Merge pull request #73091 from TokageItLab/fix-bezier-edit-button-update

Fix weird bezier edit button update timing in AnimationTrackEditor
This commit is contained in:
Rémi Verschelde 2023-02-11 14:38:18 +01:00
commit 0e81e2a30f
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GPG key ID: C3336907360768E1
4 changed files with 66 additions and 13 deletions

View file

@ -176,6 +176,28 @@
<member name="inertia" type="float" setter="set_inertia" getter="get_inertia" default="0.0">
The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
If set to [code]0[/code], inertia is automatically computed (default value).
[b]Note:[/b] This value does not change when inertia is automatically computed. Use [PhysicsServer2D] to get the computed inertia.
[codeblocks]
[gdscript]
@onready var ball = $Ball
func get_ball_inertia():
return 1.0 / PhysicsServer2D.body_get_direct_state(ball.get_rid()).inverse_inertia
[/gdscript]
[csharp]
private RigidBody2D _ball;
public override void _Ready()
{
_ball = GetNode&lt;RigidBody2D&gt;("Ball");
}
private float GetBallInertia()
{
return 1.0f / PhysicsServer2D.BodyGetDirectState(_ball.GetRid()).InverseInertia;
}
[/csharp]
[/codeblocks]
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.0">
Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b] or any value override set by an [Area2D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.

View file

@ -183,6 +183,28 @@
<member name="inertia" type="Vector3" setter="set_inertia" getter="get_inertia" default="Vector3(0, 0, 0)">
The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body on each axis. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
If set to [code]Vector3.ZERO[/code], inertia is automatically computed (default value).
[b]Note:[/b] This value does not change when inertia is automatically computed. Use [PhysicsServer3D] to get the computed inertia.
[codeblocks]
[gdscript]
@onready var ball = $Ball
func get_ball_inertia():
return PhysicsServer3D.body_get_direct_state(ball.get_rid()).inverse_inertia.inverse()
[/gdscript]
[csharp]
private RigidBody3D _ball;
public override void _Ready()
{
_ball = GetNode&lt;RigidBody3D&gt;("Ball");
}
private Vector3 GetBallInertia()
{
return PhysicsServer3D.BodyGetDirectState(_ball.GetRid()).InverseInertia.Inverse();
}
[/csharp]
[/codeblocks]
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.0">
Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.

View file

@ -2003,7 +2003,6 @@ void AnimationTrackEdit::_notification(int p_what) {
draw_texture(down_icon, Vector2(ofs, int(get_size().height - down_icon->get_height()) / 2));
update_mode_rect.size.x += down_icon->get_width();
} else if (animation->track_get_type(track) == Animation::TYPE_BEZIER) {
Ref<Texture2D> bezier_icon = get_theme_icon(SNAME("EditBezier"), SNAME("EditorIcons"));
update_mode_rect.size.x += down_icon->get_width();
update_mode_rect = Rect2();
} else {
@ -3311,25 +3310,15 @@ void AnimationTrackEditor::set_animation(const Ref<Animation> &p_anim, bool p_re
snap->set_disabled(false);
snap_mode->set_disabled(false);
bezier_edit_icon->set_disabled(true);
imported_anim_warning->hide();
bool import_warning_done = false;
bool bezier_done = false;
for (int i = 0; i < animation->get_track_count(); i++) {
if (animation->track_is_imported(i)) {
imported_anim_warning->show();
import_warning_done = true;
}
if (animation->track_get_type(i) == Animation::TrackType::TYPE_BEZIER) {
bezier_edit_icon->set_disabled(false);
bezier_done = true;
}
if (import_warning_done && bezier_done) {
break;
}
}
_check_bezier_exist();
} else {
hscroll->hide();
edit->set_disabled(true);
@ -3343,6 +3332,24 @@ void AnimationTrackEditor::set_animation(const Ref<Animation> &p_anim, bool p_re
}
}
void AnimationTrackEditor::_check_bezier_exist() {
bool is_exist = false;
for (int i = 0; i < animation->get_track_count(); i++) {
if (animation->track_get_type(i) == Animation::TrackType::TYPE_BEZIER) {
is_exist = true;
break;
}
}
if (is_exist) {
bezier_edit_icon->set_disabled(false);
} else {
if (bezier_edit->is_visible()) {
_cancel_bezier_edit();
}
bezier_edit_icon->set_disabled(true);
}
}
Ref<Animation> AnimationTrackEditor::get_current_animation() const {
return animation;
}
@ -4490,6 +4497,8 @@ void AnimationTrackEditor::_animation_changed() {
return; // All will be updated, don't bother with anything.
}
_check_bezier_exist();
if (key_edit) {
if (key_edit->setting) {
// If editing a key, just redraw the edited track, makes refresh less costly.
@ -4710,7 +4719,6 @@ void AnimationTrackEditor::_new_track_node_selected(NodePath p_path) {
adding_track_path = path_to;
prop_selector->set_type_filter(filter);
prop_selector->select_property_from_instance(node);
bezier_edit_icon->set_disabled(false);
} break;
case Animation::TYPE_AUDIO: {
if (!node->is_class("AudioStreamPlayer") && !node->is_class("AudioStreamPlayer2D") && !node->is_class("AudioStreamPlayer3D")) {

View file

@ -399,6 +399,7 @@ class AnimationTrackEditor : public VBoxContainer {
void _update_tracks();
void _redraw_tracks();
void _redraw_groups();
void _check_bezier_exist();
void _name_limit_changed();
void _timeline_changed(float p_new_pos, bool p_drag, bool p_timeline_only);