- 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
141 lines
5.6 KiB
C++
141 lines
5.6 KiB
C++
/**************************************************************************/
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/* camera3d.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/plane.hpp>
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#include <godot_cpp/variant/projection.hpp>
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#include <godot_cpp/variant/rid.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/vector2.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 CameraAttributes;
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class Compositor;
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class Environment;
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class Camera3D : public Node3D {
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GDEXTENSION_CLASS(Camera3D, Node3D)
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public:
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enum ProjectionType {
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PROJECTION_PERSPECTIVE = 0,
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PROJECTION_ORTHOGONAL = 1,
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PROJECTION_FRUSTUM = 2,
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};
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enum KeepAspect {
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KEEP_WIDTH = 0,
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KEEP_HEIGHT = 1,
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};
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enum DopplerTracking {
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DOPPLER_TRACKING_DISABLED = 0,
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DOPPLER_TRACKING_IDLE_STEP = 1,
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DOPPLER_TRACKING_PHYSICS_STEP = 2,
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};
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Vector3 project_ray_normal(const Vector2 &p_screen_point) const;
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Vector3 project_local_ray_normal(const Vector2 &p_screen_point) const;
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Vector3 project_ray_origin(const Vector2 &p_screen_point) const;
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Vector2 unproject_position(const Vector3 &p_world_point) const;
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bool is_position_behind(const Vector3 &p_world_point) const;
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Vector3 project_position(const Vector2 &p_screen_point, float p_z_depth) const;
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void set_perspective(float p_fov, float p_z_near, float p_z_far);
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void set_orthogonal(float p_size, float p_z_near, float p_z_far);
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void set_frustum(float p_size, const Vector2 &p_offset, float p_z_near, float p_z_far);
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void make_current();
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void clear_current(bool p_enable_next = true);
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void set_current(bool p_enabled);
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bool is_current() const;
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Transform3D get_camera_transform() const;
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Projection get_camera_projection() const;
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float get_fov() const;
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Vector2 get_frustum_offset() const;
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float get_size() const;
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float get_far() const;
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float get_near() const;
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void set_fov(float p_fov);
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void set_frustum_offset(const Vector2 &p_offset);
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void set_size(float p_size);
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void set_far(float p_far);
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void set_near(float p_near);
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Camera3D::ProjectionType get_projection() const;
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void set_projection(Camera3D::ProjectionType p_mode);
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void set_h_offset(float p_offset);
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float get_h_offset() const;
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void set_v_offset(float p_offset);
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float get_v_offset() const;
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void set_cull_mask(uint32_t p_mask);
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uint32_t get_cull_mask() const;
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void set_environment(const Ref<Environment> &p_env);
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Ref<Environment> get_environment() const;
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void set_attributes(const Ref<CameraAttributes> &p_env);
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Ref<CameraAttributes> get_attributes() const;
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void set_compositor(const Ref<Compositor> &p_compositor);
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Ref<Compositor> get_compositor() const;
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void set_keep_aspect_mode(Camera3D::KeepAspect p_mode);
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Camera3D::KeepAspect get_keep_aspect_mode() const;
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void set_doppler_tracking(Camera3D::DopplerTracking p_mode);
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Camera3D::DopplerTracking get_doppler_tracking() const;
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TypedArray<Plane> get_frustum() const;
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bool is_position_in_frustum(const Vector3 &p_world_point) const;
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RID get_camera_rid() const;
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RID get_pyramid_shape_rid();
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void set_cull_mask_value(int32_t p_layer_number, bool p_value);
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bool get_cull_mask_value(int32_t p_layer_number) const;
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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(Camera3D::ProjectionType);
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VARIANT_ENUM_CAST(Camera3D::KeepAspect);
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VARIANT_ENUM_CAST(Camera3D::DopplerTracking);
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