- item_tooltip_view.gd: 新增 avoid_rect 属性,tooltip 与装备窗口重叠时自动推到左侧 - inventory_ui.gd: 悬停装备时传入窗口矩形作为避让区域 - 包含其他累积的功能开发和测试文件
138 lines
6.5 KiB
C++
138 lines
6.5 KiB
C++
/**************************************************************************/
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/* skeleton3d.hpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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// THIS FILE IS GENERATED. EDITS WILL BE LOST.
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#pragma once
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#include <godot_cpp/classes/node3d.hpp>
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#include <godot_cpp/classes/ref.hpp>
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#include <godot_cpp/variant/packed_int32_array.hpp>
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#include <godot_cpp/variant/quaternion.hpp>
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#include <godot_cpp/variant/string.hpp>
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#include <godot_cpp/variant/string_name.hpp>
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#include <godot_cpp/variant/transform3d.hpp>
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#include <godot_cpp/variant/typed_array.hpp>
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#include <godot_cpp/variant/variant.hpp>
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#include <godot_cpp/variant/vector3.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <type_traits>
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namespace godot {
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class RID;
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class Skin;
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class SkinReference;
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class Skeleton3D : public Node3D {
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GDEXTENSION_CLASS(Skeleton3D, Node3D)
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public:
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enum ModifierCallbackModeProcess {
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MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS = 0,
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MODIFIER_CALLBACK_MODE_PROCESS_IDLE = 1,
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MODIFIER_CALLBACK_MODE_PROCESS_MANUAL = 2,
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};
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static const int NOTIFICATION_UPDATE_SKELETON = 50;
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int32_t add_bone(const String &p_name);
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int32_t find_bone(const String &p_name) const;
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String get_bone_name(int32_t p_bone_idx) const;
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void set_bone_name(int32_t p_bone_idx, const String &p_name);
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Variant get_bone_meta(int32_t p_bone_idx, const StringName &p_key) const;
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TypedArray<StringName> get_bone_meta_list(int32_t p_bone_idx) const;
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bool has_bone_meta(int32_t p_bone_idx, const StringName &p_key) const;
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void set_bone_meta(int32_t p_bone_idx, const StringName &p_key, const Variant &p_value);
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StringName get_concatenated_bone_names() const;
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int32_t get_bone_parent(int32_t p_bone_idx) const;
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void set_bone_parent(int32_t p_bone_idx, int32_t p_parent_idx);
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int32_t get_bone_count() const;
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uint64_t get_version() const;
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void unparent_bone_and_rest(int32_t p_bone_idx);
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PackedInt32Array get_bone_children(int32_t p_bone_idx) const;
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PackedInt32Array get_parentless_bones() const;
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Transform3D get_bone_rest(int32_t p_bone_idx) const;
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void set_bone_rest(int32_t p_bone_idx, const Transform3D &p_rest);
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Transform3D get_bone_global_rest(int32_t p_bone_idx) const;
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Ref<Skin> create_skin_from_rest_transforms();
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Ref<SkinReference> register_skin(const Ref<Skin> &p_skin);
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void localize_rests();
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void clear_bones();
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Transform3D get_bone_pose(int32_t p_bone_idx) const;
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void set_bone_pose(int32_t p_bone_idx, const Transform3D &p_pose);
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void set_bone_pose_position(int32_t p_bone_idx, const Vector3 &p_position);
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void set_bone_pose_rotation(int32_t p_bone_idx, const Quaternion &p_rotation);
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void set_bone_pose_scale(int32_t p_bone_idx, const Vector3 &p_scale);
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Vector3 get_bone_pose_position(int32_t p_bone_idx) const;
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Quaternion get_bone_pose_rotation(int32_t p_bone_idx) const;
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Vector3 get_bone_pose_scale(int32_t p_bone_idx) const;
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void reset_bone_pose(int32_t p_bone_idx);
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void reset_bone_poses();
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bool is_bone_enabled(int32_t p_bone_idx) const;
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void set_bone_enabled(int32_t p_bone_idx, bool p_enabled = true);
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Transform3D get_bone_global_pose(int32_t p_bone_idx) const;
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void set_bone_global_pose(int32_t p_bone_idx, const Transform3D &p_pose);
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void force_update_all_bone_transforms();
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void force_update_bone_child_transform(int32_t p_bone_idx);
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void set_motion_scale(float p_motion_scale);
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float get_motion_scale() const;
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void set_show_rest_only(bool p_enabled);
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bool is_show_rest_only() const;
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void set_modifier_callback_mode_process(Skeleton3D::ModifierCallbackModeProcess p_mode);
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Skeleton3D::ModifierCallbackModeProcess get_modifier_callback_mode_process() const;
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void advance(double p_delta);
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void clear_bones_global_pose_override();
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void set_bone_global_pose_override(int32_t p_bone_idx, const Transform3D &p_pose, float p_amount, bool p_persistent = false);
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Transform3D get_bone_global_pose_override(int32_t p_bone_idx) const;
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Transform3D get_bone_global_pose_no_override(int32_t p_bone_idx) const;
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void set_animate_physical_bones(bool p_enabled);
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bool get_animate_physical_bones() const;
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void physical_bones_stop_simulation();
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void physical_bones_start_simulation(const TypedArray<StringName> &p_bones = Array());
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void physical_bones_add_collision_exception(const RID &p_exception);
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void physical_bones_remove_collision_exception(const RID &p_exception);
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protected:
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template <typename T, typename B>
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static void register_virtuals() {
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Node3D::register_virtuals<T, B>();
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}
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public:
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};
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} // namespace godot
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VARIANT_ENUM_CAST(Skeleton3D::ModifierCallbackModeProcess);
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