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/*************************************************************************/
/* node.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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# ifndef NODE_H
# define NODE_H
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# include "core/config/project_settings.h"
# include "core/object/class_db.h"
# include "core/object/script_language.h"
# include "core/string/node_path.h"
# include "core/templates/map.h"
# include "core/variant/typed_array.h"
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# include "scene/main/scene_tree.h"
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class Viewport ;
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class SceneState ;
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class Tween ;
class PropertyTweener ;
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class Node : public Object {
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GDCLASS ( Node , Object ) ;
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OBJ_CATEGORY ( " Nodes " ) ;
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public :
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enum ProcessMode {
PROCESS_MODE_INHERIT , // same as parent node
PROCESS_MODE_PAUSABLE , // process only if not paused
PROCESS_MODE_WHEN_PAUSED , // process only if paused
PROCESS_MODE_ALWAYS , // process always
PROCESS_MODE_DISABLED , // never process
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} ;
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enum DuplicateFlags {
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DUPLICATE_SIGNALS = 1 ,
DUPLICATE_GROUPS = 2 ,
DUPLICATE_SCRIPTS = 4 ,
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DUPLICATE_USE_INSTANCING = 8 ,
# ifdef TOOLS_ENABLED
DUPLICATE_FROM_EDITOR = 16 ,
# endif
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} ;
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enum NameCasing {
NAME_CASING_PASCAL_CASE ,
NAME_CASING_CAMEL_CASE ,
NAME_CASING_SNAKE_CASE
} ;
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enum InternalMode {
INTERNAL_MODE_DISABLED ,
INTERNAL_MODE_FRONT ,
INTERNAL_MODE_BACK ,
} ;
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struct Comparator {
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bool operator ( ) ( const Node * p_a , const Node * p_b ) const { return p_b - > is_greater_than ( p_a ) ; }
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} ;
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struct ComparatorWithPriority {
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bool operator ( ) ( const Node * p_a , const Node * p_b ) const { return p_b - > data . process_priority = = p_a - > data . process_priority ? p_b - > is_greater_than ( p_a ) : p_b - > data . process_priority > p_a - > data . process_priority ; }
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} ;
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static int orphan_node_count ;
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private :
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struct GroupData {
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bool persistent = false ;
SceneTree : : Group * group = nullptr ;
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} ;
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struct Data {
String filename ;
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Ref < SceneState > instance_state ;
Ref < SceneState > inherited_state ;
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Node * parent = nullptr ;
Node * owner = nullptr ;
Vector < Node * > children ;
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int internal_children_front = 0 ;
int internal_children_back = 0 ;
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int pos = - 1 ;
int depth = - 1 ;
int blocked = 0 ; // Safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
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StringName name ;
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SceneTree * tree = nullptr ;
bool inside_tree = false ;
bool ready_notified = false ; // This is a small hack, so if a node is added during _ready() to the tree, it correctly gets the _ready() notification.
bool ready_first = true ;
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# ifdef TOOLS_ENABLED
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NodePath import_path ; // Path used when imported, used by scene editors to keep tracking.
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# endif
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String editor_description ;
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Viewport * viewport = nullptr ;
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Map < StringName , GroupData > grouped ;
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List < Node * > : : Element * OW = nullptr ; // Owned element.
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List < Node * > owned ;
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ProcessMode process_mode = PROCESS_MODE_INHERIT ;
Node * process_owner = nullptr ;
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int network_authority = 1 ; // Server by default.
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Vector < MultiplayerAPI : : RPCConfig > rpc_methods ;
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// Variables used to properly sort the node when processing, ignored otherwise.
