Refactore BoneAttachment property registration

This commit is contained in:
Silc Lizard (Tokage) Renew 2025-05-27 04:51:33 +09:00
parent be3ecaeb3c
commit 4f1d1fefa3
3 changed files with 23 additions and 71 deletions

View file

@ -9,44 +9,18 @@
<tutorials>
</tutorials>
<methods>
<method name="get_external_skeleton" qualifiers="const">
<return type="NodePath" />
<description>
Returns the [NodePath] to the external [Skeleton3D] node, if one has been set.
</description>
</method>
<method name="get_skeleton">
<return type="Skeleton3D" />
<description>
Returns the parent or external [Skeleton3D] node if it exists, otherwise returns [code]null[/code].
</description>
</method>
<method name="get_use_external_skeleton" qualifiers="const">
<return type="bool" />
<description>
Returns whether the BoneAttachment3D node is using an external [Skeleton3D] rather than attempting to use its parent node as the [Skeleton3D].
</description>
</method>
<method name="on_skeleton_update">
<return type="void" />
<description>
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.
</description>
</method>
<method name="set_external_skeleton">
<return type="void" />
<param index="0" name="external_skeleton" type="NodePath" />
<description>
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.
</description>
</method>
<method name="set_use_external_skeleton">
<return type="void" />
<param index="0" name="use_external_skeleton" type="bool" />
<description>
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].
</description>
</method>
</methods>
<members>
<member name="bone_idx" type="int" setter="set_bone_idx" getter="get_bone_idx" default="-1">
@ -55,10 +29,16 @@
<member name="bone_name" type="String" setter="set_bone_name" getter="get_bone_name" default="&quot;&quot;">
The name of the attached bone.
</member>
<member name="external_skeleton" type="NodePath" setter="set_external_skeleton" getter="get_external_skeleton">
The [NodePath] to the external [Skeleton3D] node.
</member>
<member name="override_pose" type="bool" setter="set_override_pose" getter="get_override_pose" default="false">
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.
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.
[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].
</member>
<member name="physics_interpolation_mode" type="int" setter="set_physics_interpolation_mode" getter="get_physics_interpolation_mode" overrides="Node" enum="Node.PhysicsInterpolationMode" default="2" />
<member name="use_external_skeleton" type="bool" setter="set_use_external_skeleton" getter="get_use_external_skeleton" default="false">
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].
</member>
</members>
</class>

View file

@ -51,36 +51,9 @@ void BoneAttachment3D::_validate_property(PropertyInfo &p_property) const {
p_property.hint_string = "";
}
}
}
bool BoneAttachment3D::_set(const StringName &p_path, const Variant &p_value) {
if (p_path == SNAME("use_external_skeleton")) {
set_use_external_skeleton(p_value);
return true;
} else if (p_path == SNAME("external_skeleton")) {
set_external_skeleton(p_value);
return true;
}
return false;
}
bool BoneAttachment3D::_get(const StringName &p_path, Variant &r_ret) const {
if (p_path == SNAME("use_external_skeleton")) {
r_ret = get_use_external_skeleton();
return true;
} else if (p_path == SNAME("external_skeleton")) {
r_ret = get_external_skeleton();
return true;
}
return false;
}
void BoneAttachment3D::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::BOOL, "use_external_skeleton", PROPERTY_HINT_NONE, ""));
if (use_external_skeleton) {
p_list->push_back(PropertyInfo(Variant::NODE_PATH, "external_skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton3D"));
if (p_property.name == "external_skeleton" && !use_external_skeleton) {
p_property.usage = PROPERTY_USAGE_NONE;
}
}
@ -111,7 +84,7 @@ void BoneAttachment3D::_update_external_skeleton_cache() {
Node *node = get_node(external_skeleton_node);
ERR_FAIL_NULL_MSG(node, "Cannot update external skeleton cache: Node cannot be found!");
// Make sure it's a skeleton3D
// Make sure it's a Skeleton3D.
Skeleton3D *sk = Object::cast_to<Skeleton3D>(node);
ERR_FAIL_NULL_MSG(sk, "Cannot update external skeleton cache: Skeleton3D Nodepath does not point to a Skeleton3D node!");
@ -125,7 +98,7 @@ void BoneAttachment3D::_update_external_skeleton_cache() {
Node *node = parent_attachment->get_node(parent_attachment->external_skeleton_node);
ERR_FAIL_NULL_MSG(node, "Cannot update external skeleton cache: Parent's Skeleton3D node cannot be found!");
// Make sure it's a skeleton3D
// Make sure it's a Skeleton3D.
Skeleton3D *sk = Object::cast_to<Skeleton3D>(node);
ERR_FAIL_NULL_MSG(sk, "Cannot update external skeleton cache: Parent Skeleton3D Nodepath does not point to a Skeleton3D node!");
@ -244,12 +217,12 @@ int BoneAttachment3D::get_bone_idx() const {
return bone_idx;
}
void BoneAttachment3D::set_override_pose(bool p_override) {
if (override_pose == p_override) {
void BoneAttachment3D::set_override_pose(bool p_override_pose) {
if (override_pose == p_override_pose) {
return;
}
override_pose = p_override;
override_pose = p_override_pose;
set_notify_transform(override_pose);
set_process_internal(override_pose);
if (!override_pose && bone_idx >= 0) {
@ -266,8 +239,8 @@ bool BoneAttachment3D::get_override_pose() const {
return override_pose;
}
void BoneAttachment3D::set_use_external_skeleton(bool p_use_external) {
use_external_skeleton = p_use_external;
void BoneAttachment3D::set_use_external_skeleton(bool p_use_external_skeleton) {
use_external_skeleton = p_use_external_skeleton;
if (use_external_skeleton) {
_check_unbind();
@ -283,8 +256,8 @@ bool BoneAttachment3D::get_use_external_skeleton() const {
return use_external_skeleton;
}
void BoneAttachment3D::set_external_skeleton(NodePath p_path) {
external_skeleton_node = p_path;
void BoneAttachment3D::set_external_skeleton(NodePath p_external_skeleton) {
external_skeleton_node = p_external_skeleton;
_update_external_skeleton_cache();
notify_property_list_changed();
}
@ -398,4 +371,6 @@ void BoneAttachment3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bone_name"), "set_bone_name", "get_bone_name");
ADD_PROPERTY(PropertyInfo(Variant::INT, "bone_idx"), "set_bone_idx", "get_bone_idx");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "override_pose"), "set_override_pose", "get_override_pose");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_external_skeleton"), "set_use_external_skeleton", "get_use_external_skeleton");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "external_skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton3D"), "set_external_skeleton", "get_external_skeleton");
}

View file

@ -56,9 +56,6 @@ class BoneAttachment3D : public Node3D {
protected:
void _validate_property(PropertyInfo &p_property) const;
bool _get(const StringName &p_path, Variant &r_ret) const;
bool _set(const StringName &p_path, const Variant &p_value);
void _get_property_list(List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
@ -82,12 +79,12 @@ public:
void set_bone_idx(const int &p_idx);
int get_bone_idx() const;
void set_override_pose(bool p_override);
void set_override_pose(bool p_override_pose);
bool get_override_pose() const;
void set_use_external_skeleton(bool p_external_skeleton);
void set_use_external_skeleton(bool p_use_external_skeleton);
bool get_use_external_skeleton() const;
void set_external_skeleton(NodePath p_skeleton);
void set_external_skeleton(NodePath p_external_skeleton);
NodePath get_external_skeleton() const;
virtual void on_skeleton_update();