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Fixes #19845 no 3d Compilation issue
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@ -547,6 +547,8 @@ void Skeleton::localize_rests() {
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}
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}
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#ifndef _3D_DISABLED
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void Skeleton::bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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ERR_FAIL_COND(bones[p_bone].physical_bone);
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@ -691,6 +693,8 @@ void Skeleton::physical_bones_remove_collision_exception(RID p_exception) {
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_physical_bones_add_remove_collision_exception(false, this, p_exception);
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}
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#endif // _3D_DISABLED
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void Skeleton::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton::add_bone);
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@ -727,11 +731,15 @@ void Skeleton::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_bone_transform", "bone_idx"), &Skeleton::get_bone_transform);
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#ifndef _3D_DISABLED
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ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton::physical_bones_stop_simulation);
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ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton::physical_bones_start_simulation_on, DEFVAL(Array()));
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ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton::physical_bones_add_collision_exception);
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ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton::physical_bones_remove_collision_exception);
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#endif // _3D_DISABLED
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BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
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}
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@ -38,7 +38,10 @@
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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#ifndef _3D_DISABLED
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class PhysicalBone;
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#endif // _3D_DISABLED
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class Skeleton : public Spatial {
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GDCLASS(Skeleton, Spatial);
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@ -64,8 +67,10 @@ class Skeleton : public Spatial {
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Transform transform_final;
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#ifndef _3D_DISABLED
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PhysicalBone *physical_bone;
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PhysicalBone *cache_parent_physical_bone;
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#endif // _3D_DISABLED
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List<uint32_t> nodes_bound;
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@ -164,6 +169,7 @@ public:
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void localize_rests(); // used for loaders and tools
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#ifndef _3D_DISABLED
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// Physical bone API
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void bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone);
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@ -182,6 +188,7 @@ public:
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void physical_bones_start_simulation_on(const Array &p_bones);
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void physical_bones_add_collision_exception(RID p_exception);
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void physical_bones_remove_collision_exception(RID p_exception);
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#endif // _3D_DISABLED
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public:
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Skeleton();
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