) -> int: ... def get_skips(self,) -> int: ... def push_buffer(self,frames: PoolVector2Array,) -> bool: ... def push_frame(self,frame: Vector2,) -> bool: ... class AudioEffectSpectrumAnalyzerInstance(AudioEffectInstance): # Constants MAGNITUDE_AVERAGE: int MAGNITUDE_MAX: int # Enums class MagnitudeMode(IntFlag): MAGNITUDE_AVERAGE: int MAGNITUDE_MAX: int # Methods def get_magnitude_for_frequency_range(self,from_hz: float,to_hz: float,mode: int=1,) -> Vector2: ... class ARVRInterfaceGDNative(ARVRInterface): def __init__(self): ... pass class MobileVRInterface(ARVRInterface): def __init__(self): ... # Methods def get_display_to_lens(self,) -> float: ... def get_display_width(self,) -> float: ... def get_eye_height(self,) -> float: ... def get_iod(self,) -> float: ... def get_k1(self,) -> float: ... def get_k2(self,) -> float: ... def get_oversample(self,) -> float: ... def set_display_to_lens(self,display_to_lens: float,) -> None: ... def set_display_width(self,display_width: float,) -> None: ... def set_eye_height(self,eye_height: float,) -> None: ... def set_iod(self,iod: float,) -> None: ... def set_k1(self,k: float,) -> None: ... def set_k2(self,k: float,) -> None: ... def set_oversample(self,oversample: float,) -> None: ... # Properties display_to_lens: float display_width: float eye_height: float iod: float k1: float k2: float oversample: float class BulletPhysicsServer(_PhysicsServer): pass class BulletPhysicsDirectBodyState(PhysicsDirectBodyState): pass class Physics2DServerSW(_Physics2DServer): pass class Physics2DDirectBodyStateSW(Physics2DDirectBodyState): pass class AnimationPlayer(Node): @staticmethod def new() -> AnimationPlayer: ... # Constants ANIMATION_METHOD_CALL_DEFERRED: int ANIMATION_METHOD_CALL_IMMEDIATE: int ANIMATION_PROCESS_IDLE: int ANIMATION_PROCESS_MANUAL: int ANIMATION_PROCESS_PHYSICS: int # Enums class AnimationProcessMode(IntFlag): ANIMATION_PROCESS_PHYSICS: int ANIMATION_PROCESS_IDLE: int ANIMATION_PROCESS_MANUAL: int class AnimationMethodCallMode(IntFlag): ANIMATION_METHOD_CALL_DEFERRED: int ANIMATION_METHOD_CALL_IMMEDIATE: int # Methods def add_animation(self,name: Union[str, GDString],animation: Animation,) -> Error: ... def advance(self,delta: float,) -> None: ... def animation_get_next(self,anim_from: Union[str, GDString],) -> Union[str, GDString]: ... def animation_set_next(self,anim_from: Union[str, GDString],anim_to: Union[str, GDString],) -> None: ... def clear_caches(self,) -> None: ... def clear_queue(self,) -> None: ... def find_animation(self,animation: Animation,) -> Union[str, GDString]: ... def get_animation(self,name: Union[str, GDString],) -> Animation: ... def get_animation_list(self,) -> PoolStringArray: ... def get_animation_process_mode(self,) -> AnimationPlayer.AnimationProcessMode: ... def get_assigned_animation(self,) -> Union[str, GDString]: ... def get_autoplay(self,) -> Union[str, GDString]: ... def get_blend_time(self,anim_from: Union[str, GDString],anim_to: Union[str, GDString],) -> float: ... def get_current_animation(self,) -> Union[str, GDString]: ... def get_current_animation_length(self,) -> float: ... def get_current_animation_position(self,) -> float: ... def get_default_blend_time(self,) -> float: ... def get_method_call_mode(self,) -> AnimationPlayer.AnimationMethodCallMode: ... def get_playing_speed(self,) -> float: ... def get_queue(self,) -> PoolStringArray: ... def get_root(self,) -> Union[str, NodePath]: ... def get_speed_scale(self,) -> float: ... def has_animation(self,name: Union[str, GDString],) -> bool: ... def is_active(self,) -> bool: ... def is_playing(self,) -> bool: ... def play(self,name: Union[str, GDString]="",custom_blend: float=-1,custom_speed: float=1,from_end: bool=False,) -> None: ... def play_backwards(self,name: Union[str, GDString]="",custom_blend: float=-1,) -> None: ... def queue(self,name: Union[str, GDString],) -> None: ... def remove_animation(self,name: Union[str, GDString],) -> None: ... def rename_animation(self,name: Union[str, GDString],newname: Union[str, GDString],) -> None: ... def seek(self,seconds: float,update: bool=False,) -> None: ... def set_active(self,active: bool,) -> None: ... def set_animation_process_mode(self,mode: int,) -> None: ... def set_assigned_animation(self,anim: Union[str, GDString],) -> None: ... def set_autoplay(self,name: Union[str, GDString],) -> None: ... def set_blend_time(self,anim_from: Union[str, GDString],anim_to: Union[str, GDString],sec: float,) -> None: ... def set_current_animation(self,anim: Union[str, GDString],) -> None: ... def set_default_blend_time(self,sec: float,) -> None: ... def set_method_call_mode(self,mode: int,) -> None: ... def set_root(self,path: Union[str, NodePath],) -> None: ... def set_speed_scale(self,speed: float,) -> None: ... def stop(self,reset: bool=True,) -> None: ... # Properties assigned_animation: Union[str, GDString] autoplay: Union[str, GDString] current_animation: Union[str, GDString] current_animation_length: float current_animation_position: float method_call_mode: int playback_active: bool playback_default_blend_time: float playback_process_mode: int playback_speed: float root_node: Union[str, NodePath] class AnimationTree(Node): @staticmethod def new() -> AnimationTree: ... # Constants ANIMATION_PROCESS_IDLE: int ANIMATION_PROCESS_MANUAL: int ANIMATION_PROCESS_PHYSICS: int # Enums class AnimationProcessMode(IntFlag): ANIMATION_PROCESS_PHYSICS: int ANIMATION_PROCESS_IDLE: int ANIMATION_PROCESS_MANUAL: int # Methods def advance(self,delta: float,) -> None: ... def get_animation_player(self,) -> Union[str, NodePath]: ... def get_process_mode(self,) -> AnimationTree.AnimationProcessMode: ... def get_root_motion_track(self,) -> Union[str, NodePath]: ... def get_root_motion_transform(self,) -> Transform: ... def get_tree_root(self,) -> AnimationNode: ... def is_active(self,) -> bool: ... def rename_parameter(self,old_name: Union[str, GDString],new_name: Union[str, GDString],) -> None: ... def set_active(self,active: bool,) -> None: ... def set_animation_player(self,root: Union[str, NodePath],) -> None: ... def set_process_mode(self,mode: int,) -> None: ... def set_root_motion_track(self,path: Union[str, NodePath],) -> None: ... def set_tree_root(self,root: AnimationNode,) -> None: ... # Properties active: bool anim_player: Union[str, NodePath] process_mode: int root_motion_track: Union[str, NodePath] tree_root: AnimationRootNode class AnimationTreePlayer(Node): @staticmethod def new() -> AnimationTreePlayer: ... # Constants ANIMATION_PROCESS_IDLE: int ANIMATION_PROCESS_PHYSICS: int NODE_ANIMATION: int NODE_BLEND2: int NODE_BLEND3: int NODE_BLEND4: int NODE_MIX: int NODE_ONESHOT: int NODE_OUTPUT: int NODE_TIMESCALE: int NODE_TIMESEEK: int NODE_TRANSITION: int # Enums class AnimationProcessMode(IntFlag): ANIMATION_PROCESS_PHYSICS: int ANIMATION_PROCESS_IDLE: int class NodeType(IntFlag): NODE_OUTPUT: int NODE_ANIMATION: int NODE_ONESHOT: int NODE_MIX: int NODE_BLEND2: int NODE_BLEND3: int NODE_BLEND4: int NODE_TIMESCALE: int NODE_TIMESEEK: int NODE_TRANSITION: int # Methods def add_node(self,type_: int,id: Union[str, GDString],) -> None: ... def advance(self,delta: float,) -> None: ... def animation_node_get_animation(self,id: Union[str, GDString],) -> Animation: ... def animation_node_get_master_animation(self,id: Union[str, GDString],) -> Union[str, GDString]: ... def animation_node_get_position(self,id: Union[str, GDString],) -> float: ... def animation_node_set_animation(self,id: Union[str, GDString],animation: Animation,) -> None: ... def animation_node_set_filter_path(self,id: Union[str, GDString],path: Union[str, NodePath],enable: bool,) -> None: ... def animation_node_set_master_animation(self,id: Union[str, GDString],source: Union[str, GDString],) -> None: ... def are_nodes_connected(self,id: Union[str, GDString],dst_id: Union[str, GDString],dst_input_idx: int,) -> bool: ... def blend2_node_get_amount(self,id: Union[str, GDString],) -> float: ... def blend2_node_set_amount(self,id: Union[str, GDString],blend: float,) -> None: ... def blend2_node_set_filter_path(self,id: Union[str, GDString],path: Union[str, NodePath],enable: bool,) -> None: ... def blend3_node_get_amount(self,id: Union[str, GDString],) -> float: ... def blend3_node_set_amount(self,id: Union[str, GDString],blend: float,) -> None: ... def blend4_node_get_amount(self,id: Union[str, GDString],) -> Vector2: ... def blend4_node_set_amount(self,id: Union[str, GDString],blend: Vector2,) -> None: ... def connect_nodes(self,id: Union[str, GDString],dst_id: Union[str, GDString],dst_input_idx: int,) -> Error: ... def disconnect_nodes(self,id: Union[str, GDString],dst_input_idx: int,) -> None: ... def get_animation_process_mode(self,) -> AnimationTreePlayer.AnimationProcessMode: ... def get_base_path(self,) -> Union[str, NodePath]: ... def get_master_player(self,) -> Union[str, NodePath]: ... def get_node_list(self,) -> PoolStringArray: ... def is_active(self,) -> bool: ... def mix_node_get_amount(self,id: Union[str, GDString],) -> float: ... def mix_node_set_amount(self,id: Union[str, GDString],ratio: float,) -> None: ... def node_exists(self,node: Union[str, GDString],) -> bool: ... def node_get_input_count(self,id: Union[str, GDString],) -> int: ... def node_get_input_source(self,id: Union[str, GDString],idx: int,) -> Union[str, GDString]: ... def node_get_position(self,id: Union[str, GDString],) -> Vector2: ... def node_get_type(self,id: Union[str, GDString],) -> AnimationTreePlayer.NodeType: ... def node_rename(self,node: Union[str, GDString],new_name: Union[str, GDString],) -> Error: ... def node_set_position(self,id: Union[str, GDString],screen_position: Vector2,) -> None: ... def oneshot_node_get_autorestart_delay(self,id: Union[str, GDString],) -> float: ... def oneshot_node_get_autorestart_random_delay(self,id: Union[str, GDString],) -> float: ... def oneshot_node_get_fadein_time(self,id: Union[str, GDString],) -> float: ... def oneshot_node_get_fadeout_time(self,id: Union[str, GDString],) -> float: ... def oneshot_node_has_autorestart(self,id: Union[str, GDString],) -> bool: ... def oneshot_node_is_active(self,id: Union[str, GDString],) -> bool: ... def oneshot_node_set_autorestart(self,id: Union[str, GDString],enable: bool,) -> None: ... def oneshot_node_set_autorestart_delay(self,id: Union[str, GDString],delay_sec: float,) -> None: ... def oneshot_node_set_autorestart_random_delay(self,id: Union[str, GDString],rand_sec: float,) -> None: ... def oneshot_node_set_fadein_time(self,id: Union[str, GDString],time_sec: float,) -> None: ... def oneshot_node_set_fadeout_time(self,id: Union[str, GDString],time_sec: float,) -> None: ... def oneshot_node_set_filter_path(self,id: Union[str, GDString],path: Union[str, NodePath],enable: bool,) -> None: ... def oneshot_node_start(self,id: Union[str, GDString],) -> None: ... def oneshot_node_stop(self,id: Union[str, GDString],) -> None: ... def recompute_caches(self,) -> None: ... def remove_node(self,id: Union[str, GDString],) -> None: ... def reset(self,) -> None: ... def set_active(self,enabled: bool,) -> None: ... def set_animation_process_mode(self,mode: int,) -> None: ... def set_base_path(self,path: Union[str, NodePath],) -> None: ... def set_master_player(self,nodepath: Union[str, NodePath],) -> None: ... def timescale_node_get_scale(self,id: Union[str, GDString],) -> float: ... def timescale_node_set_scale(self,id: Union[str, GDString],scale: float,) -> None: ... def timeseek_node_seek(self,id: Union[str, GDString],seconds: float,) -> None: ... def transition_node_delete_input(self,id: Union[str, GDString],input_idx: int,) -> None: ... def transition_node_get_current(self,id: Union[str, GDString],) -> int: ... def transition_node_get_input_count(self,id: Union[str, GDString],) -> int: ... def transition_node_get_xfade_time(self,id: Union[str, GDString],) -> float: ... def transition_node_has_input_auto_advance(self,id: Union[str, GDString],input_idx: int,) -> bool: ... def transition_node_set_current(self,id: Union[str, GDString],input_idx: int,) -> None: ... def transition_node_set_input_auto_advance(self,id: Union[str, GDString],input_idx: int,enable: bool,) -> None: ... def transition_node_set_input_count(self,id: Union[str, GDString],count: int,) -> None: ... def transition_node_set_xfade_time(self,id: Union[str, GDString],time_sec: float,) -> None: ... # Properties active: bool base_path: Union[str, NodePath] master_player: Union[str, NodePath] playback_process_mode: int class AudioStreamPlayer(Node): @staticmethod def new() -> AudioStreamPlayer: ... # Constants MIX_TARGET_CENTER: int MIX_TARGET_STEREO: int MIX_TARGET_SURROUND: int # Enums class MixTarget(IntFlag): MIX_TARGET_STEREO: int MIX_TARGET_SURROUND: int MIX_TARGET_CENTER: int # Methods def get_bus(self,) -> Union[str, GDString]: ... def get_mix_target(self,) -> AudioStreamPlayer.MixTarget: ... def get_pitch_scale(self,) -> float: ... def get_playback_position(self,) -> float: ... def get_stream(self,) -> AudioStream: ... def get_stream_paused(self,) -> bool: ... def get_stream_playback(self,) -> AudioStreamPlayback: ... def get_volume_db(self,) -> float: ... def is_autoplay_enabled(self,) -> bool: ... def is_playing(self,) -> bool: ... def play(self,from_position: float=0,) -> None: ... def seek(self,to_position: float,) -> None: ... def set_autoplay(self,enable: bool,) -> None: ... def set_bus(self,bus: Union[str, GDString],) -> None: ... def set_mix_target(self,mix_target: int,) -> None: ... def set_pitch_scale(self,pitch_scale: float,) -> None: ... def set_stream(self,stream: AudioStream,) -> None: ... def set_stream_paused(self,pause: bool,) -> None: ... def set_volume_db(self,volume_db: float,) -> None: ... def stop(self,) -> None: ... # Properties autoplay: bool bus: Union[str, GDString] mix_target: int pitch_scale: float playing: bool stream: AudioStream stream_paused: bool volume_db: float class CanvasItem(Node): # Constants BLEND_MODE_ADD: int BLEND_MODE_DISABLED: int BLEND_MODE_MIX: int BLEND_MODE_MUL: int BLEND_MODE_PREMULT_ALPHA: int BLEND_MODE_SUB: int NOTIFICATION_DRAW: int NOTIFICATION_ENTER_CANVAS: int NOTIFICATION_EXIT_CANVAS: int NOTIFICATION_TRANSFORM_CHANGED: int NOTIFICATION_VISIBILITY_CHANGED: int # Enums class BlendMode(IntFlag): BLEND_MODE_MIX: int BLEND_MODE_ADD: int BLEND_MODE_SUB: int BLEND_MODE_MUL: int BLEND_MODE_PREMULT_ALPHA: int BLEND_MODE_DISABLED: int # Methods def draw_arc(self,center: Vector2,radius: float,start_angle: float,end_angle: float,point_count: int,color: Color,width: float=1,antialiased: bool=False,) -> None: ... def draw_char(self,font: Font,position: Vector2,char_: Union[str, GDString],next: Union[str, GDString],modulate: Color=Color(1,1,1,1),) -> float: ... def draw_circle(self,position: Vector2,radius: float,color: Color,) -> None: ... def draw_colored_polygon(self,points: PoolVector2Array,color: Color,uvs: PoolVector2Array=PoolVector2Array(),texture: Texture=None,normal_map: Texture=None,antialiased: bool=False,) -> None: ... def draw_line(self,from_: Vector2,to: Vector2,color: Color,width: float=1,antialiased: bool=False,) -> None: ... def draw_mesh(self,mesh: Mesh,texture: Texture,normal_map: Texture=None,transform: Transform2D=Transform2D(Vector2(1, 0), Vector2(0, 1), Vector2(0, 0)),modulate: Color=Color(1,1,1,1),) -> None: ... def draw_multiline(self,points: PoolVector2Array,color: Color,width: float=1,antialiased: bool=False,) -> None: ... def draw_multiline_colors(self,points: PoolVector2Array,colors: PoolColorArray,width: float=1,antialiased: bool=False,) -> None: ... def draw_multimesh(self,multimesh: MultiMesh,texture: Texture,normal_map: Texture=None,) -> None: ... def draw_polygon(self,points: PoolVector2Array,colors: PoolColorArray,uvs: PoolVector2Array=PoolVector2Array(),texture: Texture=None,normal_map: Texture=None,antialiased: bool=False,) -> None: ... def draw_polyline(self,points: PoolVector2Array,color: Color,width: float=1,antialiased: bool=False,) -> None: ... def draw_polyline_colors(self,points: PoolVector2Array,colors: PoolColorArray,width: float=1,antialiased: bool=False,) -> None: ... def draw_primitive(self,points: PoolVector2Array,colors: PoolColorArray,uvs: PoolVector2Array,texture: Texture=None,width: float=1,normal_map: Texture=None,) -> None: ... def draw_rect(self,rect: Rect2,color: Color,filled: bool=True,width: float=1,antialiased: bool=False,) -> None: ... def draw_set_transform(self,position: Vector2,rotation: float,scale: Vector2,) -> None: ... def draw_set_transform_matrix(self,xform: Transform2D,) -> None: ... def draw_string(self,font: Font,position: Vector2,text: Union[str, GDString],modulate: Color=Color(1,1,1,1),clip_w: int=-1,) -> None: ... def draw_style_box(self,style_box: StyleBox,rect: Rect2,) -> None: ... def draw_texture(self,texture: Texture,position: Vector2,modulate: Color=Color(1,1,1,1),normal_map: Texture=None,) -> None: ... def draw_texture_rect(self,texture: Texture,rect: Rect2,tile: bool,modulate: Color=Color(1,1,1,1),transpose: bool=False,normal_map: Texture=None,) -> None: ... def draw_texture_rect_region(self,texture: Texture,rect: Rect2,src_rect: Rect2,modulate: Color=Color(1,1,1,1),transpose: bool=False,normal_map: Texture=None,clip_uv: bool=True,) -> None: ... def force_update_transform(self,) -> None: ... def get_canvas(self,) -> RID: ... def get_canvas_item(self,) -> RID: ... def get_canvas_transform(self,) -> Transform2D: ... def get_global_mouse_position(self,) -> Vector2: ... def get_global_transform(self,) -> Transform2D: ... def get_global_transform_with_canvas(self,) -> Transform2D: ... def get_light_mask(self,) -> int: ... def get_local_mouse_position(self,) -> Vector2: ... def get_material(self,) -> Material: ... def get_modulate(self,) -> Color: ... def get_self_modulate(self,) -> Color: ... def get_transform(self,) -> Transform2D: ... def get_use_parent_material(self,) -> bool: ... def get_viewport_rect(self,) -> Rect2: ... def get_viewport_transform(self,) -> Transform2D: ... def get_world_2d(self,) -> World2D: ... def hide(self,) -> None: ... def is_draw_behind_parent_enabled(self,) -> bool: ... def is_local_transform_notification_enabled(self,) -> bool: ... def is_set_as_toplevel(self,) -> bool: ... def is_transform_notification_enabled(self,) -> bool: ... def is_visible(self,) -> bool: ... def is_visible_in_tree(self,) -> bool: ... def make_canvas_position_local(self,screen_point: Vector2,) -> Vector2: ... def make_input_local(self,event: InputEvent,) -> InputEvent: ... def set_as_toplevel(self,enable: bool,) -> None: ... def set_draw_behind_parent(self,enable: bool,) -> None: ... def set_light_mask(self,light_mask: int,) -> None: ... def set_material(self,material: Material,) -> None: ... def set_modulate(self,modulate: Color,) -> None: ... def set_notify_local_transform(self,enable: bool,) -> None: ... def set_notify_transform(self,enable: bool,) -> None: ... def set_self_modulate(self,self_modulate: Color,) -> None: ... def set_use_parent_material(self,enable: bool,) -> None: ... def set_visible(self,visible: bool,) -> None: ... def show(self,) -> None: ... def update(self,) -> None: ... # Properties light_mask: int material: Union[ShaderMaterial,CanvasItemMaterial] modulate: Color self_modulate: Color show_behind_parent: bool show_on_top: bool use_parent_material: bool visible: bool class CanvasLayer(Node): @staticmethod def new() -> CanvasLayer: ... # Methods def get_canvas(self,) -> RID: ... def get_custom_viewport(self,) -> Node: ... def get_follow_viewport_scale(self,) -> float: ... def get_layer(self,) -> int: ... def get_offset(self,) -> Vector2: ... def get_rotation(self,) -> float: ... def get_rotation_degrees(self,) -> float: ... def get_scale(self,) -> Vector2: ... def get_transform(self,) -> Transform2D: ... def is_following_viewport(self,) -> bool: ... def set_custom_viewport(self,viewport: Node,) -> None: ... def set_follow_viewport(self,enable: bool,) -> None: ... def set_follow_viewport_scale(self,scale: float,) -> None: ... def set_layer(self,layer: int,) -> None: ... def set_offset(self,offset: Vector2,) -> None: ... def set_rotation(self,radians: float,) -> None: ... def set_rotation_degrees(self,degrees: float,) -> None: ... def set_scale(self,scale: Vector2,) -> None: ... def set_transform(self,transform: Transform2D,) -> None: ... # Properties custom_viewport: Viewport follow_viewport_enable: bool follow_viewport_scale: float layer: int offset: Vector2 rotation: float rotation_degrees: float scale: Vector2 transform: Transform2D class EditorFileSystem(Node): # Methods def get_file_type(self,path: Union[str, GDString],) -> Union[str, GDString]: ... def get_filesystem(self,) -> EditorFileSystemDirectory: ... def get_filesystem_path(self,path: Union[str, GDString],) -> EditorFileSystemDirectory: ... def get_scanning_progress(self,) -> float: ... def is_scanning(self,) -> bool: ... def scan(self,) -> None: ... def scan_sources(self,) -> None: ... def update_file(self,path: Union[str, GDString],) -> None: ... def update_script_classes(self,) -> None: ... class EditorInterface(Node): # Methods def edit_resource(self,resource: Resource,) -> None: ... def get_base_control(self,) -> Control: ... def get_current_path(self,) -> Union[str, GDString]: ... def get_edited_scene_root(self,) -> Node: ... def get_editor_settings(self,) -> EditorSettings: ... def get_editor_viewport(self,) -> Control: ... def get_file_system_dock(self,) -> FileSystemDock: ... def get_inspector(self,) -> EditorInspector: ... def get_open_scenes(self,) -> Array: ... def get_resource_filesystem(self,) -> EditorFileSystem: ... def get_resource_previewer(self,) -> EditorResourcePreview: ... def get_script_editor(self,) -> ScriptEditor: ... def get_selected_path(self,) -> Union[str, GDString]: ... def get_selection(self,) -> EditorSelection: ... def inspect_object(self,object: Object,for_property: Union[str, GDString]="",) -> None: ... def is_plugin_enabled(self,plugin: Union[str, GDString],) -> bool: ... def make_mesh_previews(self,meshes: Array,preview_size: int,) -> Array: ... def open_scene_from_path(self,scene_filepath: Union[str, GDString],) -> None: ... def reload_scene_from_path(self,scene_filepath: Union[str, GDString],) -> None: ... def save_scene(self,) -> Error: ... def save_scene_as(self,path: Union[str, GDString],with_preview: bool=True,) -> None: ... def select_file(self,file: Union[str, GDString],) -> None: ... def set_distraction_free_mode(self,enter: bool,) -> None: ... def set_main_screen_editor(self,name: Union[str, GDString],) -> None: ... def set_plugin_enabled(self,plugin: Union[str, GDString],enabled: bool,) -> None: ... class EditorPlugin(Node): # Constants CONTAINER_CANVAS_EDITOR_BOTTOM: int CONTAINER_CANVAS_EDITOR_MENU: int CONTAINER_CANVAS_EDITOR_SIDE_LEFT: int CONTAINER_CANVAS_EDITOR_SIDE_RIGHT: int CONTAINER_PROJECT_SETTING_TAB_LEFT: int CONTAINER_PROJECT_SETTING_TAB_RIGHT: int CONTAINER_PROPERTY_EDITOR_BOTTOM: int CONTAINER_SPATIAL_EDITOR_BOTTOM: int CONTAINER_SPATIAL_EDITOR_MENU: int CONTAINER_SPATIAL_EDITOR_SIDE_LEFT: int CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT: int CONTAINER_TOOLBAR: int DOCK_SLOT_LEFT_BL: int DOCK_SLOT_LEFT_BR: int DOCK_SLOT_LEFT_UL: int DOCK_SLOT_LEFT_UR: int DOCK_SLOT_MAX: int DOCK_SLOT_RIGHT_BL: int DOCK_SLOT_RIGHT_BR: int DOCK_SLOT_RIGHT_UL: int DOCK_SLOT_RIGHT_UR: int # Enums class DockSlot(IntFlag): DOCK_SLOT_LEFT_UL: int DOCK_SLOT_LEFT_BL: int DOCK_SLOT_LEFT_UR: int DOCK_SLOT_LEFT_BR: int DOCK_SLOT_RIGHT_UL: int DOCK_SLOT_RIGHT_BL: int DOCK_SLOT_RIGHT_UR: int DOCK_SLOT_RIGHT_BR: int DOCK_SLOT_MAX: int class CustomControlContainer(IntFlag): CONTAINER_TOOLBAR: int CONTAINER_SPATIAL_EDITOR_MENU: int CONTAINER_SPATIAL_EDITOR_SIDE_LEFT: int CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT: int CONTAINER_SPATIAL_EDITOR_BOTTOM: int CONTAINER_CANVAS_EDITOR_MENU: int CONTAINER_CANVAS_EDITOR_SIDE_LEFT: int CONTAINER_CANVAS_EDITOR_SIDE_RIGHT: int CONTAINER_CANVAS_EDITOR_BOTTOM: int CONTAINER_PROPERTY_EDITOR_BOTTOM: int CONTAINER_PROJECT_SETTING_TAB_LEFT: int CONTAINER_PROJECT_SETTING_TAB_RIGHT: int # Methods def add_autoload_singleton(self,name: Union[str, GDString],path: Union[str, GDString],) -> None: ... def add_control_to_bottom_panel(self,control: Control,title: Union[str, GDString],) -> ToolButton: ... def add_control_to_container(self,container: int,control: Control,) -> None: ... def add_control_to_dock(self,slot: int,control: Control,) -> None: ... def add_custom_type(self,type_: Union[str, GDString],base: Union[str, GDString],script: Script,icon: Texture,) -> None: ... def add_export_plugin(self,plugin: EditorExportPlugin,) -> None: ... def add_import_plugin(self,importer: EditorImportPlugin,) -> None: ... def add_inspector_plugin(self,plugin: EditorInspectorPlugin,) -> None: ... def add_scene_import_plugin(self,scene_importer: EditorSceneImporter,) -> None: ... def add_spatial_gizmo_plugin(self,plugin: EditorSpatialGizmoPlugin,) -> None: ... def add_tool_menu_item(self,name: Union[str, GDString],handler: Object,callback: Union[str, GDString],ud: object=None,) -> None: ... def add_tool_submenu_item(self,name: Union[str, GDString],submenu: Object,) -> None: ... def get_editor_interface(self,) -> EditorInterface: ... def get_script_create_dialog(self,) -> ScriptCreateDialog: ... def get_undo_redo(self,) -> UndoRedo: ... def hide_bottom_panel(self,) -> None: ... def make_bottom_panel_item_visible(self,item: Control,) -> None: ... def queue_save_layout(self,) -> None: ... def remove_autoload_singleton(self,name: Union[str, GDString],) -> None: ... def remove_control_from_bottom_panel(self,control: Control,) -> None: ... def remove_control_from_container(self,container: int,control: Control,) -> None: ... def remove_control_from_docks(self,control: Control,) -> None: ... def remove_custom_type(self,type_: Union[str, GDString],) -> None: ... def remove_export_plugin(self,plugin: EditorExportPlugin,) -> None: ... def remove_import_plugin(self,importer: EditorImportPlugin,) -> None: ... def remove_inspector_plugin(self,plugin: EditorInspectorPlugin,) -> None: ... def remove_scene_import_plugin(self,scene_importer: EditorSceneImporter,) -> None: ... def remove_spatial_gizmo_plugin(self,plugin: EditorSpatialGizmoPlugin,) -> None: ... def remove_tool_menu_item(self,name: Union[str, GDString],) -> None: ... def set_force_draw_over_forwarding_enabled(self,) -> None: ... def set_input_event_forwarding_always_enabled(self,) -> None: ... def update_overlays(self,) -> int: ... class EditorResourcePreview(Node): # Methods def add_preview_generator(self,generator: EditorResourcePreviewGenerator,) -> None: ... def check_for_invalidation(self,path: Union[str, GDString],) -> None: ... def queue_edited_resource_preview(self,resource: Resource,receiver: Object,receiver_func: Union[str, GDString],userdata: object,) -> None: ... def queue_resource_preview(self,path: Union[str, GDString],receiver: Object,receiver_func: Union[str, GDString],userdata: object,) -> None: ... def remove_preview_generator(self,generator: EditorResourcePreviewGenerator,) -> None: ... class HTTPRequest(Node): @staticmethod def new() -> HTTPRequest: ... # Constants RESULT_BODY_SIZE_LIMIT_EXCEEDED: int RESULT_CANT_CONNECT: int RESULT_CANT_RESOLVE: int RESULT_CHUNKED_BODY_SIZE_MISMATCH: int RESULT_CONNECTION_ERROR: int RESULT_DOWNLOAD_FILE_CANT_OPEN: int RESULT_DOWNLOAD_FILE_WRITE_ERROR: int RESULT_NO_RESPONSE: int RESULT_REDIRECT_LIMIT_REACHED: int RESULT_REQUEST_FAILED: int RESULT_SSL_HANDSHAKE_ERROR: int RESULT_SUCCESS: int RESULT_TIMEOUT: int # Enums class Result(IntFlag): RESULT_SUCCESS: int RESULT_CHUNKED_BODY_SIZE_MISMATCH: int RESULT_CANT_CONNECT: int RESULT_CANT_RESOLVE: int RESULT_CONNECTION_ERROR: int RESULT_SSL_HANDSHAKE_ERROR: int RESULT_NO_RESPONSE: int RESULT_BODY_SIZE_LIMIT_EXCEEDED: int RESULT_REQUEST_FAILED: int RESULT_DOWNLOAD_FILE_CANT_OPEN: int RESULT_DOWNLOAD_FILE_WRITE_ERROR: int RESULT_REDIRECT_LIMIT_REACHED: int RESULT_TIMEOUT: int # Methods def cancel_request(self,) -> None: ... def get_body_size(self,) -> int: ... def get_body_size_limit(self,) -> int: ... def get_download_chunk_size(self,) -> int: ... def get_download_file(self,) -> Union[str, GDString]: ... def get_downloaded_bytes(self,) -> int: ... def get_http_client_status(self,) -> HTTPClient.Status: ... def get_max_redirects(self,) -> int: ... def get_timeout(self,) -> int: ... def is_using_threads(self,) -> bool: ... def request(self,url: Union[str, GDString],custom_headers: PoolStringArray=PoolStringArray(),ssl_validate_domain: bool=True,method: int=0,request_data: Union[str, GDString]="",) -> Error: ... def set_body_size_limit(self,bytes: int,) -> None: ... def set_download_chunk_size(self,arg0: int,) -> None: ... def set_download_file(self,path: Union[str, GDString],) -> None: ... def set_max_redirects(self,amount: int,) -> None: ... def set_timeout(self,timeout: int,) -> None: ... def set_use_threads(self,enable: bool,) -> None: ... # Properties body_size_limit: int download_chunk_size: int download_file: Union[str, GDString] max_redirects: int timeout: int use_threads: bool class InstancePlaceholder(Node): # Methods def create_instance(self,replace: bool=False,custom_scene: PackedScene=None,) -> Node: ... def get_instance_path(self,) -> Union[str, GDString]: ... def get_stored_values(self,with_order: bool=False,) -> Dictionary: ... def replace_by_instance(self,custom_scene: PackedScene=None,) -> None: ... class ResourcePreloader(Node): @staticmethod def new() -> ResourcePreloader: ... # Methods def add_resource(self,name: Union[str, GDString],resource: Resource,) -> None: ... def get_resource(self,name: Union[str, GDString],) -> Resource: ... def get_resource_list(self,) -> PoolStringArray: ... def has_resource(self,name: Union[str, GDString],) -> bool: ... def remove_resource(self,name: Union[str, GDString],) -> None: ... def rename_resource(self,name: Union[str, GDString],newname: Union[str, GDString],) -> None: ... # Properties resources: Array class SkeletonIK(Node): @staticmethod def new() -> SkeletonIK: ... # Methods def get_interpolation(self,) -> float: ... def get_magnet_position(self,) -> Vector3: ... def get_max_iterations(self,) -> int: ... def get_min_distance(self,) -> float: ... def get_parent_skeleton(self,) -> Skeleton: ... def get_root_bone(self,) -> Union[str, GDString]: ... def get_target_node(self,) -> Union[str, NodePath]: ... def get_target_transform(self,) -> Transform: ... def get_tip_bone(self,) -> Union[str, GDString]: ... def is_override_tip_basis(self,) -> bool: ... def is_running(self,) -> bool: ... def is_using_magnet(self,) -> bool: ... def set_interpolation(self,interpolation: float,) -> None: ... def set_magnet_position(self,local_position: Vector3,) -> None: ... def set_max_iterations(self,iterations: int,) -> None: ... def set_min_distance(self,min_distance: float,) -> None: ... def set_override_tip_basis(self,override: bool,) -> None: ... def set_root_bone(self,root_bone: Union[str, GDString],) -> None: ... def set_target_node(self,node: Union[str, NodePath],) -> None: ... def set_target_transform(self,target: Transform,) -> None: ... def set_tip_bone(self,tip_bone: Union[str, GDString],) -> None: ... def set_use_magnet(self,use: bool,) -> None: ... def start(self,one_time: bool=False,) -> None: ... def stop(self,) -> None: ... # Properties interpolation: float magnet: Vector3 max_iterations: int min_distance: float override_tip_basis: bool root_bone: Union[str, GDString] target: Transform target_node: Union[str, NodePath] tip_bone: Union[str, GDString] use_magnet: bool class Spatial(Node): @staticmethod def new() -> Spatial: ... # Constants NOTIFICATION_ENTER_WORLD: int NOTIFICATION_EXIT_WORLD: int NOTIFICATION_TRANSFORM_CHANGED: int NOTIFICATION_VISIBILITY_CHANGED: int # Methods def force_update_transform(self,) -> None: ... def get_gizmo(self,) -> SpatialGizmo: ... def get_global_transform(self,) -> Transform: ... def get_parent_spatial(self,) -> Spatial: ... def get_rotation(self,) -> Vector3: ... def get_rotation_degrees(self,) -> Vector3: ... def get_scale(self,) -> Vector3: ... def get_transform(self,) -> Transform: ... def get_translation(self,) -> Vector3: ... def get_world(self,) -> World: ... def global_rotate(self,axis: Vector3,angle: float,) -> None: ... def global_scale(self,scale: Vector3,) -> None: ... def global_translate(self,offset: Vector3,) -> None: ... def hide(self,) -> None: ... def is_local_transform_notification_enabled(self,) -> bool: ... def is_scale_disabled(self,) -> bool: ... def is_set_as_toplevel(self,) -> bool: ... def is_transform_notification_enabled(self,) -> bool: ... def is_visible(self,) -> bool: ... def is_visible_in_tree(self,) -> bool: ... def look_at(self,target: Vector3,up: Vector3,) -> None: ... def look_at_from_position(self,position: Vector3,target: Vector3,up: Vector3,) -> None: ... def orthonormalize(self,) -> None: ... def rotate(self,axis: Vector3,angle: float,) -> None: ... def rotate_object_local(self,axis: Vector3,angle: float,) -> None: ... def rotate_x(self,angle: float,) -> None: ... def rotate_y(self,angle: float,) -> None: ... def rotate_z(self,angle: float,) -> None: ... def scale_object_local(self,scale: Vector3,) -> None: ... def set_as_toplevel(self,enable: bool,) -> None: ... def set_disable_scale(self,disable: bool,) -> None: ... def set_gizmo(self,gizmo: SpatialGizmo,) -> None: ... def set_global_transform(self,global_: Transform,) -> None: ... def set_identity(self,) -> None: ... def set_ignore_transform_notification(self,enabled: bool,) -> None: ... def set_notify_local_transform(self,enable: bool,) -> None: ... def set_notify_transform(self,enable: bool,) -> None: ... def set_rotation(self,euler: Vector3,) -> None: ... def set_rotation_degrees(self,euler_degrees: Vector3,) -> None: ... def set_scale(self,scale: Vector3,) -> None: ... def set_transform(self,local: