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World2D.hx
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World2D.hx
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// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
import cs.system.*;
/**
Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world.
**/
@:libType
@:csNative
@:native("Godot.World2D")
@:autoBuild(godot.Godot.buildUserClass())
extern class World2D extends godot.Resource {
/**
Direct access to the world's physics 2D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to `_physics_process(delta)` in the main thread.
**/
@:native("DirectSpaceState")
public var directSpaceState(default, never):godot.Physics2DDirectSpaceState;
/**
The `godot.RID` of this world's physics space resource. Used by the `godot.Physics2DServer` for 2D physics, treating it as both a space and an area.
**/
@:native("Space")
public var space(default, never):godot.RID;
/**
The `godot.RID` of this world's canvas resource. Used by the `godot.VisualServer` for 2D drawing.
**/
@:native("Canvas")
public var canvas(default, never):godot.RID;
@:native("new")
public function new():Void;
@:native("GetCanvas")
public function getCanvas():godot.RID;
@:native("GetSpace")
public function getSpace():godot.RID;
@:native("GetDirectSpaceState")
public function getDirectSpaceState():godot.Physics2DDirectSpaceState;
}