- 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
113 lines
7.5 KiB
C++
113 lines
7.5 KiB
C++
/**************************************************************************/
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/* physics_body3d.cpp */
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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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#include <godot_cpp/classes/physics_body3d.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/core/engine_ptrcall.hpp>
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#include <godot_cpp/core/error_macros.hpp>
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#include <godot_cpp/classes/node.hpp>
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#include <godot_cpp/variant/transform3d.hpp>
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namespace godot {
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Ref<KinematicCollision3D> PhysicsBody3D::move_and_collide(const Vector3 &p_motion, bool p_test_only, float p_safe_margin, bool p_recovery_as_collision, int32_t p_max_collisions) {
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static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(PhysicsBody3D::get_class_static()._native_ptr(), StringName("move_and_collide")._native_ptr(), 3208792678);
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CHECK_METHOD_BIND_RET(_gde_method_bind, (Ref<KinematicCollision3D>()));
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int8_t p_test_only_encoded;
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PtrToArg<bool>::encode(p_test_only, &p_test_only_encoded);
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double p_safe_margin_encoded;
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PtrToArg<double>::encode(p_safe_margin, &p_safe_margin_encoded);
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int8_t p_recovery_as_collision_encoded;
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PtrToArg<bool>::encode(p_recovery_as_collision, &p_recovery_as_collision_encoded);
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int64_t p_max_collisions_encoded;
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PtrToArg<int64_t>::encode(p_max_collisions, &p_max_collisions_encoded);
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return Ref<KinematicCollision3D>::_gde_internal_constructor(::godot::internal::_call_native_mb_ret_obj<KinematicCollision3D>(_gde_method_bind, _owner, &p_motion, &p_test_only_encoded, &p_safe_margin_encoded, &p_recovery_as_collision_encoded, &p_max_collisions_encoded));
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}
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bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &p_collision, float p_safe_margin, bool p_recovery_as_collision, int32_t p_max_collisions) {
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static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(PhysicsBody3D::get_class_static()._native_ptr(), StringName("test_move")._native_ptr(), 2481691619);
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CHECK_METHOD_BIND_RET(_gde_method_bind, (false));
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double p_safe_margin_encoded;
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PtrToArg<double>::encode(p_safe_margin, &p_safe_margin_encoded);
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int8_t p_recovery_as_collision_encoded;
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PtrToArg<bool>::encode(p_recovery_as_collision, &p_recovery_as_collision_encoded);
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int64_t p_max_collisions_encoded;
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PtrToArg<int64_t>::encode(p_max_collisions, &p_max_collisions_encoded);
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return ::godot::internal::_call_native_mb_ret<int8_t>(_gde_method_bind, _owner, &p_from, &p_motion, (p_collision != nullptr ? &p_collision->_owner : nullptr), &p_safe_margin_encoded, &p_recovery_as_collision_encoded, &p_max_collisions_encoded);
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}
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Vector3 PhysicsBody3D::get_gravity() const {
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static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(PhysicsBody3D::get_class_static()._native_ptr(), StringName("get_gravity")._native_ptr(), 3360562783);
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CHECK_METHOD_BIND_RET(_gde_method_bind, (Vector3()));
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return ::godot::internal::_call_native_mb_ret<Vector3>(_gde_method_bind, _owner);
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}
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void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
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static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(PhysicsBody3D::get_class_static()._native_ptr(), StringName("set_axis_lock")._native_ptr(), 1787895195);
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CHECK_METHOD_BIND(_gde_method_bind);
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int64_t p_axis_encoded;
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PtrToArg<int64_t>::encode(p_axis, &p_axis_encoded);
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int8_t p_lock_encoded;
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PtrToArg<bool>::encode(p_lock, &p_lock_encoded);
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::godot::internal::_call_native_mb_no_ret(_gde_method_bind, _owner, &p_axis_encoded, &p_lock_encoded);
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}
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bool PhysicsBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {
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static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(PhysicsBody3D::get_class_static()._native_ptr(), StringName("get_axis_lock")._native_ptr(), 2264617709);
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CHECK_METHOD_BIND_RET(_gde_method_bind, (false));
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int64_t p_axis_encoded;
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PtrToArg<int64_t>::encode(p_axis, &p_axis_encoded);
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return ::godot::internal::_call_native_mb_ret<int8_t>(_gde_method_bind, _owner, &p_axis_encoded);
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}
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TypedArray<PhysicsBody3D> PhysicsBody3D::get_collision_exceptions() {
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static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(PhysicsBody3D::get_class_static()._native_ptr(), StringName("get_collision_exceptions")._native_ptr(), 2915620761);
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CHECK_METHOD_BIND_RET(_gde_method_bind, (TypedArray<PhysicsBody3D>()));
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return ::godot::internal::_call_native_mb_ret<TypedArray<PhysicsBody3D>>(_gde_method_bind, _owner);
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}
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void PhysicsBody3D::add_collision_exception_with(Node *p_body) {
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static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(PhysicsBody3D::get_class_static()._native_ptr(), StringName("add_collision_exception_with")._native_ptr(), 1078189570);
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CHECK_METHOD_BIND(_gde_method_bind);
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::godot::internal::_call_native_mb_no_ret(_gde_method_bind, _owner, (p_body != nullptr ? &p_body->_owner : nullptr));
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}
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void PhysicsBody3D::remove_collision_exception_with(Node *p_body) {
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static GDExtensionMethodBindPtr _gde_method_bind = ::godot::gdextension_interface::classdb_get_method_bind(PhysicsBody3D::get_class_static()._native_ptr(), StringName("remove_collision_exception_with")._native_ptr(), 1078189570);
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CHECK_METHOD_BIND(_gde_method_bind);
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::godot::internal::_call_native_mb_no_ret(_gde_method_bind, _owner, (p_body != nullptr ? &p_body->_owner : nullptr));
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}
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} // namespace godot
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