Transform,) -> None: ... def set_translation(self,translation: Vector3,) -> None: ... def set_visible(self,visible: bool,) -> None: ... def show(self,) -> None: ... def to_global(self,local_point: Vector3,) -> Vector3: ... def to_local(self,global_point: Vector3,) -> Vector3: ... def translate(self,offset: Vector3,) -> None: ... def translate_object_local(self,offset: Vector3,) -> None: ... def update_gizmo(self,) -> None: ... # Properties gizmo: SpatialGizmo global_transform: Transform rotation: Vector3 rotation_degrees: Vector3 scale: Vector3 transform: Transform translation: Vector3 visible: bool class Timer(Node): @staticmethod def new() -> Timer: ... # Constants TIMER_PROCESS_IDLE: int TIMER_PROCESS_PHYSICS: int # Enums class TimerProcessMode(IntFlag): TIMER_PROCESS_PHYSICS: int TIMER_PROCESS_IDLE: int # Methods def get_time_left(self,) -> float: ... def get_timer_process_mode(self,) -> Timer.TimerProcessMode: ... def get_wait_time(self,) -> float: ... def has_autostart(self,) -> bool: ... def is_one_shot(self,) -> bool: ... def is_paused(self,) -> bool: ... def is_stopped(self,) -> bool: ... def set_autostart(self,enable: bool,) -> None: ... def set_one_shot(self,enable: bool,) -> None: ... def set_paused(self,paused: bool,) -> None: ... def set_timer_process_mode(self,mode: int,) -> None: ... def set_wait_time(self,time_sec: float,) -> None: ... def start(self,time_sec: float=-1,) -> None: ... def stop(self,) -> None: ... # Properties autostart: bool one_shot: bool paused: bool process_mode: int time_left: float wait_time: float class Tween(Node): @staticmethod def new() -> Tween: ... # Constants EASE_IN: int EASE_IN_OUT: int EASE_OUT: int EASE_OUT_IN: int TRANS_BACK: int TRANS_BOUNCE: int TRANS_CIRC: int TRANS_CUBIC: int TRANS_ELASTIC: int TRANS_EXPO: int TRANS_LINEAR: int TRANS_QUAD: int TRANS_QUART: int TRANS_QUINT: int TRANS_SINE: int TWEEN_PROCESS_IDLE: int TWEEN_PROCESS_PHYSICS: int # Enums class TransitionType(IntFlag): TRANS_LINEAR: int TRANS_SINE: int TRANS_QUINT: int TRANS_QUART: int TRANS_QUAD: int TRANS_EXPO: int TRANS_ELASTIC: int TRANS_CUBIC: int TRANS_CIRC: int TRANS_BOUNCE: int TRANS_BACK: int class TweenProcessMode(IntFlag): TWEEN_PROCESS_PHYSICS: int TWEEN_PROCESS_IDLE: int class EaseType(IntFlag): EASE_IN: int EASE_OUT: int EASE_IN_OUT: int EASE_OUT_IN: int # Methods def follow_method(self,object: Object,method: Union[str, GDString],initial_val: object,target: Object,target_method: Union[str, GDString],duration: float,trans_type: int=0,ease_type: int=2,delay: float=0,) -> bool: ... def follow_property(self,object: Object,property: Union[str, NodePath],initial_val: object,target: Object,target_property: Union[str, NodePath],duration: float,trans_type: int=0,ease_type: int=2,delay: float=0,) -> bool: ... def get_runtime(self,) -> float: ... def get_speed_scale(self,) -> float: ... def get_tween_process_mode(self,) -> Tween.TweenProcessMode: ... def interpolate_callback(self,object: Object,duration: float,callback: Union[str, GDString],arg1: object=None,arg2: object=None,arg3: object=None,arg4: object=None,arg5: object=None,) -> bool: ... def interpolate_deferred_callback(self,object: Object,duration: float,callback: Union[str, GDString],arg1: object=None,arg2: object=None,arg3: object=None,arg4: object=None,arg5: object=None,) -> bool: ... def interpolate_method(self,object: Object,method: Union[str, GDString],initial_val: object,final_val: object,duration: float,trans_type: int=0,ease_type: int=2,delay: float=0,) -> bool: ... def interpolate_property(self,object: Object,property: Union[str, NodePath],initial_val: object,final_val: object,duration: float,trans_type: int=0,ease_type: int=2,delay: float=0,) -> bool: ... def is_active(self,) -> bool: ... def is_repeat(self,) -> bool: ... def remove(self,object: Object,key: Union[str, GDString]="",) -> bool: ... def remove_all(self,) -> bool: ... def reset(self,object: Object,key: Union[str, GDString]="",) -> bool: ... def reset_all(self,) -> bool: ... def resume(self,object: Object,key: Union[str, GDString]="",) -> bool: ... def resume_all(self,) -> bool: ... def seek(self,time: float,) -> bool: ... def set_active(self,active: bool,) -> None: ... def set_repeat(self,repeat: bool,) -> None: ... def set_speed_scale(self,speed: float,) -> None: ... def set_tween_process_mode(self,mode: int,) -> None: ... def start(self,) -> bool: ... def stop(self,object: Object,key: Union[str, GDString]="",) -> bool: ... def stop_all(self,) -> bool: ... def targeting_method(self,object: Object,method: Union[str, GDString],initial: Object,initial_method: Union[str, GDString],final_val: object,duration: float,trans_type: int=0,ease_type: int=2,delay: float=0,) -> bool: ... def targeting_property(self,object: Object,property: Union[str, NodePath],initial: Object,initial_val: Union[str, NodePath],final_val: object,duration: float,trans_type: int=0,ease_type: int=2,delay: float=0,) -> bool: ... def tell(self,) -> float: ... # Properties playback_process_mode: int playback_speed: float repeat: bool class Viewport(Node): @staticmethod def new() -> Viewport: ... # Constants CLEAR_MODE_ALWAYS: int CLEAR_MODE_NEVER: int CLEAR_MODE_ONLY_NEXT_FRAME: int DEBUG_DRAW_DISABLED: int DEBUG_DRAW_OVERDRAW: int DEBUG_DRAW_UNSHADED: int DEBUG_DRAW_WIREFRAME: int MSAA_16X: int MSAA_2X: int MSAA_4X: int MSAA_8X: int MSAA_DISABLED: int RENDER_INFO_2D_DRAW_CALLS_IN_FRAME: int RENDER_INFO_2D_ITEMS_IN_FRAME: int RENDER_INFO_DRAW_CALLS_IN_FRAME: int RENDER_INFO_MATERIAL_CHANGES_IN_FRAME: int RENDER_INFO_MAX: int RENDER_INFO_OBJECTS_IN_FRAME: int RENDER_INFO_SHADER_CHANGES_IN_FRAME: int RENDER_INFO_SURFACE_CHANGES_IN_FRAME: int RENDER_INFO_VERTICES_IN_FRAME: int SHADOW_ATLAS_QUADRANT_SUBDIV_1: int SHADOW_ATLAS_QUADRANT_SUBDIV_1024: int SHADOW_ATLAS_QUADRANT_SUBDIV_16: int SHADOW_ATLAS_QUADRANT_SUBDIV_256: int SHADOW_ATLAS_QUADRANT_SUBDIV_4: int SHADOW_ATLAS_QUADRANT_SUBDIV_64: int SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED: int SHADOW_ATLAS_QUADRANT_SUBDIV_MAX: int UPDATE_ALWAYS: int UPDATE_DISABLED: int UPDATE_ONCE: int UPDATE_WHEN_VISIBLE: int USAGE_2D: int USAGE_2D_NO_SAMPLING: int USAGE_3D: int USAGE_3D_NO_EFFECTS: int # Enums class ClearMode(IntFlag): CLEAR_MODE_ALWAYS: int CLEAR_MODE_NEVER: int CLEAR_MODE_ONLY_NEXT_FRAME: int class RenderInfo(IntFlag): RENDER_INFO_OBJECTS_IN_FRAME: int RENDER_INFO_VERTICES_IN_FRAME: int RENDER_INFO_MATERIAL_CHANGES_IN_FRAME: int RENDER_INFO_SHADER_CHANGES_IN_FRAME: int RENDER_INFO_SURFACE_CHANGES_IN_FRAME: int RENDER_INFO_DRAW_CALLS_IN_FRAME: int RENDER_INFO_2D_ITEMS_IN_FRAME: int RENDER_INFO_2D_DRAW_CALLS_IN_FRAME: int RENDER_INFO_MAX: int class Usage(IntFlag): USAGE_2D: int USAGE_2D_NO_SAMPLING: int USAGE_3D: int USAGE_3D_NO_EFFECTS: int class DebugDraw(IntFlag): DEBUG_DRAW_DISABLED: int DEBUG_DRAW_UNSHADED: int DEBUG_DRAW_OVERDRAW: int DEBUG_DRAW_WIREFRAME: int class ShadowAtlasQuadrantSubdiv(IntFlag): SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED: int SHADOW_ATLAS_QUADRANT_SUBDIV_1: int SHADOW_ATLAS_QUADRANT_SUBDIV_4: int SHADOW_ATLAS_QUADRANT_SUBDIV_16: int SHADOW_ATLAS_QUADRANT_SUBDIV_64: int SHADOW_ATLAS_QUADRANT_SUBDIV_256: int SHADOW_ATLAS_QUADRANT_SUBDIV_1024: int SHADOW_ATLAS_QUADRANT_SUBDIV_MAX: int class UpdateMode(IntFlag): UPDATE_DISABLED: int UPDATE_ONCE: int UPDATE_WHEN_VISIBLE: int UPDATE_ALWAYS: int class MSAA(IntFlag): MSAA_DISABLED: int MSAA_2X: int MSAA_4X: int MSAA_8X: int MSAA_16X: int # Methods def find_world(self,) -> World: ... def find_world_2d(self,) -> World2D: ... def get_camera(self,) -> Camera: ... def get_canvas_transform(self,) -> Transform2D: ... def get_clear_mode(self,) -> Viewport.ClearMode: ... def get_debug_draw(self,) -> Viewport.DebugDraw: ... def get_final_transform(self,) -> Transform2D: ... def get_global_canvas_transform(self,) -> Transform2D: ... def get_hdr(self,) -> bool: ... def get_keep_3d_linear(self,) -> bool: ... def get_modal_stack_top(self,) -> Control: ... def get_mouse_position(self,) -> Vector2: ... def get_msaa(self,) -> Viewport.MSAA: ... def get_physics_object_picking(self,) -> bool: ... def get_render_info(self,info: int,) -> int: ... def get_shadow_atlas_quadrant_subdiv(self,quadrant: int,) -> Viewport.ShadowAtlasQuadrantSubdiv: ... def get_shadow_atlas_size(self,) -> int: ... def get_size(self,) -> Vector2: ... def get_size_override(self,) -> Vector2: ... def get_texture(self,) -> ViewportTexture: ... def get_update_mode(self,) -> Viewport.UpdateMode: ... def get_usage(self,) -> Viewport.Usage: ... def get_vflip(self,) -> bool: ... def get_viewport_rid(self,) -> RID: ... def get_visible_rect(self,) -> Rect2: ... def get_world(self,) -> World: ... def get_world_2d(self,) -> World2D: ... def gui_get_drag_data(self,) -> object: ... def gui_has_modal_stack(self,) -> bool: ... def gui_is_dragging(self,) -> bool: ... def has_transparent_background(self,) -> bool: ... def input(self,local_event: InputEvent,) -> None: ... def is_3d_disabled(self,) -> bool: ... def is_audio_listener(self,) -> bool: ... def is_audio_listener_2d(self,) -> bool: ... def is_handling_input_locally(self,) -> bool: ... def is_input_disabled(self,) -> bool: ... def is_input_handled(self,) -> bool: ... def is_size_override_enabled(self,) -> bool: ... def is_size_override_stretch_enabled(self,) -> bool: ... def is_snap_controls_to_pixels_enabled(self,) -> bool: ... def is_using_own_world(self,) -> bool: ... def is_using_render_direct_to_screen(self,) -> bool: ... def set_as_audio_listener(self,enable: bool,) -> None: ... def set_as_audio_listener_2d(self,enable: bool,) -> None: ... def set_attach_to_screen_rect(self,rect: Rect2,) -> None: ... def set_canvas_transform(self,xform: Transform2D,) -> None: ... def set_clear_mode(self,mode: int,) -> None: ... def set_debug_draw(self,debug_draw: int,) -> None: ... def set_disable_3d(self,disable: bool,) -> None: ... def set_disable_input(self,disable: bool,) -> None: ... def set_global_canvas_transform(self,xform: Transform2D,) -> None: ... def set_handle_input_locally(self,enable: bool,) -> None: ... def set_hdr(self,enable: bool,) -> None: ... def set_input_as_handled(self,) -> None: ... def set_keep_3d_linear(self,keep_3d_linear: bool,) -> None: ... def set_msaa(self,msaa: int,) -> None: ... def set_physics_object_picking(self,enable: bool,) -> None: ... def set_shadow_atlas_quadrant_subdiv(self,quadrant: int,subdiv: int,) -> None: ... def set_shadow_atlas_size(self,size: int,) -> None: ... def set_size(self,size: Vector2,) -> None: ... def set_size_override(self,enable: bool,size: Vector2=Vector2(-1, -1),margin: Vector2=Vector2(0, 0),) -> None: ... def set_size_override_stretch(self,enabled: bool,) -> None: ... def set_snap_controls_to_pixels(self,enabled: bool,) -> None: ... def set_transparent_background(self,enable: bool,) -> None: ... def set_update_mode(self,mode: int,) -> None: ... def set_usage(self,usage: int,) -> None: ... def set_use_arvr(self,use: bool,) -> None: ... def set_use_own_world(self,enable: bool,) -> None: ... def set_use_render_direct_to_screen(self,enable: bool,) -> None: ... def set_vflip(self,enable: bool,) -> None: ... def set_world(self,world: World,) -> None: ... def set_world_2d(self,world_2d: World2D,) -> None: ... def unhandled_input(self,local_event: InputEvent,) -> None: ... def update_worlds(self,) -> None: ... def use_arvr(self,) -> bool: ... def warp_mouse(self,to_position: Vector2,) -> None: ... # Properties arvr: bool audio_listener_enable_2d: bool audio_listener_enable_3d: bool canvas_transform: Transform2D debug_draw: int disable_3d: bool global_canvas_transform: Transform2D gui_disable_input: bool gui_snap_controls_to_pixels: bool handle_input_locally: bool hdr: bool keep_3d_linear: bool msaa: int own_world: bool physics_object_picking: bool render_direct_to_screen: bool render_target_clear_mode: int render_target_update_mode: int render_target_v_flip: bool shadow_atlas_quad_0: int shadow_atlas_quad_1: int shadow_atlas_quad_2: int shadow_atlas_quad_3: int shadow_atlas_size: int size: Vector2 size_override_stretch: bool transparent_bg: bool usage: int world: World world_2d: World2D class WorldEnvironment(Node): @staticmethod def new() -> WorldEnvironment: ... # Methods def get_environment(self,) -> Environment: ... def set_environment(self,env: Environment,) -> None: ... # Properties environment: Environment class ARVRAnchor(Spatial): @staticmethod def new() -> ARVRAnchor: ... # Methods def get_anchor_id(self,) -> int: ... def get_anchor_name(self,) -> Union[str, GDString]: ... def get_is_active(self,) -> bool: ... def get_mesh(self,) -> Mesh: ... def get_plane(self,) -> Plane: ... def get_size(self,) -> Vector3: ... def set_anchor_id(self,anchor_id: int,) -> None: ... # Properties anchor_id: int class ARVRController(Spatial): @staticmethod def new() -> ARVRController: ... # Methods def get_controller_id(self,) -> int: ... def get_controller_name(self,) -> Union[str, GDString]: ... def get_hand(self,) -> ARVRPositionalTracker.TrackerHand: ... def get_is_active(self,) -> bool: ... def get_joystick_axis(self,axis: int,) -> float: ... def get_joystick_id(self,) -> int: ... def get_mesh(self,) -> Mesh: ... def get_rumble(self,) -> float: ... def is_button_pressed(self,button: int,) -> int: ... def set_controller_id(self,controller_id: int,) -> None: ... def set_rumble(self,rumble: float,) -> None: ... # Properties controller_id: int rumble: float class ARVROrigin(Spatial): @staticmethod def new() -> ARVROrigin: ... # Methods def get_world_scale(self,) -> float: ... def set_world_scale(self,world_scale: float,) -> None: ... # Properties world_scale: float class AudioStreamPlayer3D(Spatial): @staticmethod def new() -> AudioStreamPlayer3D: ... # Constants ATTENUATION_DISABLED: int ATTENUATION_INVERSE_DISTANCE: int ATTENUATION_INVERSE_SQUARE_DISTANCE: int ATTENUATION_LOGARITHMIC: int DOPPLER_TRACKING_DISABLED: int DOPPLER_TRACKING_IDLE_STEP: int DOPPLER_TRACKING_PHYSICS_STEP: int OUT_OF_RANGE_MIX: int OUT_OF_RANGE_PAUSE: int # Enums class AttenuationModel(IntFlag): ATTENUATION_INVERSE_DISTANCE: int ATTENUATION_INVERSE_SQUARE_DISTANCE: int ATTENUATION_LOGARITHMIC: int ATTENUATION_DISABLED: int class OutOfRangeMode(IntFlag): OUT_OF_RANGE_MIX: int OUT_OF_RANGE_PAUSE: int class DopplerTracking(IntFlag): DOPPLER_TRACKING_DISABLED: int DOPPLER_TRACKING_IDLE_STEP: int DOPPLER_TRACKING_PHYSICS_STEP: int # Methods def get_area_mask(self,) -> int: ... def get_attenuation_filter_cutoff_hz(self,) -> float: ... def get_attenuation_filter_db(self,) -> float: ... def get_attenuation_model(self,) -> AudioStreamPlayer3D.AttenuationModel: ... def get_bus(self,) -> Union[str, GDString]: ... def get_doppler_tracking(self,) -> AudioStreamPlayer3D.DopplerTracking: ... def get_emission_angle(self,) -> float: ... def get_emission_angle_filter_attenuation_db(self,) -> float: ... def get_max_db(self,) -> float: ... def get_max_distance(self,) -> float: ... def get_out_of_range_mode(self,) -> AudioStreamPlayer3D.OutOfRangeMode: ... def get_pitch_scale(self,) -> float: ... def get_playback_position(self,) -> float: ... def get_stream(self,) -> AudioStream: ... def get_stream_paused(self,) -> bool: ... def get_stream_playback(self,) -> AudioStreamPlayback: ... def get_unit_db(self,) -> float: ... def get_unit_size(self,) -> float: ... def is_autoplay_enabled(self,) -> bool: ... def is_emission_angle_enabled(self,) -> bool: ... def is_playing(self,) -> bool: ... def play(self,from_position: float=0,) -> None: ... def seek(self,to_position: float,) -> None: ... def set_area_mask(self,mask: int,) -> None: ... def set_attenuation_filter_cutoff_hz(self,degrees: float,) -> None: ... def set_attenuation_filter_db(self,db: float,) -> None: ... def set_attenuation_model(self,model: int,) -> None: ... def set_autoplay(self,enable: bool,) -> None: ... def set_bus(self,bus: Union[str, GDString],) -> None: ... def set_doppler_tracking(self,mode: int,) -> None: ... def set_emission_angle(self,degrees: float,) -> None: ... def set_emission_angle_enabled(self,enabled: bool,) -> None: ... def set_emission_angle_filter_attenuation_db(self,db: float,) -> None: ... def set_max_db(self,max_db: float,) -> None: ... def set_max_distance(self,metres: float,) -> None: ... def set_out_of_range_mode(self,mode: int,) -> None: ... def set_pitch_scale(self,pitch_scale: float,) -> None: ... def set_stream(self,stream: AudioStream,) -> None: ... def set_stream_paused(self,pause: bool,) -> None: ... def set_unit_db(self,unit_db: float,) -> None: ... def set_unit_size(self,unit_size: float,) -> None: ... def stop(self,) -> None: ... # Properties area_mask: int attenuation_filter_cutoff_hz: float attenuation_filter_db: float attenuation_model: int autoplay: bool bus: Union[str, GDString] doppler_tracking: int emission_angle_degrees: float emission_angle_enabled: bool emission_angle_filter_attenuation_db: float max_db: float max_distance: float out_of_range_mode: int pitch_scale: float playing: bool stream: AudioStream stream_paused: bool unit_db: float unit_size: float class BoneAttachment(Spatial): @staticmethod def new() -> BoneAttachment: ... # Methods def get_bone_name(self,) -> Union[str, GDString]: ... def set_bone_name(self,bone_name: Union[str, GDString],) -> None: ... # Properties bone_name: Union[str, GDString] class Camera(Spatial): @staticmethod def new() -> Camera: ... # Constants DOPPLER_TRACKING_DISABLED: int DOPPLER_TRACKING_IDLE_STEP: int DOPPLER_TRACKING_PHYSICS_STEP: int KEEP_HEIGHT: int KEEP_WIDTH: int PROJECTION_FRUSTUM: int PROJECTION_ORTHOGONAL: int PROJECTION_PERSPECTIVE: int # Enums class KeepAspect(IntFlag): KEEP_WIDTH: int KEEP_HEIGHT: int class Projection(IntFlag): PROJECTION_PERSPECTIVE: int PROJECTION_ORTHOGONAL: int PROJECTION_FRUSTUM: int class DopplerTracking(IntFlag): DOPPLER_TRACKING_DISABLED: int DOPPLER_TRACKING_IDLE_STEP: int DOPPLER_TRACKING_PHYSICS_STEP: int # Methods def clear_current(self,enable_next: bool=True,) -> None: ... def get_camera_rid(self,) -> RID: ... def get_camera_transform(self,) -> Transform: ... def get_cull_mask(self,) -> int: ... def get_cull_mask_bit(self,layer: int,) -> bool: ... def get_doppler_tracking(self,) -> Camera.DopplerTracking: ... def get_environment(self,) -> Environment: ... def get_fov(self,) -> float: ... def get_frustum(self,) -> Array: ... def get_frustum_offset(self,) -> Vector2: ... def get_h_offset(self,) -> float: ... def get_keep_aspect_mode(self,) -> Camera.KeepAspect: ... def get_projection(self,) -> Camera.Projection: ... def get_size(self,) -> float: ... def get_v_offset(self,) -> float: ... def get_zfar(self,) -> float: ... def get_znear(self,) -> float: ... def is_current(self,) -> bool: ... def is_position_behind(self,world_point: Vector3,) -> bool: ... def make_current(self,) -> None: ... def project_local_ray_normal(self,screen_point: Vector2,) -> Vector3: ... def project_position(self,screen_point: Vector2,z_depth: float,) -> Vector3: ... def project_ray_normal(self,screen_point: Vector2,) -> Vector3: ... def project_ray_origin(self,screen_point: Vector2,) -> Vector3: ... def set_cull_mask(self,mask: int,) -> None: ... def set_cull_mask_bit(self,layer: int,enable: bool,) -> None: ... def set_current(self,arg0: bool,) -> None: ... def set_doppler_tracking(self,mode: int,) -> None: ... def set_environment(self,env: Environment,) -> None: ... def set_fov(self,arg0: float,) -> None: ... def set_frustum(self,size: float,offset: Vector2,z_near: float,z_far: float,) -> None: ... def set_frustum_offset(self,arg0: Vector2,) -> None: ... def set_h_offset(self,ofs: float,) -> None: ... def set_keep_aspect_mode(self,mode: int,) -> None: ... def set_orthogonal(self,size: float,z_near: float,z_far: float,) -> None: ... def set_perspective(self,fov: float,z_near: float,z_far: float,) -> None: ... def set_projection(self,arg0: int,) -> None: ... def set_size(self,arg0: float,) -> None: ... def set_v_offset(self,ofs: float,) -> None: ... def set_zfar(self,arg0: float,) -> None: ... def set_znear(self,arg0: float,) -> None: ... def unproject_position(self,world_point: Vector3,) -> Vector2: ... # Properties cull_mask: int current: bool doppler_tracking: int environment: Environment far: float fov: float frustum_offset: Vector2 h_offset: float keep_aspect: int near: float projection: int size: float v_offset: float class CollisionObject(Spatial): # Methods def create_shape_owner(self,owner: Object,) -> int: ... def get_capture_input_on_drag(self,) -> bool: ... def get_rid(self,) -> RID: ... def get_shape_owners(self,) -> Array: ... def is_ray_pickable(self,) -> bool: ... def is_shape_owner_disabled(self,owner_id: int,) -> bool: ... def remove_shape_owner(self,owner_id: int,) -> None: ... def set_capture_input_on_drag(self,enable: bool,) -> None: ... def set_ray_pickable(self,ray_pickable: bool,) -> None: ... def shape_find_owner(self,shape_index: int,) -> int: ... def shape_owner_add_shape(self,owner_id: int,shape: Shape,) -> None: ... def shape_owner_clear_shapes(self,owner_id: int,) -> None: ... def shape_owner_get_owner(self,owner_id: int,) -> Object: ... def shape_owner_get_shape(self,owner_id: int,shape_id: int,) -> Shape: ... def shape_owner_get_shape_count(self,owner_id: int,) -> int: ... def shape_owner_get_shape_index(self,owner_id: int,shape_id: int,) -> int: ... def shape_owner_get_transform(self,owner_id: int,) -> Transform: ... def shape_owner_remove_shape(self,owner_id: int,shape_id: int,) -> None: ... def shape_owner_set_disabled(self,owner_id: int,disabled: bool,) -> None: ... def shape_owner_set_transform(self,owner_id: int,transform: Transform,) -> None: ... # Properties input_capture_on_drag: bool input_ray_pickable: bool class CollisionPolygon(Spatial): @staticmethod def new() -> CollisionPolygon: ... # Methods def get_depth(self,) -> float: ... def get_polygon(self,) -> PoolVector2Array: ... def is_disabled(self,) -> bool: ... def set_depth(self,depth: float,) -> None: ... def set_disabled(self,disabled: bool,) -> None: ... def set_polygon(self,polygon: PoolVector2Array,) -> None: ... # Properties depth: float disabled: bool polygon: PoolVector2Array class CollisionShape(Spatial): @staticmethod def new() -> CollisionShape: ... # Methods def get_shape(self,) -> Shape: ... def is_disabled(self,) -> bool: ... def resource_changed(self,resource: Resource,) -> None: ... def set_disabled(self,enable: bool,) -> None: ... def set_shape(self,shape: Shape,) -> None: ... # Properties disabled: bool shape: Shape class GridMap(Spatial): @staticmethod def new() -> GridMap: ... # Constants INVALID_CELL_ITEM: int # Methods def clear(self,) -> None: ... def clear_baked_meshes(self,) -> None: ... def get_bake_mesh_instance(self,idx: int,) -> RID: ... def get_bake_meshes(self,) -> Array: ... def get_cell_item(self,x: int,y: int,z: int,) -> int: ... def get_cell_item_orientation(self,x: int,y: int,z: int,) -> int: ... def get_cell_scale(self,) -> float: ... def get_cell_size(self,) -> Vector3: ... def get_center_x(self,) -> bool: ... def get_center_y(self,) -> bool: ... def get_center_z(self,) -> bool: ... def get_collision_layer(self,) -> int: ... def get_collision_layer_bit(self,bit: int,) -> bool: ... def get_collision_mask(self,) -> int: ... def get_collision_mask_bit(self,bit: int,) -> bool: ... def get_mesh_library(self,) -> MeshLibrary: ... def get_meshes(self,) -> Array: ... def get_octant_size(self,) -> int: ... def get_used_cells(self,) -> Array: ... def make_baked_meshes(self,gen_lightmap_uv: bool=False,lightmap_uv_texel_size: float=0.1,) -> None: ... def map_to_world(self,x: int,y: int,z: int,) -> Vector3: ... def resource_changed(self,resource: Resource,) -> None: ... def set_cell_item(self,x: int,y: int,z: int,item: int,orientation: int=0,) -> None: ... def set_cell_scale(self,scale: float,) -> None: ... def set_cell_size(self,size: Vector3,) -> None: ... def set_center_x(self,enable: bool,) -> None: ... def set_center_y(self,enable: bool,) -> None: ... def set_center_z(self,enable: bool,) -> None: ... def set_clip(self,enabled: bool,clipabove: bool=True,floor: int=0,axis: int=0,) -> None: ... def set_collision_layer(self,layer: int,) -> None: ... def set_collision_layer_bit(self,bit: int,value: bool,) -> None: ... def set_collision_mask(self,mask: int,) -> None: ... def set_collision_mask_bit(self,bit: int,value: bool,) -> None: ... def set_mesh_library(self,mesh_library: MeshLibrary,) -> None: ... def set_octant_size(self,size: int,) -> None: ... def world_to_map(self,pos: Vector3,) -> Vector3: ... # Properties cell_center_x: bool cell_center_y: bool cell_center_z: bool cell_octant_size: int cell_scale: float cell_size: Vector3 collision_layer: int collision_mask: int mesh_library: MeshLibrary class Joint(Spatial): # Methods def get_exclude_nodes_from_collision(self,) -> bool: ... def get_node_a(self,) -> Union[str, NodePath]: ... def get_node_b(self,) -> Union[str, NodePath]: ... def get_solver_priority(self,) -> int: ... def set_exclude_nodes_from_collision(self,enable: bool,) -> None: ... def set_node_a(self,node: Union[str, NodePath],) -> None: ... def set_node_b(self,node: Union[str, NodePath],) -> None: ... def set_solver_priority(self,priority: int,) -> None: ... # Properties collision_exclude_nodes: bool nodes_node_a: Union[str, NodePath] nodes_node_b: Union[str, NodePath] solver_priority: int class Listener(Spatial): @staticmethod def new() -> Listener: ... # Methods def clear_current(self,) -> None: ... def get_listener_transform(self,) -> Transform: ... def is_current(self,) -> bool: ... def make_current(self,) -> None: ... class Navigation(Spatial): @staticmethod def new() -> Navigation: ... # Methods def get_closest_point(self,to_point: Vector3,) -> Vector3: ... def get_closest_point_normal(self,to_point: Vector3,) -> Vector3: ... def get_closest_point_owner(self,to_point: Vector3,) -> Object: ... def get_closest_point_to_segment(self,start: Vector3,end: Vector3,use_collision: bool=False,) -> Vector3: ... def get_simple_path(self,start: Vector3,end: Vector3,optimize: bool=True,) -> PoolVector3Array: ... def get_up_vector(self,) -> Vector3: ... def navmesh_add(self,mesh: NavigationMesh,xform: Transform,owner: Object=None,) -> int: ... def navmesh_remove(self,id: int,) -> None: ... def navmesh_set_transform(self,id: int,xform: Transform,) -> None: ... def set_up_vector(self,up: Vector3,) -> None: ... # Properties up_vector: Vector3 class NavigationMeshInstance(Spatial): @staticmethod def new() -> NavigationMeshInstance: ... # Methods def get_navigation_mesh(self,) -> NavigationMesh: ... def is_enabled(self,) -> bool: ... def set_enabled(self,enabled: bool,) -> None: ... def set_navigation_mesh(self,navmesh: NavigationMesh,) -> None: ... # Properties enabled: bool navmesh: NavigationMesh class Path(Spatial): @staticmethod def new() -> Path: ... # Methods def get_curve(self,) -> Curve3D: ... def set_curve(self,curve: Curve3D,) -> None: ... # Properties curve: Curve3D class PathFollow(Spatial): @staticmethod def new() -> PathFollow: ... # Constants ROTATION_NONE: int ROTATION_ORIENTED: int ROTATION_XY: int ROTATION_XYZ: int ROTATION_Y: int # Enums class RotationMode(IntFlag): ROTATION_NONE: int ROTATION_Y: int ROTATION_XY: int ROTATION_XYZ: int ROTATION_ORIENTED: int # Methods def get_cubic_interpolation(self,) -> bool: ... def get_h_offset(self,) -> float: ... def get_offset(self,) -> float: ... def get_rotation_mode(self,) -> PathFollow.RotationMode: ... def get_unit_offset(self,) -> float: ... def get_v_offset(self,) -> float: ... def has_loop(self,) -> bool: ... def set_cubic_interpolation(self,enable: bool,) -> None: ... def set_h_offset(self,h_offset: float,) -> None: ... def set_loop(self,loop: bool,) -> None: ... def set_offset(self,offset: float,) -> None: ... def set_rotation_mode(self,rotation_mode: int,) -> None: ... def set_unit_offset(self,unit_offset: float,) -> None: ... def set_v_offset(self,v_offset: float,) -> None: ... # Properties cubic_interp: bool h_offset: float loop: bool offset: float rotation_mode: int unit_offset: float v_offset: float class Position3D(Spatial): @staticmethod def new() -> Position3D: ... pass class ProximityGroup(Spatial): @staticmethod def new() -> ProximityGroup: ... # Constants MODE_PROXY: int MODE_SIGNAL: int # Enums class DispatchMode(IntFlag): MODE_PROXY: int MODE_SIGNAL: int # Methods def broadcast(self,name: Union[str, GDString],parameters: object,) -> None: ... def get_dispatch_mode(self,) -> ProximityGroup.DispatchMode: ... def get_grid_radius(self,) -> Vector3: ... def get_group_name(self,) -> Union[str, GDString]: ... def set_dispatch_mode(self,mode: int,) -> None: ... def set_grid_radius(self,radius: Vector3,) -> None: ... def set_group_name(self,name: Union[str, GDString],) -> None: ... # Properties dispatch_mode: int grid_radius: Vector3 group_name: Union[str, GDString] class RayCast(Spatial): @staticmethod def new() -> RayCast: ... # Methods def add_exception(self,node: Object,) -> None: ... def add_exception_rid(self,rid: RID,) -> None: ... def clear_exceptions(self,) -> None: ... def force_raycast_update(self,) -> None: ... def get_cast_to(self,) -> Vector3: ... def get_collider(self,) -> Object: ... def get_collider_shape(self,) -> int: ... def get_collision_mask(self,) -> int: ... def get_collision_mask_bit(self,bit: int,) -> bool: ... def get_collision_normal(self,) -> Vector3: ... def get_collision_point(self,) -> Vector3: ... def get_exclude_parent_body(self,) -> bool: ... def is_collide_with_areas_enabled(self,) -> bool: ... def is_collide_with_bodies_enabled(self,) -> bool: ... def is_colliding(self,) -> bool: ... def is_enabled(self,) -> bool: ... def remove_exception(self,node: Object,) -> None: ... def remove_exception_rid(self,rid: RID,) -> None: ... def set_cast_to(self,local_point: Vector3,) -> None: ... def set_collide_with_areas(self,enable: bool,) -> None: ... def set_collide_with_bodies(self,enable: bool,) -> None: ... def set_collision_mask(self,mask: int,) -> None: ... def set_collision_mask_bit(self,bit: int,value: bool,) -> None: ... def set_enabled(self,enabled: bool,) -> None: ... def set_exclude_parent_body(self,mask: bool,) -> None: ... # Properties cast_to: Vector3 collide_with_areas: bool collide_with_bodies: bool collision_mask: int enabled: bool exclude_parent: bool class RemoteTransform(Spatial): @staticmethod def new() -> RemoteTransform: ... # Methods def force_update_cache(self,) -> None: ... def get_remote_node(self,) -> Union[str, NodePath]: ... def get_update_position(self,) -> bool: ... def get_update_rotation(self,) -> bool: ... def get_update_scale(self,) -> bool: ... def get_use_global_coordinates(self,) -> bool: ... def set_remote_node(self,path: Union[str, NodePath],) -> None: ... def set_update_position(self,update_remote_position: bool,) -> None: ... def set_update_rotation(self,update_remote_rotation: bool,) -> None: ... def set_update_scale(self,update_remote_scale: bool,) -> None: ... def set_use_global_coordinates(self,use_global_coordinates: bool,) -> None: ... # Properties remote_path: Union[str, NodePath] update_position: bool update_rotation: bool update_scale: bool use_global_coordinates: bool class Skeleton(Spatial): @staticmethod def new() -> Skeleton: ... # Constants NOTIFICATION_UPDATE_SKELETON: int # Methods def add_bone(self,name: Union[str, GDString],) -> None: ... def bind_child_node_to_bone(self,bone_idx: int,node: Node,) -> None: ... def clear_bones(self,) -> None: ... def clear_bones_global_pose_override(self,) -> None: ... def find_bone(self,name: Union[str, GDString],) -> int: ... def get_bone_count(self,) -> int: ... def get_bone_custom_pose(self,bone_idx: int,) -> Transform: ... def get_bone_global_pose(self,bone_idx: int,) -> Transform: ... def get_bone_name(self,bone_idx: int,) -> Union[str, GDString]: ... def get_bone_parent(self,bone_idx: int,) -> int: ... def get_bone_pose(self,bone_idx: int,) -> Transform: ... def get_bone_rest(self,bone_idx: int,) -> Transform: ... def get_bound_child_nodes_to_bone(self,bone_idx: int,) -> Array: ... def is_bone_rest_disabled(self,bone_idx: int,) -> bool: ... def localize_rests(self,) -> None: ... def physical_bones_add_collision_exception(self,exception: RID,) -> None: ... def physical_bones_remove_collision_exception(self,exception: RID,) -> None: ... def physical_bones_start_simulation(self,bones: Array=Array(),) -> None: ... def physical_bones_stop_simulation(self,) -> None: ... def register_skin(self,skin: Skin,) -> SkinReference: ... def set_bone_custom_pose(self,bone_idx: int,custom_pose: Transform,) -> None: ... def set_bone_disable_rest(self,bone_idx: int,disable: bool,) -> None: ... def set_bone_global_pose_override(self,bone_idx: int,pose: Transform,amount: float,persistent: bool=False,) -> None: ... def set_bone_parent(self,bone_idx: int,parent_idx: int,) -> None: ... def set_bone_pose(self,bone_idx: int,pose: Transform,) -> None: ... def set_bone_rest(self,bone_idx: int,rest: Transform,) -> None: ... def unbind_child_node_from_bone(self,bone_idx: int,node: Node,) -> None: ... def unparent_bone_and_rest(self,bone_idx: int,) -> None: ... class SpringArm(Spatial): @staticmethod def new() -> SpringArm: ... # Methods def add_excluded_object(self,RID: RID,) -> None: ... def clear_excluded_objects(self,) -> None: ... def get_collision_mask(self,) -> int: ... def get_hit_length(self,) -> float: ... def get_length(self,) -> float: ... def get_margin(self,) -> float: ... def get_shape(self,) -> Shape: ... def remove_excluded_object(self,RID: RID,) -> bool: ... def set_collision_mask(self,mask: int,) -> None: ... def set_length(self,length: float,) -> None: ... def set_margin(self,margin: float,) -> None: ... def set_shape(self,shape: Shape,) -> None: ... # Properties collision_mask: int margin: float shape: Shape spring_length: float class VehicleWheel(Spatial): @staticmethod def new() -> VehicleWheel: ... # Methods def get_brake(self,) -> float: ... def get_damping_compression(self,) -> float: ... def get_damping_relaxation(self,) -> float: ... def get_engine_force(self,) -> float: ... def get_friction_slip(self,) -> float: ... def get_radius(self,) -> float: ... def get_roll_influence(self,) -> float: ... def get_rpm(self,) -> float: ... def get_skidinfo(self,) -> float: ... def get_steering(self,) -> float: ... def get_suspension_max_force(self,) -> float: ... def get_suspension_rest_length(self,) -> float: ... def get_suspension_stiffness(self,) -> float: ... def get_suspension_travel(self,) -> float: ... def is_in_contact(self,) -> bool: ... def is_used_as_steering(self,) -> bool: ... def is_used_as_traction(self,) -> bool: ... def set_brake(self,brake: float,) -> None: ... def set_damping_compression(self,length: float,) -> None: ... def set_damping_relaxation(self,length: float,) -> None: ... def set_engine_force(self,engine_force: float,) -> None: ... def set_friction_slip(self,length: float,) -> None: ... def set_radius(self,length: float,) -> None: ... def set_roll_influence(self,roll_influence: float,) -> None: ... def set_steering(self,steering: float,) -> None: ... def set_suspension_max_force(self,length: float,) -> None: ... def set_suspension_rest_length(self,length: float,) -> None: ... def set_suspension_stiffness(self,length: float,) -> None: ... def set_suspension_travel(self,length: float,) -> None: ... def set_use_as_steering(self,enable: bool,) -> None: ... def set_use_as_traction(self,enable: bool,) -> None: ... # Properties brake: float damping_compression: float damping_relaxation: float engine_force: float steering: float suspension_max_force: float suspension_stiffness: float suspension_travel: float use_as_steering: bool use_as_traction: bool wheel_friction_slip: float wheel_radius: float wheel_rest_length: float wheel_roll_influence: float class VisibilityNotifier(Spatial): @staticmethod def new() -> VisibilityNotifier: ... # Methods def get_aabb(self,) -> AABB: ... def is_on_screen(self,) -> bool: ... def set_aabb(self,rect: AABB,) -> None: ... # Properties aabb: AABB class VisualInstance(Spatial): # Methods def get_aabb(self,) -> AABB: ... def get_base(self,) -> RID: ... def get_instance(self,) -> RID: ... def get_layer_mask(self,) -> int: ... def get_layer_mask_bit(self,layer: int,) -> bool: ... def get_transformed_aabb(self,) -> AABB: ... def set_base(self,base: RID,) -> None: ... def set_layer_mask(self,mask: int,) -> None: ... def set_layer_mask_bit(self,layer: int,enabled: bool,) -> None: ... # Properties layers: int class BakedLightmap(VisualInstance): @staticmethod def new() -> BakedLightmap: ... # Constants BAKE_ERROR_CANT_CREATE_IMAGE: int BAKE_ERROR_NO_MESHES: int BAKE_ERROR_NO_SAVE_PATH: int BAKE_ERROR_OK: int BAKE_ERROR_USER_ABORTED: int BAKE_MODE_CONE_TRACE: int BAKE_MODE_RAY_TRACE: int BAKE_QUALITY_HIGH: int BAKE_QUALITY_LOW: int BAKE_QUALITY_MEDIUM: int # Enums class BakeQuality(IntFlag): BAKE_QUALITY_LOW: int BAKE_QUALITY_MEDIUM: int BAKE_QUALITY_HIGH: int class BakeError(IntFlag): BAKE_ERROR_OK: int BAKE_ERROR_NO_SAVE_PATH: int BAKE_ERROR_NO_MESHES: int BAKE_ERROR_CANT_CREATE_IMAGE: int BAKE_ERROR_USER_ABORTED: int class BakeMode(IntFlag): BAKE_MODE_CONE_TRACE: int BAKE_MODE_RAY_TRACE: int # Methods def bake(self,from_node: Node=None,create_visual_debug: bool=False,) -> BakedLightmap.BakeError: ... def get_bake_cell_size(self,) -> float: ... def get_bake_default_texels_per_unit(self,) -> float: ... def get_bake_mode(self,) -> BakedLightmap.BakeMode: ... def get_bake_quality(self,) -> BakedLightmap.BakeQuality: ... def get_capture_cell_size(self,) -> float: ... def get_energy(self,) -> float: ... def get_extents(self,) -> Vector3: ... def get_image_path(self,) -> Union[str, GDString]: ... def get_light_data(self,) -> BakedLightmapData: ... def get_propagation(self,) -> float: ... def is_hdr(self,) -> bool: ... def set_bake_cell_size(self,bake_cell_size: float,) -> None: ... def set_bake_default_texels_per_unit(self,texels: float,) -> None: ... def set_bake_mode(self,bake_mode: int,) -> None: ... def set_bake_quality(self,bake_quality: int,) -> None: ... def set_capture_cell_size(self,capture_cell_size: float,) -> None: ... def set_energy(self,energy: float,) -> None: ... def set_extents(self,extents: Vector3,) -> None: ... def set_hdr(self,hdr: bool,) -> None: ... def set_image_path(self,image_path: Union[str, GDString],) -> None: ... def set_light_data(self,data: BakedLightmapData,) -> None: ... def set_propagation(self,propagation: float,) -> None: ... # Properties bake_cell_size: float bake_default_texels_per_unit: float bake_energy: float bake_extents: Vector3 bake_hdr: bool bake_mode: int bake_propagation: float bake_quality: int capture_cell_size: float image_path: Union[str, GDString] light_data: BakedLightmapData class GIProbe(VisualInstance): @staticmethod def new() -> GIProbe: ... # Constants SUBDIV_128: int SUBDIV_256: int SUBDIV_512: int SUBDIV_64: int SUBDIV_MAX: int # Enums class Subdiv(IntFlag): SUBDIV_64: int SUBDIV_128: int SUBDIV_256: int SUBDIV_512: int SUBDIV_MAX: int # Methods def bake(self,from_node: Node=None,create_visual_debug: bool=False,) -> None: ... def get_bias(self,) -> float: ... def get_dynamic_range(self,) -> int: ... def get_energy(self,) -> float: ... def get_extents(self,) -> Vector3: ... def get_normal_bias(self,) -> float: ... def get_probe_data(self,) -> GIProbeData: ... def get_propagation(self,) -> float: ... def get_subdiv(self,) -> GIProbe.Subdiv: ... def is_compressed(self,) -> bool: ... def is_interior(self,) -> bool: ... def set_bias(self,max: float,) -> None: ... def set_compress(self,enable: bool,) -> None: ... def set_dynamic_range(self,max: int,) -> None: ... def set_energy(self,max: float,) -> None: ... def set_extents(self,extents: Vector3,) -> None: ... def set_interior(self,enable: bool,) -> None: ... def set_normal_bias(self,max: float,) -> None: ... def set_probe_data(self,data: GIProbeData,) -> None: ... def set_propagation(self,max: float,) -> None: ... def set_subdiv(self,subdiv: int,) -> None: ... # Properties bias: float compress: bool data: GIProbeData dynamic_range: int energy: float extents: Vector3 interior: bool normal_bias: float propagation: float subdiv: int class GeometryInstance(VisualInstance): # Constants FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: int FLAG_MAX: int FLAG_USE_BAKED_LIGHT: int SHADOW_CASTING_SETTING_DOUBLE_SIDED: int SHADOW_CASTING_SETTING_OFF: int SHADOW_CASTING_SETTING_ON: int SHADOW_CASTING_SETTING_SHADOWS_ONLY: int # Enums class Flags(IntFlag): FLAG_USE_BAKED_LIGHT: int FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: int FLAG_MAX: int class ShadowCastingSetting(IntFlag): SHADOW_CASTING_SETTING_OFF: int SHADOW_CASTING_SETTING_ON: int SHADOW_CASTING_SETTING_DOUBLE_SIDED: int SHADOW_CASTING_SETTING_SHADOWS_ONLY: int # Methods def get_cast_shadows_setting(self,) -> GeometryInstance.ShadowCastingSetting: ... def get_extra_cull_margin(self,) -> float: ... def get_flag(self,flag: int,) -> bool: ... def get_lod_max_distance(self,) -> float: ... def get_lod_max_hysteresis(self,) -> float: ... def get_lod_min_distance(self,) -> float: ... def get_lod_min_hysteresis(self,) -> float: ... def get_material_override(self,) -> Material: ... def set_cast_shadows_setting(self,shadow_casting_setting: int,) -> None: ... def set_custom_aabb(self,aabb: AABB,) -> None: ... def set_extra_cull_margin(self,margin: float,) -> None: ... def set_flag(self,flag: int,value: bool,) -> None: ... def set_lod_max_distance(self,mode: float,) -> None: ... def set_lod_max_hysteresis(self,mode: float,) -> None: ... def set_lod_min_distance(self,mode: float,) -> None: ... def set_lod_min_hysteresis(self,mode: float,) -> None: ... def set_material_override(self,material: Material,) -> None: ... # Properties cast_shadow: int extra_cull_margin: float lod_max_distance: int lod_max_hysteresis: int lod_min_distance: int lod_min_hysteresis: int material_override: Union[ShaderMaterial,SpatialMaterial] use_in_baked_light: bool class Light(VisualInstance): # Constants BAKE_ALL: int BAKE_DISABLED: int BAKE_INDIRECT: int PARAM_ATTENUATION: int PARAM_CONTACT_SHADOW_SIZE: int PARAM_ENERGY: int PARAM_INDIRECT_ENERGY: int PARAM_MAX: int PARAM_RANGE: int PARAM_SHADOW_BIAS: int PARAM_SHADOW_BIAS_SPLIT_SCALE: int PARAM_SHADOW_MAX_DISTANCE: int PARAM_SHADOW_NORMAL_BIAS: int PARAM_SHADOW_SPLIT_1_OFFSET: int PARAM_SHADOW_SPLIT_2_OFFSET: int PARAM_SHADOW_SPLIT_3_OFFSET: int PARAM_SPECULAR: int PARAM_SPOT_ANGLE: int PARAM_SPOT_ATTENUATION: int # Enums class BakeMode(IntFlag): BAKE_DISABLED: int BAKE_INDIRECT: int BAKE_ALL: int class Param(IntFlag): PARAM_ENERGY: int PARAM_INDIRECT_ENERGY: int PARAM_SPECULAR: int PARAM_RANGE: int PARAM_ATTENUATION: int PARAM_SPOT_ANGLE: int PARAM_SPOT_ATTENUATION: int PARAM_CONTACT_SHADOW_SIZE: int PARAM_SHADOW_MAX_DISTANCE: int PARAM_SHADOW_SPLIT_1_OFFSET: int PARAM_SHADOW_SPLIT_2_OFFSET: int PARAM_SHADOW_SPLIT_3_OFFSET: int PARAM_SHADOW_NORMAL_BIAS: int PARAM_SHADOW_BIAS: int PARAM_SHADOW_BIAS_SPLIT_SCALE: int PARAM_MAX: int # Methods def get_bake_mode(self,) -> Light.BakeMode: ... def get_color(self,) -> Color: ... def get_cull_mask(self,) -> int: ... def get_param(self,param: int,) -> float: ... def get_shadow_color(self,) -> Color: ... def get_shadow_reverse_cull_face(self,) -> bool: ... def has_shadow(self,) -> bool: ... def is_editor_only(self,) -> bool: ... def is_negative(self,) -> bool: ... def set_bake_mode(self,bake_mode: int,) -> None: ... def set_color(self,color: Color,) -> None: ... def set_cull_mask(self,cull_mask: int,) -> None: ... def set_editor_only(self,editor_only: bool,) -> None: ... def set_negative(self,enabled: bool,) -> None: ... def set_param(self,param: int,value: float,) -> None: ... def set_shadow(self,enabled: bool,) -> None: ... def set_shadow_color(self,shadow_color: Color,) -> None: ... def set_shadow_reverse_cull_face(self,enable: bool,) -> None: ... # Properties editor_only: bool light_bake_mode: int light_color: Color light_cull_mask: int light_energy: float light_indirect_energy: float light_negative: bool light_specular: float shadow_bias: float shadow_color: Color shadow_contact: float shadow_enabled: bool shadow_reverse_cull_face: bool class ReflectionProbe(VisualInstance): @staticmethod def new() -> ReflectionProbe: ... # Constants UPDATE_ALWAYS: int UPDATE_ONCE: int # Enums class UpdateMode(IntFlag): UPDATE_ONCE: int UPDATE_ALWAYS: int # Methods def are_shadows_enabled(self,) -> bool: ... def get_cull_mask(self,) -> int: ... def get_extents(self,) -> Vector3: ... def get_intensity(self,) -> float: ... def get_interior_ambient(self,) -> Color: ... def get_interior_ambient_energy(self,) -> float: ... def get_interior_ambient_probe_contribution(self,) -> float: ... def get_max_distance(self,) -> float: ... def get_origin_offset(self,) -> Vector3: ... def get_update_mode(self,) -> ReflectionProbe.UpdateMode: ... def is_box_projection_enabled(self,) -> bool: ... def is_set_as_interior(self,) -> bool: ... def set_as_interior(self,enable: bool,) -> None: ... def set_cull_mask(self,layers: int,) -> None: ... def set_enable_box_projection(self,enable: bool,) -> None: ... def set_enable_shadows(self,enable: bool,) -> None: ... def set_extents(self,extents: Vector3,) -> None: ... def set_intensity(self,intensity: float,) -> None: ... def set_interior_ambient(self,ambient: Color,) -> None: ... def set_interior_ambient_energy(self,ambient_energy: float,) -> None: ... def set_interior_ambient_probe_contribution(self,ambient_probe_contribution: float,) -> None: ... def set_max_distance(self,max_distance: float,) -> None: ... def set_origin_offset(self,origin_offset: Vector3,) -> None: ... def set_update_mode(self,mode: int,) -> None: ... # Properties box_projection: bool cull_mask: int enable_shadows: bool extents: Vector3 intensity: float interior_ambient_color: Color interior_ambient_contrib: float interior_ambient_energy: float interior_enable: bool max_distance: float origin_offset: Vector3 update_mode: int class RootMotionView(VisualInstance): # Properties animation_path: Union[str, NodePath] cell_size: float color: Color radius: float zero_y: bool class DirectionalLight(Light): @staticmethod def new() -> DirectionalLight: ... # Constants SHADOW_DEPTH_RANGE_OPTIMIZED: int SHADOW_DEPTH_RANGE_STABLE: int SHADOW_ORTHOGONAL: int SHADOW_PARALLEL_2_SPLITS: int SHADOW_PARALLEL_4_SPLITS: int # Enums class ShadowMode(IntFlag): SHADOW_ORTHOGONAL: int SHADOW_PARALLEL_2_SPLITS: int SHADOW_PARALLEL_4_SPLITS: int class ShadowDepthRange(IntFlag): SHADOW_DEPTH_RANGE_STABLE: int SHADOW_DEPTH_RANGE_OPTIMIZED: int # Methods def get_shadow_depth_range(self,) -> DirectionalLight.ShadowDepthRange: ... def get_shadow_mode(self,) -> DirectionalLight.ShadowMode: ... def is_blend_splits_enabled(self,) -> bool: ... def set_blend_splits(self,enabled: bool,) -> None: ... def set_shadow_depth_range(self,mode: int,) -> None: ... def set_shadow_mode(self,mode: int,) -> None: ... # Properties directional_shadow_bias_split_scale: float directional_shadow_blend_splits: bool directional_shadow_depth_range: int directional_shadow_max_distance: float directional_shadow_mode: int directional_shadow_normal_bias: float directional_shadow_split_1: float directional_shadow_split_2: float directional_shadow_split_3: float class OmniLight(Light): @staticmethod def new() -> OmniLight: ... # Constants SHADOW_CUBE: int SHADOW_DETAIL_HORIZONTAL: int SHADOW_DETAIL_VERTICAL: int SHADOW_DUAL_PARABOLOID: int # Enums class ShadowMode(IntFlag): SHADOW_DUAL_PARABOLOID: int SHADOW_CUBE: int class ShadowDetail(IntFlag): SHADOW_DETAIL_VERTICAL: int SHADOW_DETAIL_HORIZONTAL: int # Methods def get_shadow_detail(self,) -> OmniLight.ShadowDetail: ... def get_shadow_mode(self,) -> OmniLight.ShadowMode: ... def set_shadow_detail(self,detail: int,) -> None: ... def set_shadow_mode(self,mode: int,) -> None: ... # Properties omni_attenuation: float omni_range: float omni_shadow_detail: int omni_shadow_mode: int class SpotLight(Light): @staticmethod def new() -> SpotLight: ... # Properties spot_angle: float spot_angle_attenuation: float spot_attenuation: float spot_range: float class CPUParticles(GeometryInstance): @staticmethod def new() -> CPUParticles: ... # Constants DRAW_ORDER_INDEX: int DRAW_ORDER_LIFETIME: int DRAW_ORDER_VIEW_DEPTH: int EMISSION_SHAPE_BOX: int EMISSION_SHAPE_DIRECTED_POINTS: int EMISSION_SHAPE_MAX: int EMISSION_SHAPE_POINT: int EMISSION_SHAPE_POINTS: int EMISSION_SHAPE_SPHERE: int FLAG_ALIGN_Y_TO_VELOCITY: int FLAG_DISABLE_Z: int FLAG_MAX: int FLAG_ROTATE_Y: int PARAM_ANGLE: int PARAM_ANGULAR_VELOCITY: int PARAM_ANIM_OFFSET: int PARAM_ANIM_SPEED: int PARAM_DAMPING: int PARAM_HUE_VARIATION: int PARAM_INITIAL_LINEAR_VELOCITY: int PARAM_LINEAR_ACCEL: int PARAM_MAX: int PARAM_ORBIT_VELOCITY: int PARAM_RADIAL_ACCEL: int PARAM_SCALE: int PARAM_TANGENTIAL_ACCEL: int # Enums class Flags(IntFlag): FLAG_ALIGN_Y_TO_VELOCITY: int FLAG_ROTATE_Y: int FLAG_DISABLE_Z: int FLAG_MAX: int class EmissionShape(IntFlag): EMISSION_SHAPE_POINT: int EMISSION_SHAPE_SPHERE: int EMISSION_SHAPE_BOX: int EMISSION_SHAPE_POINTS: int EMISSION_SHAPE_DIRECTED_POINTS: int EMISSION_SHAPE_MAX: int class Parameter(IntFlag): PARAM_INITIAL_LINEAR_VELOCITY: int PARAM_ANGULAR_VELOCITY: int PARAM_ORBIT_VELOCITY: int PARAM_LINEAR_ACCEL: int PARAM_RADIAL_ACCEL: int PARAM_TANGENTIAL_ACCEL: int PARAM_DAMPING: int PARAM_ANGLE: int PARAM_SCALE: int PARAM_HUE_VARIATION: int PARAM_ANIM_SPEED: int PARAM_ANIM_OFFSET: int PARAM_MAX: int class DrawOrder(IntFlag): DRAW_ORDER_INDEX: int DRAW_ORDER_LIFETIME: int DRAW_ORDER_VIEW_DEPTH: int # Methods def convert_from_particles(self,particles: Node,) -> None: ... def get_amount(self,) -> int: ... def get_color(self,) -> Color: ... def get_color_ramp(self,) -> Gradient: ... def get_direction(self,) -> Vector3: ... def get_draw_order(self,) -> CPUParticles.DrawOrder: ... def get_emission_box_extents(self,) -> Vector3: ... def get_emission_colors(self,) -> PoolColorArray: ... def get_emission_normals(self,) -> PoolVector3Array: ... def get_emission_points(self,) -> PoolVector3Array: ... def get_emission_shape(self,) -> CPUParticles.EmissionShape: ... def get_emission_sphere_radius(self,) -> float: ... def get_explosiveness_ratio(self,) -> float: ... def get_fixed_fps(self,) -> int: ... def get_flatness(self,) -> float: ... def get_fractional_delta(self,) -> bool: ... def get_gravity(self,) -> Vector3: ... def get_lifetime(self,) -> float: ... def get_lifetime_randomness(self,) -> float: ... def get_mesh(self,) -> Mesh: ... def get_one_shot(self,) -> bool: ... def get_param(self,param: int,) -> float: ... def get_param_curve(self,param: int,) -> Curve: ... def get_param_randomness(self,param: int,) -> float: ... def get_particle_flag(self,flag: int,) -> bool: ... def get_pre_process_time(self,) -> float: ... def get_randomness_ratio(self,) -> float: ... def get_speed_scale(self,) -> float: ... def get_spread(self,) -> float: ... def get_use_local_coordinates(self,) -> bool: ... def is_emitting(self,) -> bool: ... def restart(self,) -> None: ... def set_amount(self,amount: int,) -> None: ... def set_color(self,color: Color,) -> None: ... def set_color_ramp(self,ramp: Gradient,) -> None: ... def set_direction(self,direction: Vector3,) -> None: ... def set_draw_order(self,order: int,) -> None: ... def set_emission_box_extents(self,extents: Vector3,) -> None: ... def set_emission_colors(self,array: PoolColorArray,) -> None: ... def set_emission_normals(self,array: PoolVector3Array,) -> None: ... def set_emission_points(self,array: PoolVector3Array,) -> None: ... def set_emission_shape(self,shape: int,) -> None: ... def set_emission_sphere_radius(self,radius: float,) -> None: ... def set_emitting(self,emitting: bool,) -> None: ... def set_explosiveness_ratio(self,ratio: float,) -> None: ... def set_fixed_fps(self,fps: int,) -> None: ... def set_flatness(self,amount: float,) -> None: ... def set_fractional_delta(self,enable: bool,) -> None: ... def set_gravity(self,accel_vec: Vector3,) -> None: ... def set_lifetime(self,secs: float,) -> None: ... def set_lifetime_randomness(self,random: float,) -> None: ... def set_mesh(self,mesh: Mesh,) -> None: ... def set_one_shot(self,enable: bool,) -> None: ... def set_param(self,param: int,value: float,) -> None: ... def set_param_curve(self,param: int,curve: Curve,) -> None: ... def set_param_randomness(self,param: int,randomness: float,) -> None: ... def set_particle_flag(self,flag: int,enable: bool,) -> None: ... def set_pre_process_time(self,secs: float,) -> None: ... def set_randomness_ratio(self,ratio: float,) -> None: ... def set_speed_scale(self,scale: float,) -> None: ... def set_spread(self,degrees: float,) -> None: ... def set_use_local_coordinates(self,enable: bool,) -> None: ... # Properties amount: int angle: float angle_curve: Curve angle_random: float angular_velocity: float angular_velocity_curve: Curve angular_velocity_random: float anim_offset: float anim_offset_curve: Curve anim_offset_random: float anim_speed: float anim_speed_curve: Curve anim_speed_random: float color: Color color_ramp: Gradient damping: float damping_curve: Curve damping_random: float direction: Vector3 draw_order: int emission_box_extents: Vector3 emission_colors: PoolColorArray emission_normals: PoolVector3Array emission_points: PoolVector3Array emission_shape: int emission_sphere_radius: float emitting: bool explosiveness: float fixed_fps: int flag_align_y: bool flag_disable_z: bool flag_rotate_y: bool flatness: float fract_delta: bool gravity: Vector3 hue_variation: float hue_variation_curve: Curve hue_variation_random: float initial_velocity: float initial_velocity_random: float lifetime: float lifetime_randomness: float linear_accel: float linear_accel_curve: Curve linear_accel_random: float local_coords: bool mesh: Mesh one_shot: bool orbit_velocity: float orbit_velocity_curve: Curve orbit_velocity_random: float preprocess: float radial_accel: float radial_accel_curve: Curve radial_accel_random: float randomness: float scale_amount: float scale_amount_curve: Curve scale_amount_random: float speed_scale: float spread: float tangential_accel: float tangential_accel_curve: Curve tangential_accel_random: float class CSGShape(GeometryInstance): # Constants OPERATION_INTERSECTION: int OPERATION_SUBTRACTION: int OPERATION_UNION: int # Enums class Operation(IntFlag): OPERATION_UNION: int OPERATION_INTERSECTION: int OPERATION_SUBTRACTION: int # Methods def get_collision_layer(self,) -> int: ... def get_collision_layer_bit(self,bit: int,) -> bool: ... def get_collision_mask(self,) -> int: ... def get_collision_mask_bit(self,bit: int,) -> bool: ... def get_meshes(self,) -> Array: ... def get_operation(self,) -> CSGShape.Operation: ... def get_snap(self,) -> float: ... def is_calculating_tangents(self,) -> bool: ... def is_root_shape(self,) -> bool: ... def is_using_collision(self,) -> bool: ... def set_calculate_tangents(self,enabled: bool,) -> None: ... def set_collision_layer(self,layer: int,) -> None: ... def set_collision_layer_bit(self,bit: int,value: bool,) -> None: ... def set_collision_mask(self,mask: int,) -> None: ... def set_collision_mask_bit(self,bit: int,value: bool,) -> None: ... def set_operation(self,operation: int,) -> None: ... def set_snap(self,snap: float,) -> None: ... def set_use_collision(self,operation: bool,) -> None: ... # Properties calculate_tangents: bool collision_layer: int collision_mask: int operation: int snap: float use_collision: bool class ImmediateGeometry(GeometryInstance): @staticmethod def new() -> ImmediateGeometry: ... # Methods def add_sphere(self,lats: int,lons: int,radius: float,add_uv: bool=True,) -> None: ... def add_vertex(self,position: Vector3,) -> None: ... def begin(self,primitive: int,texture: Texture=None,) -> None: ... def clear(self,) -> None: ... def end(self,) -> None: ... def set_color(self,color: Color,) -> None: ... def set_normal(self,normal: Vector3,) -> None: ... def set_tangent(self,tangent: Plane,) -> None: ... def set_uv(self,uv: Vector2,) -> None: ... def set_uv2(self,uv: Vector2,) -> None: ... class MeshInstance(GeometryInstance): @staticmethod def new() -> MeshInstance: ... # Methods def create_convex_collision(self,) -> None: ... def create_trimesh_collision(self,) -> None: ... def get_mesh(self,) -> Mesh: ... def get_skeleton_path(self,) -> Union[str, NodePath]: ... def get_skin(self,) -> Skin: ... def get_surface_material(self,surface: int,) -> Material: ... def get_surface_material_count(self,) -> int: ... def set_mesh(self,mesh: Mesh,) -> None: ... def set_skeleton_path(self,skeleton_path: Union[str, NodePath],) -> None: ... def set_skin(self,skin: Skin,) -> None: ... def set_surface_material(self,surface: int,material: Material,) -> None: ... # Properties mesh: Mesh skeleton: Union[str, NodePath] skin: Skin class MultiMeshInstance(GeometryInstance): @staticmethod def new() -> MultiMeshInstance: ... # Methods def get_multimesh(self,) -> MultiMesh: ... def set_multimesh(self,multimesh: MultiMesh,) -> None: ... # Properties multimesh: MultiMesh class Particles(GeometryInstance): @staticmethod def new() -> Particles: ... # Constants DRAW_ORDER_INDEX: int DRAW_ORDER_LIFETIME: int DRAW_ORDER_VIEW_DEPTH: int MAX_DRAW_PASSES: int # Enums class DrawOrder(IntFlag): DRAW_ORDER_INDEX: int DRAW_ORDER_LIFETIME: int DRAW_ORDER_VIEW_DEPTH: int # Methods def capture_aabb(self,) -> AABB: ... def get_amount(self,) -> int: ... def get_draw_order(self,) -> Particles.DrawOrder: ... def get_draw_pass_mesh(self,pass_: int,) -> Mesh: ... def get_draw_passes(self,) -> int: ... def get_explosiveness_ratio(self,) -> float: ... def get_fixed_fps(self,) -> int: ... def get_fractional_delta(self,) -> bool: ... def get_lifetime(self,) -> float: ... def get_one_shot(self,) -> bool: ... def get_pre_process_time(self,) -> float: ... def get_process_material(self,) -> Material: ... def get_randomness_ratio(self,) -> float: ... def get_speed_scale(self,) -> float: ... def get_use_local_coordinates(self,) -> bool: ... def get_visibility_aabb(self,) -> AABB: ... def is_emitting(self,) -> bool: ... def restart(self,) -> None: ... def set_amount(self,amount: int,) -> None: ... def set_draw_order(self,order: int,) -> None: ... def set_draw_pass_mesh(self,pass_: int,mesh: Mesh,) -> None: ... def set_draw_passes(self,passes: int,) -> None: ... def set_emitting(self,emitting: bool,) -> None: ... def set_explosiveness_ratio(self,ratio: float,) -> None: ... def set_fixed_fps(self,fps: int,) -> None: ... def set_fractional_delta(self,enable: bool,) -> None: ... def set_lifetime(self,secs: float,) -> None: ... def set_one_shot(self,enable: bool,) -> None: ... def set_pre_process_time(self,secs: float,) -> None: ... def set_process_material(self,material: Material,) -> None: ... def set_randomness_ratio(self,ratio: float,) -> None: ... def set_speed_scale(self,scale: float,) -> None: ... def set_use_local_coordinates(self,enable: bool,) -> None: ... def set_visibility_aabb(self,aabb: AABB,) -> None: ... # Properties amount: int draw_order: int draw_pass_1: Mesh draw_pass_2: Mesh draw_pass_3: Mesh draw_pass_4: Mesh draw_passes: int emitting: bool explosiveness: float fixed_fps: int fract_delta: bool lifetime: float local_coords: bool one_shot: bool preprocess: float process_material: Union[ShaderMaterial,ParticlesMaterial] randomness: float speed_scale: float visibility_aabb: AABB class SpriteBase3D(GeometryInstance): # Constants ALPHA_CUT_DISABLED: int ALPHA_CUT_DISCARD: int ALPHA_CUT_OPAQUE_PREPASS: int FLAG_DOUBLE_SIDED: int FLAG_MAX: int FLAG_SHADED: int FLAG_TRANSPARENT: int # Enums class DrawFlags(IntFlag): FLAG_TRANSPARENT: int FLAG_SHADED: int FLAG_DOUBLE_SIDED: int FLAG_MAX: int class AlphaCutMode(IntFlag): ALPHA_CUT_DISABLED: int ALPHA_CUT_DISCARD: int ALPHA_CUT_OPAQUE_PREPASS: int # Methods def generate_triangle_mesh(self,) -> TriangleMesh: ... def get_alpha_cut_mode(self,) -> SpriteBase3D.AlphaCutMode: ... def get_axis(self,) -> Vector3.Axis: ... def get_billboard_mode(self,) -> SpatialMaterial.BillboardMode: ... def get_draw_flag(self,flag: int,) -> bool: ... def get_item_rect(self,) -> Rect2: ... def get_modulate(self,) -> Color: ... def get_offset(self,) -> Vector2: ... def get_opacity(self,) -> float: ... def get_pixel_size(self,) -> float: ... def is_centered(self,) -> bool: ... def is_flipped_h(self,) -> bool: ... def is_flipped_v(self,) -> bool: ... def set_alpha_cut_mode(self,mode: int,) -> None: ... def set_axis(self,axis: int,) -> None: ... def set_billboard_mode(self,mode: int,) -> None: ... def set_centered(self,centered: bool,) -> None: ... def set_draw_flag(self,flag: int,enabled: bool,) -> None: ... def set_flip_h(self,flip_h: bool,) -> None: ... def set_flip_v(self,flip_v: bool,) -> None: ... def set_modulate(self,modulate: Color,) -> None: ... def set_offset(self,offset: Vector2,) -> None: ... def set_opacity(self,opacity: float,) -> None: ... def set_pixel_size(self,pixel_size: float,) -> None: ... # Properties alpha_cut: int axis: int billboard: int centered: bool double_sided: bool flip_h: bool flip_v: bool modulate: Color offset: Vector2 opacity: float pixel_size: float shaded: bool transparent: bool class AnimatedSprite3D(SpriteBase3D): @staticmethod def new() -> AnimatedSprite3D: ... # Methods def get_animation(self,) -> Union[str, GDString]: ... def get_frame(self,) -> int: ... def get_sprite_frames(self,) -> SpriteFrames: ... def is_playing(self,) -> bool: ... def play(self,anim: Union[str, GDString]="",) -> None: ... def set_animation(self,animation: Union[str, GDString],) -> None: ... def set_frame(self,frame: int,) -> None: ... def set_sprite_frames(self,sprite_frames: SpriteFrames,) -> None: ... def stop(self,) -> None: ... # Properties animation: Union[str, GDString] frame: int frames: SpriteFrames playing: bool class Sprite3D(SpriteBase3D): @staticmethod def new() -> Sprite3D: ... # Methods def get_frame(self,) -> int: ... def get_frame_coords(self,) -> Vector2: ... def get_hframes(self,) -> int: ... def get_region_rect(self,) -> Rect2: ... def get_texture(self,) -> Texture: ... def get_vframes(self,) -> int: ... def is_region(self,) -> bool: ... def set_frame(self,frame: int,) -> None: ... def set_frame_coords(self,coords: Vector2,) -> None: ... def set_hframes(self,hframes: int,) -> None: ... def set_region(self,enabled: bool,) -> None: ... def set_region_rect(self,rect: Rect2,) -> None: ... def set_texture(self,texture: Texture,) -> None: ... def set_vframes(self,vframes: int,) -> None: ... # Properties frame: int frame_coords: Vector2 hframes: int region_enabled: bool region_rect: Rect2 texture: Texture vframes: int class SoftBody(MeshInstance): @staticmethod def new() -> SoftBody: ... # Methods def add_collision_exception_with(self,body: Node,) -> None: ... def get_areaAngular_stiffness(self,) -> float: ... def get_collision_exceptions(self,) -> Array: ... def get_collision_layer(self,) -> int: ... def get_collision_layer_bit(self,bit: int,) -> bool: ... def get_collision_mask(self,) -> int: ... def get_collision_mask_bit(self,bit: int,) -> bool: ... def get_damping_coefficient(self,) -> float: ... def get_drag_coefficient(self,) -> float: ... def get_linear_stiffness(self,) -> float: ... def get_parent_collision_ignore(self,) -> Union[str, NodePath]: ... def get_pose_matching_coefficient(self,) -> float: ... def get_pressure_coefficient(self,) -> float: ... def get_simulation_precision(self,) -> int: ... def get_total_mass(self,) -> float: ... def get_volume_stiffness(self,) -> float: ... def is_ray_pickable(self,) -> bool: ... def remove_collision_exception_with(self,body: Node,) -> None: ... def set_areaAngular_stiffness(self,areaAngular_stiffness: float,) -> None: ... def set_collision_layer(self,collision_layer: int,) -> None: ... def set_collision_layer_bit(self,bit: int,value: bool,) -> None: ... def set_collision_mask(self,collision_mask: int,) -> None: ... def set_collision_mask_bit(self,bit: int,value: bool,) -> None: ... def set_damping_coefficient(self,damping_coefficient: float,) -> None: ... def set_drag_coefficient(self,drag_coefficient: float,) -> None: ... def set_linear_stiffness(self,linear_stiffness: float,) -> None: ... def set_parent_collision_ignore(self,parent_collision_ignore: Union[str, NodePath],) -> None: ... def set_pose_matching_coefficient(self,pose_matching_coefficient: float,) -> None: ... def set_pressure_coefficient(self,pressure_coefficient: float,) -> None: ... def set_ray_pickable(self,ray_pickable: bool,) -> None: ... def set_simulation_precision(self,simulation_precision: int,) -> None: ... def set_total_mass(self,mass: float,) -> None: ... def set_volume_stiffness(self,volume_stiffness: float,) -> None: ... # Properties areaAngular_stiffness: float collision_layer: int collision_mask: int damping_coefficient: float drag_coefficient: float linear_stiffness: float parent_collision_ignore: Union[str, NodePath] pose_matching_coefficient: float pressure_coefficient: float ray_pickable: bool simulation_precision: int total_mass: float volume_stiffness: float class CSGCombiner(CSGShape): @staticmethod def new() -> CSGCombiner: ... pass class CSGPrimitive(CSGShape): # Methods def is_inverting_faces(self,) -> bool: ... def set_invert_faces(self,invert_faces: bool,) -> None: ... # Properties invert_faces: bool class CSGBox(CSGPrimitive): @staticmethod def new() -> CSGBox: ... # Methods def get_depth(self,) -> float: ... def get_height(self,) -> float: ... def get_material(self,) -> Material: ... def get_width(self,) -> float: ... def set_depth(self,depth: float,) -> None: ... def set_height(self,height: float,) -> None: ... def set_material(self,material: Material,) -> None: ... def set_width(self,width: float,) -> None: ... # Properties depth: float height: float material: Union[SpatialMaterial,ShaderMaterial] width: float class CSGCylinder(CSGPrimitive): @staticmethod def new() -> CSGCylinder: ... # Methods def get_height(self,) -> float: ... def get_material(self,) -> Material: ... def get_radius(self,) -> float: ... def get_sides(self,) -> int: ... def get_smooth_faces(self,) -> bool: ... def is_cone(self,) -> bool: ... def set_cone(self,cone: bool,) -> None: ... def set_height(self,height: float,) -> None: ... def set_material(self,material: Material,) -> None: ... def set_radius(self,radius: float,) -> None: ... def set_sides(self,sides: int,) -> None: ... def set_smooth_faces(self,smooth_faces: bool,) -> None: ... # Properties cone: bool height: float material: Union[SpatialMaterial,ShaderMaterial] radius: float sides: int smooth_faces: bool class CSGMesh(CSGPrimitive): @staticmethod def new() -> CSGMesh: ... # Methods def get_material(self,) -> Material: ... def get_mesh(self,) -> Mesh: ... def set_material(self,material: Material,) -> None: ... def set_mesh(self,mesh: Mesh,) -> None: ... # Properties material: Union[SpatialMaterial,ShaderMaterial] mesh: Mesh class CSGPolygon(CSGPrimitive): @staticmethod def new() -> CSGPolygon: ... # Constants MODE_DEPTH: int MODE_PATH: int MODE_SPIN: int PATH_ROTATION_PATH: int PATH_ROTATION_PATH_FOLLOW: int PATH_ROTATION_POLYGON: int # Enums class PathRotation(IntFlag): PATH_ROTATION_POLYGON: int PATH_ROTATION_PATH: int PATH_ROTATION_PATH_FOLLOW: int class Mode(IntFlag): MODE_DEPTH: int MODE_SPIN: int MODE_PATH: int # Methods def get_depth(self,) -> float: ... def get_material(self,) -> Material: ... def get_mode(self,) -> CSGPolygon.Mode: ... def get_path_interval(self,) -> float: ... def get_path_node(self,) -> Union[str, NodePath]: ... def get_path_rotation(self,) -> CSGPolygon.PathRotation: ... def get_polygon(self,) -> PoolVector2Array: ... def get_smooth_faces(self,) -> bool: ... def get_spin_degrees(self,) -> float: ... def get_spin_sides(self,) -> int: ... def is_path_continuous_u(self,) -> bool: ... def