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Re-add Skeleton3D::animate_physical_bones
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@ -57,11 +57,6 @@
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Force updates the bone transform for the bone at [param bone_idx] and all of its children.
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Force updates the bone transform for the bone at [param bone_idx] and all of its children.
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</description>
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</description>
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</method>
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</method>
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<method name="get_animate_physical_bones" qualifiers="const" deprecated="">
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<return type="bool" />
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<description>
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</description>
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</method>
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<method name="get_bone_children" qualifiers="const">
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<method name="get_bone_children" qualifiers="const">
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<return type="PackedInt32Array" />
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<return type="PackedInt32Array" />
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<param index="0" name="bone_idx" type="int" />
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<param index="0" name="bone_idx" type="int" />
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@ -239,14 +234,6 @@
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Sets all bone poses to rests.
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Sets all bone poses to rests.
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</description>
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</description>
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</method>
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</method>
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<method name="set_animate_physical_bones" deprecated="">
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<return type="void" />
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<param index="0" name="enabled" type="bool" />
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<description>
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This method exists for compatibility with old structures in which the [Skeleton3D] does not have a [PhysicalBoneSimulator3D] as a child, but directly has [PhysicalBone3D]s as children.
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In case you need to raycast to it without running [method physical_bones_start_simulation], call this method with [code]enabled == true[/code].
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</description>
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</method>
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<method name="set_bone_enabled">
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<method name="set_bone_enabled">
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<return type="void" />
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="0" name="bone_idx" type="int" />
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@ -342,6 +329,10 @@
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</method>
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</method>
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</methods>
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</methods>
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<members>
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<members>
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<member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true" deprecated="">
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If you follow the recommended workflow and explicitly have [PhysicalBoneSimulator3D] as a child of [Skeleton3D], you can control whether it is affected by raycasting without running [method physical_bones_start_simulation], by its [member SkeletonModifier3D.active].
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However, for old (deprecated) configurations, [Skeleton3D] has an internal virtual [PhysicalBoneSimulator3D] for compatibility. This property controls the internal virtual [PhysicalBoneSimulator3D]'s [member SkeletonModifier3D.active].
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</member>
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<member name="modifier_callback_mode_process" type="int" setter="set_modifier_callback_mode_process" getter="get_modifier_callback_mode_process" enum="Skeleton3D.ModifierCallbackModeProcess" default="1">
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<member name="modifier_callback_mode_process" type="int" setter="set_modifier_callback_mode_process" getter="get_modifier_callback_mode_process" enum="Skeleton3D.ModifierCallbackModeProcess" default="1">
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Sets the processing timing for the Modifier.
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Sets the processing timing for the Modifier.
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</member>
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</member>
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@ -254,13 +254,6 @@ Validate extension JSON: API was removed: classes/VisualShaderNodeComment/method
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Validate extension JSON: API was removed: classes/VisualShaderNodeComment/properties/title
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Validate extension JSON: API was removed: classes/VisualShaderNodeComment/properties/title
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GH-87888
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--------
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Validate extension JSON: API was removed: classes/Skeleton3D/properties/animate_physical_bones
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These base class is changed to SkeletonModifier3D which is processed by Skeleton3D with the assumption that it is Skeleton3D's child.
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GH-90575
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GH-90575
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--------
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--------
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Validate extension JSON: API was removed: classes/BoneAttachment3D/methods/on_bone_pose_update
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Validate extension JSON: API was removed: classes/BoneAttachment3D/methods/on_bone_pose_update
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@ -301,6 +301,7 @@ void Skeleton3D::setup_simulator() {
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sim->is_compat = true;
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sim->is_compat = true;
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sim->set_active(false); // Don't run unneeded process.
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sim->set_active(false); // Don't run unneeded process.
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add_child(simulator);
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add_child(simulator);
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set_animate_physical_bones(animate_physical_bones);
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}
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}
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#endif // _DISABLE_DEPRECATED
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#endif // _DISABLE_DEPRECATED
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@ -1097,6 +1098,9 @@ void Skeleton3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton3D::physical_bones_start_simulation_on, DEFVAL(Array()));
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ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton3D::physical_bones_start_simulation_on, DEFVAL(Array()));
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ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton3D::physical_bones_add_collision_exception);
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ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton3D::physical_bones_add_collision_exception);
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ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton3D::physical_bones_remove_collision_exception);
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ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton3D::physical_bones_remove_collision_exception);
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ADD_GROUP("Deprecated", "");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones");
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#endif // _DISABLE_DEPRECATED
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#endif // _DISABLE_DEPRECATED
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}
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}
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@ -1136,19 +1140,15 @@ Node *Skeleton3D::get_simulator() {
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}
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}
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void Skeleton3D::set_animate_physical_bones(bool p_enabled) {
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void Skeleton3D::set_animate_physical_bones(bool p_enabled) {
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animate_physical_bones = p_enabled;
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PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
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PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
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if (!sim) {
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if (!sim) {
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return;
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return;
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}
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}
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animate_physical_bones = p_enabled;
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sim->set_active(animate_physical_bones || sim->is_simulating_physics());
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sim->set_active(animate_physical_bones || sim->is_simulating_physics());
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}
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}
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bool Skeleton3D::get_animate_physical_bones() const {
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bool Skeleton3D::get_animate_physical_bones() const {
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PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
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if (!sim) {
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return false;
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}
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return animate_physical_bones;
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return animate_physical_bones;
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}
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}
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@ -67,7 +67,7 @@ class Skeleton3D : public Node3D {
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GDCLASS(Skeleton3D, Node3D);
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GDCLASS(Skeleton3D, Node3D);
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#ifndef DISABLE_DEPRECATED
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#ifndef DISABLE_DEPRECATED
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bool animate_physical_bones = false;
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bool animate_physical_bones = true;
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Node *simulator = nullptr;
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Node *simulator = nullptr;
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void setup_simulator();
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void setup_simulator();
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#endif // _DISABLE_DEPRECATED
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#endif // _DISABLE_DEPRECATED
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