Files
mtgodot-poc/build-debug/extension/godot-cpp/gen/include/godot_cpp/classes/node3d.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

155 lines
6.6 KiB
C++

/**************************************************************************/
/* node3d.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/global_constants.hpp>
#include <godot_cpp/classes/node.hpp>
#include <godot_cpp/classes/ref.hpp>
#include <godot_cpp/variant/basis.hpp>
#include <godot_cpp/variant/node_path.hpp>
#include <godot_cpp/variant/quaternion.hpp>
#include <godot_cpp/variant/transform3d.hpp>
#include <godot_cpp/variant/typed_array.hpp>
#include <godot_cpp/variant/vector3.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
namespace godot {
class Node3DGizmo;
class World3D;
class Node3D : public Node {
GDEXTENSION_CLASS(Node3D, Node)
public:
enum RotationEditMode {
ROTATION_EDIT_MODE_EULER = 0,
ROTATION_EDIT_MODE_QUATERNION = 1,
ROTATION_EDIT_MODE_BASIS = 2,
};
static const int NOTIFICATION_TRANSFORM_CHANGED = 2000;
static const int NOTIFICATION_ENTER_WORLD = 41;
static const int NOTIFICATION_EXIT_WORLD = 42;
static const int NOTIFICATION_VISIBILITY_CHANGED = 43;
static const int NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 44;
void set_transform(const Transform3D &p_local);
Transform3D get_transform() const;
void set_position(const Vector3 &p_position);
Vector3 get_position() const;
void set_rotation(const Vector3 &p_euler_radians);
Vector3 get_rotation() const;
void set_rotation_degrees(const Vector3 &p_euler_degrees);
Vector3 get_rotation_degrees() const;
void set_rotation_order(EulerOrder p_order);
EulerOrder get_rotation_order() const;
void set_rotation_edit_mode(Node3D::RotationEditMode p_edit_mode);
Node3D::RotationEditMode get_rotation_edit_mode() const;
void set_scale(const Vector3 &p_scale);
Vector3 get_scale() const;
void set_quaternion(const Quaternion &p_quaternion);
Quaternion get_quaternion() const;
void set_basis(const Basis &p_basis);
Basis get_basis() const;
void set_global_transform(const Transform3D &p_global);
Transform3D get_global_transform() const;
Transform3D get_global_transform_interpolated();
void set_global_position(const Vector3 &p_position);
Vector3 get_global_position() const;
void set_global_basis(const Basis &p_basis);
Basis get_global_basis() const;
void set_global_rotation(const Vector3 &p_euler_radians);
Vector3 get_global_rotation() const;
void set_global_rotation_degrees(const Vector3 &p_euler_degrees);
Vector3 get_global_rotation_degrees() const;
Node3D *get_parent_node_3d() const;
void set_ignore_transform_notification(bool p_enabled);
void set_as_top_level(bool p_enable);
bool is_set_as_top_level() const;
void set_disable_scale(bool p_disable);
bool is_scale_disabled() const;
Ref<World3D> get_world_3d() const;
void force_update_transform();
void set_visibility_parent(const NodePath &p_path);
NodePath get_visibility_parent() const;
void update_gizmos();
void add_gizmo(const Ref<Node3DGizmo> &p_gizmo);
TypedArray<Ref<Node3DGizmo>> get_gizmos() const;
void clear_gizmos();
void set_subgizmo_selection(const Ref<Node3DGizmo> &p_gizmo, int32_t p_id, const Transform3D &p_transform);
void clear_subgizmo_selection();
void set_visible(bool p_visible);
bool is_visible() const;
bool is_visible_in_tree() const;
void show();
void hide();
void set_notify_local_transform(bool p_enable);
bool is_local_transform_notification_enabled() const;
void set_notify_transform(bool p_enable);
bool is_transform_notification_enabled() const;
void rotate(const Vector3 &p_axis, float p_angle);
void global_rotate(const Vector3 &p_axis, float p_angle);
void global_scale(const Vector3 &p_scale);
void global_translate(const Vector3 &p_offset);
void rotate_object_local(const Vector3 &p_axis, float p_angle);
void scale_object_local(const Vector3 &p_scale);
void translate_object_local(const Vector3 &p_offset);
void rotate_x(float p_angle);
void rotate_y(float p_angle);
void rotate_z(float p_angle);
void translate(const Vector3 &p_offset);
void orthonormalize();
void set_identity();
void look_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
void look_at_from_position(const Vector3 &p_position, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
Vector3 to_local(const Vector3 &p_global_point) const;
Vector3 to_global(const Vector3 &p_local_point) const;
protected:
template <typename T, typename B>
static void register_virtuals() {
Node::register_virtuals<T, B>();
}
public:
};
} // namespace godot
VARIANT_ENUM_CAST(Node3D::RotationEditMode);