is_path_joined(self,) -> bool: ... def is_path_local(self,) -> bool: ... def set_depth(self,depth: float,) -> None: ... def set_material(self,material: Material,) -> None: ... def set_mode(self,mode: int,) -> None: ... def set_path_continuous_u(self,enable: bool,) -> None: ... def set_path_interval(self,distance: float,) -> None: ... def set_path_joined(self,enable: bool,) -> None: ... def set_path_local(self,enable: bool,) -> None: ... def set_path_node(self,path: Union[str, NodePath],) -> None: ... def set_path_rotation(self,mode: int,) -> None: ... def set_polygon(self,polygon: PoolVector2Array,) -> None: ... def set_smooth_faces(self,smooth_faces: bool,) -> None: ... def set_spin_degrees(self,degrees: float,) -> None: ... def set_spin_sides(self,spin_sides: int,) -> None: ... # Properties depth: float material: Union[SpatialMaterial,ShaderMaterial] mode: int path_continuous_u: bool path_interval: float path_joined: bool path_local: bool path_node: Union[str, NodePath] path_rotation: int polygon: PoolVector2Array smooth_faces: bool spin_degrees: float spin_sides: int class CSGSphere(CSGPrimitive): @staticmethod def new() -> CSGSphere: ... # Methods def get_material(self,) -> Material: ... def get_radial_segments(self,) -> int: ... def get_radius(self,) -> float: ... def get_rings(self,) -> int: ... def get_smooth_faces(self,) -> bool: ... def set_material(self,material: Material,) -> None: ... def set_radial_segments(self,radial_segments: int,) -> None: ... def set_radius(self,radius: float,) -> None: ... def set_rings(self,rings: int,) -> None: ... def set_smooth_faces(self,smooth_faces: bool,) -> None: ... # Properties material: Union[SpatialMaterial,ShaderMaterial] radial_segments: int radius: float rings: int smooth_faces: bool class CSGTorus(CSGPrimitive): @staticmethod def new() -> CSGTorus: ... # Methods def get_inner_radius(self,) -> float: ... def get_material(self,) -> Material: ... def get_outer_radius(self,) -> float: ... def get_ring_sides(self,) -> int: ... def get_sides(self,) -> int: ... def get_smooth_faces(self,) -> bool: ... def set_inner_radius(self,radius: float,) -> None: ... def set_material(self,material: Material,) -> None: ... def set_outer_radius(self,radius: float,) -> None: ... def set_ring_sides(self,sides: int,) -> None: ... def set_sides(self,sides: int,) -> None: ... def set_smooth_faces(self,smooth_faces: bool,) -> None: ... # Properties inner_radius: float material: Union[SpatialMaterial,ShaderMaterial] outer_radius: float ring_sides: int sides: int smooth_faces: bool class VisibilityEnabler(VisibilityNotifier): @staticmethod def new() -> VisibilityEnabler: ... # Constants ENABLER_FREEZE_BODIES: int ENABLER_MAX: int ENABLER_PAUSE_ANIMATIONS: int # Enums class Enabler(IntFlag): ENABLER_PAUSE_ANIMATIONS: int ENABLER_FREEZE_BODIES: int ENABLER_MAX: int # Methods def is_enabler_enabled(self,enabler: int,) -> bool: ... def set_enabler(self,enabler: int,enabled: bool,) -> None: ... # Properties freeze_bodies: bool pause_animations: bool class ConeTwistJoint(Joint): @staticmethod def new() -> ConeTwistJoint: ... # Constants PARAM_BIAS: int PARAM_MAX: int PARAM_RELAXATION: int PARAM_SOFTNESS: int PARAM_SWING_SPAN: int PARAM_TWIST_SPAN: int # Enums class Param(IntFlag): PARAM_SWING_SPAN: int PARAM_TWIST_SPAN: int PARAM_BIAS: int PARAM_SOFTNESS: int PARAM_RELAXATION: int PARAM_MAX: int # Methods def get_param(self,param: int,) -> float: ... def set_param(self,param: int,value: float,) -> None: ... # Properties bias: float relaxation: float softness: float swing_span: float twist_span: float class Generic6DOFJoint(Joint): @staticmethod def new() -> Generic6DOFJoint: ... # Constants FLAG_ENABLE_ANGULAR_LIMIT: int FLAG_ENABLE_ANGULAR_SPRING: int FLAG_ENABLE_LINEAR_LIMIT: int FLAG_ENABLE_LINEAR_MOTOR: int FLAG_ENABLE_LINEAR_SPRING: int FLAG_ENABLE_MOTOR: int FLAG_MAX: int PARAM_ANGULAR_DAMPING: int PARAM_ANGULAR_ERP: int PARAM_ANGULAR_FORCE_LIMIT: int PARAM_ANGULAR_LIMIT_SOFTNESS: int PARAM_ANGULAR_LOWER_LIMIT: int PARAM_ANGULAR_MOTOR_FORCE_LIMIT: int PARAM_ANGULAR_MOTOR_TARGET_VELOCITY: int PARAM_ANGULAR_RESTITUTION: int PARAM_ANGULAR_SPRING_DAMPING: int PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT: int PARAM_ANGULAR_SPRING_STIFFNESS: int PARAM_ANGULAR_UPPER_LIMIT: int PARAM_LINEAR_DAMPING: int PARAM_LINEAR_LIMIT_SOFTNESS: int PARAM_LINEAR_LOWER_LIMIT: int PARAM_LINEAR_MOTOR_FORCE_LIMIT: int PARAM_LINEAR_MOTOR_TARGET_VELOCITY: int PARAM_LINEAR_RESTITUTION: int PARAM_LINEAR_SPRING_DAMPING: int PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT: int PARAM_LINEAR_SPRING_STIFFNESS: int PARAM_LINEAR_UPPER_LIMIT: int PARAM_MAX: int # Enums class Param(IntFlag): PARAM_LINEAR_LOWER_LIMIT: int PARAM_LINEAR_UPPER_LIMIT: int PARAM_LINEAR_LIMIT_SOFTNESS: int PARAM_LINEAR_RESTITUTION: int PARAM_LINEAR_DAMPING: int PARAM_LINEAR_MOTOR_TARGET_VELOCITY: int PARAM_LINEAR_MOTOR_FORCE_LIMIT: int PARAM_LINEAR_SPRING_STIFFNESS: int PARAM_LINEAR_SPRING_DAMPING: int PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT: int PARAM_ANGULAR_LOWER_LIMIT: int PARAM_ANGULAR_UPPER_LIMIT: int PARAM_ANGULAR_LIMIT_SOFTNESS: int PARAM_ANGULAR_DAMPING: int PARAM_ANGULAR_RESTITUTION: int PARAM_ANGULAR_FORCE_LIMIT: int PARAM_ANGULAR_ERP: int PARAM_ANGULAR_MOTOR_TARGET_VELOCITY: int PARAM_ANGULAR_MOTOR_FORCE_LIMIT: int PARAM_ANGULAR_SPRING_STIFFNESS: int PARAM_ANGULAR_SPRING_DAMPING: int PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT: int PARAM_MAX: int class Flag(IntFlag): FLAG_ENABLE_LINEAR_LIMIT: int FLAG_ENABLE_ANGULAR_LIMIT: int FLAG_ENABLE_ANGULAR_SPRING: int FLAG_ENABLE_LINEAR_SPRING: int FLAG_ENABLE_MOTOR: int FLAG_ENABLE_LINEAR_MOTOR: int FLAG_MAX: int # Methods def get_flag_x(self,flag: int,) -> bool: ... def get_flag_y(self,flag: int,) -> bool: ... def get_flag_z(self,flag: int,) -> bool: ... def get_param_x(self,param: int,) -> float: ... def get_param_y(self,param: int,) -> float: ... def get_param_z(self,param: int,) -> float: ... def get_precision(self,) -> int: ... def set_flag_x(self,flag: int,value: bool,) -> None: ... def set_flag_y(self,flag: int,value: bool,) -> None: ... def set_flag_z(self,flag: int,value: bool,) -> None: ... def set_param_x(self,param: int,value: float,) -> None: ... def set_param_y(self,param: int,value: float,) -> None: ... def set_param_z(self,param: int,value: float,) -> None: ... def set_precision(self,precision: int,) -> None: ... # Properties angular_limit_x_damping: float angular_limit_x_enabled: bool angular_limit_x_erp: float angular_limit_x_force_limit: float angular_limit_x_lower_angle: float angular_limit_x_restitution: float angular_limit_x_softness: float angular_limit_x_upper_angle: float angular_limit_y_damping: float angular_limit_y_enabled: bool angular_limit_y_erp: float angular_limit_y_force_limit: float angular_limit_y_lower_angle: float angular_limit_y_restitution: float angular_limit_y_softness: float angular_limit_y_upper_angle: float angular_limit_z_damping: float angular_limit_z_enabled: bool angular_limit_z_erp: float angular_limit_z_force_limit: float angular_limit_z_lower_angle: float angular_limit_z_restitution: float angular_limit_z_softness: float angular_limit_z_upper_angle: float angular_motor_x_enabled: bool angular_motor_x_force_limit: float angular_motor_x_target_velocity: float angular_motor_y_enabled: bool angular_motor_y_force_limit: float angular_motor_y_target_velocity: float angular_motor_z_enabled: bool angular_motor_z_force_limit: float angular_motor_z_target_velocity: float angular_spring_x_damping: float angular_spring_x_enabled: bool angular_spring_x_equilibrium_point: float angular_spring_x_stiffness: float angular_spring_y_damping: float angular_spring_y_enabled: bool angular_spring_y_equilibrium_point: float angular_spring_y_stiffness: float angular_spring_z_damping: float angular_spring_z_enabled: bool angular_spring_z_equilibrium_point: float angular_spring_z_stiffness: float linear_limit_x_damping: float linear_limit_x_enabled: bool linear_limit_x_lower_distance: float linear_limit_x_restitution: float linear_limit_x_softness: float linear_limit_x_upper_distance: float linear_limit_y_damping: float linear_limit_y_enabled: bool linear_limit_y_lower_distance: float linear_limit_y_restitution: float linear_limit_y_softness: float linear_limit_y_upper_distance: float linear_limit_z_damping: float linear_limit_z_enabled: bool linear_limit_z_lower_distance: float linear_limit_z_restitution: float linear_limit_z_softness: float linear_limit_z_upper_distance: float linear_motor_x_enabled: bool linear_motor_x_force_limit: float linear_motor_x_target_velocity: float linear_motor_y_enabled: bool linear_motor_y_force_limit: float linear_motor_y_target_velocity: float linear_motor_z_enabled: bool linear_motor_z_force_limit: float linear_motor_z_target_velocity: float linear_spring_x_damping: float linear_spring_x_enabled: bool linear_spring_x_equilibrium_point: float linear_spring_x_stiffness: float linear_spring_y_damping: float linear_spring_y_enabled: bool linear_spring_y_equilibrium_point: float linear_spring_y_stiffness: float linear_spring_z_damping: float linear_spring_z_enabled: bool linear_spring_z_equilibrium_point: float linear_spring_z_stiffness: float precision: int class HingeJoint(Joint): @staticmethod def new() -> HingeJoint: ... # Constants FLAG_ENABLE_MOTOR: int FLAG_MAX: int FLAG_USE_LIMIT: int PARAM_BIAS: int PARAM_LIMIT_BIAS: int PARAM_LIMIT_LOWER: int PARAM_LIMIT_RELAXATION: int PARAM_LIMIT_SOFTNESS: int PARAM_LIMIT_UPPER: int PARAM_MAX: int PARAM_MOTOR_MAX_IMPULSE: int PARAM_MOTOR_TARGET_VELOCITY: int # Enums class Param(IntFlag): PARAM_BIAS: int PARAM_LIMIT_UPPER: int PARAM_LIMIT_LOWER: int PARAM_LIMIT_BIAS: int PARAM_LIMIT_SOFTNESS: int PARAM_LIMIT_RELAXATION: int PARAM_MOTOR_TARGET_VELOCITY: int PARAM_MOTOR_MAX_IMPULSE: int PARAM_MAX: int class Flag(IntFlag): FLAG_USE_LIMIT: int FLAG_ENABLE_MOTOR: int FLAG_MAX: int # Methods def get_flag(self,flag: int,) -> bool: ... def get_param(self,param: int,) -> float: ... def set_flag(self,flag: int,enabled: bool,) -> None: ... def set_param(self,param: int,value: float,) -> None: ... # Properties angular_limit_bias: float angular_limit_enable: bool angular_limit_lower: float angular_limit_relaxation: float angular_limit_softness: float angular_limit_upper: float motor_enable: bool motor_max_impulse: float motor_target_velocity: float params_bias: float class PinJoint(Joint): @staticmethod def new() -> PinJoint: ... # Constants PARAM_BIAS: int PARAM_DAMPING: int PARAM_IMPULSE_CLAMP: int # Enums class Param(IntFlag): PARAM_BIAS: int PARAM_DAMPING: int PARAM_IMPULSE_CLAMP: int # Methods def get_param(self,param: int,) -> float: ... def set_param(self,param: int,value: float,) -> None: ... # Properties params_bias: float params_damping: float params_impulse_clamp: float class SliderJoint(Joint): @staticmethod def new() -> SliderJoint: ... # Constants PARAM_ANGULAR_LIMIT_DAMPING: int PARAM_ANGULAR_LIMIT_LOWER: int PARAM_ANGULAR_LIMIT_RESTITUTION: int PARAM_ANGULAR_LIMIT_SOFTNESS: int PARAM_ANGULAR_LIMIT_UPPER: int PARAM_ANGULAR_MOTION_DAMPING: int PARAM_ANGULAR_MOTION_RESTITUTION: int PARAM_ANGULAR_MOTION_SOFTNESS: int PARAM_ANGULAR_ORTHOGONAL_DAMPING: int PARAM_ANGULAR_ORTHOGONAL_RESTITUTION: int PARAM_ANGULAR_ORTHOGONAL_SOFTNESS: int PARAM_LINEAR_LIMIT_DAMPING: int PARAM_LINEAR_LIMIT_LOWER: int PARAM_LINEAR_LIMIT_RESTITUTION: int PARAM_LINEAR_LIMIT_SOFTNESS: int PARAM_LINEAR_LIMIT_UPPER: int PARAM_LINEAR_MOTION_DAMPING: int PARAM_LINEAR_MOTION_RESTITUTION: int PARAM_LINEAR_MOTION_SOFTNESS: int PARAM_LINEAR_ORTHOGONAL_DAMPING: int PARAM_LINEAR_ORTHOGONAL_RESTITUTION: int PARAM_LINEAR_ORTHOGONAL_SOFTNESS: int PARAM_MAX: int # Enums class Param(IntFlag): PARAM_LINEAR_LIMIT_UPPER: int PARAM_LINEAR_LIMIT_LOWER: int PARAM_LINEAR_LIMIT_SOFTNESS: int PARAM_LINEAR_LIMIT_RESTITUTION: int PARAM_LINEAR_LIMIT_DAMPING: int PARAM_LINEAR_MOTION_SOFTNESS: int PARAM_LINEAR_MOTION_RESTITUTION: int PARAM_LINEAR_MOTION_DAMPING: int PARAM_LINEAR_ORTHOGONAL_SOFTNESS: int PARAM_LINEAR_ORTHOGONAL_RESTITUTION: int PARAM_LINEAR_ORTHOGONAL_DAMPING: int PARAM_ANGULAR_LIMIT_UPPER: int PARAM_ANGULAR_LIMIT_LOWER: int PARAM_ANGULAR_LIMIT_SOFTNESS: int PARAM_ANGULAR_LIMIT_RESTITUTION: int PARAM_ANGULAR_LIMIT_DAMPING: int PARAM_ANGULAR_MOTION_SOFTNESS: int PARAM_ANGULAR_MOTION_RESTITUTION: int PARAM_ANGULAR_MOTION_DAMPING: int PARAM_ANGULAR_ORTHOGONAL_SOFTNESS: int PARAM_ANGULAR_ORTHOGONAL_RESTITUTION: int PARAM_ANGULAR_ORTHOGONAL_DAMPING: int PARAM_MAX: int # Methods def get_param(self,param: int,) -> float: ... def set_param(self,param: int,value: float,) -> None: ... # Properties angular_limit_damping: float angular_limit_lower_angle: float angular_limit_restitution: float angular_limit_softness: float angular_limit_upper_angle: float angular_motion_damping: float angular_motion_restitution: float angular_motion_softness: float angular_ortho_damping: float angular_ortho_restitution: float angular_ortho_softness: float linear_limit_damping: float linear_limit_lower_distance: float linear_limit_restitution: float linear_limit_softness: float linear_limit_upper_distance: float linear_motion_damping: float linear_motion_restitution: float linear_motion_softness: float linear_ortho_damping: float linear_ortho_restitution: float linear_ortho_softness: float class Area(CollisionObject): @staticmethod def new() -> Area: ... # Constants SPACE_OVERRIDE_COMBINE: int SPACE_OVERRIDE_COMBINE_REPLACE: int SPACE_OVERRIDE_DISABLED: int SPACE_OVERRIDE_REPLACE: int SPACE_OVERRIDE_REPLACE_COMBINE: int # Enums class SpaceOverride(IntFlag): SPACE_OVERRIDE_DISABLED: int SPACE_OVERRIDE_COMBINE: int SPACE_OVERRIDE_COMBINE_REPLACE: int SPACE_OVERRIDE_REPLACE: int SPACE_OVERRIDE_REPLACE_COMBINE: int # Methods def get_angular_damp(self,) -> float: ... def get_audio_bus(self,) -> Union[str, GDString]: ... def get_collision_layer(self,) -> int: ... def get_collision_layer_bit(self,bit: int,) -> bool: ... def get_collision_mask(self,) -> int: ... def get_collision_mask_bit(self,bit: int,) -> bool: ... def get_gravity(self,) -> float: ... def get_gravity_distance_scale(self,) -> float: ... def get_gravity_vector(self,) -> Vector3: ... def get_linear_damp(self,) -> float: ... def get_overlapping_areas(self,) -> Array: ... def get_overlapping_bodies(self,) -> Array: ... def get_priority(self,) -> float: ... def get_reverb_amount(self,) -> float: ... def get_reverb_bus(self,) -> Union[str, GDString]: ... def get_reverb_uniformity(self,) -> float: ... def get_space_override_mode(self,) -> Area.SpaceOverride: ... def is_gravity_a_point(self,) -> bool: ... def is_monitorable(self,) -> bool: ... def is_monitoring(self,) -> bool: ... def is_overriding_audio_bus(self,) -> bool: ... def is_using_reverb_bus(self,) -> bool: ... def overlaps_area(self,area: Node,) -> bool: ... def overlaps_body(self,body: Node,) -> bool: ... def set_angular_damp(self,angular_damp: float,) -> None: ... def set_audio_bus(self,name: Union[str, GDString],) -> None: ... def set_audio_bus_override(self,enable: bool,) -> None: ... def set_collision_layer(self,collision_layer: int,) -> None: ... def set_collision_layer_bit(self,bit: int,value: bool,) -> None: ... def set_collision_mask(self,collision_mask: int,) -> None: ... def set_collision_mask_bit(self,bit: int,value: bool,) -> None: ... def set_gravity(self,gravity: float,) -> None: ... def set_gravity_distance_scale(self,distance_scale: float,) -> None: ... def set_gravity_is_point(self,enable: bool,) -> None: ... def set_gravity_vector(self,vector: Vector3,) -> None: ... def set_linear_damp(self,linear_damp: float,) -> None: ... def set_monitorable(self,enable: bool,) -> None: ... def set_monitoring(self,enable: bool,) -> None: ... def set_priority(self,priority: float,) -> None: ... def set_reverb_amount(self,amount: float,) -> None: ... def set_reverb_bus(self,name: Union[str, GDString],) -> None: ... def set_reverb_uniformity(self,amount: float,) -> None: ... def set_space_override_mode(self,enable: int,) -> None: ... def set_use_reverb_bus(self,enable: bool,) -> None: ... # Properties angular_damp: float audio_bus_name: Union[str, GDString] audio_bus_override: bool collision_layer: int collision_mask: int gravity: float gravity_distance_scale: float gravity_point: bool gravity_vec: Vector3 linear_damp: float monitorable: bool monitoring: bool priority: int reverb_bus_amount: float reverb_bus_enable: bool reverb_bus_name: Union[str, GDString] reverb_bus_uniformity: float space_override: int class PhysicsBody(CollisionObject): # Methods def add_collision_exception_with(self,body: Node,) -> None: ... def get_collision_exceptions(self,) -> Array: ... def get_collision_layer(self,) -> int: ... def get_collision_layer_bit(self,bit: int,) -> bool: ... def get_collision_mask(self,) -> int: ... def get_collision_mask_bit(self,bit: int,) -> bool: ... def remove_collision_exception_with(self,body: Node,) -> None: ... def set_collision_layer(self,layer: int,) -> None: ... def set_collision_layer_bit(self,bit: int,value: bool,) -> None: ... def set_collision_mask(self,mask: int,) -> None: ... def set_collision_mask_bit(self,bit: int,value: bool,) -> None: ... # Properties collision_layer: int collision_mask: int class KinematicBody(PhysicsBody): @staticmethod def new() -> KinematicBody: ... # Methods def get_axis_lock(self,axis: int,) -> bool: ... def get_floor_normal(self,) -> Vector3: ... def get_floor_velocity(self,) -> Vector3: ... def get_safe_margin(self,) -> float: ... def get_slide_collision(self,slide_idx: int,) -> KinematicCollision: ... def get_slide_count(self,) -> int: ... def is_on_ceiling(self,) -> bool: ... def is_on_floor(self,) -> bool: ... def is_on_wall(self,) -> bool: ... def move_and_collide(self,rel_vec: Vector3,infinite_inertia: bool=True,exclude_raycast_shapes: bool=True,test_only: bool=False,) -> KinematicCollision: ... def move_and_slide(self,linear_velocity: Vector3,up_direction: Vector3=Vector3(0, 0, 0),stop_on_slope: bool=False,max_slides: int=4,floor_max_angle: float=0.785398,infinite_inertia: bool=True,) -> Vector3: ... def move_and_slide_with_snap(self,linear_velocity: Vector3,snap: Vector3,up_direction: Vector3=Vector3(0, 0, 0),stop_on_slope: bool=False,max_slides: int=4,floor_max_angle: float=0.785398,infinite_inertia: bool=True,) -> Vector3: ... def set_axis_lock(self,axis: int,lock: bool,) -> None: ... def set_safe_margin(self,pixels: float,) -> None: ... def test_move(self,from_: Transform,rel_vec: Vector3,infinite_inertia: bool=True,) -> bool: ... # Properties collision_safe_margin: float move_lock_x: bool move_lock_y: bool move_lock_z: bool class PhysicalBone(PhysicsBody): @staticmethod def new() -> PhysicalBone: ... # Constants JOINT_TYPE_6DOF: int JOINT_TYPE_CONE: int JOINT_TYPE_HINGE: int JOINT_TYPE_NONE: int JOINT_TYPE_PIN: int JOINT_TYPE_SLIDER: int # Enums class JointType(IntFlag): JOINT_TYPE_NONE: int JOINT_TYPE_PIN: int JOINT_TYPE_CONE: int JOINT_TYPE_HINGE: int JOINT_TYPE_SLIDER: int JOINT_TYPE_6DOF: int # Methods def apply_central_impulse(self,impulse: Vector3,) -> None: ... def apply_impulse(self,position: Vector3,impulse: Vector3,) -> None: ... def get_body_offset(self,) -> Transform: ... def get_bone_id(self,) -> int: ... def get_bounce(self,) -> float: ... def get_friction(self,) -> float: ... def get_gravity_scale(self,) -> float: ... def get_joint_offset(self,) -> Transform: ... def get_joint_type(self,) -> PhysicalBone.JointType: ... def get_mass(self,) -> float: ... def get_simulate_physics(self,) -> bool: ... def get_weight(self,) -> float: ... def is_simulating_physics(self,) -> bool: ... def is_static_body(self,) -> bool: ... def set_body_offset(self,offset: Transform,) -> None: ... def set_bounce(self,bounce: float,) -> None: ... def set_friction(self,friction: float,) -> None: ... def set_gravity_scale(self,gravity_scale: float,) -> None: ... def set_joint_offset(self,offset: Transform,) -> None: ... def set_joint_type(self,joint_type: int,) -> None: ... def set_mass(self,mass: float,) -> None: ... def set_weight(self,weight: float,) -> None: ... # Properties body_offset: Transform bounce: float friction: float gravity_scale: float joint_offset: Transform joint_type: int mass: float weight: float class RigidBody(PhysicsBody): @staticmethod def new() -> RigidBody: ... # Constants MODE_CHARACTER: int MODE_KINEMATIC: int MODE_RIGID: int MODE_STATIC: int # Enums class Mode(IntFlag): MODE_RIGID: int MODE_STATIC: int MODE_CHARACTER: int MODE_KINEMATIC: int # Methods def add_central_force(self,force: Vector3,) -> None: ... def add_force(self,force: Vector3,position: Vector3,) -> None: ... def add_torque(self,torque: Vector3,) -> None: ... def apply_central_impulse(self,impulse: Vector3,) -> None: ... def apply_impulse(self,position: Vector3,impulse: Vector3,) -> None: ... def apply_torque_impulse(self,impulse: Vector3,) -> None: ... def get_angular_damp(self,) -> float: ... def get_angular_velocity(self,) -> Vector3: ... def get_axis_lock(self,axis: int,) -> bool: ... def get_bounce(self,) -> float: ... def get_colliding_bodies(self,) -> Array: ... def get_friction(self,) -> float: ... def get_gravity_scale(self,) -> float: ... def get_linear_damp(self,) -> float: ... def get_linear_velocity(self,) -> Vector3: ... def get_mass(self,) -> float: ... def get_max_contacts_reported(self,) -> int: ... def get_mode(self,) -> RigidBody.Mode: ... def get_physics_material_override(self,) -> PhysicsMaterial: ... def get_weight(self,) -> float: ... def is_able_to_sleep(self,) -> bool: ... def is_contact_monitor_enabled(self,) -> bool: ... def is_sleeping(self,) -> bool: ... def is_using_continuous_collision_detection(self,) -> bool: ... def is_using_custom_integrator(self,) -> bool: ... def set_angular_damp(self,angular_damp: float,) -> None: ... def set_angular_velocity(self,angular_velocity: Vector3,) -> None: ... def set_axis_lock(self,axis: int,lock: bool,) -> None: ... def set_axis_velocity(self,axis_velocity: Vector3,) -> None: ... def set_bounce(self,bounce: float,) -> None: ... def set_can_sleep(self,able_to_sleep: bool,) -> None: ... def set_contact_monitor(self,enabled: bool,) -> None: ... def set_friction(self,friction: float,) -> None: ... def set_gravity_scale(self,gravity_scale: float,) -> None: ... def set_linear_damp(self,linear_damp: float,) -> None: ... def set_linear_velocity(self,linear_velocity: Vector3,) -> None: ... def set_mass(self,mass: float,) -> None: ... def set_max_contacts_reported(self,amount: int,) -> None: ... def set_mode(self,mode: int,) -> None: ... def set_physics_material_override(self,physics_material_override: PhysicsMaterial,) -> None: ... def set_sleeping(self,sleeping: bool,) -> None: ... def set_use_continuous_collision_detection(self,enable: bool,) -> None: ... def set_use_custom_integrator(self,enable: bool,) -> None: ... def set_weight(self,weight: float,) -> None: ... # Properties angular_damp: float angular_velocity: Vector3 axis_lock_angular_x: bool axis_lock_angular_y: bool axis_lock_angular_z: bool axis_lock_linear_x: bool axis_lock_linear_y: bool axis_lock_linear_z: bool bounce: float can_sleep: bool contact_monitor: bool contacts_reported: int continuous_cd: bool custom_integrator: bool friction: float gravity_scale: float linear_damp: float linear_velocity: Vector3 mass: float mode: int physics_material_override: PhysicsMaterial sleeping: bool weight: float class StaticBody(PhysicsBody): @staticmethod def new() -> StaticBody: ... # Methods def get_bounce(self,) -> float: ... def get_constant_angular_velocity(self,) -> Vector3: ... def get_constant_linear_velocity(self,) -> Vector3: ... def get_friction(self,) -> float: ... def get_physics_material_override(self,) -> PhysicsMaterial: ... def set_bounce(self,bounce: float,) -> None: ... def set_constant_angular_velocity(self,vel: Vector3,) -> None: ... def set_constant_linear_velocity(self,vel: Vector3,) -> None: ... def set_friction(self,friction: float,) -> None: ... def set_physics_material_override(self,physics_material_override: PhysicsMaterial,) -> None: ... # Properties bounce: float constant_angular_velocity: Vector3 constant_linear_velocity: Vector3 friction: float physics_material_override: PhysicsMaterial class VehicleBody(RigidBody): @staticmethod def new() -> VehicleBody: ... # Methods def get_brake(self,) -> float: ... def get_engine_force(self,) -> float: ... def get_steering(self,) -> float: ... def set_brake(self,brake: float,) -> None: ... def set_engine_force(self,engine_force: float,) -> None: ... def set_steering(self,steering: float,) -> None: ... # Properties brake: float engine_force: float steering: float class ARVRCamera(Camera): @staticmethod def new() -> ARVRCamera: ... pass class ClippedCamera(Camera): @staticmethod def new() -> ClippedCamera: ... # Constants CLIP_PROCESS_IDLE: int CLIP_PROCESS_PHYSICS: int # Enums class ProcessMode(IntFlag): CLIP_PROCESS_PHYSICS: int CLIP_PROCESS_IDLE: int # Methods def add_exception(self,node: Object,) -> None: ... def add_exception_rid(self,rid: RID,) -> None: ... def clear_exceptions(self,) -> None: ... def get_clip_offset(self,) -> float: ... def get_collision_mask(self,) -> int: ... def get_collision_mask_bit(self,bit: int,) -> bool: ... def get_margin(self,) -> float: ... def get_process_mode(self,) -> ClippedCamera.ProcessMode: ... def is_clip_to_areas_enabled(self,) -> bool: ... def is_clip_to_bodies_enabled(self,) -> bool: ... def remove_exception(self,node: Object,) -> None: ... def remove_exception_rid(self,rid: RID,) -> None: ... def set_clip_to_areas(self,enable: bool,) -> None: ... def set_clip_to_bodies(self,enable: bool,) -> None: ... def set_collision_mask(self,mask: int,) -> None: ... def set_collision_mask_bit(self,bit: int,value: bool,) -> None: ... def set_margin(self,margin: float,) -> None: ... def set_process_mode(self,process_mode: int,) -> None: ... # Properties clip_to_areas: bool clip_to_bodies: bool collision_mask: int margin: float process_mode: int class InterpolatedCamera(Camera): @staticmethod def new() -> InterpolatedCamera: ... # Methods def get_speed(self,) -> float: ... def get_target_path(self,) -> Union[str, NodePath]: ... def is_interpolation_enabled(self,) -> bool: ... def set_interpolation_enabled(self,target_path: bool,) -> None: ... def set_speed(self,speed: float,) -> None: ... def set_target(self,target: Object,) -> None: ... def set_target_path(self,target_path: Union[str, NodePath],) -> None: ... # Properties enabled: bool speed: float target: Union[str, NodePath] class ParallaxBackground(CanvasLayer): @staticmethod def new() -> ParallaxBackground: ... # Methods def get_limit_begin(self,) -> Vector2: ... def get_limit_end(self,) -> Vector2: ... def get_scroll_base_offset(self,) -> Vector2: ... def get_scroll_base_scale(self,) -> Vector2: ... def get_scroll_offset(self,) -> Vector2: ... def is_ignore_camera_zoom(self,) -> bool: ... def set_ignore_camera_zoom(self,ignore: bool,) -> None: ... def set_limit_begin(self,ofs: Vector2,) -> None: ... def set_limit_end(self,ofs: Vector2,) -> None: ... def set_scroll_base_offset(self,ofs: Vector2,) -> None: ... def set_scroll_base_scale(self,scale: Vector2,) -> None: ... def set_scroll_offset(self,ofs: Vector2,) -> None: ... # Properties scroll_base_offset: Vector2 scroll_base_scale: Vector2 scroll_ignore_camera_zoom: bool scroll_limit_begin: Vector2 scroll_limit_end: Vector2 scroll_offset: Vector2 class Control(CanvasItem): @staticmethod def new() -> Control: ... # Constants ANCHOR_BEGIN: int ANCHOR_END: int CURSOR_ARROW: int CURSOR_BDIAGSIZE: int CURSOR_BUSY: int CURSOR_CAN_DROP: int CURSOR_CROSS: int CURSOR_DRAG: int CURSOR_FDIAGSIZE: int CURSOR_FORBIDDEN: int CURSOR_HELP: int CURSOR_HSIZE: int CURSOR_HSPLIT: int CURSOR_IBEAM: int CURSOR_MOVE: int CURSOR_POINTING_HAND: int CURSOR_VSIZE: int CURSOR_VSPLIT: int CURSOR_WAIT: int FOCUS_ALL: int FOCUS_CLICK: int FOCUS_NONE: int GROW_DIRECTION_BEGIN: int GROW_DIRECTION_BOTH: int GROW_DIRECTION_END: int MOUSE_FILTER_IGNORE: int MOUSE_FILTER_PASS: int MOUSE_FILTER_STOP: int NOTIFICATION_FOCUS_ENTER: int NOTIFICATION_FOCUS_EXIT: int NOTIFICATION_MODAL_CLOSE: int NOTIFICATION_MOUSE_ENTER: int NOTIFICATION_MOUSE_EXIT: int NOTIFICATION_RESIZED: int NOTIFICATION_SCROLL_BEGIN: int NOTIFICATION_SCROLL_END: int NOTIFICATION_THEME_CHANGED: int PRESET_BOTTOM_LEFT: int PRESET_BOTTOM_RIGHT: int PRESET_BOTTOM_WIDE: int PRESET_CENTER: int PRESET_CENTER_BOTTOM: int PRESET_CENTER_LEFT: int PRESET_CENTER_RIGHT: int PRESET_CENTER_TOP: int PRESET_HCENTER_WIDE: int PRESET_LEFT_WIDE: int PRESET_MODE_KEEP_HEIGHT: int PRESET_MODE_KEEP_SIZE: int PRESET_MODE_KEEP_WIDTH: int PRESET_MODE_MINSIZE: int PRESET_RIGHT_WIDE: int PRESET_TOP_LEFT: int PRESET_TOP_RIGHT: int PRESET_TOP_WIDE: int PRESET_VCENTER_WIDE: int PRESET_WIDE: int SIZE_EXPAND: int SIZE_EXPAND_FILL: int SIZE_FILL: int SIZE_SHRINK_CENTER: int SIZE_SHRINK_END: int # Enums class Anchor(IntFlag): ANCHOR_BEGIN: int ANCHOR_END: int class FocusMode(IntFlag): FOCUS_NONE: int FOCUS_CLICK: int FOCUS_ALL: int class LayoutPresetMode(IntFlag): PRESET_MODE_MINSIZE: int PRESET_MODE_KEEP_WIDTH: int PRESET_MODE_KEEP_HEIGHT: int PRESET_MODE_KEEP_SIZE: int class MouseFilter(IntFlag): MOUSE_FILTER_STOP: int MOUSE_FILTER_PASS: int MOUSE_FILTER_IGNORE: int class CursorShape(IntFlag): CURSOR_ARROW: int CURSOR_IBEAM: int CURSOR_POINTING_HAND: int CURSOR_CROSS: int CURSOR_WAIT: int CURSOR_BUSY: int CURSOR_DRAG: int CURSOR_CAN_DROP: int CURSOR_FORBIDDEN: int CURSOR_VSIZE: int CURSOR_HSIZE: int CURSOR_BDIAGSIZE: int CURSOR_FDIAGSIZE: int CURSOR_MOVE: int CURSOR_VSPLIT: int CURSOR_HSPLIT: int CURSOR_HELP: int class GrowDirection(IntFlag): GROW_DIRECTION_BEGIN: int GROW_DIRECTION_END: int GROW_DIRECTION_BOTH: int class SizeFlags(IntFlag): SIZE_FILL: int SIZE_EXPAND: int SIZE_EXPAND_FILL: int SIZE_SHRINK_CENTER: int SIZE_SHRINK_END: int class LayoutPreset(IntFlag): PRESET_TOP_LEFT: int PRESET_TOP_RIGHT: int PRESET_BOTTOM_LEFT: int PRESET_BOTTOM_RIGHT: int PRESET_CENTER_LEFT: int PRESET_CENTER_TOP: int PRESET_CENTER_RIGHT: int PRESET_CENTER_BOTTOM: int PRESET_CENTER: int PRESET_LEFT_WIDE: int PRESET_TOP_WIDE: int PRESET_RIGHT_WIDE: int PRESET_BOTTOM_WIDE: int PRESET_VCENTER_WIDE: int PRESET_HCENTER_WIDE: int PRESET_WIDE: int # Methods def accept_event(self,) -> None: ... def add_color_override(self,name: Union[str, GDString],color: Color,) -> None: ... def add_constant_override(self,name: Union[str, GDString],constant: int,) -> None: ... def add_font_override(self,name: Union[str, GDString],font: Font,) -> None: ... def add_icon_override(self,name: Union[str, GDString],texture: Texture,) -> None: ... def add_shader_override(self,name: Union[str, GDString],shader: Shader,) -> None: ... def add_stylebox_override(self,name: Union[str, GDString],stylebox: StyleBox,) -> None: ... def force_drag(self,data: object,preview: Control,) -> None: ... def get_anchor(self,margin: int,) -> float: ... def get_begin(self,) -> Vector2: ... def get_color(self,name: Union[str, GDString],type_: Union[str, GDString]="",) -> Color: ... def get_combined_minimum_size(self,) -> Vector2: ... def get_constant(self,name: Union[str, GDString],type_: Union[str, GDString]="",) -> int: ... def get_cursor_shape(self,position: Vector2=Vector2(0, 0),) -> Control.CursorShape: ... def get_custom_minimum_size(self,) -> Vector2: ... def get_default_cursor_shape(self,) -> Control.CursorShape: ... def get_end(self,) -> Vector2: ... def get_focus_mode(self,) -> Control.FocusMode: ... def get_focus_neighbour(self,margin: int,) -> Union[str, NodePath]: ... def get_focus_next(self,) -> Union[str, NodePath]: ... def get_focus_owner(self,) -> Control: ... def get_focus_previous(self,) -> Union[str, NodePath]: ... def get_font(self,name: Union[str, GDString],type_: Union[str, GDString]="",) -> Font: ... def get_global_position(self,) -> Vector2: ... def get_global_rect(self,) -> Rect2: ... def get_h_grow_direction(self,) -> Control.GrowDirection: ... def get_h_size_flags(self,) -> int: ... def get_icon(self,name: Union[str, GDString],type_: Union[str, GDString]="",) -> Texture: ... def get_margin(self,margin: int,) -> float: ... def get_minimum_size(self,) -> Vector2: ... def get_mouse_filter(self,) -> Control.MouseFilter: ... def get_parent_area_size(self,) -> Vector2: ... def get_parent_control(self,) -> Control: ... def get_pivot_offset(self,) -> Vector2: ... def get_position(self,) -> Vector2: ... def get_rect(self,) -> Rect2: ... def get_rotation(self,) -> float: ... def get_rotation_degrees(self,) -> float: ... def get_scale(self,) -> Vector2: ... def get_size(self,) -> Vector2: ... def get_stretch_ratio(self,) -> float: ... def get_stylebox(self,name: Union[str, GDString],type_: Union[str, GDString]="",) -> StyleBox: ... def get_theme(self,) -> Theme: ... def get_tooltip(self,at_position: Vector2=Vector2(0, 0),) -> Union[str, GDString]: ... def get_v_grow_direction(self,) -> Control.GrowDirection: ... def get_v_size_flags(self,) -> int: ... def grab_click_focus(self,) -> None: ... def grab_focus(self,) -> None: ... def has_color(self,name: Union[str, GDString],type_: Union[str, GDString]="",) -> bool: ... def has_color_override(self,name: Union[str, GDString],) -> bool: ... def has_constant(self,name: Union[str, GDString],type_: Union[str, GDString]="",) -> bool: ... def has_constant_override(self,name: Union[str, GDString],) -> bool: ... def has_focus(self,) -> bool: ... def has_font(self,name: Union[str, GDString],type_: Union[str, GDString]="",) -> bool: ... def has_font_override(self,name: Union[str, GDString],) -> bool: ... def has_icon(self,name: Union[str, GDString],type_: Union[str, GDString]="",) -> bool: ... def has_icon_override(self,name: Union[str, GDString],) -> bool: ... def has_shader_override(self,name: Union[str, GDString],) -> bool: ... def has_stylebox(self,name: Union[str, GDString],type_: Union[str, GDString]="",) -> bool: ... def