// TODO: Should move all the stuff below to bits.
bool physics_process = false ;
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bool process = false ;
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int process_priority = 0 ;
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bool physics_process_internal = false ;
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bool process_internal = false ;
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bool input = false ;
bool unhandled_input = false ;
bool unhandled_key_input = false ;
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bool parent_owned = false ;
bool in_constructor = true ;
bool use_placeholder = false ;
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bool display_folded = false ;
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bool editable_instance = false ;
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mutable NodePath * path_cache = nullptr ;
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} data ;
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Ref < MultiplayerAPI > multiplayer ;
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void _print_tree_pretty ( const String & prefix , const bool last ) ;
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void _print_tree ( const Node * p_node ) ;
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Node * _get_child_by_name ( const StringName & p_name ) const ;
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void _replace_connections_target ( Node * p_new_target ) ;
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void _validate_child_name ( Node * p_child , bool p_force_human_readable = false ) ;
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void _generate_serial_child_name ( const Node * p_child , StringName & name ) const ;
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void _propagate_reverse_notification ( int p_notification ) ;
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void _propagate_deferred_notification ( int p_notification , bool p_reverse ) ;
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void _propagate_enter_tree ( ) ;
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void _propagate_ready ( ) ;
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void _propagate_exit_tree ( ) ;
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void _propagate_after_exit_tree ( ) ;
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void _propagate_validate_owner ( ) ;
void _print_stray_nodes ( ) ;
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void _propagate_process_owner ( Node * p_owner , int p_pause_notification , int p_enabled_notification ) ;
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Array _get_node_and_resource ( const NodePath & p_path ) ;
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void _duplicate_signals ( const Node * p_original , Node * p_copy ) const ;
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Node * _duplicate ( int p_flags , Map < const Node * , Node * > * r_duplimap = nullptr ) const ;
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TypedArray < Node > _get_children ( bool p_include_internal = true ) const ;
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Array _get_groups ( ) const ;
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Variant _rpc_bind ( const Variant * * p_args , int p_argcount , Callable : : CallError & r_error ) ;
Variant _rpc_id_bind ( const Variant * * p_args , int p_argcount , Callable : : CallError & r_error ) ;
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_FORCE_INLINE_ bool _is_internal_front ( ) const { return data . parent & & data . pos < data . parent - > data . internal_children_front ; }
_FORCE_INLINE_ bool _is_internal_back ( ) const { return data . parent & & data . pos > = data . parent - > data . children . size ( ) - data . parent - > data . internal_children_back ; }
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friend class SceneTree ;
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void _set_tree ( SceneTree * p_tree ) ;
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void _propagate_pause_notification ( bool p_enable ) ;
_FORCE_INLINE_ bool _can_process ( bool p_paused ) const ;
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_FORCE_INLINE_ bool _is_enabled ( ) const ;
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protected :
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void _block ( ) { data . blocked + + ; }
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void _unblock ( ) { data . blocked - - ; }
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void _notification ( int p_notification ) ;
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virtual void add_child_notify ( Node * p_child ) ;
virtual void remove_child_notify ( Node * p_child ) ;
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virtual void move_child_notify ( Node * p_child ) ;
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void _propagate_replace_owner ( Node * p_owner , Node * p_by_owner ) ;
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static void _bind_methods ( ) ;
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static String _get_name_num_separator ( ) ;
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friend class SceneState ;
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friend class MultiplayerReplicator ;
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void _add_child_nocheck ( Node * p_child , const StringName & p_name ) ;
void _set_owner_nocheck ( Node * p_owner ) ;
void _set_name_nocheck ( const StringName & p_name ) ;
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//call from SceneTree
void _call_input ( const Ref < InputEvent > & p_event ) ;
void _call_unhandled_input ( const Ref < InputEvent > & p_event ) ;
void _call_unhandled_key_input ( const Ref < InputEvent > & p_event ) ;
protected :
virtual void input ( const Ref < InputEvent > & p_event ) ;
virtual void unhandled_input ( const Ref < InputEvent > & p_event ) ;
virtual void unhandled_key_input ( const Ref < InputEvent > & p_key_event ) ;
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GDVIRTUAL1 ( _process , double )
GDVIRTUAL1 ( _physics_process , double )
GDVIRTUAL0 ( _enter_tree )
GDVIRTUAL0 ( _exit_tree )
GDVIRTUAL0 ( _ready )
GDVIRTUAL0RC ( Vector < String > , _get_configuration_warnings )
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GDVIRTUAL1 ( _input , Ref < InputEvent > )
GDVIRTUAL1 ( _unhandled_input , Ref < InputEvent > )
GDVIRTUAL1 ( _unhandled_key_input , Ref < InputEvent > )
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public :
enum {
// you can make your own, but don't use the same numbers as other notifications in other nodes
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NOTIFICATION_ENTER_TREE = 10 ,
NOTIFICATION_EXIT_TREE = 11 ,
NOTIFICATION_MOVED_IN_PARENT = 12 ,
NOTIFICATION_READY = 13 ,
NOTIFICATION_PAUSED = 14 ,
NOTIFICATION_UNPAUSED = 15 ,
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NOTIFICATION_PHYSICS_PROCESS = 16 ,
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NOTIFICATION_PROCESS = 17 ,
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NOTIFICATION_PARENTED = 18 ,
NOTIFICATION_UNPARENTED = 19 ,
NOTIFICATION_INSTANCED = 20 ,
NOTIFICATION_DRAG_BEGIN = 21 ,
NOTIFICATION_DRAG_END = 22 ,
NOTIFICATION_PATH_CHANGED = 23 ,
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//NOTIFICATION_TRANSLATION_CHANGED = 24, moved below
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NOTIFICATION_INTERNAL_PROCESS = 25 ,
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NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26 ,
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NOTIFICATION_POST_ENTER_TREE = 27 ,
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NOTIFICATION_DISABLED = 28 ,
NOTIFICATION_ENABLED = 29 ,
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//keep these linked to node
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NOTIFICATION_WM_MOUSE_ENTER = 1002 ,
NOTIFICATION_WM_MOUSE_EXIT = 1003 ,
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NOTIFICATION_WM_WINDOW_FOCUS_IN = 1004 ,
NOTIFICATION_WM_WINDOW_FOCUS_OUT = 1005 ,
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NOTIFICATION_WM_CLOSE_REQUEST = 1006 ,
NOTIFICATION_WM_GO_BACK_REQUEST = 1007 ,
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NOTIFICATION_WM_SIZE_CHANGED = 1008 ,
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NOTIFICATION_WM_DPI_CHANGE = 1009 ,
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NOTIFICATION_OS_MEMORY_WARNING = MainLoop : : NOTIFICATION_OS_MEMORY_WARNING ,
NOTIFICATION_TRANSLATION_CHANGED = MainLoop : : NOTIFICATION_TRANSLATION_CHANGED ,
NOTIFICATION_WM_ABOUT = MainLoop : : NOTIFICATION_WM_ABOUT ,
NOTIFICATION_CRASH = MainLoop : : NOTIFICATION_CRASH ,
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NOTIFICATION_OS_IME_UPDATE = MainLoop : : NOTIFICATION_OS_IME_UPDATE ,
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NOTIFICATION_APPLICATION_RESUMED = MainLoop : : NOTIFICATION_APPLICATION_RESUMED ,
NOTIFICATION_APPLICATION_PAUSED = MainLoop : : NOTIFICATION_APPLICATION_PAUSED ,
NOTIFICATION_APPLICATION_FOCUS_IN = MainLoop : : NOTIFICATION_APPLICATION_FOCUS_IN ,
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NOTIFICATION_APPLICATION_FOCUS_OUT = MainLoop : : NOTIFICATION_APPLICATION_FOCUS_OUT ,
NOTIFICATION_TEXT_SERVER_CHANGED = MainLoop : : NOTIFICATION_TEXT_SERVER_CHANGED ,
New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
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// Editor specific node notifications
NOTIFICATION_EDITOR_PRE_SAVE = 9001 ,
NOTIFICATION_EDITOR_POST_SAVE = 9002 ,
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} ;
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/* NODE/TREE */
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StringName get_name ( ) const ;
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void set_name ( const String & p_name ) ;
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void add_child ( Node * p_child , bool p_legible_unique_name = false , InternalMode p_internal = INTERNAL_MODE_DISABLED ) ;
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void add_sibling ( Node * p_sibling , bool p_legible_unique_name = false ) ;
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void remove_child ( Node * p_child ) ;
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int get_child_count ( bool p_include_internal = true ) const ;
Node * get_child ( int p_index , bool p_include_internal = true ) const ;
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bool has_node ( const NodePath & p_path ) const ;
Node * get_node ( const NodePath & p_path ) const ;
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Node * get_node_or_null ( const NodePath & p_path ) const ;
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Node * find_node ( const String & p_mask , bool p_recursive = true , bool p_owned = true ) const ;
bool has_node_and_resource ( const NodePath & p_path ) const ;
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Node * get_node_and_resource ( const NodePath & p_path , RES & r_res , Vector < StringName > & r_leftover_subpath , bool p_last_is_property = true ) const ;
