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Refactore BoneAttachment property registration
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3 changed files with 23 additions and 71 deletions
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@ -9,44 +9,18 @@
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_external_skeleton" qualifiers="const">
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<return type="NodePath" />
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<description>
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Returns the [NodePath] to the external [Skeleton3D] node, if one has been set.
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</description>
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</method>
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<method name="get_skeleton">
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<return type="Skeleton3D" />
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<description>
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Returns the parent or external [Skeleton3D] node if it exists, otherwise returns [code]null[/code].
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</description>
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</method>
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<method name="get_use_external_skeleton" qualifiers="const">
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<return type="bool" />
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<description>
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Returns whether the BoneAttachment3D node is using an external [Skeleton3D] rather than attempting to use its parent node as the [Skeleton3D].
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</description>
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</method>
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<method name="on_skeleton_update">
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<return type="void" />
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<description>
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A function that is called automatically when the [Skeleton3D] is updated. This function is where the [BoneAttachment3D] node updates its position so it is correctly bound when it is [i]not[/i] set to override the bone pose.
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</description>
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</method>
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<method name="set_external_skeleton">
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<return type="void" />
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<param index="0" name="external_skeleton" type="NodePath" />
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<description>
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Sets the [NodePath] to the external skeleton that the BoneAttachment3D node should use. See [method set_use_external_skeleton] to enable the external [Skeleton3D] node.
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</description>
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</method>
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<method name="set_use_external_skeleton">
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<return type="void" />
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<param index="0" name="use_external_skeleton" type="bool" />
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<description>
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Sets whether the BoneAttachment3D node will use an external [Skeleton3D] node rather than attempting to use its parent node as the [Skeleton3D]. When set to [code]true[/code], the BoneAttachment3D node will use the external [Skeleton3D] node set in [method set_external_skeleton].
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</description>
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</method>
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</methods>
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<members>
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<member name="bone_idx" type="int" setter="set_bone_idx" getter="get_bone_idx" default="-1">
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@ -55,10 +29,16 @@
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<member name="bone_name" type="String" setter="set_bone_name" getter="get_bone_name" default="""">
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The name of the attached bone.
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</member>
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<member name="external_skeleton" type="NodePath" setter="set_external_skeleton" getter="get_external_skeleton">
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The [NodePath] to the external [Skeleton3D] node.
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</member>
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<member name="override_pose" type="bool" setter="set_override_pose" getter="get_override_pose" default="false">
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Whether the BoneAttachment3D node will override the bone pose of the bone it is attached to. When set to [code]true[/code], the BoneAttachment3D node can change the pose of the bone. When set to [code]false[/code], the BoneAttachment3D will always be set to the bone's transform.
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Whether the [BoneAttachment3D] node will override the bone pose of the bone it is attached to. When set to [code]true[/code], the [BoneAttachment3D] node can change the pose of the bone. When set to [code]false[/code], the [BoneAttachment3D] will always be set to the bone's transform.
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[b]Note:[/b] This override performs interruptively in the skeleton update process using signals due to the old design. It may cause unintended behavior when used at the same time with [SkeletonModifier3D].
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</member>
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<member name="physics_interpolation_mode" type="int" setter="set_physics_interpolation_mode" getter="get_physics_interpolation_mode" overrides="Node" enum="Node.PhysicsInterpolationMode" default="2" />
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<member name="use_external_skeleton" type="bool" setter="set_use_external_skeleton" getter="get_use_external_skeleton" default="false">
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Whether the [BoneAttachment3D] node will use an external [Skeleton3D] node rather than attempting to use its parent node as the [Skeleton3D]. When set to [code]true[/code], the [BoneAttachment3D] node will use the external [Skeleton3D] node set in [member external_skeleton].
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</member>
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</members>
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</class>
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@ -51,36 +51,9 @@ void BoneAttachment3D::_validate_property(PropertyInfo &p_property) const {
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p_property.hint_string = "";
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}
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}
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}
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bool BoneAttachment3D::_set(const StringName &p_path, const Variant &p_value) {
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if (p_path == SNAME("use_external_skeleton")) {
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set_use_external_skeleton(p_value);
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return true;
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} else if (p_path == SNAME("external_skeleton")) {
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set_external_skeleton(p_value);
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return true;
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}
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return false;
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}
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bool BoneAttachment3D::_get(const StringName &p_path, Variant &r_ret) const {
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if (p_path == SNAME("use_external_skeleton")) {
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r_ret = get_use_external_skeleton();
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return true;
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} else if (p_path == SNAME("external_skeleton")) {
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r_ret = get_external_skeleton();
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return true;
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}
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return false;
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}
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void BoneAttachment3D::_get_property_list(List<PropertyInfo> *p_list) const {
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p_list->push_back(PropertyInfo(Variant::BOOL, "use_external_skeleton", PROPERTY_HINT_NONE, ""));
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if (use_external_skeleton) {
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p_list->push_back(PropertyInfo(Variant::NODE_PATH, "external_skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton3D"));
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if (p_property.name == "external_skeleton" && !use_external_skeleton) {
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p_property.usage = PROPERTY_USAGE_NONE;
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}
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}
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@ -111,7 +84,7 @@ void BoneAttachment3D::_update_external_skeleton_cache() {
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Node *node = get_node(external_skeleton_node);
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ERR_FAIL_NULL_MSG(node, "Cannot update external skeleton cache: Node cannot be found!");
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// Make sure it's a skeleton3D
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// Make sure it's a Skeleton3D.