has_stylebox_override(self,name: Union[str, GDString],) -> bool: ... def is_clipping_contents(self,) -> bool: ... def minimum_size_changed(self,) -> None: ... def release_focus(self,) -> None: ... def set_anchor(self,margin: int,anchor: float,keep_margin: bool=False,push_opposite_anchor: bool=True,) -> None: ... def set_anchor_and_margin(self,margin: int,anchor: float,offset: float,push_opposite_anchor: bool=False,) -> None: ... def set_anchors_and_margins_preset(self,preset: int,resize_mode: int=0,margin: int=0,) -> None: ... def set_anchors_preset(self,preset: int,keep_margins: bool=False,) -> None: ... def set_begin(self,position: Vector2,) -> None: ... def set_clip_contents(self,enable: bool,) -> None: ... def set_custom_minimum_size(self,size: Vector2,) -> None: ... def set_default_cursor_shape(self,shape: int,) -> None: ... def set_drag_forwarding(self,target: Control,) -> None: ... def set_drag_preview(self,control: Control,) -> None: ... def set_end(self,position: Vector2,) -> None: ... def set_focus_mode(self,mode: int,) -> None: ... def set_focus_neighbour(self,margin: int,neighbour: Union[str, NodePath],) -> None: ... def set_focus_next(self,next: Union[str, NodePath],) -> None: ... def set_focus_previous(self,previous: Union[str, NodePath],) -> None: ... def set_global_position(self,position: Vector2,keep_margins: bool=False,) -> None: ... def set_h_grow_direction(self,direction: int,) -> None: ... def set_h_size_flags(self,flags: int,) -> None: ... def set_margin(self,margin: int,offset: float,) -> None: ... def set_margins_preset(self,preset: int,resize_mode: int=0,margin: int=0,) -> None: ... def set_mouse_filter(self,filter: int,) -> None: ... def set_pivot_offset(self,pivot_offset: Vector2,) -> None: ... def set_position(self,position: Vector2,keep_margins: bool=False,) -> None: ... def set_rotation(self,radians: float,) -> None: ... def set_rotation_degrees(self,degrees: float,) -> None: ... def set_scale(self,scale: Vector2,) -> None: ... def set_size(self,size: Vector2,keep_margins: bool=False,) -> None: ... def set_stretch_ratio(self,ratio: float,) -> None: ... def set_theme(self,theme: Theme,) -> None: ... def set_tooltip(self,tooltip: Union[str, GDString],) -> None: ... def set_v_grow_direction(self,direction: int,) -> None: ... def set_v_size_flags(self,flags: int,) -> None: ... def show_modal(self,exclusive: bool=False,) -> None: ... def warp_mouse(self,to_position: Vector2,) -> None: ... # Properties anchor_bottom: float anchor_left: float anchor_right: float anchor_top: float focus_mode: int focus_neighbour_bottom: Union[str, NodePath] focus_neighbour_left: Union[str, NodePath] focus_neighbour_right: Union[str, NodePath] focus_neighbour_top: Union[str, NodePath] focus_next: Union[str, NodePath] focus_previous: Union[str, NodePath] grow_horizontal: int grow_vertical: int hint_tooltip: Union[str, GDString] margin_bottom: int margin_left: int margin_right: int margin_top: int mouse_default_cursor_shape: int mouse_filter: int rect_clip_content: bool rect_global_position: Vector2 rect_min_size: Vector2 rect_pivot_offset: Vector2 rect_position: Vector2 rect_rotation: float rect_scale: Vector2 rect_size: Vector2 size_flags_horizontal: int size_flags_stretch_ratio: float size_flags_vertical: int theme: Theme class Node2D(CanvasItem): @staticmethod def new() -> Node2D: ... # Methods def apply_scale(self,ratio: Vector2,) -> None: ... def get_angle_to(self,point: Vector2,) -> float: ... def get_global_position(self,) -> Vector2: ... def get_global_rotation(self,) -> float: ... def get_global_rotation_degrees(self,) -> float: ... def get_global_scale(self,) -> Vector2: ... def get_position(self,) -> Vector2: ... def get_relative_transform_to_parent(self,parent: Node,) -> Transform2D: ... def get_rotation(self,) -> float: ... def get_rotation_degrees(self,) -> float: ... def get_scale(self,) -> Vector2: ... def get_skew(self,) -> float: ... def get_skew_degrees(self,) -> float: ... def get_z_index(self,) -> int: ... def global_translate(self,offset: Vector2,) -> None: ... def is_z_relative(self,) -> bool: ... def look_at(self,point: Vector2,) -> None: ... def move_local_x(self,delta: float,scaled: bool=False,) -> None: ... def move_local_y(self,delta: float,scaled: bool=False,) -> None: ... def rotate(self,radians: float,) -> None: ... def set_global_position(self,position: Vector2,) -> None: ... def set_global_rotation(self,radians: float,) -> None: ... def set_global_rotation_degrees(self,degrees: float,) -> None: ... def set_global_scale(self,scale: Vector2,) -> None: ... def set_global_transform(self,xform: Transform2D,) -> None: ... def set_position(self,position: Vector2,) -> None: ... def set_rotation(self,radians: float,) -> None: ... def set_rotation_degrees(self,degrees: float,) -> None: ... def set_scale(self,scale: Vector2,) -> None: ... def set_skew(self,radians: float,) -> None: ... def set_skew_degrees(self,degrees: float,) -> None: ... def set_transform(self,xform: Transform2D,) -> None: ... def set_z_as_relative(self,enable: bool,) -> None: ... def set_z_index(self,z_index: int,) -> None: ... def to_global(self,local_point: Vector2,) -> Vector2: ... def to_local(self,global_point: Vector2,) -> Vector2: ... def translate(self,offset: Vector2,) -> None: ... # Properties global_position: Vector2 global_rotation: float global_rotation_degrees: float global_scale: Vector2 global_transform: Transform2D position: Vector2 rotation: float rotation_degrees: float scale: Vector2 skew: float skew_degrees: float transform: Transform2D z_as_relative: bool z_index: int class AnimatedSprite(Node2D): @staticmethod def new() -> AnimatedSprite: ... # Methods def get_animation(self,) -> Union[str, GDString]: ... def get_frame(self,) -> int: ... def get_offset(self,) -> Vector2: ... def get_speed_scale(self,) -> float: ... def get_sprite_frames(self,) -> SpriteFrames: ... def is_centered(self,) -> bool: ... def is_flipped_h(self,) -> bool: ... def is_flipped_v(self,) -> bool: ... def is_playing(self,) -> bool: ... def play(self,anim: Union[str, GDString]="",backwards: bool=False,) -> None: ... def set_animation(self,animation: Union[str, GDString],) -> None: ... def set_centered(self,centered: bool,) -> None: ... def set_flip_h(self,flip_h: bool,) -> None: ... def set_flip_v(self,flip_v: bool,) -> None: ... def set_frame(self,frame: int,) -> None: ... def set_offset(self,offset: Vector2,) -> None: ... def set_speed_scale(self,speed_scale: float,) -> None: ... def set_sprite_frames(self,sprite_frames: SpriteFrames,) -> None: ... def stop(self,) -> None: ... # Properties animation: Union[str, GDString] centered: bool flip_h: bool flip_v: bool frame: int frames: SpriteFrames offset: Vector2 playing: bool speed_scale: float class AudioStreamPlayer2D(Node2D): @staticmethod def new() -> AudioStreamPlayer2D: ... # Methods def get_area_mask(self,) -> int: ... def get_attenuation(self,) -> float: ... def get_bus(self,) -> Union[str, GDString]: ... def get_max_distance(self,) -> float: ... def get_pitch_scale(self,) -> float: ... def get_playback_position(self,) -> float: ... def get_stream(self,) -> AudioStream: ... def get_stream_paused(self,) -> bool: ... def get_stream_playback(self,) -> AudioStreamPlayback: ... def get_volume_db(self,) -> float: ... def is_autoplay_enabled(self,) -> bool: ... def is_playing(self,) -> bool: ... def play(self,from_position: float=0,) -> None: ... def seek(self,to_position: float,) -> None: ... def set_area_mask(self,mask: int,) -> None: ... def set_attenuation(self,curve: float,) -> None: ... def set_autoplay(self,enable: bool,) -> None: ... def set_bus(self,bus: Union[str, GDString],) -> None: ... def set_max_distance(self,pixels: float,) -> None: ... def set_pitch_scale(self,pitch_scale: float,) -> None: ... def set_stream(self,stream: AudioStream,) -> None: ... def set_stream_paused(self,pause: bool,) -> None: ... def set_volume_db(self,volume_db: float,) -> None: ... def stop(self,) -> None: ... # Properties area_mask: int attenuation: float autoplay: bool bus: Union[str, GDString] max_distance: float pitch_scale: float playing: bool stream: AudioStream stream_paused: bool volume_db: float class BackBufferCopy(Node2D): @staticmethod def new() -> BackBufferCopy: ... # Constants COPY_MODE_DISABLED: int COPY_MODE_RECT: int COPY_MODE_VIEWPORT: int # Enums class CopyMode(IntFlag): COPY_MODE_DISABLED: int COPY_MODE_RECT: int COPY_MODE_VIEWPORT: int # Methods def get_copy_mode(self,) -> BackBufferCopy.CopyMode: ... def get_rect(self,) -> Rect2: ... def set_copy_mode(self,copy_mode: int,) -> None: ... def set_rect(self,rect: Rect2,) -> None: ... # Properties copy_mode: int rect: Rect2 class Bone2D(Node2D): @staticmethod def new() -> Bone2D: ... # Methods def apply_rest(self,) -> None: ... def get_default_length(self,) -> float: ... def get_index_in_skeleton(self,) -> int: ... def get_rest(self,) -> Transform2D: ... def get_skeleton_rest(self,) -> Transform2D: ... def set_default_length(self,default_length: float,) -> None: ... def set_rest(self,rest: Transform2D,) -> None: ... # Properties default_length: float rest: Transform2D class CPUParticles2D(Node2D): @staticmethod def new() -> CPUParticles2D: ... # Constants DRAW_ORDER_INDEX: int DRAW_ORDER_LIFETIME: int EMISSION_SHAPE_DIRECTED_POINTS: int EMISSION_SHAPE_MAX: int EMISSION_SHAPE_POINT: int EMISSION_SHAPE_POINTS: int EMISSION_SHAPE_RECTANGLE: int EMISSION_SHAPE_SPHERE: int FLAG_ALIGN_Y_TO_VELOCITY: int FLAG_DISABLE_Z: int FLAG_MAX: int FLAG_ROTATE_Y: int PARAM_ANGLE: int PARAM_ANGULAR_VELOCITY: int PARAM_ANIM_OFFSET: int PARAM_ANIM_SPEED: int PARAM_DAMPING: int PARAM_HUE_VARIATION: int PARAM_INITIAL_LINEAR_VELOCITY: int PARAM_LINEAR_ACCEL: int PARAM_MAX: int PARAM_ORBIT_VELOCITY: int PARAM_RADIAL_ACCEL: int PARAM_SCALE: int PARAM_TANGENTIAL_ACCEL: int # Enums class Flags(IntFlag): FLAG_ALIGN_Y_TO_VELOCITY: int FLAG_ROTATE_Y: int FLAG_DISABLE_Z: int FLAG_MAX: int class EmissionShape(IntFlag): EMISSION_SHAPE_POINT: int EMISSION_SHAPE_SPHERE: int EMISSION_SHAPE_RECTANGLE: int EMISSION_SHAPE_POINTS: int EMISSION_SHAPE_DIRECTED_POINTS: int EMISSION_SHAPE_MAX: int class Parameter(IntFlag): PARAM_INITIAL_LINEAR_VELOCITY: int PARAM_ANGULAR_VELOCITY: int PARAM_ORBIT_VELOCITY: int PARAM_LINEAR_ACCEL: int PARAM_RADIAL_ACCEL: int PARAM_TANGENTIAL_ACCEL: int PARAM_DAMPING: int PARAM_ANGLE: int PARAM_SCALE: int PARAM_HUE_VARIATION: int PARAM_ANIM_SPEED: int PARAM_ANIM_OFFSET: int PARAM_MAX: int class DrawOrder(IntFlag): DRAW_ORDER_INDEX: int DRAW_ORDER_LIFETIME: int # Methods def convert_from_particles(self,particles: Node,) -> None: ... def get_amount(self,) -> int: ... def get_color(self,) -> Color: ... def get_color_ramp(self,) -> Gradient: ... def get_direction(self,) -> Vector2: ... def get_draw_order(self,) -> CPUParticles2D.DrawOrder: ... def get_emission_colors(self,) -> PoolColorArray: ... def get_emission_normals(self,) -> PoolVector2Array: ... def get_emission_points(self,) -> PoolVector2Array: ... def get_emission_rect_extents(self,) -> Vector2: ... def get_emission_shape(self,) -> CPUParticles2D.EmissionShape: ... def get_emission_sphere_radius(self,) -> float: ... def get_explosiveness_ratio(self,) -> float: ... def get_fixed_fps(self,) -> int: ... def get_fractional_delta(self,) -> bool: ... def get_gravity(self,) -> Vector2: ... def get_lifetime(self,) -> float: ... def get_lifetime_randomness(self,) -> float: ... def get_normalmap(self,) -> Texture: ... def get_one_shot(self,) -> bool: ... def get_param(self,param: int,) -> float: ... def get_param_curve(self,param: int,) -> Curve: ... def get_param_randomness(self,param: int,) -> float: ... def get_particle_flag(self,flag: int,) -> bool: ... def get_pre_process_time(self,) -> float: ... def get_randomness_ratio(self,) -> float: ... def get_speed_scale(self,) -> float: ... def get_spread(self,) -> float: ... def get_texture(self,) -> Texture: ... def get_use_local_coordinates(self,) -> bool: ... def is_emitting(self,) -> bool: ... def restart(self,) -> None: ... def set_amount(self,amount: int,) -> None: ... def set_color(self,color: Color,) -> None: ... def set_color_ramp(self,ramp: Gradient,) -> None: ... def set_direction(self,direction: Vector2,) -> None: ... def set_draw_order(self,order: int,) -> None: ... def set_emission_colors(self,array: PoolColorArray,) -> None: ... def set_emission_normals(self,array: PoolVector2Array,) -> None: ... def set_emission_points(self,array: PoolVector2Array,) -> None: ... def set_emission_rect_extents(self,extents: Vector2,) -> None: ... def set_emission_shape(self,shape: int,) -> None: ... def set_emission_sphere_radius(self,radius: float,) -> None: ... def set_emitting(self,emitting: bool,) -> None: ... def set_explosiveness_ratio(self,ratio: float,) -> None: ... def set_fixed_fps(self,fps: int,) -> None: ... def set_fractional_delta(self,enable: bool,) -> None: ... def set_gravity(self,accel_vec: Vector2,) -> None: ... def set_lifetime(self,secs: float,) -> None: ... def set_lifetime_randomness(self,random: float,) -> None: ... def set_normalmap(self,normalmap: Texture,) -> None: ... def set_one_shot(self,enable: bool,) -> None: ... def set_param(self,param: int,value: float,) -> None: ... def set_param_curve(self,param: int,curve: Curve,) -> None: ... def set_param_randomness(self,param: int,randomness: float,) -> None: ... def set_particle_flag(self,flag: int,enable: bool,) -> None: ... def set_pre_process_time(self,secs: float,) -> None: ... def set_randomness_ratio(self,ratio: float,) -> None: ... def set_speed_scale(self,scale: float,) -> None: ... def set_spread(self,degrees: float,) -> None: ... def set_texture(self,texture: Texture,) -> None: ... def set_use_local_coordinates(self,enable: bool,) -> None: ... # Properties amount: int angle: float angle_curve: Curve angle_random: float angular_velocity: float angular_velocity_curve: Curve angular_velocity_random: float anim_offset: float anim_offset_curve: Curve anim_offset_random: float anim_speed: float anim_speed_curve: Curve anim_speed_random: float color: Color color_ramp: Gradient damping: float damping_curve: Curve damping_random: float direction: Vector2 draw_order: int emission_colors: PoolColorArray emission_normals: PoolVector2Array emission_points: PoolVector2Array emission_rect_extents: Vector2 emission_shape: int emission_sphere_radius: float emitting: bool explosiveness: float fixed_fps: int flag_align_y: bool fract_delta: bool gravity: Vector2 hue_variation: float hue_variation_curve: Curve hue_variation_random: float initial_velocity: float initial_velocity_random: float lifetime: float lifetime_randomness: float linear_accel: float linear_accel_curve: Curve linear_accel_random: float local_coords: bool normalmap: Texture one_shot: bool orbit_velocity: float orbit_velocity_curve: Curve orbit_velocity_random: float preprocess: float radial_accel: float radial_accel_curve: Curve radial_accel_random: float randomness: float scale_amount: float scale_amount_curve: Curve scale_amount_random: float speed_scale: float spread: float tangential_accel: float tangential_accel_curve: Curve tangential_accel_random: float texture: Texture class Camera2D(Node2D): @staticmethod def new() -> Camera2D: ... # Constants ANCHOR_MODE_DRAG_CENTER: int ANCHOR_MODE_FIXED_TOP_LEFT: int CAMERA2D_PROCESS_IDLE: int CAMERA2D_PROCESS_PHYSICS: int # Enums class Camera2DProcessMode(IntFlag): CAMERA2D_PROCESS_PHYSICS: int CAMERA2D_PROCESS_IDLE: int class AnchorMode(IntFlag): ANCHOR_MODE_FIXED_TOP_LEFT: int ANCHOR_MODE_DRAG_CENTER: int # Methods def align(self,) -> None: ... def clear_current(self,) -> None: ... def force_update_scroll(self,) -> None: ... def get_anchor_mode(self,) -> Camera2D.AnchorMode: ... def get_camera_position(self,) -> Vector2: ... def get_camera_screen_center(self,) -> Vector2: ... def get_custom_viewport(self,) -> Node: ... def get_drag_margin(self,margin: int,) -> float: ... def get_follow_smoothing(self,) -> float: ... def get_h_offset(self,) -> float: ... def get_limit(self,margin: int,) -> int: ... def get_offset(self,) -> Vector2: ... def get_process_mode(self,) -> Camera2D.Camera2DProcessMode: ... def get_v_offset(self,) -> float: ... def get_zoom(self,) -> Vector2: ... def is_current(self,) -> bool: ... def is_follow_smoothing_enabled(self,) -> bool: ... def is_h_drag_enabled(self,) -> bool: ... def is_limit_drawing_enabled(self,) -> bool: ... def is_limit_smoothing_enabled(self,) -> bool: ... def is_margin_drawing_enabled(self,) -> bool: ... def is_rotating(self,) -> bool: ... def is_screen_drawing_enabled(self,) -> bool: ... def is_v_drag_enabled(self,) -> bool: ... def make_current(self,) -> None: ... def reset_smoothing(self,) -> None: ... def set_anchor_mode(self,anchor_mode: int,) -> None: ... def set_custom_viewport(self,viewport: Node,) -> None: ... def set_drag_margin(self,margin: int,drag_margin: float,) -> None: ... def set_enable_follow_smoothing(self,follow_smoothing: bool,) -> None: ... def set_follow_smoothing(self,follow_smoothing: float,) -> None: ... def set_h_drag_enabled(self,enabled: bool,) -> None: ... def set_h_offset(self,ofs: float,) -> None: ... def set_limit(self,margin: int,limit: int,) -> None: ... def set_limit_drawing_enabled(self,limit_drawing_enabled: bool,) -> None: ... def set_limit_smoothing_enabled(self,limit_smoothing_enabled: bool,) -> None: ... def set_margin_drawing_enabled(self,margin_drawing_enabled: bool,) -> None: ... def set_offset(self,offset: Vector2,) -> None: ... def set_process_mode(self,mode: int,) -> None: ... def set_rotating(self,rotating: bool,) -> None: ... def set_screen_drawing_enabled(self,screen_drawing_enabled: bool,) -> None: ... def set_v_drag_enabled(self,enabled: bool,) -> None: ... def set_v_offset(self,ofs: float,) -> None: ... def set_zoom(self,zoom: Vector2,) -> None: ... # Properties anchor_mode: int current: bool custom_viewport: Viewport drag_margin_bottom: float drag_margin_h_enabled: bool drag_margin_left: float drag_margin_right: float drag_margin_top: float drag_margin_v_enabled: bool editor_draw_drag_margin: bool editor_draw_limits: bool editor_draw_screen: bool limit_bottom: int limit_left: int limit_right: int limit_smoothed: bool limit_top: int offset: Vector2 offset_h: float offset_v: float process_mode: int rotating: bool smoothing_enabled: bool smoothing_speed: float zoom: Vector2 class CanvasModulate(Node2D): @staticmethod def new() -> CanvasModulate: ... # Methods def get_color(self,) -> Color: ... def set_color(self,color: Color,) -> None: ... # Properties color: Color class CollisionObject2D(Node2D): # Methods def create_shape_owner(self,owner: Object,) -> int: ... def get_rid(self,) -> RID: ... def get_shape_owner_one_way_collision_margin(self,owner_id: int,) -> float: ... def get_shape_owners(self,) -> Array: ... def is_pickable(self,) -> bool: ... def is_shape_owner_disabled(self,owner_id: int,) -> bool: ... def is_shape_owner_one_way_collision_enabled(self,owner_id: int,) -> bool: ... def remove_shape_owner(self,owner_id: int,) -> None: ... def set_pickable(self,enabled: bool,) -> None: ... def shape_find_owner(self,shape_index: int,) -> int: ... def shape_owner_add_shape(self,owner_id: int,shape: Shape2D,) -> None: ... def shape_owner_clear_shapes(self,owner_id: int,) -> None: ... def shape_owner_get_owner(self,owner_id: int,) -> Object: ... def shape_owner_get_shape(self,owner_id: int,shape_id: int,) -> Shape2D: ... def shape_owner_get_shape_count(self,owner_id: int,) -> int: ... def shape_owner_get_shape_index(self,owner_id: int,shape_id: int,) -> int: ... def shape_owner_get_transform(self,owner_id: int,) -> Transform2D: ... def shape_owner_remove_shape(self,owner_id: int,shape_id: int,) -> None: ... def shape_owner_set_disabled(self,owner_id: int,disabled: bool,) -> None: ... def shape_owner_set_one_way_collision(self,owner_id: int,enable: bool,) -> None: ... def shape_owner_set_one_way_collision_margin(self,owner_id: int,margin: float,) -> None: ... def shape_owner_set_transform(self,owner_id: int,transform: Transform2D,) -> None: ... # Properties input_pickable: bool class CollisionPolygon2D(Node2D): @staticmethod def new() -> CollisionPolygon2D: ... # Constants BUILD_SEGMENTS: int BUILD_SOLIDS: int # Enums class BuildMode(IntFlag): BUILD_SOLIDS: int BUILD_SEGMENTS: int # Methods def get_build_mode(self,) -> CollisionPolygon2D.BuildMode: ... def get_one_way_collision_margin(self,) -> float: ... def get_polygon(self,) -> PoolVector2Array: ... def is_disabled(self,) -> bool: ... def is_one_way_collision_enabled(self,) -> bool: ... def set_build_mode(self,build_mode: int,) -> None: ... def set_disabled(self,disabled: bool,) -> None: ... def set_one_way_collision(self,enabled: bool,) -> None: ... def set_one_way_collision_margin(self,margin: float,) -> None: ... def set_polygon(self,polygon: PoolVector2Array,) -> None: ... # Properties build_mode: int disabled: bool one_way_collision: bool one_way_collision_margin: float polygon: PoolVector2Array class CollisionShape2D(Node2D): @staticmethod def new() -> CollisionShape2D: ... # Methods def get_one_way_collision_margin(self,) -> float: ... def get_shape(self,) -> Shape2D: ... def is_disabled(self,) -> bool: ... def is_one_way_collision_enabled(self,) -> bool: ... def set_disabled(self,disabled: bool,) -> None: ... def set_one_way_collision(self,enabled: bool,) -> None: ... def set_one_way_collision_margin(self,margin: float,) -> None: ... def set_shape(self,shape: Shape2D,) -> None: ... # Properties disabled: bool one_way_collision: bool one_way_collision_margin: float shape: Shape2D class Joint2D(Node2D): # Methods def get_bias(self,) -> float: ... def get_exclude_nodes_from_collision(self,) -> bool: ... def get_node_a(self,) -> Union[str, NodePath]: ... def get_node_b(self,) -> Union[str, NodePath]: ... def set_bias(self,bias: float,) -> None: ... def set_exclude_nodes_from_collision(self,enable: bool,) -> None: ... def set_node_a(self,node: Union[str, NodePath],) -> None: ... def set_node_b(self,node: Union[str, NodePath],) -> None: ... # Properties bias: float disable_collision: bool node_a: Union[str, NodePath] node_b: Union[str, NodePath] class Light2D(Node2D): @staticmethod def new() -> Light2D: ... # Constants MODE_ADD: int MODE_MASK: int MODE_MIX: int MODE_SUB: int SHADOW_FILTER_NONE: int SHADOW_FILTER_PCF13: int SHADOW_FILTER_PCF3: int SHADOW_FILTER_PCF5: int SHADOW_FILTER_PCF7: int SHADOW_FILTER_PCF9: int # Enums class ShadowFilter(IntFlag): SHADOW_FILTER_NONE: int SHADOW_FILTER_PCF3: int SHADOW_FILTER_PCF5: int SHADOW_FILTER_PCF7: int SHADOW_FILTER_PCF9: int SHADOW_FILTER_PCF13: int class Mode(IntFlag): MODE_ADD: int MODE_SUB: int MODE_MIX: int MODE_MASK: int # Methods def get_color(self,) -> Color: ... def get_energy(self,) -> float: ... def get_height(self,) -> float: ... def get_item_cull_mask(self,) -> int: ... def get_item_shadow_cull_mask(self,) -> int: ... def get_layer_range_max(self,) -> int: ... def get_layer_range_min(self,) -> int: ... def get_mode(self,) -> Light2D.Mode: ... def get_shadow_buffer_size(self,) -> int: ... def get_shadow_color(self,) -> Color: ... def get_shadow_filter(self,) -> Light2D.ShadowFilter: ... def get_shadow_gradient_length(self,) -> float: ... def get_shadow_smooth(self,) -> float: ... def get_texture(self,) -> Texture: ... def get_texture_offset(self,) -> Vector2: ... def get_texture_scale(self,) -> float: ... def get_z_range_max(self,) -> int: ... def get_z_range_min(self,) -> int: ... def is_editor_only(self,) -> bool: ... def is_enabled(self,) -> bool: ... def is_shadow_enabled(self,) -> bool: ... def set_color(self,color: Color,) -> None: ... def set_editor_only(self,editor_only: bool,) -> None: ... def set_enabled(self,enabled: bool,) -> None: ... def set_energy(self,energy: float,) -> None: ... def set_height(self,height: float,) -> None: ... def set_item_cull_mask(self,item_cull_mask: int,) -> None: ... def set_item_shadow_cull_mask(self,item_shadow_cull_mask: int,) -> None: ... def set_layer_range_max(self,layer: int,) -> None: ... def set_layer_range_min(self,layer: int,) -> None: ... def set_mode(self,mode: int,) -> None: ... def set_shadow_buffer_size(self,size: int,) -> None: ... def set_shadow_color(self,shadow_color: Color,) -> None: ... def set_shadow_enabled(self,enabled: bool,) -> None: ... def set_shadow_filter(self,filter: int,) -> None: ... def set_shadow_gradient_length(self,multiplier: float,) -> None: ... def set_shadow_smooth(self,smooth: float,) -> None: ... def set_texture(self,texture: Texture,) -> None: ... def set_texture_offset(self,texture_offset: Vector2,) -> None: ... def set_texture_scale(self,texture_scale: float,) -> None: ... def set_z_range_max(self,z: int,) -> None: ... def set_z_range_min(self,z: int,) -> None: ... # Properties color: Color editor_only: bool enabled: bool energy: float mode: int offset: Vector2 range_height: float range_item_cull_mask: int range_layer_max: int range_layer_min: int range_z_max: int range_z_min: int shadow_buffer_size: int shadow_color: Color shadow_enabled: bool shadow_filter: int shadow_filter_smooth: float shadow_gradient_length: float shadow_item_cull_mask: int texture: Texture texture_scale: float class LightOccluder2D(Node2D): @staticmethod def new() -> LightOccluder2D: ... # Methods def get_occluder_light_mask(self,) -> int: ... def get_occluder_polygon(self,) -> OccluderPolygon2D: ... def set_occluder_light_mask(self,mask: int,) -> None: ... def set_occluder_polygon(self,polygon: OccluderPolygon2D,) -> None: ... # Properties light_mask: int occluder: OccluderPolygon2D class Line2D(Node2D): @staticmethod def new() -> Line2D: ... # Constants LINE_CAP_BOX: int LINE_CAP_NONE: int LINE_CAP_ROUND: int LINE_JOINT_BEVEL: int LINE_JOINT_ROUND: int LINE_JOINT_SHARP: int LINE_TEXTURE_NONE: int LINE_TEXTURE_STRETCH: int LINE_TEXTURE_TILE: int # Enums class LineTextureMode(IntFlag): LINE_TEXTURE_NONE: int LINE_TEXTURE_TILE: int LINE_TEXTURE_STRETCH: int class LineCapMode(IntFlag): LINE_CAP_NONE: int LINE_CAP_BOX: int LINE_CAP_ROUND: int class LineJointMode(IntFlag): LINE_JOINT_SHARP: int LINE_JOINT_BEVEL: int LINE_JOINT_ROUND: int # Methods def add_point(self,position: Vector2,at_position: int=-1,) -> None: ... def clear_points(self,) -> None: ... def get_antialiased(self,) -> bool: ... def get_begin_cap_mode(self,) -> Line2D.LineCapMode: ... def get_curve(self,) -> Curve: ... def get_default_color(self,) -> Color: ... def get_end_cap_mode(self,) -> Line2D.LineCapMode: ... def get_gradient(self,) -> Gradient: ... def get_joint_mode(self,) -> Line2D.LineJointMode: ... def get_point_count(self,) -> int: ... def get_point_position(self,i: int,) -> Vector2: ... def get_points(self,) -> PoolVector2Array: ... def get_round_precision(self,) -> int: ... def get_sharp_limit(self,) -> float: ... def get_texture(self,) -> Texture: ... def get_texture_mode(self,) -> Line2D.LineTextureMode: ... def get_width(self,) -> float: ... def remove_point(self,i: int,) -> None: ... def set_antialiased(self,antialiased: bool,) -> None: ... def set_begin_cap_mode(self,mode: int,) -> None: ... def set_curve(self,curve: Curve,) -> None: ... def set_default_color(self,color: Color,) -> None: ... def set_end_cap_mode(self,mode: int,) -> None: ... def set_gradient(self,color: Gradient,) -> None: ... def set_joint_mode(self,mode: int,) -> None: ... def set_point_position(self,i: int,position: Vector2,) -> None: ... def set_points(self,points: PoolVector2Array,) -> None: ... def set_round_precision(self,precision: int,) -> None: ... def set_sharp_limit(self,limit: float,) -> None: ... def set_texture(self,texture: Texture,) -> None: ... def set_texture_mode(self,mode: int,) -> None: ... def set_width(self,width: float,) -> None: ... # Properties antialiased: bool begin_cap_mode: int default_color: Color end_cap_mode: int gradient: Gradient joint_mode: int points: PoolVector2Array round_precision: int sharp_limit: float texture: Texture texture_mode: int width: float width_curve: Curve class MeshInstance2D(Node2D): @staticmethod def new() -> MeshInstance2D: ... # Methods def get_mesh(self,) -> Mesh: ... def get_normal_map(self,) -> Texture: ... def get_texture(self,) -> Texture: ... def set_mesh(self,mesh: Mesh,) -> None: ... def set_normal_map(self,normal_map: Texture,) -> None: ... def set_texture(self,texture: Texture,) -> None: ... # Properties mesh: Mesh normal_map: Texture texture: Texture class MultiMeshInstance2D(Node2D): @staticmethod def new() -> MultiMeshInstance2D: ... # Methods def get_multimesh(self,) -> MultiMesh: ... def get_normal_map(self,) -> Texture: ... def get_texture(self,) -> Texture: ... def set_multimesh(self,multimesh: MultiMesh,) -> None: ... def set_normal_map(self,normal_map: Texture,) -> None: ... def set_texture(self,texture: Texture,) -> None: ... # Properties multimesh: MultiMesh normal_map: Texture texture: Texture class Navigation2D(Node2D): @staticmethod def new() -> Navigation2D: ... # Methods def get_closest_point(self,to_point: Vector2,) -> Vector2: ... def get_closest_point_owner(self,to_point: Vector2,) -> Object: ... def get_simple_path(self,start: Vector2,end: Vector2,optimize: bool=True,) -> PoolVector2Array: ... def navpoly_add(self,mesh: NavigationPolygon,xform: Transform2D,owner: Object=None,) -> int: ... def navpoly_remove(self,id: int,) -> None: ... def navpoly_set_transform(self,id: int,xform: Transform2D,) -> None: ... class NavigationPolygonInstance(Node2D): @staticmethod def new() -> NavigationPolygonInstance: ... # Methods def get_navigation_polygon(self,) -> NavigationPolygon: ... def is_enabled(self,) -> bool: ... def set_enabled(self,enabled: bool,) -> None: ... def set_navigation_polygon(self,navpoly: NavigationPolygon,) -> None: ... # Properties enabled: bool navpoly: NavigationPolygon class ParallaxLayer(Node2D): @staticmethod def new() -> ParallaxLayer: ... # Methods def get_mirroring(self,) -> Vector2: ... def get_motion_offset(self,) -> Vector2: ... def get_motion_scale(self,) -> Vector2: ... def set_mirroring(self,mirror: Vector2,) -> None: ... def set_motion_offset(self,offset: Vector2,) -> None: ... def set_motion_scale(self,scale: Vector2,) -> None: ... # Properties motion_mirroring: Vector2 motion_offset: Vector2 motion_scale: Vector2 class Particles2D(Node2D): @staticmethod def new() -> Particles2D: ... # Constants DRAW_ORDER_INDEX: int DRAW_ORDER_LIFETIME: int # Enums class DrawOrder(IntFlag): DRAW_ORDER_INDEX: int DRAW_ORDER_LIFETIME: int # Methods def capture_rect(self,) -> Rect2: ... def get_amount(self,) -> int: ... def get_draw_order(self,) -> Particles2D.DrawOrder: ... def get_explosiveness_ratio(self,) -> float: ... def get_fixed_fps(self,) -> int: ... def get_fractional_delta(self,) -> bool: ... def get_lifetime(self,) -> float: ... def get_normal_map(self,) -> Texture: ... def get_one_shot(self,) -> bool: ... def get_pre_process_time(self,) -> float: ... def get_process_material(self,) -> Material: ... def get_randomness_ratio(self,) -> float: ... def get_speed_scale(self,) -> float: ... def get_texture(self,) -> Texture: ... def get_use_local_coordinates(self,) -> bool: ... def get_visibility_rect(self,) -> Rect2: ... def is_emitting(self,) -> bool: ... def restart(self,) -> None: ... def set_amount(self,amount: int,) -> None: ... def set_draw_order(self,order: int,) -> None: ... def set_emitting(self,emitting: bool,) -> None: ... def set_explosiveness_ratio(self,ratio: float,) -> None: ... def set_fixed_fps(self,fps: int,) -> None: ... def set_fractional_delta(self,enable: bool,) -> None: ... def set_lifetime(self,secs: float,) -> None: ... def set_normal_map(self,texture: Texture,) -> None: ... def set_one_shot(self,secs: bool,) -> None: ... def set_pre_process_time(self,secs: float,) -> None: ... def set_process_material(self,material: Material,) -> None: ... def set_randomness_ratio(self,ratio: float,) -> None: ... def set_speed_scale(self,scale: float,) -> None: ... def set_texture(self,texture: Texture,) -> None: ... def set_use_local_coordinates(self,enable: bool,) -> None: ... def set_visibility_rect(self,visibility_rect: Rect2,) -> None: ... # Properties amount: int draw_order: int emitting: bool explosiveness: float fixed_fps: int fract_delta: bool lifetime: float local_coords: bool normal_map: Texture one_shot: bool preprocess: float process_material: Union[ShaderMaterial,ParticlesMaterial] randomness: float speed_scale: float texture: Texture visibility_rect: Rect2 class Path2D(Node2D): @staticmethod def new() -> Path2D: ... # Methods def get_curve(self,) -> Curve2D: ... def set_curve(self,curve: Curve2D,) -> None: ... # Properties curve: Curve2D class PathFollow2D(Node2D): @staticmethod def new() -> PathFollow2D: ... # Methods def get_cubic_interpolation(self,) -> bool: ... def get_h_offset(self,) -> float: ... def get_lookahead(self,) -> float: ... def get_offset(self,) -> float: ... def get_unit_offset(self,) -> float: ... def get_v_offset(self,) -> float: ... def has_loop(self,) -> bool: ... def is_rotating(self,) -> bool: ... def set_cubic_interpolation(self,enable: bool,) -> None: ... def set_h_offset(self,h_offset: float,) -> None: ... def set_lookahead(self,lookahead: float,) -> None: ... def set_loop(self,loop: bool,) -> None: ... def set_offset(self,offset: float,) -> None: ... def set_rotate(self,enable: bool,) -> None: ... def set_unit_offset(self,unit_offset: float,) -> None: ... def set_v_offset(self,v_offset: float,) -> None: ... # Properties cubic_interp: bool h_offset: float lookahead: float loop: bool offset: float rotate: bool unit_offset: float v_offset: float class Polygon2D(Node2D): @staticmethod def new() -> Polygon2D: ... # Methods def add_bone(self,path: Union[str, NodePath],weights: PoolRealArray,) -> None: ... def clear_bones(self,) -> None: ... def erase_bone(self,index: int,) -> None: ... def get_antialiased(self,) -> bool: ... def