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Node * get_parent ( ) const ;
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Node * find_parent ( const String & p_mask ) const ;
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_FORCE_INLINE_ SceneTree * get_tree ( ) const {
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ERR_FAIL_COND_V ( ! data . tree , nullptr ) ;
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return data . tree ;
}
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_FORCE_INLINE_ bool is_inside_tree ( ) const { return data . inside_tree ; }
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bool is_ancestor_of ( const Node * p_node ) const ;
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bool is_greater_than ( const Node * p_node ) const ;
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NodePath get_path ( ) const ;
NodePath get_path_to ( const Node * p_node ) const ;
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Node * find_common_parent_with ( const Node * p_node ) const ;
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void add_to_group ( const StringName & p_identifier , bool p_persistent = false ) ;
void remove_from_group ( const StringName & p_identifier ) ;
bool is_in_group ( const StringName & p_identifier ) const ;
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struct GroupInfo {
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StringName name ;
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bool persistent = false ;
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} ;
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void get_groups ( List < GroupInfo > * p_groups ) const ;
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int get_persistent_group_count ( ) const ;
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void move_child ( Node * p_child , int p_pos ) ;
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void _move_child ( Node * p_child , int p_pos , bool p_ignore_end = false ) ;
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void raise ( ) ;
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void set_owner ( Node * p_owner ) ;
Node * get_owner ( ) const ;
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void get_owned_by ( Node * p_by , List < Node * > * p_owned ) ;
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void remove_and_skip ( ) ;
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int get_index ( bool p_include_internal = true ) const ;
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Ref < Tween > create_tween ( ) ;
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void print_tree ( ) ;
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void print_tree_pretty ( ) ;
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void set_filename ( const String & p_filename ) ;
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String get_filename ( ) const ;
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void set_editor_description ( const String & p_editor_description ) ;
String get_editor_description ( ) const ;
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void set_editable_instance ( Node * p_node , bool p_editable ) ;
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bool is_editable_instance ( const Node * p_node ) const ;
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Node * get_deepest_editable_node ( Node * p_start_node ) const ;
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virtual String to_string ( ) override ;
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/* NOTIFICATIONS */
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void propagate_notification ( int p_notification ) ;
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void propagate_call ( const StringName & p_method , const Array & p_args = Array ( ) , const bool p_parent_first = false ) ;
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/* PROCESSING */
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void set_physics_process ( bool p_process ) ;
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double get_physics_process_delta_time ( ) const ;
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bool is_physics_processing ( ) const ;
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void set_process ( bool p_process ) ;
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double get_process_delta_time ( ) const ;
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bool is_processing ( ) const ;
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void set_physics_process_internal ( bool p_process_internal ) ;
bool is_physics_processing_internal ( ) const ;
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void set_process_internal ( bool p_process_internal ) ;
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bool is_processing_internal ( ) const ;
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void set_process_priority ( int p_priority ) ;
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int get_process_priority ( ) const ;
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void set_process_input ( bool p_enable ) ;
bool is_processing_input ( ) const ;
void set_process_unhandled_input ( bool p_enable ) ;
bool is_processing_unhandled_input ( ) const ;
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void set_process_unhandled_key_input ( bool p_enable ) ;
bool is_processing_unhandled_key_input ( ) const ;
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Node * duplicate ( int p_flags = DUPLICATE_GROUPS | DUPLICATE_SIGNALS | DUPLICATE_SCRIPTS ) const ;
