godot.gen.godot.XRCamera3D.kt Maven / Gradle / Ivy
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Contains godot api as kotlin classes and jvm cpp interaction code.
// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
"UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
"RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
"RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")
package godot
import godot.`annotation`.GodotBaseType
import kotlin.Int
import kotlin.Suppress
import kotlin.Unit
/**
* This is a helper spatial node for our camera; note that, if stereoscopic rendering is applicable
* (VR-HMD), most of the camera properties are ignored, as the HMD information overrides them. The only
* properties that can be trusted are the near and far planes.
* The position and orientation of this node is automatically updated by the XR Server to represent
* the location of the HMD if such tracking is available and can thus be used by game logic. Note that,
* in contrast to the XR Controller, the render thread has access to the most up-to-date tracking data
* of the HMD and the location of the XRCamera3D can lag a few milliseconds behind what is used for
* rendering as a result.
*/
@GodotBaseType
public open class XRCamera3D : Camera3D() {
public override fun new(scriptIndex: Int): Unit {
callConstructor(ENGINECLASS_XRCAMERA3D, scriptIndex)
}
public companion object
internal object MethodBindings
}