get_bone_count(self,) -> int: ... def get_bone_path(self,index: int,) -> Union[str, NodePath]: ... def get_bone_weights(self,index: int,) -> PoolRealArray: ... def get_color(self,) -> Color: ... def get_internal_vertex_count(self,) -> int: ... def get_invert(self,) -> bool: ... def get_invert_border(self,) -> float: ... def get_offset(self,) -> Vector2: ... def get_polygon(self,) -> PoolVector2Array: ... def get_polygons(self,) -> Array: ... def get_skeleton(self,) -> Union[str, NodePath]: ... def get_texture(self,) -> Texture: ... def get_texture_offset(self,) -> Vector2: ... def get_texture_rotation(self,) -> float: ... def get_texture_rotation_degrees(self,) -> float: ... def get_texture_scale(self,) -> Vector2: ... def get_uv(self,) -> PoolVector2Array: ... def get_vertex_colors(self,) -> PoolColorArray: ... def set_antialiased(self,antialiased: bool,) -> None: ... def set_bone_path(self,index: int,path: Union[str, NodePath],) -> None: ... def set_bone_weights(self,index: int,weights: PoolRealArray,) -> None: ... def set_color(self,color: Color,) -> None: ... def set_internal_vertex_count(self,internal_vertex_count: int,) -> None: ... def set_invert(self,invert: bool,) -> None: ... def set_invert_border(self,invert_border: float,) -> None: ... def set_offset(self,offset: Vector2,) -> None: ... def set_polygon(self,polygon: PoolVector2Array,) -> None: ... def set_polygons(self,polygons: Array,) -> None: ... def set_skeleton(self,skeleton: Union[str, NodePath],) -> None: ... def set_texture(self,texture: Texture,) -> None: ... def set_texture_offset(self,texture_offset: Vector2,) -> None: ... def set_texture_rotation(self,texture_rotation: float,) -> None: ... def set_texture_rotation_degrees(self,texture_rotation: float,) -> None: ... def set_texture_scale(self,texture_scale: Vector2,) -> None: ... def set_uv(self,uv: PoolVector2Array,) -> None: ... def set_vertex_colors(self,vertex_colors: PoolColorArray,) -> None: ... # Properties antialiased: bool bones: bool color: Color internal_vertex_count: int invert_border: float invert_enable: bool offset: Vector2 polygon: PoolVector2Array polygons: Array skeleton: Union[str, NodePath] texture: Texture texture_offset: Vector2 texture_rotation: float texture_rotation_degrees: float texture_scale: Vector2 uv: PoolVector2Array vertex_colors: PoolColorArray class Position2D(Node2D): @staticmethod def new() -> Position2D: ... # Properties gizmo_extents: float class RayCast2D(Node2D): @staticmethod def new() -> RayCast2D: ... # Methods def add_exception(self,node: Object,) -> None: ... def add_exception_rid(self,rid: RID,) -> None: ... def clear_exceptions(self,) -> None: ... def force_raycast_update(self,) -> None: ... def get_cast_to(self,) -> Vector2: ... def get_collider(self,) -> Object: ... def get_collider_shape(self,) -> int: ... def get_collision_mask(self,) -> int: ... def get_collision_mask_bit(self,bit: int,) -> bool: ... def get_collision_normal(self,) -> Vector2: ... def get_collision_point(self,) -> Vector2: ... def get_exclude_parent_body(self,) -> bool: ... def is_collide_with_areas_enabled(self,) -> bool: ... def is_collide_with_bodies_enabled(self,) -> bool: ... def is_colliding(self,) -> bool: ... def is_enabled(self,) -> bool: ... def remove_exception(self,node: Object,) -> None: ... def remove_exception_rid(self,rid: RID,) -> None: ... def set_cast_to(self,local_point: Vector2,) -> None: ... def set_collide_with_areas(self,enable: bool,) -> None: ... def set_collide_with_bodies(self,enable: bool,) -> None: ... def set_collision_mask(self,mask: int,) -> None: ... def set_collision_mask_bit(self,bit: int,value: bool,) -> None: ... def set_enabled(self,enabled: bool,) -> None: ... def set_exclude_parent_body(self,mask: bool,) -> None: ... # Properties cast_to: Vector2 collide_with_areas: bool collide_with_bodies: bool collision_mask: int enabled: bool exclude_parent: bool class RemoteTransform2D(Node2D): @staticmethod def new() -> RemoteTransform2D: ... # Methods def force_update_cache(self,) -> None: ... def get_remote_node(self,) -> Union[str, NodePath]: ... def get_update_position(self,) -> bool: ... def get_update_rotation(self,) -> bool: ... def get_update_scale(self,) -> bool: ... def get_use_global_coordinates(self,) -> bool: ... def set_remote_node(self,path: Union[str, NodePath],) -> None: ... def set_update_position(self,update_remote_position: bool,) -> None: ... def set_update_rotation(self,update_remote_rotation: bool,) -> None: ... def set_update_scale(self,update_remote_scale: bool,) -> None: ... def set_use_global_coordinates(self,use_global_coordinates: bool,) -> None: ... # Properties remote_path: Union[str, NodePath] update_position: bool update_rotation: bool update_scale: bool use_global_coordinates: bool class Skeleton2D(Node2D): @staticmethod def new() -> Skeleton2D: ... # Methods def get_bone(self,idx: int,) -> Bone2D: ... def get_bone_count(self,) -> int: ... def get_skeleton(self,) -> RID: ... class Sprite(Node2D): @staticmethod def new() -> Sprite: ... # Methods def get_frame(self,) -> int: ... def get_frame_coords(self,) -> Vector2: ... def get_hframes(self,) -> int: ... def get_normal_map(self,) -> Texture: ... def get_offset(self,) -> Vector2: ... def get_rect(self,) -> Rect2: ... def get_region_rect(self,) -> Rect2: ... def get_texture(self,) -> Texture: ... def get_vframes(self,) -> int: ... def is_centered(self,) -> bool: ... def is_flipped_h(self,) -> bool: ... def is_flipped_v(self,) -> bool: ... def is_pixel_opaque(self,pos: Vector2,) -> bool: ... def is_region(self,) -> bool: ... def is_region_filter_clip_enabled(self,) -> bool: ... def set_centered(self,centered: bool,) -> None: ... def set_flip_h(self,flip_h: bool,) -> None: ... def set_flip_v(self,flip_v: bool,) -> None: ... def set_frame(self,frame: int,) -> None: ... def set_frame_coords(self,coords: Vector2,) -> None: ... def set_hframes(self,hframes: int,) -> None: ... def set_normal_map(self,normal_map: Texture,) -> None: ... def set_offset(self,offset: Vector2,) -> None: ... def set_region(self,enabled: bool,) -> None: ... def set_region_filter_clip(self,enabled: bool,) -> None: ... def set_region_rect(self,rect: Rect2,) -> None: ... def set_texture(self,texture: Texture,) -> None: ... def set_vframes(self,vframes: int,) -> None: ... # Properties centered: bool flip_h: bool flip_v: bool frame: int frame_coords: Vector2 hframes: int normal_map: Texture offset: Vector2 region_enabled: bool region_filter_clip: bool region_rect: Rect2 texture: Texture vframes: int class TileMap(Node2D): @staticmethod def new() -> TileMap: ... # Constants HALF_OFFSET_DISABLED: int HALF_OFFSET_NEGATIVE_X: int HALF_OFFSET_NEGATIVE_Y: int HALF_OFFSET_X: int HALF_OFFSET_Y: int INVALID_CELL: int MODE_CUSTOM: int MODE_ISOMETRIC: int MODE_SQUARE: int TILE_ORIGIN_BOTTOM_LEFT: int TILE_ORIGIN_CENTER: int TILE_ORIGIN_TOP_LEFT: int # Enums class Mode(IntFlag): MODE_SQUARE: int MODE_ISOMETRIC: int MODE_CUSTOM: int class TileOrigin(IntFlag): TILE_ORIGIN_TOP_LEFT: int TILE_ORIGIN_CENTER: int TILE_ORIGIN_BOTTOM_LEFT: int class HalfOffset(IntFlag): HALF_OFFSET_X: int HALF_OFFSET_Y: int HALF_OFFSET_DISABLED: int HALF_OFFSET_NEGATIVE_X: int HALF_OFFSET_NEGATIVE_Y: int # Methods def clear(self,) -> None: ... def fix_invalid_tiles(self,) -> None: ... def get_cell(self,x: int,y: int,) -> int: ... def get_cell_autotile_coord(self,x: int,y: int,) -> Vector2: ... def get_cell_size(self,) -> Vector2: ... def get_cellv(self,position: Vector2,) -> int: ... def get_clip_uv(self,) -> bool: ... def get_collision_bounce(self,) -> float: ... def get_collision_friction(self,) -> float: ... def get_collision_layer(self,) -> int: ... def get_collision_layer_bit(self,bit: int,) -> bool: ... def get_collision_mask(self,) -> int: ... def get_collision_mask_bit(self,bit: int,) -> bool: ... def get_collision_use_kinematic(self,) -> bool: ... def get_collision_use_parent(self,) -> bool: ... def get_custom_transform(self,) -> Transform2D: ... def get_half_offset(self,) -> TileMap.HalfOffset: ... def get_mode(self,) -> TileMap.Mode: ... def get_occluder_light_mask(self,) -> int: ... def get_quadrant_size(self,) -> int: ... def get_tile_origin(self,) -> TileMap.TileOrigin: ... def get_tileset(self,) -> TileSet: ... def get_used_cells(self,) -> Array: ... def get_used_cells_by_id(self,id: int,) -> Array: ... def get_used_rect(self,) -> Rect2: ... def is_cell_transposed(self,x: int,y: int,) -> bool: ... def is_cell_x_flipped(self,x: int,y: int,) -> bool: ... def is_cell_y_flipped(self,x: int,y: int,) -> bool: ... def is_centered_textures_enabled(self,) -> bool: ... def is_compatibility_mode_enabled(self,) -> bool: ... def is_y_sort_mode_enabled(self,) -> bool: ... def map_to_world(self,map_position: Vector2,ignore_half_ofs: bool=False,) -> Vector2: ... def set_cell(self,x: int,y: int,tile: int,flip_x: bool=False,flip_y: bool=False,transpose: bool=False,autotile_coord: Vector2=Vector2(0, 0),) -> None: ... def set_cell_size(self,size: Vector2,) -> None: ... def set_cellv(self,position: Vector2,tile: int,flip_x: bool=False,flip_y: bool=False,transpose: bool=False,) -> None: ... def set_centered_textures(self,enable: bool,) -> None: ... def set_clip_uv(self,enable: bool,) -> None: ... def set_collision_bounce(self,value: float,) -> None: ... def set_collision_friction(self,value: float,) -> None: ... def set_collision_layer(self,layer: int,) -> None: ... def set_collision_layer_bit(self,bit: int,value: bool,) -> None: ... def set_collision_mask(self,mask: int,) -> None: ... def set_collision_mask_bit(self,bit: int,value: bool,) -> None: ... def set_collision_use_kinematic(self,use_kinematic: bool,) -> None: ... def set_collision_use_parent(self,use_parent: bool,) -> None: ... def set_compatibility_mode(self,enable: bool,) -> None: ... def set_custom_transform(self,custom_transform: Transform2D,) -> None: ... def set_half_offset(self,half_offset: int,) -> None: ... def set_mode(self,mode: int,) -> None: ... def set_occluder_light_mask(self,mask: int,) -> None: ... def set_quadrant_size(self,size: int,) -> None: ... def set_tile_origin(self,origin: int,) -> None: ... def set_tileset(self,tileset: TileSet,) -> None: ... def set_y_sort_mode(self,enable: bool,) -> None: ... def update_bitmask_area(self,position: Vector2,) -> None: ... def update_bitmask_region(self,start: Vector2=Vector2(0, 0),end: Vector2=Vector2(0, 0),) -> None: ... def update_dirty_quadrants(self,) -> None: ... def world_to_map(self,world_position: Vector2,) -> Vector2: ... # Properties cell_clip_uv: bool cell_custom_transform: Transform2D cell_half_offset: int cell_quadrant_size: int cell_size: Vector2 cell_tile_origin: int cell_y_sort: bool centered_textures: bool collision_bounce: float collision_friction: float collision_layer: int collision_mask: int collision_use_kinematic: bool collision_use_parent: bool compatibility_mode: bool mode: int occluder_light_mask: int tile_set: TileSet class TouchScreenButton(Node2D): @staticmethod def new() -> TouchScreenButton: ... # Constants VISIBILITY_ALWAYS: int VISIBILITY_TOUCHSCREEN_ONLY: int # Enums class VisibilityMode(IntFlag): VISIBILITY_ALWAYS: int VISIBILITY_TOUCHSCREEN_ONLY: int # Methods def get_action(self,) -> Union[str, GDString]: ... def get_bitmask(self,) -> BitMap: ... def get_shape(self,) -> Shape2D: ... def get_texture(self,) -> Texture: ... def get_texture_pressed(self,) -> Texture: ... def get_visibility_mode(self,) -> TouchScreenButton.VisibilityMode: ... def is_passby_press_enabled(self,) -> bool: ... def is_pressed(self,) -> bool: ... def is_shape_centered(self,) -> bool: ... def is_shape_visible(self,) -> bool: ... def set_action(self,action: Union[str, GDString],) -> None: ... def set_bitmask(self,bitmask: BitMap,) -> None: ... def set_passby_press(self,enabled: bool,) -> None: ... def set_shape(self,shape: Shape2D,) -> None: ... def set_shape_centered(self,bool_: bool,) -> None: ... def set_shape_visible(self,bool_: bool,) -> None: ... def set_texture(self,texture: Texture,) -> None: ... def set_texture_pressed(self,texture_pressed: Texture,) -> None: ... def set_visibility_mode(self,mode: int,) -> None: ... # Properties action: Union[str, GDString] bitmask: BitMap normal: Texture passby_press: bool pressed: Texture shape: Shape2D shape_centered: bool shape_visible: bool visibility_mode: int class VisibilityNotifier2D(Node2D): @staticmethod def new() -> VisibilityNotifier2D: ... # Methods def get_rect(self,) -> Rect2: ... def is_on_screen(self,) -> bool: ... def set_rect(self,rect: Rect2,) -> None: ... # Properties rect: Rect2 class YSort(Node2D): @staticmethod def new() -> YSort: ... # Methods def is_sort_enabled(self,) -> bool: ... def set_sort_enabled(self,enabled: bool,) -> None: ... # Properties sort_enabled: bool class VisibilityEnabler2D(VisibilityNotifier2D): @staticmethod def new() -> VisibilityEnabler2D: ... # Constants ENABLER_FREEZE_BODIES: int ENABLER_MAX: int ENABLER_PARENT_PHYSICS_PROCESS: int ENABLER_PARENT_PROCESS: int ENABLER_PAUSE_ANIMATED_SPRITES: int ENABLER_PAUSE_ANIMATIONS: int ENABLER_PAUSE_PARTICLES: int # Enums class Enabler(IntFlag): ENABLER_PAUSE_ANIMATIONS: int ENABLER_FREEZE_BODIES: int ENABLER_PAUSE_PARTICLES: int ENABLER_PARENT_PROCESS: int ENABLER_PARENT_PHYSICS_PROCESS: int ENABLER_PAUSE_ANIMATED_SPRITES: int ENABLER_MAX: int # Methods def is_enabler_enabled(self,enabler: int,) -> bool: ... def set_enabler(self,enabler: int,enabled: bool,) -> None: ... # Properties freeze_bodies: bool pause_animated_sprites: bool pause_animations: bool pause_particles: bool physics_process_parent: bool process_parent: bool class DampedSpringJoint2D(Joint2D): @staticmethod def new() -> DampedSpringJoint2D: ... # Methods def get_damping(self,) -> float: ... def get_length(self,) -> float: ... def get_rest_length(self,) -> float: ... def get_stiffness(self,) -> float: ... def set_damping(self,damping: float,) -> None: ... def set_length(self,length: float,) -> None: ... def set_rest_length(self,rest_length: float,) -> None: ... def set_stiffness(self,stiffness: float,) -> None: ... # Properties damping: float length: float rest_length: float stiffness: float class GrooveJoint2D(Joint2D): @staticmethod def new() -> GrooveJoint2D: ... # Methods def get_initial_offset(self,) -> float: ... def get_length(self,) -> float: ... def set_initial_offset(self,offset: float,) -> None: ... def set_length(self,length: float,) -> None: ... # Properties initial_offset: float length: float class PinJoint2D(Joint2D): @staticmethod def new() -> PinJoint2D: ... # Methods def get_softness(self,) -> float: ... def set_softness(self,softness: float,) -> None: ... # Properties softness: float class Area2D(CollisionObject2D): @staticmethod def new() -> Area2D: ... # Constants SPACE_OVERRIDE_COMBINE: int SPACE_OVERRIDE_COMBINE_REPLACE: int SPACE_OVERRIDE_DISABLED: int SPACE_OVERRIDE_REPLACE: int SPACE_OVERRIDE_REPLACE_COMBINE: int # Enums class SpaceOverride(IntFlag): SPACE_OVERRIDE_DISABLED: int SPACE_OVERRIDE_COMBINE: int SPACE_OVERRIDE_COMBINE_REPLACE: int SPACE_OVERRIDE_REPLACE: int SPACE_OVERRIDE_REPLACE_COMBINE: int # Methods def get_angular_damp(self,) -> float: ... def get_audio_bus_name(self,) -> Union[str, GDString]: ... def get_collision_layer(self,) -> int: ... def get_collision_layer_bit(self,bit: int,) -> bool: ... def get_collision_mask(self,) -> int: ... def get_collision_mask_bit(self,bit: int,) -> bool: ... def get_gravity(self,) -> float: ... def get_gravity_distance_scale(self,) -> float: ... def get_gravity_vector(self,) -> Vector2: ... def get_linear_damp(self,) -> float: ... def get_overlapping_areas(self,) -> Array: ... def get_overlapping_bodies(self,) -> Array: ... def get_priority(self,) -> float: ... def get_space_override_mode(self,) -> Area2D.SpaceOverride: ... def is_gravity_a_point(self,) -> bool: ... def is_monitorable(self,) -> bool: ... def is_monitoring(self,) -> bool: ... def is_overriding_audio_bus(self,) -> bool: ... def overlaps_area(self,area: Node,) -> bool: ... def overlaps_body(self,body: Node,) -> bool: ... def set_angular_damp(self,angular_damp: float,) -> None: ... def set_audio_bus_name(self,name: Union[str, GDString],) -> None: ... def set_audio_bus_override(self,enable: bool,) -> None: ... def set_collision_layer(self,collision_layer: int,) -> None: ... def set_collision_layer_bit(self,bit: int,value: bool,) -> None: ... def set_collision_mask(self,collision_mask: int,) -> None: ... def set_collision_mask_bit(self,bit: int,value: bool,) -> None: ... def set_gravity(self,gravity: float,) -> None: ... def set_gravity_distance_scale(self,distance_scale: float,) -> None: ... def set_gravity_is_point(self,enable: bool,) -> None: ... def set_gravity_vector(self,vector: Vector2,) -> None: ... def set_linear_damp(self,linear_damp: float,) -> None: ... def set_monitorable(self,enable: bool,) -> None: ... def set_monitoring(self,enable: bool,) -> None: ... def set_priority(self,priority: float,) -> None: ... def set_space_override_mode(self,space_override_mode: int,) -> None: ... # Properties angular_damp: float audio_bus_name: Union[str, GDString] audio_bus_override: bool collision_layer: int collision_mask: int gravity: float gravity_distance_scale: float gravity_point: bool gravity_vec: Vector2 linear_damp: float monitorable: bool monitoring: bool priority: int space_override: int class PhysicsBody2D(CollisionObject2D): # Methods def add_collision_exception_with(self,body: Node,) -> None: ... def get_collision_exceptions(self,) -> Array: ... def get_collision_layer(self,) -> int: ... def get_collision_layer_bit(self,bit: int,) -> bool: ... def get_collision_mask(self,) -> int: ... def get_collision_mask_bit(self,bit: int,) -> bool: ... def remove_collision_exception_with(self,body: Node,) -> None: ... def set_collision_layer(self,layer: int,) -> None: ... def set_collision_layer_bit(self,bit: int,value: bool,) -> None: ... def set_collision_mask(self,mask: int,) -> None: ... def set_collision_mask_bit(self,bit: int,value: bool,) -> None: ... # Properties collision_layer: int collision_mask: int layers: int class KinematicBody2D(PhysicsBody2D): @staticmethod def new() -> KinematicBody2D: ... # Methods def get_floor_normal(self,) -> Vector2: ... def get_floor_velocity(self,) -> Vector2: ... def get_safe_margin(self,) -> float: ... def get_slide_collision(self,slide_idx: int,) -> KinematicCollision2D: ... def get_slide_count(self,) -> int: ... def is_on_ceiling(self,) -> bool: ... def is_on_floor(self,) -> bool: ... def is_on_wall(self,) -> bool: ... def is_sync_to_physics_enabled(self,) -> bool: ... def move_and_collide(self,rel_vec: Vector2,infinite_inertia: bool=True,exclude_raycast_shapes: bool=True,test_only: bool=False,) -> KinematicCollision2D: ... def move_and_slide(self,linear_velocity: Vector2,up_direction: Vector2=Vector2(0, 0),stop_on_slope: bool=False,max_slides: int=4,floor_max_angle: float=0.785398,infinite_inertia: bool=True,) -> Vector2: ... def move_and_slide_with_snap(self,linear_velocity: Vector2,snap: Vector2,up_direction: Vector2=Vector2(0, 0),stop_on_slope: bool=False,max_slides: int=4,floor_max_angle: float=0.785398,infinite_inertia: bool=True,) -> Vector2: ... def set_safe_margin(self,pixels: float,) -> None: ... def set_sync_to_physics(self,enable: bool,) -> None: ... def test_move(self,from_: Transform2D,rel_vec: Vector2,infinite_inertia: bool=True,) -> bool: ... # Properties collision_safe_margin: float motion_sync_to_physics: bool class RigidBody2D(PhysicsBody2D): @staticmethod def new() -> RigidBody2D: ... # Constants CCD_MODE_CAST_RAY: int CCD_MODE_CAST_SHAPE: int CCD_MODE_DISABLED: int MODE_CHARACTER: int MODE_KINEMATIC: int MODE_RIGID: int MODE_STATIC: int # Enums class Mode(IntFlag): MODE_RIGID: int MODE_STATIC: int MODE_CHARACTER: int MODE_KINEMATIC: int class CCDMode(IntFlag): CCD_MODE_DISABLED: int CCD_MODE_CAST_RAY: int CCD_MODE_CAST_SHAPE: int # Methods def add_central_force(self,force: Vector2,) -> None: ... def add_force(self,offset: Vector2,force: Vector2,) -> None: ... def add_torque(self,torque: float,) -> None: ... def apply_central_impulse(self,impulse: Vector2,) -> None: ... def apply_impulse(self,offset: Vector2,impulse: Vector2,) -> None: ... def apply_torque_impulse(self,torque: float,) -> None: ... def get_angular_damp(self,) -> float: ... def get_angular_velocity(self,) -> float: ... def get_applied_force(self,) -> Vector2: ... def get_applied_torque(self,) -> float: ... def get_bounce(self,) -> float: ... def get_colliding_bodies(self,) -> Array: ... def get_continuous_collision_detection_mode(self,) -> RigidBody2D.CCDMode: ... def get_friction(self,) -> float: ... def get_gravity_scale(self,) -> float: ... def get_inertia(self,) -> float: ... def get_linear_damp(self,) -> float: ... def get_linear_velocity(self,) -> Vector2: ... def get_mass(self,) -> float: ... def get_max_contacts_reported(self,) -> int: ... def get_mode(self,) -> RigidBody2D.Mode: ... def get_physics_material_override(self,) -> PhysicsMaterial: ... def get_weight(self,) -> float: ... def is_able_to_sleep(self,) -> bool: ... def is_contact_monitor_enabled(self,) -> bool: ... def is_sleeping(self,) -> bool: ... def is_using_custom_integrator(self,) -> bool: ... def set_angular_damp(self,angular_damp: float,) -> None: ... def set_angular_velocity(self,angular_velocity: float,) -> None: ... def set_applied_force(self,force: Vector2,) -> None: ... def set_applied_torque(self,torque: float,) -> None: ... def set_axis_velocity(self,axis_velocity: Vector2,) -> None: ... def set_bounce(self,bounce: float,) -> None: ... def set_can_sleep(self,able_to_sleep: bool,) -> None: ... def set_contact_monitor(self,enabled: bool,) -> None: ... def set_continuous_collision_detection_mode(self,mode: int,) -> None: ... def set_friction(self,friction: float,) -> None: ... def set_gravity_scale(self,gravity_scale: float,) -> None: ... def set_inertia(self,inertia: float,) -> None: ... def set_linear_damp(self,linear_damp: float,) -> None: ... def set_linear_velocity(self,linear_velocity: Vector2,) -> None: ... def set_mass(self,mass: float,) -> None: ... def set_max_contacts_reported(self,amount: int,) -> None: ... def set_mode(self,mode: int,) -> None: ... def set_physics_material_override(self,physics_material_override: PhysicsMaterial,) -> None: ... def set_sleeping(self,sleeping: bool,) -> None: ... def set_use_custom_integrator(self,enable: bool,) -> None: ... def set_weight(self,weight: float,) -> None: ... def test_motion(self,motion: Vector2,infinite_inertia: bool=True,margin: float=0.08,result: Physics2DTestMotionResult=None,) -> bool: ... # Properties angular_damp: float angular_velocity: float applied_force: Vector2 applied_torque: float bounce: float can_sleep: bool contact_monitor: bool contacts_reported: int continuous_cd: int custom_integrator: bool friction: float gravity_scale: float inertia: float linear_damp: float linear_velocity: Vector2 mass: float mode: int physics_material_override: PhysicsMaterial sleeping: bool weight: float class StaticBody2D(PhysicsBody2D): @staticmethod def new() -> StaticBody2D: ... # Methods def get_bounce(self,) -> float: ... def get_constant_angular_velocity(self,) -> float: ... def get_constant_linear_velocity(self,) -> Vector2: ... def get_friction(self,) -> float: ... def get_physics_material_override(self,) -> PhysicsMaterial: ... def set_bounce(self,bounce: float,) -> None: ... def set_constant_angular_velocity(self,vel: float,) -> None: ... def set_constant_linear_velocity(self,vel: Vector2,) -> None: ... def set_friction(self,friction: float,) -> None: ... def set_physics_material_override(self,physics_material_override: PhysicsMaterial,) -> None: ... # Properties bounce: float constant_angular_velocity: float constant_linear_velocity: Vector2 friction: float physics_material_override: PhysicsMaterial class BaseButton(Control): # Constants ACTION_MODE_BUTTON_PRESS: int ACTION_MODE_BUTTON_RELEASE: int DRAW_DISABLED: int DRAW_HOVER: int DRAW_HOVER_PRESSED: int DRAW_NORMAL: int DRAW_PRESSED: int # Enums class ActionMode(IntFlag): ACTION_MODE_BUTTON_PRESS: int ACTION_MODE_BUTTON_RELEASE: int class DrawMode(IntFlag): DRAW_NORMAL: int DRAW_PRESSED: int DRAW_HOVER: int DRAW_DISABLED: int DRAW_HOVER_PRESSED: int # Methods def get_action_mode(self,) -> BaseButton.ActionMode: ... def get_button_group(self,) -> ButtonGroup: ... def get_button_mask(self,) -> int: ... def get_draw_mode(self,) -> BaseButton.DrawMode: ... def get_enabled_focus_mode(self,) -> Control.FocusMode: ... def get_shortcut(self,) -> ShortCut: ... def is_disabled(self,) -> bool: ... def is_hovered(self,) -> bool: ... def is_keep_pressed_outside(self,) -> bool: ... def is_pressed(self,) -> bool: ... def is_shortcut_in_tooltip_enabled(self,) -> bool: ... def is_toggle_mode(self,) -> bool: ... def set_action_mode(self,mode: int,) -> None: ... def set_button_group(self,button_group: ButtonGroup,) -> None: ... def set_button_mask(self,mask: int,) -> None: ... def set_disabled(self,disabled: bool,) -> None: ... def set_enabled_focus_mode(self,mode: int,) -> None: ... def set_keep_pressed_outside(self,enabled: bool,) -> None: ... def set_pressed(self,pressed: bool,) -> None: ... def set_shortcut(self,shortcut: ShortCut,) -> None: ... def set_shortcut_in_tooltip(self,enabled: bool,) -> None: ... def set_toggle_mode(self,enabled: bool,) -> None: ... # Properties action_mode: int button_mask: int disabled: bool enabled_focus_mode: int group: ButtonGroup keep_pressed_outside: bool pressed: bool shortcut: ShortCut shortcut_in_tooltip: bool toggle_mode: bool class ColorRect(Control): @staticmethod def new() -> ColorRect: ... # Methods def get_frame_color(self,) -> Color: ... def set_frame_color(self,color: Color,) -> None: ... # Properties color: Color class Container(Control): @staticmethod def new() -> Container: ... # Constants NOTIFICATION_SORT_CHILDREN: int # Methods def fit_child_in_rect(self,child: Control,rect: Rect2,) -> None: ... def queue_sort(self,) -> None: ... class GraphEdit(Control): @staticmethod def new() -> GraphEdit: ... # Methods def add_valid_connection_type(self,from_type: int,to_type: int,) -> None: ... def add_valid_left_disconnect_type(self,type_: int,) -> None: ... def add_valid_right_disconnect_type(self,type_: int,) -> None: ... def clear_connections(self,) -> None: ... def connect_node(self,from_: Union[str, GDString],from_port: int,to: Union[str, GDString],to_port: int,) -> Error: ... def disconnect_node(self,from_: Union[str, GDString],from_port: int,to: Union[str, GDString],to_port: int,) -> None: ... def get_connection_list(self,) -> Array: ... def get_scroll_ofs(self,) -> Vector2: ... def get_snap(self,) -> int: ... def get_zoom(self,) -> float: ... def get_zoom_hbox(self,) -> HBoxContainer: ... def is_node_connected(self,from_: Union[str, GDString],from_port: int,to: Union[str, GDString],to_port: int,) -> bool: ... def is_right_disconnects_enabled(self,) -> bool: ... def is_using_snap(self,) -> bool: ... def is_valid_connection_type(self,from_type: int,to_type: int,) -> bool: ... def remove_valid_connection_type(self,from_type: int,to_type: int,) -> None: ... def remove_valid_left_disconnect_type(self,type_: int,) -> None: ... def remove_valid_right_disconnect_type(self,type_: int,) -> None: ... def set_connection_activity(self,from_: Union[str, GDString],from_port: int,to: Union[str, GDString],to_port: int,amount: float,) -> None: ... def set_right_disconnects(self,enable: bool,) -> None: ... def set_scroll_ofs(self,ofs: Vector2,) -> None: ... def set_selected(self,node: Node,) -> None: ... def set_snap(self,pixels: int,) -> None: ... def set_use_snap(self,enable: bool,) -> None: ... def set_zoom(self,p_zoom: float,) -> None: ... # Properties right_disconnects: bool scroll_offset: Vector2 snap_distance: int use_snap: bool zoom: float class ItemList(Control): @staticmethod def new() -> ItemList: ... # Constants ICON_MODE_LEFT: int ICON_MODE_TOP: int SELECT_MULTI: int SELECT_SINGLE: int # Enums class SelectMode(IntFlag): SELECT_SINGLE: int SELECT_MULTI: int class IconMode(IntFlag): ICON_MODE_TOP: int ICON_MODE_LEFT: int # Methods def add_icon_item(self,icon: Texture,selectable: bool=True,) -> None: ... def add_item(self,text: Union[str, GDString],icon: Texture=None,selectable: bool=True,) -> None: ... def clear(self,) -> None: ... def ensure_current_is_visible(self,) -> None: ... def get_allow_reselect(self,) -> bool: ... def get_allow_rmb_select(self,) -> bool: ... def get_fixed_column_width(self,) -> int: ... def get_fixed_icon_size(self,) -> Vector2: ... def get_icon_mode(self,) -> ItemList.IconMode: ... def get_icon_scale(self,) -> float: ... def get_item_at_position(self,position: Vector2,exact: bool=False,) -> int: ... def get_item_count(self,) -> int: ... def get_item_custom_bg_color(self,idx: int,) -> Color: ... def get_item_custom_fg_color(self,idx: int,) -> Color: ... def get_item_icon(self,idx: int,) -> Texture: ... def get_item_icon_modulate(self,idx: int,) -> Color: ... def get_item_icon_region(self,idx: int,) -> Rect2: ... def get_item_metadata(self,idx: int,) -> object: ... def get_item_text(self,idx: int,) -> Union[str, GDString]: ... def get_item_tooltip(self,idx: int,) -> Union[str, GDString]: ... def get_max_columns(self,) -> int: ... def get_max_text_lines(self,) -> int: ... def get_select_mode(self,) -> ItemList.SelectMode: ... def get_selected_items(self,) -> PoolIntArray: ... def get_v_scroll(self,) -> VScrollBar: ... def has_auto_height(self,) -> bool: ... def is_anything_selected(self,) -> bool: ... def is_item_disabled(self,idx: int,) -> bool: ... def is_item_icon_transposed(self,idx: int,) -> bool: ... def is_item_selectable(self,idx: int,) -> bool: ... def is_item_tooltip_enabled(self,idx: int,) -> bool: ... def is_same_column_width(self,) -> bool: ... def is_selected(self,idx: int,) -> bool: ... def move_item(self,from_idx: int,to_idx: int,) -> None: ... def remove_item(self,idx: int,) -> None: ... def select(self,idx: int,single: bool=True,) -> None: ... def set_allow_reselect(self,allow: bool,) -> None: ... def set_allow_rmb_select(self,allow: bool,) -> None: ... def set_auto_height(self,enable: bool,) -> None: ... def set_fixed_column_width(self,width: int,) -> None: ... def set_fixed_icon_size(self,size: Vector2,) -> None: ... def set_icon_mode(self,mode: int,) -> None: ... def set_icon_scale(self,scale: float,) -> None: ... def set_item_custom_bg_color(self,idx: int,custom_bg_color: Color,) -> None: ... def set_item_custom_fg_color(self,idx: int,custom_fg_color: Color,) -> None: ... def set_item_disabled(self,idx: int,disabled: bool,) -> None: ... def set_item_icon(self,idx: int,icon: Texture,) -> None: ... def set_item_icon_modulate(self,idx: int,modulate: Color,) -> None: ... def set_item_icon_region(self,idx: int,rect: Rect2,) -> None: ... def set_item_icon_transposed(self,idx: int,transposed: bool,) -> None: ... def set_item_metadata(self,idx: int,metadata: object,) -> None: ... def set_item_selectable(self,idx: int,selectable: bool,) -> None: ... def set_item_text(self,idx: int,text: Union[str, GDString],) -> None: ... def set_item_tooltip(self,idx: int,tooltip: Union[str, GDString],) -> None: ... def set_item_tooltip_enabled(self,idx: int,enable: bool,) -> None: ... def set_max_columns(self,amount: int,) -> None: ... def set_max_text_lines(self,lines: int,) -> None: ... def set_same_column_width(self,enable: bool,) -> None: ... def set_select_mode(self,mode: int,) -> None: ... def sort_items_by_text(self,) -> None: ... def unselect(self,idx: int,) -> None: ... def unselect_all(self,) -> None: ... # Properties allow_reselect: bool allow_rmb_select: bool auto_height: bool fixed_column_width: int fixed_icon_size: Vector2 icon_mode: int icon_scale: float items: Array max_columns: int max_text_lines: int same_column_width: bool select_mode: int class Label(Control): @staticmethod def new() -> Label: ... # Constants ALIGN_CENTER: int ALIGN_FILL: int ALIGN_LEFT: int ALIGN_RIGHT: int VALIGN_BOTTOM: int VALIGN_CENTER: int VALIGN_FILL: int VALIGN_TOP: int # Enums class Align(IntFlag): ALIGN_LEFT: int ALIGN_CENTER: int ALIGN_RIGHT: int ALIGN_FILL: int class VAlign(IntFlag): VALIGN_TOP: int VALIGN_CENTER: int VALIGN_BOTTOM: int VALIGN_FILL: int # Methods def get_align(self,) -> Label.Align: ... def get_line_count(self,) -> int: ... def get_line_height(self,) -> int: ... def get_lines_skipped(self,) -> int: ... def get_max_lines_visible(self,) -> int: ... def get_percent_visible(self,) -> float: ... def get_text(self,) -> Union[str, GDString]: ... def get_total_character_count(self,) -> int: ... def get_valign(self,) -> Label.VAlign: ... def get_visible_characters(self,) -> int: ... def get_visible_line_count(self,) -> int: ... def has_autowrap(self,) -> bool: ... def is_clipping_text(self,) -> bool: ... def is_uppercase(self,) -> bool: ... def set_align(self,align: int,) -> None: ... def set_autowrap(self,enable: bool,) -> None: ... def set_clip_text(self,enable: bool,) -> None: ... def set_lines_skipped(self,lines_skipped: int,) -> None: ... def set_max_lines_visible(self,lines_visible: int,) -> None: ... def set_percent_visible(self,percent_visible: float,) -> None: ... def set_text(self,text: Union[str, GDString],) -> None: ... def set_uppercase(self,enable: bool,) -> None: ... def set_valign(self,valign: int,) -> None: ... def set_visible_characters(self,amount: int,) -> None: ... # Properties align: int autowrap: bool clip_text: bool lines_skipped: int max_lines_visible: int percent_visible: float text: Union[str, GDString] uppercase: bool valign: int visible_characters: int class LineEdit(Control): @staticmethod def new() -> LineEdit: ... # Constants ALIGN_CENTER: int ALIGN_FILL: int ALIGN_LEFT: int ALIGN_RIGHT: int MENU_CLEAR: int MENU_COPY: int MENU_CUT: int MENU_MAX: int MENU_PASTE: int MENU_REDO: int MENU_SELECT_ALL: int MENU_UNDO: int # Enums class