Allow users to override SkeletonModifier3D._process_modification
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parent
03e6fbb010
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1ccf0c2947
4 changed files with 14 additions and 2 deletions
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@ -6,9 +6,19 @@
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<description>
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<description>
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[SkeletonModifier3D] retrieves a target [Skeleton3D] by having a [Skeleton3D] parent.
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[SkeletonModifier3D] retrieves a target [Skeleton3D] by having a [Skeleton3D] parent.
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If there is [AnimationMixer], modification always performs after playback process of the [AnimationMixer].
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If there is [AnimationMixer], modification always performs after playback process of the [AnimationMixer].
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This node should be used to implement custom IK solvers, constraints, or skeleton physics
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</description>
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</description>
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<tutorials>
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<tutorials>
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</tutorials>
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</tutorials>
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<methods>
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<method name="_process_modification" qualifiers="virtual">
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<return type="void" />
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<description>
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Override this virtual method to implement a custom skeleton modifier. You should do things like get the [Skeleton3D]'s current pose and apply the pose here.
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[method _process_modification] must not apply [member influence] to bone poses because the [Skeleton3D] automatically applies influence to all bone poses set by the modifier.
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</description>
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</method>
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</methods>
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<members>
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<members>
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<member name="active" type="bool" setter="set_active" getter="is_active" default="true">
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<member name="active" type="bool" setter="set_active" getter="is_active" default="true">
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If [code]true[/code], the [SkeletonModifier3D] will be processing.
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If [code]true[/code], the [SkeletonModifier3D] will be processing.
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@ -110,7 +110,7 @@ void SkeletonModifier3D::process_modification() {
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}
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}
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void SkeletonModifier3D::_process_modification() {
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void SkeletonModifier3D::_process_modification() {
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//
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GDVIRTUAL_CALL(_process_modification);
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}
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}
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void SkeletonModifier3D::_notification(int p_what) {
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void SkeletonModifier3D::_notification(int p_what) {
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@ -133,6 +133,7 @@ void SkeletonModifier3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "influence", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_influence", "get_influence");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "influence", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_influence", "get_influence");
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ADD_SIGNAL(MethodInfo("modification_processed"));
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ADD_SIGNAL(MethodInfo("modification_processed"));
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GDVIRTUAL_BIND(_process_modification);
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}
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}
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SkeletonModifier3D::SkeletonModifier3D() {
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SkeletonModifier3D::SkeletonModifier3D() {
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@ -60,6 +60,7 @@ protected:
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virtual void _set_active(bool p_active);
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virtual void _set_active(bool p_active);
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virtual void _process_modification();
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virtual void _process_modification();
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GDVIRTUAL0(_process_modification);
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public:
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public:
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virtual PackedStringArray get_configuration_warnings() const override;
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virtual PackedStringArray get_configuration_warnings() const override;
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@ -589,7 +589,7 @@ void register_scene_types() {
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GDREGISTER_CLASS(CPUParticles3D);
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GDREGISTER_CLASS(CPUParticles3D);
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GDREGISTER_CLASS(Marker3D);
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GDREGISTER_CLASS(Marker3D);
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GDREGISTER_CLASS(RootMotionView);
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GDREGISTER_CLASS(RootMotionView);
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GDREGISTER_ABSTRACT_CLASS(SkeletonModifier3D);
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GDREGISTER_VIRTUAL_CLASS(SkeletonModifier3D);
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OS::get_singleton()->yield(); // may take time to init
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OS::get_singleton()->yield(); // may take time to init
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