Files
mtgodot-poc/build-debug/extension/godot-cpp/gen/include/godot_cpp/classes/geometry2d.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

121 lines
6.2 KiB
C++

/**************************************************************************/
/* geometry2d.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/core/object.hpp>
#include <godot_cpp/variant/dictionary.hpp>
#include <godot_cpp/variant/packed_int32_array.hpp>
#include <godot_cpp/variant/packed_vector2_array.hpp>
#include <godot_cpp/variant/typed_array.hpp>
#include <godot_cpp/variant/variant.hpp>
#include <godot_cpp/variant/vector2.hpp>
#include <godot_cpp/variant/vector2i.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
namespace godot {
class Geometry2D : public Object {
GDEXTENSION_CLASS(Geometry2D, Object)
static Geometry2D *singleton;
public:
enum PolyBooleanOperation {
OPERATION_UNION = 0,
OPERATION_DIFFERENCE = 1,
OPERATION_INTERSECTION = 2,
OPERATION_XOR = 3,
};
enum PolyJoinType {
JOIN_SQUARE = 0,
JOIN_ROUND = 1,
JOIN_MITER = 2,
};
enum PolyEndType {
END_POLYGON = 0,
END_JOINED = 1,
END_BUTT = 2,
END_SQUARE = 3,
END_ROUND = 4,
};
static Geometry2D *get_singleton();
bool is_point_in_circle(const Vector2 &p_point, const Vector2 &p_circle_position, float p_circle_radius);
float segment_intersects_circle(const Vector2 &p_segment_from, const Vector2 &p_segment_to, const Vector2 &p_circle_position, float p_circle_radius);
Variant segment_intersects_segment(const Vector2 &p_from_a, const Vector2 &p_to_a, const Vector2 &p_from_b, const Vector2 &p_to_b);
Variant line_intersects_line(const Vector2 &p_from_a, const Vector2 &p_dir_a, const Vector2 &p_from_b, const Vector2 &p_dir_b);
PackedVector2Array get_closest_points_between_segments(const Vector2 &p_p1, const Vector2 &p_q1, const Vector2 &p_p2, const Vector2 &p_q2);
Vector2 get_closest_point_to_segment(const Vector2 &p_point, const Vector2 &p_s1, const Vector2 &p_s2);
Vector2 get_closest_point_to_segment_uncapped(const Vector2 &p_point, const Vector2 &p_s1, const Vector2 &p_s2);
bool point_is_inside_triangle(const Vector2 &p_point, const Vector2 &p_a, const Vector2 &p_b, const Vector2 &p_c) const;
bool is_polygon_clockwise(const PackedVector2Array &p_polygon);
bool is_point_in_polygon(const Vector2 &p_point, const PackedVector2Array &p_polygon);
PackedInt32Array triangulate_polygon(const PackedVector2Array &p_polygon);
PackedInt32Array triangulate_delaunay(const PackedVector2Array &p_points);
PackedVector2Array convex_hull(const PackedVector2Array &p_points);
TypedArray<PackedVector2Array> decompose_polygon_in_convex(const PackedVector2Array &p_polygon);
TypedArray<PackedVector2Array> merge_polygons(const PackedVector2Array &p_polygon_a, const PackedVector2Array &p_polygon_b);
TypedArray<PackedVector2Array> clip_polygons(const PackedVector2Array &p_polygon_a, const PackedVector2Array &p_polygon_b);
TypedArray<PackedVector2Array> intersect_polygons(const PackedVector2Array &p_polygon_a, const PackedVector2Array &p_polygon_b);
TypedArray<PackedVector2Array> exclude_polygons(const PackedVector2Array &p_polygon_a, const PackedVector2Array &p_polygon_b);
TypedArray<PackedVector2Array> clip_polyline_with_polygon(const PackedVector2Array &p_polyline, const PackedVector2Array &p_polygon);
TypedArray<PackedVector2Array> intersect_polyline_with_polygon(const PackedVector2Array &p_polyline, const PackedVector2Array &p_polygon);
TypedArray<PackedVector2Array> offset_polygon(const PackedVector2Array &p_polygon, float p_delta, Geometry2D::PolyJoinType p_join_type = (Geometry2D::PolyJoinType)0);
TypedArray<PackedVector2Array> offset_polyline(const PackedVector2Array &p_polyline, float p_delta, Geometry2D::PolyJoinType p_join_type = (Geometry2D::PolyJoinType)0, Geometry2D::PolyEndType p_end_type = (Geometry2D::PolyEndType)3);
Dictionary make_atlas(const PackedVector2Array &p_sizes);
TypedArray<Vector2i> bresenham_line(const Vector2i &p_from, const Vector2i &p_to);
protected:
template <typename T, typename B>
static void register_virtuals() {
Object::register_virtuals<T, B>();
}
~Geometry2D();
public:
};
} // namespace godot
VARIANT_ENUM_CAST(Geometry2D::PolyBooleanOperation);
VARIANT_ENUM_CAST(Geometry2D::PolyJoinType);
VARIANT_ENUM_CAST(Geometry2D::PolyEndType);