Files
mtgodot-poc/build-debug/extension/godot-cpp/gen/include/godot_cpp/classes/skeleton3d.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

138 lines
6.5 KiB
C++

/**************************************************************************/
/* skeleton3d.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/packed_int32_array.hpp>
#include <godot_cpp/variant/quaternion.hpp>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/string_name.hpp>
#include <godot_cpp/variant/transform3d.hpp>
#include <godot_cpp/variant/typed_array.hpp>
#include <godot_cpp/variant/variant.hpp>
#include <godot_cpp/variant/vector3.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
namespace godot {
class RID;
class Skin;
class SkinReference;
class Skeleton3D : public Node3D {
GDEXTENSION_CLASS(Skeleton3D, Node3D)
public:
enum ModifierCallbackModeProcess {
MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS = 0,
MODIFIER_CALLBACK_MODE_PROCESS_IDLE = 1,
MODIFIER_CALLBACK_MODE_PROCESS_MANUAL = 2,
};
static const int NOTIFICATION_UPDATE_SKELETON = 50;
int32_t add_bone(const String &p_name);
int32_t find_bone(const String &p_name) const;
String get_bone_name(int32_t p_bone_idx) const;
void set_bone_name(int32_t p_bone_idx, const String &p_name);
Variant get_bone_meta(int32_t p_bone_idx, const StringName &p_key) const;
TypedArray<StringName> get_bone_meta_list(int32_t p_bone_idx) const;
bool has_bone_meta(int32_t p_bone_idx, const StringName &p_key) const;
void set_bone_meta(int32_t p_bone_idx, const StringName &p_key, const Variant &p_value);
StringName get_concatenated_bone_names() const;
int32_t get_bone_parent(int32_t p_bone_idx) const;
void set_bone_parent(int32_t p_bone_idx, int32_t p_parent_idx);
int32_t get_bone_count() const;
uint64_t get_version() const;
void unparent_bone_and_rest(int32_t p_bone_idx);
PackedInt32Array get_bone_children(int32_t p_bone_idx) const;
PackedInt32Array get_parentless_bones() const;
Transform3D get_bone_rest(int32_t p_bone_idx) const;
void set_bone_rest(int32_t p_bone_idx, const Transform3D &p_rest);
Transform3D get_bone_global_rest(int32_t p_bone_idx) const;
Ref<Skin> create_skin_from_rest_transforms();
Ref<SkinReference> register_skin(const Ref<Skin> &p_skin);
void localize_rests();
void clear_bones();
Transform3D get_bone_pose(int32_t p_bone_idx) const;
void set_bone_pose(int32_t p_bone_idx, const Transform3D &p_pose);
void set_bone_pose_position(int32_t p_bone_idx, const Vector3 &p_position);
void set_bone_pose_rotation(int32_t p_bone_idx, const Quaternion &p_rotation);
void set_bone_pose_scale(int32_t p_bone_idx, const Vector3 &p_scale);
Vector3 get_bone_pose_position(int32_t p_bone_idx) const;
Quaternion get_bone_pose_rotation(int32_t p_bone_idx) const;
Vector3 get_bone_pose_scale(int32_t p_bone_idx) const;
void reset_bone_pose(int32_t p_bone_idx);
void reset_bone_poses();
bool is_bone_enabled(int32_t p_bone_idx) const;
void set_bone_enabled(int32_t p_bone_idx, bool p_enabled = true);
Transform3D get_bone_global_pose(int32_t p_bone_idx) const;
void set_bone_global_pose(int32_t p_bone_idx, const Transform3D &p_pose);
void force_update_all_bone_transforms();
void force_update_bone_child_transform(int32_t p_bone_idx);
void set_motion_scale(float p_motion_scale);
float get_motion_scale() const;
void set_show_rest_only(bool p_enabled);
bool is_show_rest_only() const;
void set_modifier_callback_mode_process(Skeleton3D::ModifierCallbackModeProcess p_mode);
Skeleton3D::ModifierCallbackModeProcess get_modifier_callback_mode_process() const;
void advance(double p_delta);
void clear_bones_global_pose_override();
void set_bone_global_pose_override(int32_t p_bone_idx, const Transform3D &p_pose, float p_amount, bool p_persistent = false);
Transform3D get_bone_global_pose_override(int32_t p_bone_idx) const;
Transform3D get_bone_global_pose_no_override(int32_t p_bone_idx) const;
void set_animate_physical_bones(bool p_enabled);
bool get_animate_physical_bones() const;
void physical_bones_stop_simulation();
void physical_bones_start_simulation(const TypedArray<StringName> &p_bones = Array());
void physical_bones_add_collision_exception(const RID &p_exception);
void physical_bones_remove_collision_exception(const RID &p_exception);
protected:
template <typename T, typename B>
static void register_virtuals() {
Node3D::register_virtuals<T, B>();
}
public:
};
} // namespace godot
VARIANT_ENUM_CAST(Skeleton3D::ModifierCallbackModeProcess);