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Merge pull request #49034 from madmiraal/fix-doc-2177
Unexpose methods and property for binding children to Bones in Skeleton3D
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commit
6894559fb7
@ -22,17 +22,6 @@
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Adds a bone, with name [code]name[/code]. [method get_bone_count] will become the bone index.
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</description>
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</method>
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<method name="bind_child_node_to_bone">
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<return type="void">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<argument index="1" name="node" type="Node">
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</argument>
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<description>
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[i]Deprecated soon.[/i]
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</description>
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</method>
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<method name="bone_transform_to_world_transform">
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<return type="Transform">
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</return>
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@ -143,15 +132,6 @@
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Returns the rest transform for a bone [code]bone_idx[/code].
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</description>
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</method>
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<method name="get_bound_child_nodes_to_bone" qualifiers="const">
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<return type="Array">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<description>
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[i]Deprecated soon.[/i]
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</description>
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</method>
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<method name="is_bone_rest_disabled" qualifiers="const">
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<return type="bool">
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</return>
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@ -299,17 +279,6 @@
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Sets the rest transform for bone [code]bone_idx[/code].
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</description>
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</method>
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<method name="unbind_child_node_from_bone">
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<return type="void">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<argument index="1" name="node" type="Node">
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</argument>
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<description>
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[i]Deprecated soon.[/i]
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</description>
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</method>
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<method name="unparent_bone_and_rest">
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<return type="void">
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</return>
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@ -94,20 +94,6 @@ bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
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set_bone_enabled(which, p_value);
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} else if (what == "pose") {
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set_bone_pose(which, p_value);
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} else if (what == "bound_children") {
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Array children = p_value;
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if (is_inside_tree()) {
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bones.write[which].nodes_bound.clear();
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for (int i = 0; i < children.size(); i++) {
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NodePath npath = children[i];
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ERR_CONTINUE(npath.operator String() == "");
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Node *node = get_node(npath);
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ERR_CONTINUE(!node);
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bind_child_node_to_bone(which, node);
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}
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}
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} else {
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return false;
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}
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@ -137,19 +123,6 @@ bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
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r_ret = is_bone_enabled(which);
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} else if (what == "pose") {
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r_ret = get_bone_pose(which);
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} else if (what == "bound_children") {
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Array children;
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for (const List<ObjectID>::Element *E = bones[which].nodes_bound.front(); E; E = E->next()) {
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Object *obj = ObjectDB::get_instance(E->get());
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ERR_CONTINUE(!obj);
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Node *node = Object::cast_to<Node>(obj);
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ERR_CONTINUE(!node);
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NodePath npath = get_path_to(node);
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children.push_back(npath);
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}
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r_ret = children;
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} else {
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return false;
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}
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@ -165,7 +138,6 @@ void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
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p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "rest", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
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p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
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p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
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p_list->push_back(PropertyInfo(Variant::ARRAY, prep + "bound_children", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
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}
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}
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@ -912,10 +884,6 @@ void Skeleton3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton3D::set_bone_disable_rest);
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ClassDB::bind_method(D_METHOD("is_bone_rest_disabled", "bone_idx"), &Skeleton3D::is_bone_rest_disabled);
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ClassDB::bind_method(D_METHOD("bind_child_node_to_bone", "bone_idx", "node"), &Skeleton3D::bind_child_node_to_bone);
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ClassDB::bind_method(D_METHOD("unbind_child_node_from_bone", "bone_idx", "node"), &Skeleton3D::unbind_child_node_from_bone);
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ClassDB::bind_method(D_METHOD("get_bound_child_nodes_to_bone", "bone_idx"), &Skeleton3D::_get_bound_child_nodes_to_bone);
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ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton3D::clear_bones);
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ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton3D::get_bone_pose);
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@ -114,18 +114,6 @@ private:
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uint64_t version = 1;
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// bind helpers
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Array _get_bound_child_nodes_to_bone(int p_bone) const {
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Array bound;
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List<Node *> children;
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get_bound_child_nodes_to_bone(p_bone, &children);
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for (int i = 0; i < children.size(); i++) {
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bound.push_back(children[i]);
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}
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return bound;
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}
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void _update_process_order();
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protected:
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