/** * This node extends [Camera] to add collisions with [Area] and/or [PhysicsBody] nodes. The camera cannot move through colliding objects. * */ declare class ClippedCamera extends Camera { /** * This node extends [Camera] to add collisions with [Area] and/or [PhysicsBody] nodes. The camera cannot move through colliding objects. * */ new(): ClippedCamera; static "new"(): ClippedCamera /** If [code]true[/code], the camera stops on contact with [Area]s. */ clip_to_areas: boolean; /** If [code]true[/code], the camera stops on contact with [PhysicsBody]s. */ clip_to_bodies: boolean; /** The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. */ collision_mask: int; /** The camera's collision margin. The camera can't get closer than this distance to a colliding object. */ margin: float; /** The camera's process callback. See [enum ProcessMode]. */ process_mode: int; /** Adds a collision exception so the camera does not collide with the specified node. */ add_exception(node: Object): void; /** Adds a collision exception so the camera does not collide with the specified [RID]. */ add_exception_rid(rid: RID): void; /** Removes all collision exceptions. */ clear_exceptions(): void; /** Returns the distance the camera has been offset due to a collision. */ get_clip_offset(): float; /** * Returns `true` if the specified bit index is on. * * **Note:** Bit indices range from 0-19. * */ get_collision_mask_bit(bit: int): boolean; /** Removes a collision exception with the specified node. */ remove_exception(node: Object): void; /** Removes a collision exception with the specified [RID]. */ remove_exception_rid(rid: RID): void; /** * Sets the specified bit index to the `value`. * * **Note:** Bit indices range from 0-19. * */ set_collision_mask_bit(bit: int, value: boolean): void; connect>(signal: T, method: SignalFunction): number; /** * The camera updates with the `_physics_process` callback. * */ static CLIP_PROCESS_PHYSICS: any; /** * The camera updates with the `_process` callback. * */ static CLIP_PROCESS_IDLE: any; }