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# ifdef TOOLS_ENABLED
Node * duplicate_from_editor ( Map < const Node * , Node * > & r_duplimap ) const ;
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Node * duplicate_from_editor ( Map < const Node * , Node * > & r_duplimap , const Map < RES , RES > & p_resource_remap ) const ;
void remap_node_resources ( Node * p_node , const Map < RES , RES > & p_resource_remap ) const ;
void remap_nested_resources ( RES p_resource , const Map < RES , RES > & p_resource_remap ) const ;
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# endif
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// used by editors, to save what has changed only
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void set_scene_instance_state ( const Ref < SceneState > & p_state ) ;
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Ref < SceneState > get_scene_instance_state ( ) const ;
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void set_scene_inherited_state ( const Ref < SceneState > & p_state ) ;
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Ref < SceneState > get_scene_inherited_state ( ) const ;
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void set_scene_instance_load_placeholder ( bool p_enable ) ;
bool get_scene_instance_load_placeholder ( ) const ;
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static Vector < Variant > make_binds ( VARIANT_ARG_LIST ) ;
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void replace_by ( Node * p_node , bool p_keep_data = false ) ;
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void set_process_mode ( ProcessMode p_mode ) ;
ProcessMode get_process_mode ( ) const ;
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bool can_process ( ) const ;
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bool can_process_notification ( int p_what ) const ;
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bool is_enabled ( ) const ;
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void request_ready ( ) ;
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static void print_stray_nodes ( ) ;
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# ifdef TOOLS_ENABLED
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String validate_child_name ( Node * p_child ) ;
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# endif
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void queue_delete ( ) ;
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//hacks for speed
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static void set_human_readable_collision_renaming ( bool p_enabled ) ;
static void init_node_hrcr ( ) ;
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void force_parent_owned ( ) { data . parent_owned = true ; } //hack to avoid duplicate nodes
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void set_import_path ( const NodePath & p_import_path ) ; //path used when imported, used by scene editors to keep tracking
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NodePath get_import_path ( ) const ;
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bool is_owned_by_parent ( ) const ;
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void get_argument_options ( const StringName & p_function , int p_idx , List < String > * r_options ) const override ;
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void clear_internal_tree_resource_paths ( ) ;
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_FORCE_INLINE_ Viewport * get_viewport ( ) const { return data . viewport ; }
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virtual TypedArray < String > get_configuration_warnings ( ) const ;
String get_configuration_warnings_as_string ( ) const ;
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void update_configuration_warnings ( ) ;
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void set_display_folded ( bool p_folded ) ;
bool is_displayed_folded ( ) const ;
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/* NETWORK */
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void set_network_authority ( int p_peer_id , bool p_recursive = true ) ;
int get_network_authority ( ) const ;
bool is_network_authority ( ) const ;
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uint16_t rpc_config ( const StringName & p_method , MultiplayerAPI : : RPCMode p_rpc_mode , MultiplayerPeer : : TransferMode p_transfer_mode , int p_channel = 0 ) ; // config a local method for RPC
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Vector < MultiplayerAPI : : RPCConfig > get_node_rpc_methods ( ) const ;
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void rpc ( const StringName & p_method , VARIANT_ARG_LIST ) ; // RPC, honors RPCMode, TransferMode, channel
void rpc_id ( int p_peer_id , const StringName & p_method , VARIANT_ARG_LIST ) ; // RPC to specific peer(s), honors RPCMode, TransferMode, channel
void rpcp ( int p_peer_id , const StringName & p_method , const Variant * * p_arg , int p_argcount ) ;
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Ref < MultiplayerAPI > get_multiplayer ( ) const ;
Ref < MultiplayerAPI > get_custom_multiplayer ( ) const ;
void set_custom_multiplayer ( Ref < MultiplayerAPI > p_multiplayer ) ;
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Node ( ) ;
~ Node ( ) ;
} ;
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VARIANT_ENUM_CAST ( Node : : DuplicateFlags ) ;
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typedef Set < Node * , Node : : Comparator > NodeSet ;
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# endif