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Skeleton3D *sk = Object::cast_to<Skeleton3D>(node);
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ERR_FAIL_NULL_MSG(sk, "Cannot update external skeleton cache: Skeleton3D Nodepath does not point to a Skeleton3D node!");
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@ -125,7 +98,7 @@ void BoneAttachment3D::_update_external_skeleton_cache() {
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Node *node = parent_attachment->get_node(parent_attachment->external_skeleton_node);
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ERR_FAIL_NULL_MSG(node, "Cannot update external skeleton cache: Parent's Skeleton3D node cannot be found!");
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// Make sure it's a skeleton3D
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// Make sure it's a Skeleton3D.
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Skeleton3D *sk = Object::cast_to<Skeleton3D>(node);
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ERR_FAIL_NULL_MSG(sk, "Cannot update external skeleton cache: Parent Skeleton3D Nodepath does not point to a Skeleton3D node!");
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@ -244,12 +217,12 @@ int BoneAttachment3D::get_bone_idx() const {
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return bone_idx;
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}
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void BoneAttachment3D::set_override_pose(bool p_override) {
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if (override_pose == p_override) {
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void BoneAttachment3D::set_override_pose(bool p_override_pose) {
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if (override_pose == p_override_pose) {
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return;
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}
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override_pose = p_override;
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override_pose = p_override_pose;
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set_notify_transform(override_pose);
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set_process_internal(override_pose);
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if (!override_pose && bone_idx >= 0) {
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@ -266,8 +239,8 @@ bool BoneAttachment3D::get_override_pose() const {
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return override_pose;
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}
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void BoneAttachment3D::set_use_external_skeleton(bool p_use_external) {
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use_external_skeleton = p_use_external;
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void BoneAttachment3D::set_use_external_skeleton(bool p_use_external_skeleton) {
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use_external_skeleton = p_use_external_skeleton;
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if (use_external_skeleton) {
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_check_unbind();
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@ -283,8 +256,8 @@ bool BoneAttachment3D::get_use_external_skeleton() const {
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return use_external_skeleton;
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}
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void BoneAttachment3D::set_external_skeleton(NodePath p_path) {
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external_skeleton_node = p_path;
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void BoneAttachment3D::set_external_skeleton(NodePath p_external_skeleton) {
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external_skeleton_node = p_external_skeleton;
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_update_external_skeleton_cache();
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notify_property_list_changed();
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}
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@ -398,4 +371,6 @@ void BoneAttachment3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bone_name"), "set_bone_name", "get_bone_name");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "bone_idx"), "set_bone_idx", "get_bone_idx");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "override_pose"), "set_override_pose", "get_override_pose");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_external_skeleton"), "set_use_external_skeleton", "get_use_external_skeleton");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "external_skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton3D"), "set_external_skeleton", "get_external_skeleton");
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}
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@ -56,9 +56,6 @@ class BoneAttachment3D : public Node3D {
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protected:
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void _validate_property(PropertyInfo &p_property) const;
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bool _get(const StringName &p_path, Variant &r_ret) const;
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bool _set(const StringName &p_path, const Variant &p_value);
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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@ -82,12 +79,12 @@ public:
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void set_bone_idx(const int &p_idx);
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int get_bone_idx() const;
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void set_override_pose(bool p_override);
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void set_override_pose(bool p_override_pose);
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bool get_override_pose() const;
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void set_use_external_skeleton(bool p_external_skeleton);
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void set_use_external_skeleton(bool p_use_external_skeleton);
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bool get_use_external_skeleton() const;
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void set_external_skeleton(NodePath p_skeleton);
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void set_external_skeleton(NodePath p_external_skeleton);
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NodePath get_external_skeleton() const;
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virtual void on_skeleton_update();
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