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Copy file name to clipboardExpand all lines: classes/[email protected]
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@GDScript
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=========
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Built-in GDScript functions.
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Built-in GDScript constants, functions, and annotations.
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.. rst-class:: classref-introduction-group
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@@ -109,7 +109,7 @@ Positive floating-point infinity. This is the result of floating-point division
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**NAN** = ``nan``
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"Not a Number", an invalid floating-point value. :ref:`NAN<class_@GDScript_constant_NAN>` has special properties, including that it is not equal to itself (``NAN == NAN`` returns ``false``). It is output by some invalid operations, such as dividing floating-point ``0.0`` by ``0.0``.
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"Not a Number", an invalid floating-point value. :ref:`NAN<class_@GDScript_constant_NAN>` has special properties, including that ``!=`` always returns ``true``, while other comparison operators always return ``false``. This is true even when comparing with itself (``NAN == NAN`` returns ``false`` and ``NAN != NAN`` returns ``true``). It is returned by some invalid operations, such as dividing floating-point ``0.0`` by ``0.0``.
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\ **Warning:** "Not a Number" is only a concept with floating-point numbers, and has no equivalent for integers. Dividing an integer ``0`` by ``0`` will not result in :ref:`NAN<class_@GDScript_constant_NAN>` and will result in a run-time error instead.
Copy file name to clipboardExpand all lines: classes/[email protected]
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@@ -5303,7 +5303,7 @@ A type-safe version of :ref:`ceil<class_@GlobalScope_method_ceil>`, returning an
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:ref:`Variant<class_Variant>` **clamp** **(** :ref:`Variant<class_Variant>` value, :ref:`Variant<class_Variant>` min, :ref:`Variant<class_Variant>` max **)**
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Clamps the ``value``, returning a :ref:`Variant<class_Variant>` not less than ``min`` and not more than ``max``. Supported types: :ref:`int<class_int>`, :ref:`float<class_float>`, :ref:`Vector2<class_Vector2>`, :ref:`Vector2i<class_Vector2i>`, :ref:`Vector3<class_Vector3>`, :ref:`Vector3i<class_Vector3i>`, :ref:`Vector4<class_Vector4>`, :ref:`Vector4i<class_Vector4i>`.
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Clamps the ``value``, returning a :ref:`Variant<class_Variant>` not less than ``min`` and not more than ``max``. Any values that can be compared with the less than and greater than operators will work.
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::
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var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, -6))
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# f is (-4, -5, -6)
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\ **Note:** For better type safety, use :ref:`clampf<class_@GlobalScope_method_clampf>`, :ref:`clampi<class_@GlobalScope_method_clampi>`, :ref:`Vector2.clamp<class_Vector2_method_clamp>`, :ref:`Vector2i.clamp<class_Vector2i_method_clamp>`, :ref:`Vector3.clamp<class_Vector3_method_clamp>`, :ref:`Vector3i.clamp<class_Vector3i_method_clamp>`, :ref:`Vector4.clamp<class_Vector4_method_clamp>`, or :ref:`Vector4i.clamp<class_Vector4i_method_clamp>`.
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\ **Note:** For better type safety, use :ref:`clampf<class_@GlobalScope_method_clampf>`, :ref:`clampi<class_@GlobalScope_method_clampi>`, :ref:`Vector2.clamp<class_Vector2_method_clamp>`, :ref:`Vector2i.clamp<class_Vector2i_method_clamp>`, :ref:`Vector3.clamp<class_Vector3_method_clamp>`, :ref:`Vector3i.clamp<class_Vector3i_method_clamp>`, :ref:`Vector4.clamp<class_Vector4_method_clamp>`, :ref:`Vector4i.clamp<class_Vector4i_method_clamp>`, or :ref:`Color.clamp<class_Color_method_clamp>`.
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.. rst-class:: classref-item-separator
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Color tags only support the following named colors: ``black``, ``red``, ``green``, ``yellow``, ``blue``, ``magenta``, ``pink``, ``purple``, ``cyan``, ``white``, ``orange``, ``gray``. Hexadecimal color codes are not supported.
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URL tags only support URLs wrapped by an URL tag, not URLs with a different title.
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URL tags only support URLs wrapped by a URL tag, not URLs with a different title.
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When printing to standard output, the supported subset of BBCode is converted to ANSI escape codes for the terminal emulator to display. Support for ANSI escape codes varies across terminal emulators, especially for italic and strikethrough. In standard output, ``code`` is represented with faint text but without any font change. Unsupported tags are left as-is in standard output.
This dialog is useful for small notifications to the user about an event. It can only be accepted or closed, with the same result.
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The default use of **AcceptDialog** is to allow it to only be accepted or closed, with the same result. However, the :ref:`confirmed<class_AcceptDialog_signal_confirmed>` and :ref:`canceled<class_AcceptDialog_signal_canceled>` signals allow to make the two actions different, and the :ref:`add_button<class_AcceptDialog_method_add_button>` method allows to add custom buttons and actions.
Provides access to AES encryption/decryption of raw data.
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.. rst-class:: classref-introduction-group
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Description
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-----------
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This class provides access to AES encryption/decryption of raw data. Both AES-ECB and AES-CBC mode are supported.
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This class holds the context information required for encryption and decryption operations with AES (Advanced Encryption Standard). Both AES-ECB and AES-CBC modes are supported.
Physics body for 2D physics which moves only by script or animation (while affecting other bodies on its path). Useful for moving platforms and doors.
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A 2D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
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.. rst-class:: classref-introduction-group
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Description
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-----------
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Animatable body for 2D physics.
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An animatable 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, :ref:`AnimationPlayer<class_AnimationPlayer>`\ s (with :ref:`AnimationPlayer.playback_process_mode<class_AnimationPlayer_property_playback_process_mode>` set to ``ANIMATION_PROCESS_PHYSICS``), and :ref:`RemoteTransform2D<class_RemoteTransform2D>`.
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An animatable body can't be moved by external forces or contacts, but can be moved by script or animation to affect other bodies in its path. It is ideal for implementing moving objects in the environment, such as moving platforms or doors.
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When the body is moved manually, either from code or from an :ref:`AnimationPlayer<class_AnimationPlayer>` (with :ref:`AnimationPlayer.playback_process_mode<class_AnimationPlayer_property_playback_process_mode>` set to ``physics``), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).
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When **AnimatableBody2D** is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
Physics body for 3D physics which moves only by script or animation (while affecting other bodies on its path). Useful for moving platforms and doors.
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A 3D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
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.. rst-class:: classref-introduction-group
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Description
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Animatable body for 3D physics.
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An animatable 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, :ref:`AnimationPlayer<class_AnimationPlayer>`\ s (with :ref:`AnimationPlayer.playback_process_mode<class_AnimationPlayer_property_playback_process_mode>` set to ``ANIMATION_PROCESS_PHYSICS``), and :ref:`RemoteTransform3D<class_RemoteTransform3D>`.
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An animatable body can't be moved by external forces or contacts, but can be moved by script or animation to affect other bodies in its path. It is ideal for implementing moving objects in the environment, such as moving platforms or doors.
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When the body is moved manually, either from code or from an :ref:`AnimationPlayer<class_AnimationPlayer>` (with :ref:`AnimationPlayer.playback_process_mode<class_AnimationPlayer_property_playback_process_mode>` set to ``physics``), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).
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\ **Warning:** With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead.
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When **AnimatableBody3D** is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
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