- 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
96 lines
4.6 KiB
C++
96 lines
4.6 KiB
C++
/**************************************************************************/
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/* curve3d.hpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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// THIS FILE IS GENERATED. EDITS WILL BE LOST.
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#pragma once
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#include <godot_cpp/classes/ref.hpp>
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#include <godot_cpp/classes/resource.hpp>
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#include <godot_cpp/variant/packed_float32_array.hpp>
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#include <godot_cpp/variant/packed_vector3_array.hpp>
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#include <godot_cpp/variant/transform3d.hpp>
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#include <godot_cpp/variant/vector3.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <type_traits>
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namespace godot {
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class Curve3D : public Resource {
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GDEXTENSION_CLASS(Curve3D, Resource)
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public:
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int32_t get_point_count() const;
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void set_point_count(int32_t p_count);
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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);
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void set_point_position(int32_t p_idx, const Vector3 &p_position);
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Vector3 get_point_position(int32_t p_idx) const;
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void set_point_tilt(int32_t p_idx, float p_tilt);
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float get_point_tilt(int32_t p_idx) const;
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void set_point_in(int32_t p_idx, const Vector3 &p_position);
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Vector3 get_point_in(int32_t p_idx) const;
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void set_point_out(int32_t p_idx, const Vector3 &p_position);
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Vector3 get_point_out(int32_t p_idx) const;
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void remove_point(int32_t p_idx);
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void clear_points();
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Vector3 sample(int32_t p_idx, float p_t) const;
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Vector3 samplef(float p_fofs) const;
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void set_closed(bool p_closed);
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bool is_closed() const;
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void set_bake_interval(float p_distance);
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float get_bake_interval() const;
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void set_up_vector_enabled(bool p_enable);
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bool is_up_vector_enabled() const;
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float get_baked_length() const;
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Vector3 sample_baked(float p_offset = 0.0, bool p_cubic = false) const;
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Transform3D sample_baked_with_rotation(float p_offset = 0.0, bool p_cubic = false, bool p_apply_tilt = false) const;
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Vector3 sample_baked_up_vector(float p_offset, bool p_apply_tilt = false) const;
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PackedVector3Array get_baked_points() const;
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PackedFloat32Array get_baked_tilts() const;
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PackedVector3Array get_baked_up_vectors() const;
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Vector3 get_closest_point(const Vector3 &p_to_point) const;
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float get_closest_offset(const Vector3 &p_to_point) const;
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PackedVector3Array tessellate(int32_t p_max_stages = 5, float p_tolerance_degrees = 4) const;
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PackedVector3Array tessellate_even_length(int32_t p_max_stages = 5, float p_tolerance_length = 0.2) const;
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protected:
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template <typename T, typename B>
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static void register_virtuals() {
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Resource::register_virtuals<T, B>();
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}
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public:
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};
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} // namespace godot
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