Files
mtgodot-poc/build-debug/extension/godot-cpp/gen/include/godot_cpp/classes/curve3d.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

96 lines
4.6 KiB
C++

/**************************************************************************/
/* curve3d.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/ref.hpp>
#include <godot_cpp/classes/resource.hpp>
#include <godot_cpp/variant/packed_float32_array.hpp>
#include <godot_cpp/variant/packed_vector3_array.hpp>
#include <godot_cpp/variant/transform3d.hpp>
#include <godot_cpp/variant/vector3.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
namespace godot {
class Curve3D : public Resource {
GDEXTENSION_CLASS(Curve3D, Resource)
public:
int32_t get_point_count() const;
void set_point_count(int32_t p_count);
void add_point(const Vector3 &p_position, const Vector3 &p_in = Vector3(0, 0, 0), const Vector3 &p_out = Vector3(0, 0, 0), int32_t p_index = -1);
void set_point_position(int32_t p_idx, const Vector3 &p_position);
Vector3 get_point_position(int32_t p_idx) const;
void set_point_tilt(int32_t p_idx, float p_tilt);
float get_point_tilt(int32_t p_idx) const;
void set_point_in(int32_t p_idx, const Vector3 &p_position);
Vector3 get_point_in(int32_t p_idx) const;
void set_point_out(int32_t p_idx, const Vector3 &p_position);
Vector3 get_point_out(int32_t p_idx) const;
void remove_point(int32_t p_idx);
void clear_points();
Vector3 sample(int32_t p_idx, float p_t) const;
Vector3 samplef(float p_fofs) const;
void set_closed(bool p_closed);
bool is_closed() const;
void set_bake_interval(float p_distance);
float get_bake_interval() const;
void set_up_vector_enabled(bool p_enable);
bool is_up_vector_enabled() const;
float get_baked_length() const;
Vector3 sample_baked(float p_offset = 0.0, bool p_cubic = false) const;
Transform3D sample_baked_with_rotation(float p_offset = 0.0, bool p_cubic = false, bool p_apply_tilt = false) const;
Vector3 sample_baked_up_vector(float p_offset, bool p_apply_tilt = false) const;
PackedVector3Array get_baked_points() const;
PackedFloat32Array get_baked_tilts() const;
PackedVector3Array get_baked_up_vectors() const;
Vector3 get_closest_point(const Vector3 &p_to_point) const;
float get_closest_offset(const Vector3 &p_to_point) const;
PackedVector3Array tessellate(int32_t p_max_stages = 5, float p_tolerance_degrees = 4) const;
PackedVector3Array tessellate_even_length(int32_t p_max_stages = 5, float p_tolerance_length = 0.2) const;
protected:
template <typename T, typename B>
static void register_virtuals() {
Resource::register_virtuals<T, B>();
}
public:
};
} // namespace godot