Files
mtgodot-poc/build-debug/extension/godot-cpp/gen/include/godot_cpp/classes/camera3d.hpp
T
shenandshen c93894313a fix: 装备属性面板避让逻辑 + 多项功能更新
- 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
2026-09-21 16:38:59 -07:00

141 lines
5.6 KiB
C++

/**************************************************************************/
/* camera3d.hpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
// THIS FILE IS GENERATED. EDITS WILL BE LOST.
#pragma once
#include <godot_cpp/classes/node3d.hpp>
#include <godot_cpp/classes/ref.hpp>
#include <godot_cpp/variant/plane.hpp>
#include <godot_cpp/variant/projection.hpp>
#include <godot_cpp/variant/rid.hpp>
#include <godot_cpp/variant/transform3d.hpp>
#include <godot_cpp/variant/typed_array.hpp>
#include <godot_cpp/variant/vector2.hpp>
#include <godot_cpp/variant/vector3.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
namespace godot {
class CameraAttributes;
class Compositor;
class Environment;
class Camera3D : public Node3D {
GDEXTENSION_CLASS(Camera3D, Node3D)
public:
enum ProjectionType {
PROJECTION_PERSPECTIVE = 0,
PROJECTION_ORTHOGONAL = 1,
PROJECTION_FRUSTUM = 2,
};
enum KeepAspect {
KEEP_WIDTH = 0,
KEEP_HEIGHT = 1,
};
enum DopplerTracking {
DOPPLER_TRACKING_DISABLED = 0,
DOPPLER_TRACKING_IDLE_STEP = 1,
DOPPLER_TRACKING_PHYSICS_STEP = 2,
};
Vector3 project_ray_normal(const Vector2 &p_screen_point) const;
Vector3 project_local_ray_normal(const Vector2 &p_screen_point) const;
Vector3 project_ray_origin(const Vector2 &p_screen_point) const;
Vector2 unproject_position(const Vector3 &p_world_point) const;
bool is_position_behind(const Vector3 &p_world_point) const;
Vector3 project_position(const Vector2 &p_screen_point, float p_z_depth) const;
void set_perspective(float p_fov, float p_z_near, float p_z_far);
void set_orthogonal(float p_size, float p_z_near, float p_z_far);
void set_frustum(float p_size, const Vector2 &p_offset, float p_z_near, float p_z_far);
void make_current();
void clear_current(bool p_enable_next = true);
void set_current(bool p_enabled);
bool is_current() const;
Transform3D get_camera_transform() const;
Projection get_camera_projection() const;
float get_fov() const;
Vector2 get_frustum_offset() const;
float get_size() const;
float get_far() const;
float get_near() const;
void set_fov(float p_fov);
void set_frustum_offset(const Vector2 &p_offset);
void set_size(float p_size);
void set_far(float p_far);
void set_near(float p_near);
Camera3D::ProjectionType get_projection() const;
void set_projection(Camera3D::ProjectionType p_mode);
void set_h_offset(float p_offset);
float get_h_offset() const;
void set_v_offset(float p_offset);
float get_v_offset() const;
void set_cull_mask(uint32_t p_mask);
uint32_t get_cull_mask() const;
void set_environment(const Ref<Environment> &p_env);
Ref<Environment> get_environment() const;
void set_attributes(const Ref<CameraAttributes> &p_env);
Ref<CameraAttributes> get_attributes() const;
void set_compositor(const Ref<Compositor> &p_compositor);
Ref<Compositor> get_compositor() const;
void set_keep_aspect_mode(Camera3D::KeepAspect p_mode);
Camera3D::KeepAspect get_keep_aspect_mode() const;
void set_doppler_tracking(Camera3D::DopplerTracking p_mode);
Camera3D::DopplerTracking get_doppler_tracking() const;
TypedArray<Plane> get_frustum() const;
bool is_position_in_frustum(const Vector3 &p_world_point) const;
RID get_camera_rid() const;
RID get_pyramid_shape_rid();
void set_cull_mask_value(int32_t p_layer_number, bool p_value);
bool get_cull_mask_value(int32_t p_layer_number) const;
protected:
template <typename T, typename B>
static void register_virtuals() {
Node3D::register_virtuals<T, B>();
}
public:
};
} // namespace godot
VARIANT_ENUM_CAST(Camera3D::ProjectionType);
VARIANT_ENUM_CAST(Camera3D::KeepAspect);
VARIANT_ENUM_CAST(Camera3D::DopplerTracking);