Re-add Skeleton3D::animate_physical_bones

This commit is contained in:
Silc Lizard (Tokage) Renew 2024-07-13 09:20:40 +09:00
parent 97b8ad1af0
commit 9c1f23c3db
4 changed files with 10 additions and 26 deletions

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@ -57,11 +57,6 @@
Force updates the bone transform for the bone at [param bone_idx] and all of its children.
</description>
</method>
<method name="get_animate_physical_bones" qualifiers="const" deprecated="">
<return type="bool" />
<description>
</description>
</method>
<method name="get_bone_children" qualifiers="const">
<return type="PackedInt32Array" />
<param index="0" name="bone_idx" type="int" />
@ -239,14 +234,6 @@
Sets all bone poses to rests.
</description>
</method>
<method name="set_animate_physical_bones" deprecated="">
<return type="void" />
<param index="0" name="enabled" type="bool" />
<description>
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.
In case you need to raycast to it without running [method physical_bones_start_simulation], call this method with [code]enabled == true[/code].
</description>
</method>
<method name="set_bone_enabled">
<return type="void" />
<param index="0" name="bone_idx" type="int" />
@ -342,6 +329,10 @@
</method>
</methods>
<members>
<member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true" deprecated="">
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].
However, for old (deprecated) configurations, [Skeleton3D] has an internal virtual [PhysicalBoneSimulator3D] for compatibility. This property controls the internal virtual [PhysicalBoneSimulator3D]'s [member SkeletonModifier3D.active].
</member>
<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">
Sets the processing timing for the Modifier.
</member>

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@ -254,13 +254,6 @@ Validate extension JSON: API was removed: classes/VisualShaderNodeComment/method
Validate extension JSON: API was removed: classes/VisualShaderNodeComment/properties/title
GH-87888
--------
Validate extension JSON: API was removed: classes/Skeleton3D/properties/animate_physical_bones
These base class is changed to SkeletonModifier3D which is processed by Skeleton3D with the assumption that it is Skeleton3D's child.
GH-90575
--------
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() {
sim->is_compat = true;
sim->set_active(false); // Don't run unneeded process.
add_child(simulator);
set_animate_physical_bones(animate_physical_bones);
}
#endif // _DISABLE_DEPRECATED
@ -1097,6 +1098,9 @@ void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton3D::physical_bones_start_simulation_on, DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton3D::physical_bones_add_collision_exception);
ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton3D::physical_bones_remove_collision_exception);
ADD_GROUP("Deprecated", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones");
#endif // _DISABLE_DEPRECATED
}
@ -1136,19 +1140,15 @@ Node *Skeleton3D::get_simulator() {
}
void Skeleton3D::set_animate_physical_bones(bool p_enabled) {
animate_physical_bones = p_enabled;
PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
if (!sim) {
return;
}
animate_physical_bones = p_enabled;
sim->set_active(animate_physical_bones || sim->is_simulating_physics());
}
bool Skeleton3D::get_animate_physical_bones() const {
PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
if (!sim) {
return false;
}
return animate_physical_bones;
}

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@ -67,7 +67,7 @@ class Skeleton3D : public Node3D {
GDCLASS(Skeleton3D, Node3D);
#ifndef DISABLE_DEPRECATED
bool animate_physical_bones = false;
bool animate_physical_bones = true;
Node *simulator = nullptr;
void setup_simulator();
#endif // _DISABLE_DEPRECATED