Align(IntFlag): ALIGN_LEFT: int ALIGN_CENTER: int ALIGN_RIGHT: int ALIGN_FILL: int class MenuItems(IntFlag): MENU_CUT: int MENU_COPY: int MENU_PASTE: int MENU_CLEAR: int MENU_SELECT_ALL: int MENU_UNDO: int MENU_REDO: int MENU_MAX: int # Methods def append_at_cursor(self,text: Union[str, GDString],) -> None: ... def clear(self,) -> None: ... def cursor_get_blink_enabled(self,) -> bool: ... def cursor_get_blink_speed(self,) -> float: ... def cursor_set_blink_enabled(self,enabled: bool,) -> None: ... def cursor_set_blink_speed(self,blink_speed: float,) -> None: ... def deselect(self,) -> None: ... def get_align(self,) -> LineEdit.Align: ... def get_cursor_position(self,) -> int: ... def get_expand_to_text_length(self,) -> bool: ... def get_max_length(self,) -> int: ... def get_menu(self,) -> PopupMenu: ... def get_placeholder(self,) -> Union[str, GDString]: ... def get_placeholder_alpha(self,) -> float: ... def get_right_icon(self,) -> Texture: ... def get_secret_character(self,) -> Union[str, GDString]: ... def get_text(self,) -> Union[str, GDString]: ... def is_clear_button_enabled(self,) -> bool: ... def is_context_menu_enabled(self,) -> bool: ... def is_editable(self,) -> bool: ... def is_secret(self,) -> bool: ... def is_selecting_enabled(self,) -> bool: ... def is_shortcut_keys_enabled(self,) -> bool: ... def menu_option(self,option: int,) -> None: ... def select(self,from_: int=0,to: int=-1,) -> None: ... def select_all(self,) -> None: ... def set_align(self,align: int,) -> None: ... def set_clear_button_enabled(self,enable: bool,) -> None: ... def set_context_menu_enabled(self,enable: bool,) -> None: ... def set_cursor_position(self,position: int,) -> None: ... def set_editable(self,enabled: bool,) -> None: ... def set_expand_to_text_length(self,enabled: bool,) -> None: ... def set_max_length(self,chars: int,) -> None: ... def set_placeholder(self,text: Union[str, GDString],) -> None: ... def set_placeholder_alpha(self,alpha: float,) -> None: ... def set_right_icon(self,icon: Texture,) -> None: ... def set_secret(self,enabled: bool,) -> None: ... def set_secret_character(self,character: Union[str, GDString],) -> None: ... def set_selecting_enabled(self,enable: bool,) -> None: ... def set_shortcut_keys_enabled(self,enable: bool,) -> None: ... def set_text(self,text: Union[str, GDString],) -> None: ... # Properties align: int caret_blink: bool caret_blink_speed: float caret_position: int clear_button_enabled: bool context_menu_enabled: bool editable: bool expand_to_text_length: bool max_length: int placeholder_alpha: float placeholder_text: Union[str, GDString] right_icon: Texture secret: bool secret_character: Union[str, GDString] selecting_enabled: bool shortcut_keys_enabled: bool text: Union[str, GDString] class NinePatchRect(Control): @staticmethod def new() -> NinePatchRect: ... # Constants AXIS_STRETCH_MODE_STRETCH: int AXIS_STRETCH_MODE_TILE: int AXIS_STRETCH_MODE_TILE_FIT: int # Enums class AxisStretchMode(IntFlag): AXIS_STRETCH_MODE_STRETCH: int AXIS_STRETCH_MODE_TILE: int AXIS_STRETCH_MODE_TILE_FIT: int # Methods def get_h_axis_stretch_mode(self,) -> NinePatchRect.AxisStretchMode: ... def get_patch_margin(self,margin: int,) -> int: ... def get_region_rect(self,) -> Rect2: ... def get_texture(self,) -> Texture: ... def get_v_axis_stretch_mode(self,) -> NinePatchRect.AxisStretchMode: ... def is_draw_center_enabled(self,) -> bool: ... def set_draw_center(self,draw_center: bool,) -> None: ... def set_h_axis_stretch_mode(self,mode: int,) -> None: ... def set_patch_margin(self,margin: int,value: int,) -> None: ... def set_region_rect(self,rect: Rect2,) -> None: ... def set_texture(self,texture: Texture,) -> None: ... def set_v_axis_stretch_mode(self,mode: int,) -> None: ... # Properties axis_stretch_horizontal: int axis_stretch_vertical: int draw_center: bool patch_margin_bottom: int patch_margin_left: int patch_margin_right: int patch_margin_top: int region_rect: Rect2 texture: Texture class Panel(Control): @staticmethod def new() -> Panel: ... pass class Popup(Control): @staticmethod def new() -> Popup: ... # Constants NOTIFICATION_POPUP_HIDE: int NOTIFICATION_POST_POPUP: int # Methods def is_exclusive(self,) -> bool: ... def popup(self,bounds: Rect2=Rect2(0, 0, 0, 0),) -> None: ... def popup_centered(self,size: Vector2=Vector2(0, 0),) -> None: ... def popup_centered_clamped(self,size: Vector2=Vector2(0, 0),fallback_ratio: float=0.75,) -> None: ... def popup_centered_minsize(self,minsize: Vector2=Vector2(0, 0),) -> None: ... def popup_centered_ratio(self,ratio: float=0.75,) -> None: ... def set_as_minsize(self,) -> None: ... def set_exclusive(self,enable: bool,) -> None: ... # Properties popup_exclusive: bool class Range(Control): # Methods def get_as_ratio(self,) -> float: ... def get_max(self,) -> float: ... def get_min(self,) -> float: ... def get_page(self,) -> float: ... def get_step(self,) -> float: ... def get_value(self,) -> float: ... def is_greater_allowed(self,) -> bool: ... def is_lesser_allowed(self,) -> bool: ... def is_ratio_exp(self,) -> bool: ... def is_using_rounded_values(self,) -> bool: ... def set_allow_greater(self,allow: bool,) -> None: ... def set_allow_lesser(self,allow: bool,) -> None: ... def set_as_ratio(self,value: float,) -> None: ... def set_exp_ratio(self,enabled: bool,) -> None: ... def set_max(self,maximum: float,) -> None: ... def set_min(self,minimum: float,) -> None: ... def set_page(self,pagesize: float,) -> None: ... def set_step(self,step: float,) -> None: ... def set_use_rounded_values(self,enabled: bool,) -> None: ... def set_value(self,value: float,) -> None: ... def share(self,with_: Node,) -> None: ... def unshare(self,) -> None: ... # Properties allow_greater: bool allow_lesser: bool exp_edit: bool max_value: float min_value: float page: float ratio: float rounded: bool step: float value: float class ReferenceRect(Control): @staticmethod def new() -> ReferenceRect: ... # Methods def get_border_color(self,) -> Color: ... def get_editor_only(self,) -> bool: ... def set_border_color(self,color: Color,) -> None: ... def set_editor_only(self,enabled: bool,) -> None: ... # Properties border_color: Color editor_only: bool class RichTextLabel(Control): @staticmethod def new() -> RichTextLabel: ... # Constants ALIGN_CENTER: int ALIGN_FILL: int ALIGN_LEFT: int ALIGN_RIGHT: int ITEM_ALIGN: int ITEM_COLOR: int ITEM_CUSTOMFX: int ITEM_FADE: int ITEM_FONT: int ITEM_FRAME: int ITEM_IMAGE: int ITEM_INDENT: int ITEM_LIST: int ITEM_META: int ITEM_NEWLINE: int ITEM_RAINBOW: int ITEM_SHAKE: int ITEM_STRIKETHROUGH: int ITEM_TABLE: int ITEM_TEXT: int ITEM_TORNADO: int ITEM_UNDERLINE: int ITEM_WAVE: int LIST_DOTS: int LIST_LETTERS: int LIST_NUMBERS: int # Enums class Align(IntFlag): ALIGN_LEFT: int ALIGN_CENTER: int ALIGN_RIGHT: int ALIGN_FILL: int class ListType(IntFlag): LIST_NUMBERS: int LIST_LETTERS: int LIST_DOTS: int class ItemType(IntFlag): ITEM_FRAME: int ITEM_TEXT: int ITEM_IMAGE: int ITEM_NEWLINE: int ITEM_FONT: int ITEM_COLOR: int ITEM_UNDERLINE: int ITEM_STRIKETHROUGH: int ITEM_ALIGN: int ITEM_INDENT: int ITEM_LIST: int ITEM_TABLE: int ITEM_FADE: int ITEM_SHAKE: int ITEM_WAVE: int ITEM_TORNADO: int ITEM_RAINBOW: int ITEM_META: int ITEM_CUSTOMFX: int # Methods def add_image(self,image: Texture,width: int=0,height: int=0,) -> None: ... def add_text(self,text: Union[str, GDString],) -> None: ... def append_bbcode(self,bbcode: Union[str, GDString],) -> Error: ... def clear(self,) -> None: ... def get_bbcode(self,) -> Union[str, GDString]: ... def get_content_height(self,) -> int: ... def get_effects(self,) -> Array: ... def get_line_count(self,) -> int: ... def get_percent_visible(self,) -> float: ... def get_tab_size(self,) -> int: ... def get_text(self,) -> Union[str, GDString]: ... def get_total_character_count(self,) -> int: ... def get_v_scroll(self,) -> VScrollBar: ... def get_visible_characters(self,) -> int: ... def get_visible_line_count(self,) -> int: ... def install_effect(self,effect: object,) -> None: ... def is_meta_underlined(self,) -> bool: ... def is_overriding_selected_font_color(self,) -> bool: ... def is_scroll_active(self,) -> bool: ... def is_scroll_following(self,) -> bool: ... def is_selection_enabled(self,) -> bool: ... def is_using_bbcode(self,) -> bool: ... def newline(self,) -> None: ... def parse_bbcode(self,bbcode: Union[str, GDString],) -> Error: ... def parse_expressions_for_values(self,expressions: PoolStringArray,) -> Dictionary: ... def pop(self,) -> None: ... def push_align(self,align: int,) -> None: ... def push_bold(self,) -> None: ... def push_bold_italics(self,) -> None: ... def push_cell(self,) -> None: ... def push_color(self,color: Color,) -> None: ... def push_font(self,font: Font,) -> None: ... def push_indent(self,level: int,) -> None: ... def push_italics(self,) -> None: ... def push_list(self,type_: int,) -> None: ... def push_meta(self,data: object,) -> None: ... def push_mono(self,) -> None: ... def push_normal(self,) -> None: ... def push_strikethrough(self,) -> None: ... def push_table(self,columns: int,) -> None: ... def push_underline(self,) -> None: ... def remove_line(self,line: int,) -> bool: ... def scroll_to_line(self,line: int,) -> None: ... def set_bbcode(self,text: Union[str, GDString],) -> None: ... def set_effects(self,effects: Array,) -> None: ... def set_meta_underline(self,enable: bool,) -> None: ... def set_override_selected_font_color(self,override: bool,) -> None: ... def set_percent_visible(self,percent_visible: float,) -> None: ... def set_scroll_active(self,active: bool,) -> None: ... def set_scroll_follow(self,follow: bool,) -> None: ... def set_selection_enabled(self,enabled: bool,) -> None: ... def set_tab_size(self,spaces: int,) -> None: ... def set_table_column_expand(self,column: int,expand: bool,ratio: int,) -> None: ... def set_text(self,text: Union[str, GDString],) -> None: ... def set_use_bbcode(self,enable: bool,) -> None: ... def set_visible_characters(self,amount: int,) -> None: ... # Properties bbcode_enabled: bool bbcode_text: Union[str, GDString] custom_effects: Array meta_underlined: bool override_selected_font_color: bool percent_visible: float scroll_active: bool scroll_following: bool selection_enabled: bool tab_size: int text: Union[str, GDString] visible_characters: int class Separator(Control): pass class Tabs(Control): @staticmethod def new() -> Tabs: ... # Constants ALIGN_CENTER: int ALIGN_LEFT: int ALIGN_MAX: int ALIGN_RIGHT: int CLOSE_BUTTON_MAX: int CLOSE_BUTTON_SHOW_ACTIVE_ONLY: int CLOSE_BUTTON_SHOW_ALWAYS: int CLOSE_BUTTON_SHOW_NEVER: int # Enums class CloseButtonDisplayPolicy(IntFlag): CLOSE_BUTTON_SHOW_NEVER: int CLOSE_BUTTON_SHOW_ACTIVE_ONLY: int CLOSE_BUTTON_SHOW_ALWAYS: int CLOSE_BUTTON_MAX: int class TabAlign(IntFlag): ALIGN_LEFT: int ALIGN_CENTER: int ALIGN_RIGHT: int ALIGN_MAX: int # Methods def add_tab(self,title: Union[str, GDString]="",icon: Texture=None,) -> None: ... def ensure_tab_visible(self,idx: int,) -> None: ... def get_current_tab(self,) -> int: ... def get_drag_to_rearrange_enabled(self,) -> bool: ... def get_offset_buttons_visible(self,) -> bool: ... def get_scrolling_enabled(self,) -> bool: ... def get_select_with_rmb(self,) -> bool: ... def get_tab_align(self,) -> Tabs.TabAlign: ... def get_tab_close_display_policy(self,) -> Tabs.CloseButtonDisplayPolicy: ... def get_tab_count(self,) -> int: ... def get_tab_disabled(self,tab_idx: int,) -> bool: ... def get_tab_icon(self,tab_idx: int,) -> Texture: ... def get_tab_offset(self,) -> int: ... def get_tab_rect(self,tab_idx: int,) -> Rect2: ... def get_tab_title(self,tab_idx: int,) -> Union[str, GDString]: ... def get_tabs_rearrange_group(self,) -> int: ... def move_tab(self,from_: int,to: int,) -> None: ... def remove_tab(self,tab_idx: int,) -> None: ... def set_current_tab(self,tab_idx: int,) -> None: ... def set_drag_to_rearrange_enabled(self,enabled: bool,) -> None: ... def set_scrolling_enabled(self,enabled: bool,) -> None: ... def set_select_with_rmb(self,enabled: bool,) -> None: ... def set_tab_align(self,align: int,) -> None: ... def set_tab_close_display_policy(self,policy: int,) -> None: ... def set_tab_disabled(self,tab_idx: int,disabled: bool,) -> None: ... def set_tab_icon(self,tab_idx: int,icon: Texture,) -> None: ... def set_tab_title(self,tab_idx: int,title: Union[str, GDString],) -> None: ... def set_tabs_rearrange_group(self,group_id: int,) -> None: ... # Properties current_tab: int drag_to_rearrange_enabled: bool scrolling_enabled: bool tab_align: int tab_close_display_policy: int class TextEdit(Control): @staticmethod def new() -> TextEdit: ... # Constants MENU_CLEAR: int MENU_COPY: int MENU_CUT: int MENU_MAX: int MENU_PASTE: int MENU_REDO: int MENU_SELECT_ALL: int MENU_UNDO: int SEARCH_BACKWARDS: int SEARCH_MATCH_CASE: int SEARCH_RESULT_COLUMN: int SEARCH_RESULT_LINE: int SEARCH_WHOLE_WORDS: int # Enums class SearchFlags(IntFlag): SEARCH_MATCH_CASE: int SEARCH_WHOLE_WORDS: int SEARCH_BACKWARDS: int class SearchResult(IntFlag): SEARCH_RESULT_COLUMN: int SEARCH_RESULT_LINE: int class MenuItems(IntFlag): MENU_CUT: int MENU_COPY: int MENU_PASTE: int MENU_CLEAR: int MENU_SELECT_ALL: int MENU_UNDO: int MENU_REDO: int MENU_MAX: int # Methods def add_color_region(self,begin_key: Union[str, GDString],end_key: Union[str, GDString],color: Color,line_only: bool=False,) -> None: ... def add_keyword_color(self,keyword: Union[str, GDString],color: Color,) -> None: ... def can_fold(self,line: int,) -> bool: ... def center_viewport_to_cursor(self,) -> None: ... def clear_colors(self,) -> None: ... def clear_undo_history(self,) -> None: ... def copy(self,) -> None: ... def cursor_get_blink_enabled(self,) -> bool: ... def cursor_get_blink_speed(self,) -> float: ... def cursor_get_column(self,) -> int: ... def cursor_get_line(self,) -> int: ... def cursor_is_block_mode(self,) -> bool: ... def cursor_set_blink_enabled(self,enable: bool,) -> None: ... def cursor_set_blink_speed(self,blink_speed: float,) -> None: ... def cursor_set_block_mode(self,enable: bool,) -> None: ... def cursor_set_column(self,column: int,adjust_viewport: bool=True,) -> None: ... def cursor_set_line(self,line: int,adjust_viewport: bool=True,can_be_hidden: bool=True,wrap_index: int=0,) -> None: ... def cut(self,) -> None: ... def deselect(self,) -> None: ... def draw_minimap(self,draw: bool,) -> None: ... def fold_all_lines(self,) -> None: ... def fold_line(self,line: int,) -> None: ... def get_breakpoints(self,) -> Array: ... def get_h_scroll(self,) -> int: ... def get_keyword_color(self,keyword: Union[str, GDString],) -> Color: ... def get_line(self,line: int,) -> Union[str, GDString]: ... def get_line_count(self,) -> int: ... def get_menu(self,) -> PopupMenu: ... def get_minimap_width(self,) -> int: ... def get_selection_from_column(self,) -> int: ... def get_selection_from_line(self,) -> int: ... def get_selection_text(self,) -> Union[str, GDString]: ... def get_selection_to_column(self,) -> int: ... def get_selection_to_line(self,) -> int: ... def get_text(self,) -> Union[str, GDString]: ... def get_v_scroll(self,) -> float: ... def get_v_scroll_speed(self,) -> float: ... def get_word_under_cursor(self,) -> Union[str, GDString]: ... def has_keyword_color(self,keyword: Union[str, GDString],) -> bool: ... def insert_text_at_cursor(self,text: Union[str, GDString],) -> None: ... def is_breakpoint_gutter_enabled(self,) -> bool: ... def is_context_menu_enabled(self,) -> bool: ... def is_drawing_fold_gutter(self,) -> bool: ... def is_drawing_minimap(self,) -> bool: ... def is_drawing_spaces(self,) -> bool: ... def is_drawing_tabs(self,) -> bool: ... def is_folded(self,line: int,) -> bool: ... def is_hiding_enabled(self,) -> bool: ... def is_highlight_all_occurrences_enabled(self,) -> bool: ... def is_highlight_current_line_enabled(self,) -> bool: ... def is_line_hidden(self,line: int,) -> bool: ... def is_overriding_selected_font_color(self,) -> bool: ... def is_readonly(self,) -> bool: ... def is_right_click_moving_caret(self,) -> bool: ... def is_selecting_enabled(self,) -> bool: ... def is_selection_active(self,) -> bool: ... def is_shortcut_keys_enabled(self,) -> bool: ... def is_show_line_numbers_enabled(self,) -> bool: ... def is_smooth_scroll_enabled(self,) -> bool: ... def is_syntax_coloring_enabled(self,) -> bool: ... def is_wrap_enabled(self,) -> bool: ... def menu_option(self,option: int,) -> None: ... def paste(self,) -> None: ... def redo(self,) -> None: ... def remove_breakpoints(self,) -> None: ... def search(self,key: Union[str, GDString],flags: int,from_line: int,from_column: int,) -> PoolIntArray: ... def select(self,from_line: int,from_column: int,to_line: int,to_column: int,) -> None: ... def select_all(self,) -> None: ... def set_breakpoint_gutter_enabled(self,enable: bool,) -> None: ... def set_context_menu_enabled(self,enable: bool,) -> None: ... def set_draw_fold_gutter(self,arg0: bool,) -> None: ... def set_draw_spaces(self,arg0: bool,) -> None: ... def set_draw_tabs(self,arg0: bool,) -> None: ... def set_h_scroll(self,value: int,) -> None: ... def set_hiding_enabled(self,enable: bool,) -> None: ... def set_highlight_all_occurrences(self,enable: bool,) -> None: ... def set_highlight_current_line(self,enabled: bool,) -> None: ... def set_line(self,line: int,new_text: Union[str, GDString],) -> None: ... def set_line_as_hidden(self,line: int,enable: bool,) -> None: ... def set_minimap_width(self,width: int,) -> None: ... def set_override_selected_font_color(self,override: bool,) -> None: ... def set_readonly(self,enable: bool,) -> None: ... def set_right_click_moves_caret(self,enable: bool,) -> None: ... def set_selecting_enabled(self,enable: bool,) -> None: ... def set_shortcut_keys_enabled(self,enable: bool,) -> None: ... def set_show_line_numbers(self,enable: bool,) -> None: ... def set_smooth_scroll_enable(self,enable: bool,) -> None: ... def set_syntax_coloring(self,enable: bool,) -> None: ... def set_text(self,text: Union[str, GDString],) -> None: ... def set_v_scroll(self,value: float,) -> None: ... def set_v_scroll_speed(self,speed: float,) -> None: ... def set_wrap_enabled(self,enable: bool,) -> None: ... def toggle_fold_line(self,line: int,) -> None: ... def undo(self,) -> None: ... def unfold_line(self,line: int,) -> None: ... def unhide_all_lines(self,) -> None: ... # Properties breakpoint_gutter: bool caret_blink: bool caret_blink_speed: float caret_block_mode: bool caret_moving_by_right_click: bool context_menu_enabled: bool draw_spaces: bool draw_tabs: bool fold_gutter: bool hiding_enabled: bool highlight_all_occurrences: bool highlight_current_line: bool minimap_draw: bool minimap_width: int override_selected_font_color: bool readonly: bool scroll_horizontal: int scroll_vertical: float selecting_enabled: bool shortcut_keys_enabled: bool show_line_numbers: bool smooth_scrolling: bool syntax_highlighting: bool text: Union[str, GDString] v_scroll_speed: float wrap_enabled: bool class TextureRect(Control): @staticmethod def new() -> TextureRect: ... # Constants STRETCH_KEEP: int STRETCH_KEEP_ASPECT: int STRETCH_KEEP_ASPECT_CENTERED: int STRETCH_KEEP_ASPECT_COVERED: int STRETCH_KEEP_CENTERED: int STRETCH_SCALE: int STRETCH_SCALE_ON_EXPAND: int STRETCH_TILE: int # Enums class StretchMode(IntFlag): STRETCH_SCALE_ON_EXPAND: int STRETCH_SCALE: int STRETCH_TILE: int STRETCH_KEEP: int STRETCH_KEEP_CENTERED: int STRETCH_KEEP_ASPECT: int STRETCH_KEEP_ASPECT_CENTERED: int STRETCH_KEEP_ASPECT_COVERED: int # Methods def get_stretch_mode(self,) -> TextureRect.StretchMode: ... def get_texture(self,) -> Texture: ... def has_expand(self,) -> bool: ... def is_flipped_h(self,) -> bool: ... def is_flipped_v(self,) -> bool: ... def set_expand(self,enable: bool,) -> None: ... def set_flip_h(self,enable: bool,) -> None: ... def set_flip_v(self,enable: bool,) -> None: ... def set_stretch_mode(self,stretch_mode: int,) -> None: ... def set_texture(self,texture: Texture,) -> None: ... # Properties expand: bool flip_h: bool flip_v: bool stretch_mode: int texture: Texture class Tree(Control): @staticmethod def new() -> Tree: ... # Constants DROP_MODE_DISABLED: int DROP_MODE_INBETWEEN: int DROP_MODE_ON_ITEM: int SELECT_MULTI: int SELECT_ROW: int SELECT_SINGLE: int # Enums class SelectMode(IntFlag): SELECT_SINGLE: int SELECT_ROW: int SELECT_MULTI: int class DropModeFlags(IntFlag): DROP_MODE_DISABLED: int DROP_MODE_ON_ITEM: int DROP_MODE_INBETWEEN: int # Methods def are_column_titles_visible(self,) -> bool: ... def clear(self,) -> None: ... def create_item(self,parent: Object=None,idx: int=-1,) -> TreeItem: ... def ensure_cursor_is_visible(self,) -> None: ... def get_allow_reselect(self,) -> bool: ... def get_allow_rmb_select(self,) -> bool: ... def get_column_at_position(self,position: Vector2,) -> int: ... def get_column_title(self,column: int,) -> Union[str, GDString]: ... def get_column_width(self,column: int,) -> int: ... def get_columns(self,) -> int: ... def get_custom_popup_rect(self,) -> Rect2: ... def get_drop_mode_flags(self,) -> int: ... def get_drop_section_at_position(self,position: Vector2,) -> int: ... def get_edited(self,) -> TreeItem: ... def get_edited_column(self,) -> int: ... def get_item_area_rect(self,item: Object,column: int=-1,) -> Rect2: ... def get_item_at_position(self,position: Vector2,) -> TreeItem: ... def get_next_selected(self,from_: Object,) -> TreeItem: ... def get_pressed_button(self,) -> int: ... def get_root(self,) -> TreeItem: ... def get_scroll(self,) -> Vector2: ... def get_select_mode(self,) -> Tree.SelectMode: ... def get_selected(self,) -> TreeItem: ... def get_selected_column(self,) -> int: ... def is_folding_hidden(self,) -> bool: ... def is_root_hidden(self,) -> bool: ... def set_allow_reselect(self,allow: bool,) -> None: ... def set_allow_rmb_select(self,allow: bool,) -> None: ... def set_column_expand(self,column: int,expand: bool,) -> None: ... def set_column_min_width(self,column: int,min_width: int,) -> None: ... def set_column_title(self,column: int,title: Union[str, GDString],) -> None: ... def set_column_titles_visible(self,visible: bool,) -> None: ... def set_columns(self,amount: int,) -> None: ... def set_drop_mode_flags(self,flags: int,) -> None: ... def set_hide_folding(self,hide: bool,) -> None: ... def set_hide_root(self,enable: bool,) -> None: ... def set_select_mode(self,mode: int,) -> None: ... # Properties allow_reselect: bool allow_rmb_select: bool columns: int drop_mode_flags: int hide_folding: bool hide_root: bool select_mode: int class VideoPlayer(Control): @staticmethod def new() -> VideoPlayer: ... # Methods def get_audio_track(self,) -> int: ... def get_buffering_msec(self,) -> int: ... def get_bus(self,) -> Union[str, GDString]: ... def get_stream(self,) -> VideoStream: ... def get_stream_name(self,) -> Union[str, GDString]: ... def get_stream_position(self,) -> float: ... def get_video_texture(self,) -> Texture: ... def get_volume(self,) -> float: ... def get_volume_db(self,) -> float: ... def has_autoplay(self,) -> bool: ... def has_expand(self,) -> bool: ... def is_paused(self,) -> bool: ... def is_playing(self,) -> bool: ... def play(self,) -> None: ... def set_audio_track(self,track: int,) -> None: ... def set_autoplay(self,enabled: bool,) -> None: ... def set_buffering_msec(self,msec: int,) -> None: ... def set_bus(self,bus: Union[str, GDString],) -> None: ... def set_expand(self,enable: bool,) -> None: ... def set_paused(self,paused: bool,) -> None: ... def set_stream(self,stream: VideoStream,) -> None: ... def set_stream_position(self,position: float,) -> None: ... def set_volume(self,volume: float,) -> None: ... def set_volume_db(self,db: float,) -> None: ... def stop(self,) -> None: ... # Properties audio_track: int autoplay: bool buffering_msec: int bus: Union[str, GDString] expand: bool paused: bool stream: VideoStream stream_position: float volume: float volume_db: float class HSeparator(Separator): @staticmethod def new() -> HSeparator: ... pass class VSeparator(Separator): @staticmethod def new() -> VSeparator: ... pass class EditorSpinSlider(Range): # Methods def get_label(self,) -> Union[str, GDString]: ... def is_flat(self,) -> bool: ... def is_read_only(self,) -> bool: ... def set_flat(self,flat: bool,) -> None: ... def set_label(self,label: Union[str, GDString],) -> None: ... def set_read_only(self,read_only: bool,) -> None: ... # Properties flat: bool label: Union[str, GDString] read_only: bool class ProgressBar(Range): @staticmethod def new() -> ProgressBar: ... # Methods def is_percent_visible(self,) -> bool: ... def set_percent_visible(self,visible: bool,) -> None: ... # Properties percent_visible: bool class ScrollBar(Range): # Methods def get_custom_step(self,) -> float: ... def set_custom_step(self,step: float,) -> None: ... # Properties custom_step: float class Slider(Range): # Methods def get_ticks(self,) -> int: ... def get_ticks_on_borders(self,) -> bool: ... def is_editable(self,) -> bool: ... def is_scrollable(self,) -> bool: ... def set_editable(self,editable: bool,) -> None: ... def set_scrollable(self,scrollable: bool,) -> None: ... def set_ticks(self,count: int,) -> None: ... def set_ticks_on_borders(self,ticks_on_border: bool,) -> None: ... # Properties editable: bool scrollable: bool tick_count: int ticks_on_borders: bool class SpinBox(Range): @staticmethod def new() -> SpinBox: ... # Methods def apply(self,) -> None: ... def get_align(self,) -> LineEdit.Align: ... def get_line_edit(self,) -> LineEdit: ... def get_prefix(self,) -> Union[str, GDString]: ... def get_suffix(self,) -> Union[str, GDString]: ... def is_editable(self,) -> bool: ... def set_align(self,align: int,) -> None: ... def set_editable(self,editable: bool,) -> None: ... def set_prefix(self,prefix: Union[str, GDString],) -> None: ... def set_suffix(self,suffix: Union[str, GDString],) -> None: ... # Properties align: int editable: bool prefix: Union[str, GDString] suffix: Union[str, GDString] class TextureProgress(Range): @staticmethod def new() -> TextureProgress: ... # Constants FILL_BILINEAR_LEFT_AND_RIGHT: int FILL_BILINEAR_TOP_AND_BOTTOM: int FILL_BOTTOM_TO_TOP: int FILL_CLOCKWISE: int FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE: int FILL_COUNTER_CLOCKWISE: int FILL_LEFT_TO_RIGHT: int FILL_RIGHT_TO_LEFT: int FILL_TOP_TO_BOTTOM: int # Enums class FillMode(IntFlag): FILL_LEFT_TO_RIGHT: int FILL_RIGHT_TO_LEFT: int FILL_TOP_TO_BOTTOM: int FILL_BOTTOM_TO_TOP: int FILL_CLOCKWISE: int FILL_COUNTER_CLOCKWISE: int FILL_BILINEAR_LEFT_AND_RIGHT: int FILL_BILINEAR_TOP_AND_BOTTOM: int FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE: int # Methods def get_fill_degrees(self,) -> float: ... def get_fill_mode(self,) -> int: ... def get_nine_patch_stretch(self,) -> bool: ... def get_over_texture(self,) -> Texture: ... def get_progress_texture(self,) -> Texture: ... def get_radial_center_offset(self,) -> Vector2: ... def get_radial_initial_angle(self,) -> float: ... def get_stretch_margin(self,margin: int,) -> int: ... def get_tint_over(self,) -> Color: ... def get_tint_progress(self,) -> Color: ... def get_tint_under(self,) -> Color: ... def get_under_texture(self,) -> Texture: ... def set_fill_degrees(self,mode: float,) -> None: ... def set_fill_mode(self,mode: int,) -> None: ... def set_nine_patch_stretch(self,stretch: bool,) -> None: ... def set_over_texture(self,tex: Texture,) -> None: ... def set_progress_texture(self,tex: Texture,) -> None: ... def set_radial_center_offset(self,mode: Vector2,) -> None: ... def set_radial_initial_angle(self,mode: float,) -> None: ... def set_stretch_margin(self,margin: int,value: int,) -> None: ... def set_tint_over(self,tint: Color,) -> None: ... def set_tint_progress(self,tint: Color,) -> None: ... def set_tint_under(self,tint: Color,) -> None: ... def set_under_texture(self,tex: Texture,) -> None: ... # Properties fill_mode: int nine_patch_stretch: bool radial_center_offset: Vector2 radial_fill_degrees: float radial_initial_angle: float stretch_margin_bottom: int stretch_margin_left: int stretch_margin_right: int stretch_margin_top: int texture_over: Texture texture_progress: Texture texture_under: Texture tint_over: Color tint_progress: Color tint_under: Color class HSlider(Slider): @staticmethod def new() -> HSlider: ... pass class VSlider(Slider): @staticmethod def new() -> VSlider: ... pass class HScrollBar(ScrollBar): @staticmethod def new() -> HScrollBar: ... pass class VScrollBar(ScrollBar): @staticmethod def new() -> VScrollBar: ... pass class PopupDialog(Popup): @staticmethod def new() -> PopupDialog: ... pass class PopupMenu(Popup): @staticmethod def new() -> PopupMenu: ... # Methods def add_check_item(self,label: Union[str, GDString],id: int=-1,accel: int=0,) -> None: ... def add_check_shortcut(self,shortcut: ShortCut,id: int=-1,global_: bool=False,) -> None: ... def add_icon_check_item(self,texture: Texture,label: Union[str, GDString],id: int=-1,accel: int=0,) -> None: ... def add_icon_check_shortcut(self,texture: Texture,shortcut: ShortCut,id: int=-1,global_: bool=False,) -> None: ... def add_icon_item(self,texture: Texture,label: Union[str, GDString],id: int=-1,accel: int=0,) -> None: ... def add_icon_radio_check_item(self,texture: Texture,label: Union[str, GDString],id: int=-1,accel: int=0,) -> None: ... def add_icon_radio_check_shortcut(self,texture: Texture,shortcut: ShortCut,id: int=-1,global_: bool=False,) -> None: ... def add_icon_shortcut(self,texture: Texture,shortcut: ShortCut,id: int=-1,global_: bool=False,) -> None: ... def add_item(self,label: Union[str, GDString],id: int=-1,accel: int=0,) -> None: ... def add_multistate_item(self,label: Union[str, GDString],max_states: int,default_state: int=0,id: int=-1,accel: int=0,) -> None: ... def add_radio_check_item(self,label: Union[str, GDString],id: int=-1,accel: int=0,) -> None: ... def add_radio_check_shortcut(self,shortcut: ShortCut,id: int=-1,global_: bool=False,) -> None: ... def add_separator(self,label: Union[str, GDString]="",) -> None: ... def add_shortcut(self,shortcut: ShortCut,id: int=-1,global_: bool=False,) -> None: ... def add_submenu_item(self,label: Union[str, GDString],submenu: Union[str, GDString],id: int=-1,) -> None: ... def clear(self,) -> None: ... def get_allow_search(self,) -> bool: ... def get_current_index(self,) -> int: ... def get_item_accelerator(self,idx: int,) -> int: ... def get_item_count(self,) -> int: ... def get_item_icon(self,idx: int,) -> Texture: ... def get_item_id(self,idx: int,) -> int: ... def get_item_index(self,id: int,) -> int: ... def get_item_metadata(self,idx: int,) -> object: ... def get_item_shortcut(self,idx: int,) -> ShortCut: ... def get_item_submenu(self,idx: int,) -> Union[str, GDString]: ... def get_item_text(self,idx: int,) -> Union[str, GDString]: ... def get_item_tooltip(self,idx: int,) -> Union[str, GDString]: ... def get_submenu_popup_delay(self,) -> float: ... def is_hide_on_checkable_item_selection(self,) -> bool: ... def is_hide_on_item_selection(self,) -> bool: ... def is_hide_on_state_item_selection(self,) -> bool: ... def is_hide_on_window_lose_focus(self,) -> bool: ... def is_item_checkable(self,idx: int,) -> bool: ... def is_item_checked(self,idx: int,) -> bool: ... def is_item_disabled(self,idx: int,) -> bool: ... def is_item_radio_checkable(self,idx: int,) -> bool: ... def is_item_separator(self,idx: int,) -> bool: ... def is_item_shortcut_disabled(self,idx: int,) -> bool: ... def remove_item(self,idx: int,) -> None: ... def set_allow_search(self,allow: bool,) -> None: ... def set_hide_on_checkable_item_selection(self,enable: bool,) -> None: ... def set_hide_on_item_selection(self,enable: bool,) -> None: ... def set_hide_on_state_item_selection(self,enable: bool,) -> None: ... def set_hide_on_window_lose_focus(self,enable: bool,) -> None: ... def set_item_accelerator(self,idx: int,accel: int,) -> None: ... def set_item_as_checkable(self,idx: int,enable: bool,) -> None: ... def set_item_as_radio_checkable(self,idx: int,enable: bool,) -> None: ... def set_item_as_separator(self,idx: int,enable: bool,) -> None: ... def set_item_checked(self,idx: int,checked: bool,) -> None: ... def set_item_disabled(self,idx: int,disabled: bool,) -> None: ... def set_item_icon(self,idx: int,icon: Texture,) -> None: ... def set_item_id(self,idx: int,id: int,) -> None: ... def set_item_metadata(self,idx: int,metadata: object,) -> None: ... def set_item_multistate(self,idx: int,state: int,) -> None: ... def set_item_shortcut(self,idx: int,shortcut: ShortCut,global_: bool=False,) -> None: ... def set_item_shortcut_disabled(self,idx: int,disabled: bool,) -> None: ... def set_item_submenu(self,idx: int,submenu: Union[str, GDString],) -> None: ... def set_item_text(self,idx: int,text: Union[str, GDString],) -> None: ... def set_item_tooltip(self,idx: int,tooltip: Union[str, GDString],) -> None: ... def set_submenu_popup_delay(self,seconds: float,) -> None: ... def toggle_item_checked(self,idx: int,) -> None: ... def toggle_item_multistate(self,idx: int,) -> None: ... # Properties allow_search: bool hide_on_checkable_item_selection: bool hide_on_item_selection: bool hide_on_state_item_selection: bool items: Array submenu_popup_delay: float class PopupPanel(Popup): @staticmethod def new() -> PopupPanel: ... pass class WindowDialog(Popup): @staticmethod def new() -> WindowDialog: ... # Methods def get_close_button(self,) -> TextureButton: ... def get_resizable(self,) -> bool: ... def get_title(self,) -> Union[str, GDString]: ... def set_resizable(self,resizable: bool,) -> None: ... def set_title(self,title: Union[str, GDString],) -> None: ... # Properties resizable: bool window_title: Union[str, GDString] class AcceptDialog(WindowDialog): @staticmethod def new() -> AcceptDialog: ... # Methods def add_button(self,text: Union[str, GDString],right: bool=False,action: Union[str, GDString]="",) -> Button: ... def add_cancel(self,name: Union[str, GDString],) -> Button: ... def get_hide_on_ok(self,) -> bool: ... def get_label(self,) -> Label: ... def get_ok(self,) -> Button: ... def get_text(self,) -> Union[str, GDString]: ... def has_autowrap(self,) -> bool: ... def register_text_enter(self,line_edit: Node,) -> None: ... def set_autowrap(self,autowrap: bool,) -> None: ... def set_hide_on_ok(self,enabled: bool,) -> None: ... def set_text(self,text: Union[str, GDString],) -> None: ... # Properties dialog_autowrap: bool dialog_hide_on_ok: bool dialog_text: Union[str, GDString] class ConfirmationDialog(AcceptDialog): @staticmethod def new() -> ConfirmationDialog: ... # Methods def get_cancel(self,) -> Button: ... class EditorFileDialog(ConfirmationDialog): # Constants ACCESS_FILESYSTEM: int ACCESS_RESOURCES: int ACCESS_USERDATA: int DISPLAY_LIST: int DISPLAY_THUMBNAILS: int MODE_OPEN_ANY: int MODE_OPEN_DIR: int MODE_OPEN_FILE: int MODE_OPEN_FILES: int MODE_SAVE_FILE: int # Enums class DisplayMode(IntFlag): DISPLAY_THUMBNAILS: int DISPLAY_LIST: int class Mode(IntFlag): MODE_OPEN_FILE: int MODE_OPEN_FILES: int MODE_OPEN_DIR: int MODE_OPEN_ANY: int MODE_SAVE_FILE: int class Access(IntFlag): ACCESS_RESOURCES: int ACCESS_USERDATA: int ACCESS_FILESYSTEM: int # Methods def add_filter(self,filter: Union[str, GDString],) -> None: ... def clear_filters(self,) -> None: ... def get_access(self,) -> EditorFileDialog.Access: ... def get_current_dir(self,) -> Union[str, GDString]: ... def get_current_file(self,) -> Union[str, GDString]: ... def get_current_path(self,) -> Union[str, GDString]: ... def get_display_mode(self,) -> EditorFileDialog.DisplayMode: ... def get_mode(self,) -> EditorFileDialog.Mode: ... def get_vbox(self,) -> VBoxContainer: ... def invalidate(self,) -> None: ... def is_overwrite_warning_disabled(self,) -> bool: ... def is_showing_hidden_files(self,) -> bool: ... def set_access(self,access: int,) -> None: ... def set_current_dir(self,dir: Union[str, GDString],) -> None: ... def set_current_file(self,file: Union[str, GDString],) -> None: ... def set_current_path(self,path: Union[str, GDString],) -> None: ... def set_disable_overwrite_warning(self,disable: bool,) -> None: ... def set_display_mode(self,mode: int,) -> None: ... def set_mode(self,mode: int,) -> None: ... def set_show_hidden_files(self,show: bool,) -> None: ... # Properties access: int current_dir: Union[str, GDString] current_file: Union[str, GDString] current_path: Union[str, GDString] disable_overwrite_warning: bool display_mode: int mode: int show_hidden_files: bool class FileDialog(ConfirmationDialog): @staticmethod def new() -> FileDialog: ... # Constants ACCESS_FILESYSTEM: int ACCESS_RESOURCES: int ACCESS_USERDATA: int MODE_OPEN_ANY: int MODE_OPEN_DIR: int MODE_OPEN_FILE: int MODE_OPEN_FILES: int MODE_SAVE_FILE: int # Enums class Mode(IntFlag): MODE_OPEN_FILE: int MODE_OPEN_FILES: int MODE_OPEN_DIR: int MODE_OPEN_ANY: int MODE_SAVE_FILE: int class Access(IntFlag): ACCESS_RESOURCES: int ACCESS_USERDATA: int ACCESS_FILESYSTEM: int # Methods def add_filter(self,filter: Union[str, GDString],) -> None: ... def clear_filters(self,) -> None: ... def deselect_items(self,) -> None: ... def get_access(self,) -> FileDialog.Access: ... def get_current_dir(self,) -> Union[str, GDString]: ... def get_current_file(self,) -> Union[str, GDString]: ... def get_current_path(self,) -> Union[str, GDString]: ... def get_filters(self,) -> PoolStringArray: ... def get_line_edit(self,) -> LineEdit: ... def get_mode(self,) -> FileDialog.Mode: ... def get_vbox(self,) -> VBoxContainer: ... def invalidate(self,) -> None: ... def is_mode_overriding_title(self,) -> bool: ... def is_showing_hidden_files(self,) -> bool: ... def set_access(self,access: int,) -> None: ... def set_current_dir(self,dir: Union[str, GDString],) -> None: ... def set_current_file(self,file: Union[str, GDString],) -> None: ... def set_current_path(self,path: Union[str, GDString],) -> None: ... def set_filters(self,filters: PoolStringArray,) -> None: ... def set_mode(self,mode: int,) -> None: ... def set_mode_overrides_title(self,override: bool,) -> None: ... def set_show_hidden_files(self,show: bool,) -> None: ... # Properties access: int current_dir: Union[str, GDString] current_file: Union[str, GDString] current_path: Union[str, GDString] filters: PoolStringArray mode: int mode_overrides_title: bool show_hidden_files: bool class ScriptCreateDialog(ConfirmationDialog): # Methods def config(self,inherits: Union[str, GDString],path: Union[str, GDString],built_in_enabled: bool=True,load_enabled: bool=True,) -> None: ... class BoxContainer(Container): # Constants ALIGN_BEGIN: int ALIGN_CENTER: int ALIGN_END: int # Enums class AlignMode(IntFlag): ALIGN_BEGIN: int ALIGN_CENTER: int ALIGN_END: int # Methods def add_spacer(self,begin: bool,) -> None: ... def get_alignment(self,) -> BoxContainer.AlignMode: ... def set_alignment(self,alignment: int,) -> None: ... # Properties alignment: int class CenterContainer(Container): @staticmethod def new() -> CenterContainer: ... # Methods def is_using_top_left(self,) -> bool: ... def set_use_top_left(self,enable: bool,) -> None: ... # Properties use_top_left: bool class EditorProperty(Container): # Methods def add_focusable(self,control: Control,) -> None: ... def emit_changed(self,property: Union[str, GDString],value: object,field: Union[str, GDString]="",changing: bool=False,) -> None: ... def get_edited_object(self,) -> Object: ... def get_edited_property(self,) -> Union[str, GDString]: ... def get_label(self,) -> Union[str, GDString]: ... def get_tooltip_text(self,) -> Union[str, GDString]: ... def is_checkable(self,) -> bool: ... def is_checked(self,) -> bool: ... def is_draw_red(self,) -> bool: ... def is_keying(self,) -> bool: ... def is_read_only(self,) -> bool: ... def set_bottom_editor(self,editor: Control,) -> None: ... def set_checkable(self,checkable: bool,) -> None: ... def set_checked(self,checked: bool,) -> None: ... def set_draw_red(self,draw_red: bool,) -> None: ... def set_keying(self,keying: bool,) -> None: ... def set_label(self,text: Union[str, GDString],) -> None: ... def set_read_only(self,read_only: bool,) -> None: ... # Properties checkable: bool checked: bool draw_red: bool keying: bool label: Union[str, GDString] read_only: bool class GraphNode(Container): @staticmethod def new() -> GraphNode: ... # Constants OVERLAY_BREAKPOINT: int OVERLAY_DISABLED: int OVERLAY_POSITION: int # Enums class Overlay(IntFlag): OVERLAY_DISABLED: int OVERLAY_BREAKPOINT: int OVERLAY_POSITION: int # Methods def clear_all_slots(self,) -> None: ... def clear_slot(self,idx: int,) -> None: ... def get_connection_input_color(self,idx: int,) -> Color: ... def get_connection_input_count(self,) -> int: ... def get_connection_input_position(self,idx: int,) -> Vector2: ... def get_connection_input_type(self,idx: int,) -> int: ... def get_connection_output_color(self,idx: int,) -> Color: ... def get_connection_output_count(self,) -> int: ... def get_connection_output_position(self,idx: int,) -> Vector2: ... def get_connection_output_type(self,idx: int,) -> int: ... def get_offset(self,) -> Vector2: ... def get_overlay(self,) -> GraphNode.Overlay: ... def get_slot_color_left(self,idx: int,) -> Color: ... def get_slot_color_right(self,idx: int,) -> Color: ... def get_slot_type_left(self,idx: int,) -> int: ... def get_slot_type_right(self,idx: int,) -> int: ... def get_title(self,) -> Union[str, GDString]: ... def is_close_button_visible(self,) -> bool: ... def is_comment(self,) -> bool: ... def is_resizable(self,) -> bool: ... def is_selected(self,) -> bool: ... def is_slot_enabled_left(self,idx: int,) -> bool: ... def is_slot_enabled_right(self,idx: int,) -> bool: ... def set_comment(self,comment: bool,) -> None: ... def set_offset(self,offset: Vector2,) -> None: ... def set_overlay(self,overlay: int,) -> None: ... def set_resizable(self,resizable: bool,) -> None: ... def set_selected(self,selected: bool,) -> None: ... def set_show_close_button(self,show: bool,) -> None: ... def set_slot(self,idx: int,enable_left: bool,type_left: int,color_left: Color,enable_right: bool,type_right: int,color_right: Color,custom_left: Texture=None,custom_right: Texture=None,) -> None: ... def set_title(self,title: Union[str, GDString],) -> None: ... # Properties comment: bool offset: Vector2 overlay: int resizable: bool selected: bool show_close: bool title: Union[str, GDString] class GridContainer(Container): @staticmethod def new() -> GridContainer: ... # Methods def get_columns(self,) -> int: ... def set_columns(self,columns: int,) -> None: ... # Properties columns: int class MarginContainer(Container): @staticmethod def new() -> MarginContainer: ... pass class PanelContainer(Container): @staticmethod def new() -> PanelContainer: ... pass class ScrollContainer(Container): @staticmethod def new() -> ScrollContainer: ... # Methods def get_deadzone(self,) -> int: ... def get_h_scroll(self,) -> int: ... def get_h_scrollbar(self,) -> HScrollBar: ... def get_v_scroll(self,) -> int: ... def get_v_scrollbar(self,) -> VScrollBar: ... def is_following_focus(self,) -> bool: ... def is_h_scroll_enabled(self,) -> bool: ... def is_v_scroll_enabled(self,) -> bool: ... def set_deadzone(self,deadzone: int,) -> None: ... def set_enable_h_scroll(self,enable: bool,) -> None: ... def set_enable_v_scroll(self,enable: bool,) -> None: ... def set_follow_focus(self,enabled: bool,) -> None: ... def set_h_scroll(self,value: int,) -> None: ... def set_v_scroll(self,value: int,) -> None: ... # Properties follow_focus: bool scroll_deadzone: int scroll_horizontal: int scroll_horizontal_enabled: bool scroll_vertical: int scroll_vertical_enabled: bool class SplitContainer(Container): # Constants DRAGGER_HIDDEN: int DRAGGER_HIDDEN_COLLAPSED: int DRAGGER_VISIBLE: int # Enums class DraggerVisibility(IntFlag): DRAGGER_VISIBLE: int DRAGGER_HIDDEN: int DRAGGER_HIDDEN_COLLAPSED: int # Methods def clamp_split_offset(self,) -> None: ... def get_dragger_visibility(self,) -> SplitContainer.DraggerVisibility: ... def get_split_offset(self,) -> int: ... def is_collapsed(self,) -> bool: ... def set_collapsed(self,collapsed: bool,) -> None: ... def set_dragger_visibility(self,mode: int,) -> None: ... def set_split_offset(self,offset: int,) -> None: ... # Properties collapsed: bool dragger_visibility: int split_offset: int class TabContainer(Container): @staticmethod def new() -> TabContainer: ... # Constants ALIGN_CENTER: int ALIGN_LEFT: int ALIGN_RIGHT: int # Enums class TabAlign(IntFlag): ALIGN_LEFT: int ALIGN_CENTER: int ALIGN_RIGHT: int # Methods def are_tabs_visible(self,) -> bool: ... def get_current_tab(self,) -> int: ... def get_current_tab_control(self,) -> Control: ... def get_drag_to_rearrange_enabled(self,) -> bool: ... def get_popup(self,) -> Popup: ... def get_previous_tab(self,) -> int: ... def get_tab_align(self,) -> TabContainer.TabAlign: ... def get_tab_control(self,tab_idx: int,) -> Control: ... def get_tab_count(self,) -> int: ... def get_tab_disabled(self,tab_idx: int,) -> bool: ... def get_tab_icon(self,tab_idx: int,) -> Texture: ... def get_tab_title(self,tab_idx: int,) -> Union[str, GDString]: ... def get_tabs_rearrange_group(self,) -> int: ... def get_use_hidden_tabs_for_min_size(self,) -> bool: ... def set_current_tab(self,tab_idx: int,) -> None: ... def set_drag_to_rearrange_enabled(self,enabled: bool,) -> None: ... def set_popup(self,popup: Node,) -> None: ... def set_tab_align(self,align: int,) -> None: ... def set_tab_disabled(self,tab_idx: int,disabled: bool,) -> None: ... def set_tab_icon(self,tab_idx: int,icon: Texture,) -> None: ... def set_tab_title(self,tab_idx: int,title: Union[str, GDString],) -> None: ... def set_tabs_rearrange_group(self,group_id: int,) -> None: ... def set_tabs_visible(self,visible: bool,) -> None: ... def set_use_hidden_tabs_for_min_size(self,enabled: bool,) -> None: ... # Properties current_tab: int drag_to_rearrange_enabled: bool tab_align: int tabs_visible: bool use_hidden_tabs_for_min_size: bool class ViewportContainer(Container): @staticmethod def new() -> ViewportContainer: ... # Methods def get_stretch_shrink(self,) -> int: ... def is_stretch_enabled(self,) -> bool: ... def set_stretch(self,enable: bool,) -> None: ... def set_stretch_shrink(self,amount: int,) -> None: ... # Properties stretch: bool stretch_shrink: int class HSplitContainer(SplitContainer): @staticmethod def new() -> HSplitContainer: ... pass class VSplitContainer(SplitContainer): @staticmethod def new() -> VSplitContainer: ... pass class EditorInspector(ScrollContainer): # Methods def refresh(self,) -> None: ... class ScriptEditor(PanelContainer): # Methods def can_drop_data_fw(self,point: Vector2,data: object,from_: Control,) -> bool: ... def drop_data_fw(self,point: Vector2,data: object,from_: Control,) -> None: ... def get_current_script(self,) -> Script: ... def get_drag_data_fw(self,point: Vector2,from_: Control,) -> object: ... def get_open_scripts(self,) -> Array: ... def goto_line(self,line_number: int,) -> None: ... def open_script_create_dialog(self,base_name: Union[str, GDString],base_path: Union[str, GDString],) -> None: ... class ColorPicker(BoxContainer): @staticmethod def new() -> ColorPicker: ... # Methods def add_preset(self,color: Color,) -> None: ... def are_presets_enabled(self,) -> bool: ... def are_presets_visible(self,) -> bool: ... def erase_preset(self,color: Color,) -> None: ... def get_pick_color(self,) -> Color: ... def get_presets(self,) -> PoolColorArray: ... def is_deferred_mode(self,) -> bool: ... def is_editing_alpha(self,) -> bool: ... def is_hsv_mode(self,) -> bool: ... def is_raw_mode(self,) -> bool: ... def set_deferred_mode(self,mode: bool,) -> None: ... def set_edit_alpha(self,show: bool,) -> None: ... def set_hsv_mode(self,mode: bool,) -> None: ... def set_pick_color(self,color: Color,) -> None: ... def set_presets_enabled(self,enabled: bool,) -> None: ... def set_presets_visible(self,visible: bool,) -> None: ... def set_raw_mode(self,mode: bool,) -> None: ... # Properties color: Color deferred_mode: bool edit_alpha: bool hsv_mode: bool presets_enabled: bool presets_visible: bool raw_mode: bool class HBoxContainer(BoxContainer): @staticmethod def new() -> HBoxContainer: ... pass class VBoxContainer(BoxContainer): @staticmethod def new() -> VBoxContainer: ... pass class FileSystemDock(VBoxContainer): # Methods def can_drop_data_fw(self,arg0: Vector2,arg1: object,arg2: Control,) -> bool: ... def drop_data_fw(self,arg0: Vector2,arg1: object,arg2: Control,) -> None: ... def get_drag_data_fw(self,arg0: Vector2,arg1: Control,) -> object: ... def navigate_to_path(self,arg0: Union[str, GDString],) -> None: ... class Button(BaseButton): @staticmethod def new() -> Button: ... # Constants ALIGN_CENTER: int ALIGN_LEFT: int ALIGN_RIGHT: int # Enums class TextAlign(IntFlag): ALIGN_LEFT: int ALIGN_CENTER: int ALIGN_RIGHT: int # Methods def get_button_icon(self,) -> Texture: ... def get_clip_text(self,) -> bool: ... def get_text(self,) -> Union[str, GDString]: ... def get_text_align(self,) -> Button.TextAlign: ... def is_expand_icon(self,) -> bool: ... def is_flat(self,) -> bool: ... def set_button_icon(self,texture: Texture,) -> None: ... def set_clip_text(self,enabled: bool,) -> None: ... def set_expand_icon(self,arg0: bool,) -> None: ... def set_flat(self,enabled: bool,) -> None: ... def set_text(self,text: Union[str, GDString],) -> None: ... def set_text_align(self,align: int,) -> None: ... # Properties align: int clip_text: bool expand_icon: bool flat: bool icon: Texture text: Union[str, GDString] class LinkButton(BaseButton): @staticmethod def new() -> LinkButton: ... # Constants UNDERLINE_MODE_ALWAYS: int UNDERLINE_MODE_NEVER: int UNDERLINE_MODE_ON_HOVER: int # Enums class UnderlineMode(IntFlag): UNDERLINE_MODE_ALWAYS: int UNDERLINE_MODE_ON_HOVER: int UNDERLINE_MODE_NEVER: int # Methods def get_text(self,) -> Union[str, GDString]: ... def get_underline_mode(self,) -> LinkButton.UnderlineMode: ... def set_text(self,text: Union[str, GDString],) -> None: ... def set_underline_mode(self,underline_mode: int,) -> None: ... # Properties text: Union[str, GDString] underline: int class TextureButton(BaseButton): @staticmethod def new() -> TextureButton: ... # Constants STRETCH_KEEP: int STRETCH_KEEP_ASPECT: int STRETCH_KEEP_ASPECT_CENTERED: int STRETCH_KEEP_ASPECT_COVERED: int STRETCH_KEEP_CENTERED: int STRETCH_SCALE: int STRETCH_TILE: int # Enums class StretchMode(IntFlag): STRETCH_SCALE: int STRETCH_TILE: int STRETCH_KEEP: int STRETCH_KEEP_CENTERED: int STRETCH_KEEP_ASPECT: int STRETCH_KEEP_ASPECT_CENTERED: int STRETCH_KEEP_ASPECT_COVERED: int # Methods def get_click_mask(self,) -> BitMap: ... def get_disabled_texture(self,) -> Texture: ... def get_expand(self,) -> bool: ... def get_focused_texture(self,) -> Texture: ... def get_hover_texture(self,) -> Texture: ... def get_normal_texture(self,) -> Texture: ... def get_pressed_texture(self,) -> Texture: ... def get_stretch_mode(self,) -> TextureButton.StretchMode: ... def set_click_mask(self,mask: BitMap,) -> None: ... def set_disabled_texture(self,texture: Texture,) -> None: ... def set_expand(self,p_expand: bool,) -> None: ... def set_focused_texture(self,texture: Texture,) -> None: ... def set_hover_texture(self,texture: Texture,) -> None: ... def set_normal_texture(self,texture: Texture,) -> None: ... def set_pressed_texture(self,texture: Texture,) -> None: ... def set_stretch_mode(self,p_mode: int,) -> None: ... # Properties expand: bool stretch_mode: int texture_click_mask: BitMap texture_disabled: Texture texture_focused: Texture texture_hover: Texture texture_normal: Texture texture_pressed: Texture class CheckBox(Button): @staticmethod def new() -> CheckBox: ... pass class CheckButton(Button): @staticmethod def new() -> CheckButton: ... pass class ColorPickerButton(Button): @staticmethod def new() -> ColorPickerButton: ... # Methods def get_pick_color(self,) -> Color: ... def get_picker(self,) -> ColorPicker: ... def get_popup(self,) -> PopupPanel: ... def is_editing_alpha(self,) -> bool: ... def set_edit_alpha(self,show: bool,) -> None: ... def set_pick_color(self,color: Color,) -> None: ... # Properties color: Color edit_alpha: bool class MenuButton(Button): @staticmethod def new() -> MenuButton: ... # Methods def get_popup(self,) -> PopupMenu: ... def is_switch_on_hover(self,) -> bool: ... def set_disable_shortcuts(self,disabled: bool,) -> None: ... def set_switch_on_hover(self,enable: bool,) -> None: ... # Properties items: Array switch_on_hover: bool class OptionButton(Button): @staticmethod def new() -> OptionButton: ... # Methods def add_icon_item(self,texture: Texture,label: Union[str, GDString],id: int=-1,) -> None: ... def add_item(self,label: Union[str, GDString],id: int=-1,) -> None: ... def add_separator(self,) -> None: ... def clear(self,) -> None: ... def get_item_count(self,) -> int: ... def get_item_icon(self,idx: int,) -> Texture: ... def get_item_id(self,idx: int,) -> int: ... def get_item_index(self,id: int,) -> int: ... def get_item_metadata(self,idx: int,) -> object: ... def get_item_text(self,idx: int,) -> Union[str, GDString]: ... def get_popup(self,) -> PopupMenu: ... def get_selected(self,) -> int: ... def get_selected_id(self,) -> int: ... def get_selected_metadata(self,) -> object: ... def is_item_disabled(self,idx: int,) -> bool: ... def remove_item(self,idx: int,) -> None: ... def select(self,idx: int,) -> None: ... def set_item_disabled(self,idx: int,disabled: bool,) -> None: ... def set_item_icon(self,idx: int,texture: Texture,) -> None: ... def set_item_id(self,idx: int,id: int,) -> None: ... def set_item_metadata(self,idx: int,metadata: object,) -> None: ... def set_item_text(self,idx: int,text: Union[str, GDString],) -> None: ... # Properties items: Array selected: int class ToolButton(Button): @staticmethod def new() -> ToolButton: ... pass class SceneTree(MainLoop): @staticmethod def new() -> SceneTree: ... # Constants GROUP_CALL_DEFAULT: int GROUP_CALL_REALTIME: int GROUP_CALL_REVERSE: int GROUP_CALL_UNIQUE: int STRETCH_ASPECT_EXPAND: int STRETCH_ASPECT_IGNORE: int STRETCH_ASPECT_KEEP: int STRETCH_ASPECT_KEEP_HEIGHT: int STRETCH_ASPECT_KEEP_WIDTH: int STRETCH_MODE_2D: int STRETCH_MODE_DISABLED: int STRETCH_MODE_VIEWPORT: int # Enums class StretchAspect(IntFlag): STRETCH_ASPECT_IGNORE: int STRETCH_ASPECT_KEEP: int STRETCH_ASPECT_KEEP_WIDTH: int STRETCH_ASPECT_KEEP_HEIGHT: int STRETCH_ASPECT_EXPAND: int class GroupCallFlags(IntFlag): GROUP_CALL_DEFAULT: int GROUP_CALL_REVERSE: int GROUP_CALL_REALTIME: int GROUP_CALL_UNIQUE: int class StretchMode(IntFlag): STRETCH_MODE_DISABLED: int STRETCH_MODE_2D: int STRETCH_MODE_VIEWPORT: int # Methods def change_scene(self,path: Union[str, GDString],) -> Error: ... def change_scene_to(self,packed_scene: PackedScene,) -> Error: ... def create_timer(self,time_sec: float,pause_mode_process: bool=True,) -> SceneTreeTimer: ... def get_current_scene(self,) -> Node: ... def get_edited_scene_root(self,) -> Node: ... def get_frame(self,) -> int: ... def get_multiplayer(self,) -> MultiplayerAPI: ... def get_network_connected_peers(self,) -> PoolIntArray: ... def get_network_peer(self,) -> NetworkedMultiplayerPeer: ... def get_network_unique_id(self,) -> int: ... def get_node_count(self,) -> int: ... def get_nodes_in_group(self,group: Union[str, GDString],) -> Array: ... def get_root(self,) -> Viewport: ... def get_rpc_sender_id(self,) -> int: ... def has_group(self,name: Union[str, GDString],) -> bool: ... def has_network_peer(self,) -> bool: ... def is_debugging_collisions_hint(self,) -> bool: ... def is_debugging_navigation_hint(self,) -> bool: ... def is_input_handled(self,) -> bool: ... def is_multiplayer_poll_enabled(self,) -> bool: ... def is_network_server(self,) -> bool: ... def is_paused(self,) -> bool: ... def is_refusing_new_network_connections(self,) -> bool: ... def is_using_font_oversampling(self,) -> bool: ... def notify_group(self,group: Union[str, GDString],notification: int,) -> None: ... def notify_group_flags(self,call_flags: int,group: Union[str, GDString],notification: int,) -> None: ... def queue_delete(self,obj: Object,) -> None: ... def quit(self,exit_code: int=-1,) -> None: ... def reload_current_scene(self,) -> Error: ... def set_auto_accept_quit(self,enabled: bool,) -> None: ... def set_current_scene(self,child_node: Node,) -> None: ... def set_debug_collisions_hint(self,enable: bool,) -> None: ... def set_debug_navigation_hint(self,enable: bool,) -> None: ... def set_edited_scene_root(self,scene: Node,) -> None: ... def set_group(self,group: Union[str, GDString],property: Union[str, GDString],value: object,) -> None: ... def set_group_flags(self,call_flags: int,group: Union[str, GDString],property: Union[str, GDString],value: object,) -> None: ... def set_input_as_handled(self,) -> None: ... def set_multiplayer(self,multiplayer: MultiplayerAPI,) -> None: ... def set_multiplayer_poll_enabled(self,enabled: bool,) -> None: ... def set_network_peer(self,peer: NetworkedMultiplayerPeer,) -> None: ... def set_pause(self,enable: bool,) -> None: ... def set_quit_on_go_back(self,enabled: bool,) -> None: ... def set_refuse_new_network_connections(self,refuse: bool,) -> None: ... def set_screen_stretch(self,mode: int,aspect: int,minsize: Vector2,shrink: float=1,) -> None: ... def set_use_font_oversampling(self,enable: bool,) -> None: ... # Properties current_scene: Node debug_collisions_hint: bool debug_navigation_hint: bool edited_scene_root: Node multiplayer: MultiplayerAPI multiplayer_poll: bool network_peer: NetworkedMultiplayerPeer paused: bool refuse_new_network_connections: bool root: Node use_font_oversampling: bool class InputDefault(_Input): pass class IP_Unix(_IP): pass ### Global constants ### BUTTON_LEFT: int BUTTON_MASK_LEFT: int BUTTON_MASK_MIDDLE: int BUTTON_MASK_RIGHT: int BUTTON_MASK_XBUTTON1: int BUTTON_MASK_XBUTTON2: int BUTTON_MIDDLE: int BUTTON_RIGHT: int BUTTON_WHEEL_DOWN: int BUTTON_WHEEL_LEFT: int BUTTON_WHEEL_RIGHT: int BUTTON_WHEEL_UP: int BUTTON_XBUTTON1: int BUTTON_XBUTTON2: int CORNER_BOTTOM_LEFT: int CORNER_BOTTOM_RIGHT: int CORNER_TOP_LEFT: int CORNER_TOP_RIGHT: int ERR_ALREADY_EXISTS: int ERR_ALREADY_IN_USE: int ERR_BUG: int ERR_BUSY: int ERR_CANT_ACQUIRE_RESOURCE: int ERR_CANT_CONNECT: int ERR_CANT_CREATE: int ERR_CANT_FORK: int ERR_CANT_OPEN: int ERR_CANT_RESOLVE: int ERR_COMPILATION_FAILED: int ERR_CONNECTION_ERROR: int ERR_CYCLIC_LINK: int ERR_DATABASE_CANT_READ: int ERR_DATABASE_CANT_WRITE: int ERR_DOES_NOT_EXIST: int ERR_DUPLICATE_SYMBOL: int ERR_FILE_ALREADY_IN_USE: int ERR_FILE_BAD_DRIVE: int ERR_FILE_BAD_PATH: int ERR_FILE_CANT_OPEN: int ERR_FILE_CANT_READ: int ERR_FILE_CANT_WRITE: int ERR_FILE_CORRUPT: int ERR_FILE_EOF: int ERR_FILE_MISSING_DEPENDENCIES: int ERR_FILE_NOT_FOUND: int ERR_FILE_NO_PERMISSION: int ERR_FILE_UNRECOGNIZED: int ERR_HELP: int ERR_INVALID_DATA: int ERR_INVALID_DECLARATION: int ERR_INVALID_PARAMETER: int ERR_LINK_FAILED: int ERR_LOCKED: int ERR_METHOD_NOT_FOUND: int ERR_OUT_OF_MEMORY: int ERR_PARAMETER_RANGE_ERROR: int ERR_PARSE_ERROR: int ERR_PRINTER_ON_FIRE: int ERR_QUERY_FAILED: int ERR_SCRIPT_FAILED: int ERR_SKIP: int ERR_TIMEOUT: int ERR_UNAUTHORIZED: int ERR_UNAVAILABLE: int ERR_UNCONFIGURED: int FAILED: int HALIGN_CENTER: int HALIGN_LEFT: int HALIGN_RIGHT: int HORIZONTAL: int JOY_ANALOG_L2: int JOY_ANALOG_LX: int JOY_ANALOG_LY: int JOY_ANALOG_R2: int JOY_ANALOG_RX: int JOY_ANALOG_RY: int JOY_AXIS_0: int JOY_AXIS_1: int JOY_AXIS_2: int JOY_AXIS_3: int JOY_AXIS_4: int JOY_AXIS_5: int JOY_AXIS_6: int JOY_AXIS_7: int JOY_AXIS_8: int JOY_AXIS_9: int JOY_AXIS_MAX: int JOY_BUTTON_0: int JOY_BUTTON_1: int JOY_BUTTON_10: int JOY_BUTTON_11: int JOY_BUTTON_12: int JOY_BUTTON_13: int JOY_BUTTON_14: int JOY_BUTTON_15: int JOY_BUTTON_2: int JOY_BUTTON_3: int JOY_BUTTON_4: int JOY_BUTTON_5: int JOY_BUTTON_6: int JOY_BUTTON_7: int JOY_BUTTON_8: int JOY_BUTTON_9: int JOY_BUTTON_MAX: int JOY_DPAD_DOWN: int JOY_DPAD_LEFT: int JOY_DPAD_RIGHT: int JOY_DPAD_UP: int JOY_DS_A: int JOY_DS_B: int JOY_DS_X: int JOY_DS_Y: int JOY_L: int JOY_L2: int JOY_L3: int JOY_OCULUS_AX: int JOY_OCULUS_BY: int JOY_OCULUS_MENU: int JOY_OPENVR_MENU: int JOY_OPENVR_TOUCHPADX: int JOY_OPENVR_TOUCHPADY: int JOY_R: int JOY_R2: int JOY_R3: int JOY_SELECT: int JOY_SONY_CIRCLE: int JOY_SONY_SQUARE: int JOY_SONY_TRIANGLE: int JOY_SONY_X: int JOY_START: int JOY_VR_ANALOG_GRIP: int JOY_VR_ANALOG_TRIGGER: int JOY_VR_GRIP: int JOY_VR_PAD: int JOY_VR_TRIGGER: int JOY_XBOX_A: int JOY_XBOX_B: int JOY_XBOX_X: int JOY_XBOX_Y: int KEY_0: int KEY_1: int KEY_2: int KEY_3: int KEY_4: int KEY_5: int KEY_6: int KEY_7: int KEY_8: int KEY_9: int KEY_A: int KEY_AACUTE: int KEY_ACIRCUMFLEX: int KEY_ACUTE: int KEY_ADIAERESIS: int KEY_AE: int KEY_AGRAVE: int KEY_ALT: int KEY_AMPERSAND: int KEY_APOSTROPHE: int KEY_ARING: int KEY_ASCIICIRCUM: int KEY_ASCIITILDE: int KEY_ASTERISK: int KEY_AT: int KEY_ATILDE: int KEY_B: int KEY_BACK: int KEY_BACKSLASH: int KEY_BACKSPACE: int KEY_BACKTAB: int KEY_BAR: int KEY_BASSBOOST: int KEY_BASSDOWN: int KEY_BASSUP: int KEY_BRACELEFT: int KEY_BRACERIGHT: int KEY_BRACKETLEFT: int KEY_BRACKETRIGHT: int KEY_BROKENBAR: int KEY_C: int KEY_CAPSLOCK: int KEY_CCEDILLA: int KEY_CEDILLA: int KEY_CENT: int KEY_CLEAR: int KEY_CODE_MASK: int KEY_COLON: int KEY_COMMA: int KEY_CONTROL: int KEY_COPYRIGHT: int KEY_CURRENCY: int KEY_D: int KEY_DEGREE: int KEY_DELETE: int KEY_DIAERESIS: int KEY_DIRECTION_L: int KEY_DIRECTION_R: int KEY_DIVISION: int KEY_DOLLAR: int KEY_DOWN: int KEY_E: int KEY_EACUTE: int KEY_ECIRCUMFLEX: int KEY_EDIAERESIS: int KEY_EGRAVE: int KEY_END: int KEY_ENTER: int KEY_EQUAL: int KEY_ESCAPE: int KEY_ETH: int KEY_EXCLAM: int KEY_EXCLAMDOWN: int KEY_F: int KEY_F1: int KEY_F10: int KEY_F11: int KEY_F12: int KEY_F13: int KEY_F14: int KEY_F15: int KEY_F16: int KEY_F2: int KEY_F3: int KEY_F4: int KEY_F5: int KEY_F6: int KEY_F7: int KEY_F8: int KEY_F9: int KEY_FAVORITES: int KEY_FORWARD: int KEY_G: int KEY_GREATER: int KEY_GUILLEMOTLEFT: int KEY_GUILLEMOTRIGHT: int KEY_H: int KEY_HELP: int KEY_HOME: int KEY_HOMEPAGE: int KEY_HYPER_L: int KEY_HYPER_R: int KEY_HYPHEN: int KEY_I: int KEY_IACUTE: int KEY_ICIRCUMFLEX: int KEY_IDIAERESIS: int KEY_IGRAVE: int KEY_INSERT: int KEY_J: int KEY_K: int KEY_KP_0: int KEY_KP_1: int KEY_KP_2: int KEY_KP_3: int KEY_KP_4: int KEY_KP_5: int KEY_KP_6: int KEY_KP_7: int KEY_KP_8: int KEY_KP_9: int KEY_KP_ADD: int KEY_KP_DIVIDE: int KEY_KP_ENTER: int KEY_KP_MULTIPLY: int KEY_KP_PERIOD: int KEY_KP_SUBTRACT: int KEY_L: int KEY_LAUNCH0: int KEY_LAUNCH1: int KEY_LAUNCH2: int KEY_LAUNCH3: int KEY_LAUNCH4: int KEY_LAUNCH5: int KEY_LAUNCH6: int KEY_LAUNCH7: int KEY_LAUNCH8: int KEY_LAUNCH9: int KEY_LAUNCHA: int KEY_LAUNCHB: int KEY_LAUNCHC: int KEY_LAUNCHD: int KEY_LAUNCHE: int KEY_LAUNCHF: int KEY_LAUNCHMAIL: int KEY_LAUNCHMEDIA: int KEY_LEFT: int KEY_LESS: int KEY_M: int KEY_MACRON: int KEY_MASCULINE: int KEY_MASK_ALT: int KEY_MASK_CMD: int KEY_MASK_CTRL: int KEY_MASK_GROUP_SWITCH: int KEY_MASK_KPAD: int KEY_MASK_META: int KEY_MASK_SHIFT: int KEY_MEDIANEXT: int KEY_MEDIAPLAY: int KEY_MEDIAPREVIOUS: int KEY_MEDIARECORD: int KEY_MEDIASTOP: int KEY_MENU: int KEY_META: int KEY_MINUS: int KEY_MODIFIER_MASK: int KEY_MU: int KEY_MULTIPLY: int KEY_N: int KEY_NOBREAKSPACE: int KEY_NOTSIGN: int KEY_NTILDE: int KEY_NUMBERSIGN: int KEY_NUMLOCK: int KEY_O: int KEY_OACUTE: int KEY_OCIRCUMFLEX: int KEY_ODIAERESIS: int KEY_OGRAVE: int KEY_ONEHALF: int KEY_ONEQUARTER: int KEY_ONESUPERIOR: int KEY_OOBLIQUE: int KEY_OPENURL: int KEY_ORDFEMININE: int KEY_OTILDE: int KEY_P: int KEY_PAGEDOWN: int KEY_PAGEUP: int KEY_PARAGRAPH: int KEY_PARENLEFT: int KEY_PARENRIGHT: int KEY_PAUSE: int KEY_PERCENT: int KEY_PERIOD: int KEY_PERIODCENTERED: int KEY_PLUS: int KEY_PLUSMINUS: int KEY_PRINT: int KEY_Q: int KEY_QUESTION: int KEY_QUESTIONDOWN: int KEY_QUOTEDBL: int KEY_QUOTELEFT: int KEY_R: int KEY_REFRESH: int KEY_REGISTERED: int KEY_RIGHT: int KEY_S: int KEY_SCROLLLOCK: int KEY_SEARCH: int KEY_SECTION: int KEY_SEMICOLON: int KEY_SHIFT: int KEY_SLASH: int KEY_SPACE: int KEY_SSHARP: int KEY_STANDBY: int KEY_STERLING: int KEY_STOP: int KEY_SUPER_L: int KEY_SUPER_R: int KEY_SYSREQ: int KEY_T: int KEY_TAB: int KEY_THORN: int KEY_THREEQUARTERS: int KEY_THREESUPERIOR: int KEY_TREBLEDOWN: int KEY_TREBLEUP: int KEY_TWOSUPERIOR: int KEY_U: int KEY_UACUTE: int KEY_UCIRCUMFLEX: int KEY_UDIAERESIS: int KEY_UGRAVE: int KEY_UNDERSCORE: int KEY_UNKNOWN: int KEY_UP: int KEY_V: int KEY_VOLUMEDOWN: int KEY_VOLUMEMUTE: int KEY_VOLUMEUP: int KEY_W: int KEY_X: int KEY_Y: int KEY_YACUTE: int KEY_YDIAERESIS: int KEY_YEN: int KEY_Z: int MARGIN_BOTTOM: int MARGIN_LEFT: int MARGIN_RIGHT: int MARGIN_TOP: int METHOD_FLAGS_DEFAULT: int METHOD_FLAG_CONST: int METHOD_FLAG_EDITOR: int METHOD_FLAG_FROM_SCRIPT: int METHOD_FLAG_NORMAL: int METHOD_FLAG_NOSCRIPT: int METHOD_FLAG_REVERSE: int METHOD_FLAG_VIRTUAL: int MIDI_MESSAGE_AFTERTOUCH: int MIDI_MESSAGE_CHANNEL_PRESSURE: int MIDI_MESSAGE_CONTROL_CHANGE: int MIDI_MESSAGE_NOTE_OFF: int MIDI_MESSAGE_NOTE_ON: int MIDI_MESSAGE_PITCH_BEND: int MIDI_MESSAGE_PROGRAM_CHANGE: int OK: int OP_ADD: int OP_AND: int OP_BIT_AND: int OP_BIT_NEGATE: int OP_BIT_OR: int OP_BIT_XOR: int OP_DIVIDE: int OP_EQUAL: int OP_GREATER: int OP_GREATER_EQUAL: int OP_IN: int OP_LESS: int OP_LESS_EQUAL: int OP_MAX: int OP_MODULE: int OP_MULTIPLY: int OP_NEGATE: int OP_NOT: int OP_NOT_EQUAL: int OP_OR: int OP_POSITIVE: int OP_SHIFT_LEFT: int OP_SHIFT_RIGHT: int OP_STRING_CONCAT: int OP_SUBTRACT: int OP_XOR: int PROPERTY_HINT_COLOR_NO_ALPHA: int PROPERTY_HINT_DIR: int PROPERTY_HINT_ENUM: int PROPERTY_HINT_EXP_EASING: int PROPERTY_HINT_EXP_RANGE: int PROPERTY_HINT_FILE: int PROPERTY_HINT_FLAGS: int PROPERTY_HINT_GLOBAL_DIR: int PROPERTY_HINT_GLOBAL_FILE: int PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS: int PROPERTY_HINT_IMAGE_COMPRESS_LOSSY: int PROPERTY_HINT_KEY_ACCEL: int PROPERTY_HINT_LAYERS_2D_PHYSICS: int PROPERTY_HINT_LAYERS_2D_RENDER: int PROPERTY_HINT_LAYERS_3D_PHYSICS: int PROPERTY_HINT_LAYERS_3D_RENDER: int PROPERTY_HINT_LENGTH: int PROPERTY_HINT_MULTILINE_TEXT: int PROPERTY_HINT_NONE: int PROPERTY_HINT_PLACEHOLDER_TEXT: int PROPERTY_HINT_RANGE: int PROPERTY_HINT_RESOURCE_TYPE: int PROPERTY_USAGE_CATEGORY: int PROPERTY_USAGE_CHECKABLE: int PROPERTY_USAGE_CHECKED: int PROPERTY_USAGE_DEFAULT: int PROPERTY_USAGE_DEFAULT_INTL: int PROPERTY_USAGE_EDITOR: int PROPERTY_USAGE_EDITOR_HELPER: int PROPERTY_USAGE_GROUP: int PROPERTY_USAGE_INTERNATIONALIZED: int PROPERTY_USAGE_NETWORK: int PROPERTY_USAGE_NOEDITOR: int PROPERTY_USAGE_NO_INSTANCE_STATE: int PROPERTY_USAGE_RESTART_IF_CHANGED: int PROPERTY_USAGE_SCRIPT_VARIABLE: int PROPERTY_USAGE_STORAGE: int SPKEY: int TYPE_AABB: int TYPE_ARRAY: int TYPE_BASIS: int TYPE_BOOL: int TYPE_COLOR: int TYPE_COLOR_ARRAY: int TYPE_DICTIONARY: int TYPE_INT: int TYPE_INT_ARRAY: int TYPE_MAX: int TYPE_NIL: int TYPE_NODE_PATH: int TYPE_OBJECT: int TYPE_PLANE: int TYPE_QUAT: int TYPE_RAW_ARRAY: int TYPE_REAL: int TYPE_REAL_ARRAY: int TYPE_RECT2: int TYPE_RID: int TYPE_STRING: int TYPE_STRING_ARRAY: int TYPE_TRANSFORM: int TYPE_TRANSFORM2D: int TYPE_VECTOR2: int TYPE_VECTOR2_ARRAY: int TYPE_VECTOR3: int TYPE_VECTOR3_ARRAY: int VALIGN_BOTTOM: int VALIGN_CENTER: int VALIGN_TOP: int VERTICAL: int ### Singletons ### ARVRServer: _ARVRServer AudioServer: _AudioServer CameraServer: _CameraServer IP: _IP Input: _Input InputMap: _InputMap JavaClassWrapper: _JavaClassWrapper JavaScript: _JavaScript Performance: _Performance Physics2DServer: _Physics2DServer PhysicsServer: _PhysicsServer ProjectSettings: _ProjectSettings TranslationServer: _TranslationServer VisualServer: _VisualServer ClassDB: _ClassDB Engine: _Engine Geometry: _Geometry JSON: _JSON Marshalls: _Marshalls OS: _OS ResourceLoader: _ResourceLoader ResourceSaver: _ResourceSaver VisualScriptEditor: _VisualScriptEditor