Merge pull request #49034 from madmiraal/fix-doc-2177

Unexpose methods and property for binding children to Bones in Skeleton3D
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Rémi Verschelde 2021-05-24 18:34:57 +02:00 committed by GitHub
commit 6894559fb7
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3 changed files with 0 additions and 75 deletions

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@ -22,17 +22,6 @@
Adds a bone, with name [code]name[/code]. [method get_bone_count] will become the bone index.
</description>
</method>
<method name="bind_child_node_to_bone">
<return type="void">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<argument index="1" name="node" type="Node">
</argument>
<description>
[i]Deprecated soon.[/i]
</description>
</method>
<method name="bone_transform_to_world_transform">
<return type="Transform">
</return>
@ -143,15 +132,6 @@
Returns the rest transform for a bone [code]bone_idx[/code].
</description>
</method>
<method name="get_bound_child_nodes_to_bone" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<description>
[i]Deprecated soon.[/i]
</description>
</method>
<method name="is_bone_rest_disabled" qualifiers="const">
<return type="bool">
</return>
@ -299,17 +279,6 @@
Sets the rest transform for bone [code]bone_idx[/code].
</description>
</method>
<method name="unbind_child_node_from_bone">
<return type="void">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<argument index="1" name="node" type="Node">
</argument>
<description>
[i]Deprecated soon.[/i]
</description>
</method>
<method name="unparent_bone_and_rest">
<return type="void">
</return>

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@ -94,20 +94,6 @@ bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
set_bone_enabled(which, p_value);
} else if (what == "pose") {
set_bone_pose(which, p_value);
} else if (what == "bound_children") {
Array children = p_value;
if (is_inside_tree()) {
bones.write[which].nodes_bound.clear();
for (int i = 0; i < children.size(); i++) {
NodePath npath = children[i];
ERR_CONTINUE(npath.operator String() == "");
Node *node = get_node(npath);
ERR_CONTINUE(!node);
bind_child_node_to_bone(which, node);
}
}
} else {
return false;
}
@ -137,19 +123,6 @@ bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
r_ret = is_bone_enabled(which);
} else if (what == "pose") {
r_ret = get_bone_pose(which);
} else if (what == "bound_children") {
Array children;
for (const List<ObjectID>::Element *E = bones[which].nodes_bound.front(); E; E = E->next()) {
Object *obj = ObjectDB::get_instance(E->get());
ERR_CONTINUE(!obj);
Node *node = Object::cast_to<Node>(obj);
ERR_CONTINUE(!node);
NodePath npath = get_path_to(node);
children.push_back(npath);
}
r_ret = children;
} else {
return false;
}
@ -165,7 +138,6 @@ void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "rest", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::ARRAY, prep + "bound_children", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
}
}
@ -912,10 +884,6 @@ void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bone_disable_rest", "bone_idx", "disable"), &Skeleton3D::set_bone_disable_rest);
ClassDB::bind_method(D_METHOD("is_bone_rest_disabled", "bone_idx"), &Skeleton3D::is_bone_rest_disabled);
ClassDB::bind_method(D_METHOD("bind_child_node_to_bone", "bone_idx", "node"), &Skeleton3D::bind_child_node_to_bone);
ClassDB::bind_method(D_METHOD("unbind_child_node_from_bone", "bone_idx", "node"), &Skeleton3D::unbind_child_node_from_bone);
ClassDB::bind_method(D_METHOD("get_bound_child_nodes_to_bone", "bone_idx"), &Skeleton3D::_get_bound_child_nodes_to_bone);
ClassDB::bind_method(D_METHOD("clear_bones"), &Skeleton3D::clear_bones);
ClassDB::bind_method(D_METHOD("get_bone_pose", "bone_idx"), &Skeleton3D::get_bone_pose);

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@ -114,18 +114,6 @@ private:
uint64_t version = 1;
// bind helpers
Array _get_bound_child_nodes_to_bone(int p_bone) const {
Array bound;
List<Node *> children;
get_bound_child_nodes_to_bone(p_bone, &children);
for (int i = 0; i < children.size(); i++) {
bound.push_back(children[i]);
}
return bound;
}
void _update_process_order();
protected: