replace bone_pose_updated to skeleton_updated signal
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30e71782af
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78a5ef4158
9 changed files with 80 additions and 25 deletions
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@ -21,11 +21,10 @@
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Returns whether the BoneAttachment3D node is using an external [Skeleton3D] rather than attempting to use its parent node as the [Skeleton3D].
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</description>
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</method>
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<method name="on_bone_pose_update">
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<method name="on_skeleton_update">
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<return type="void" />
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<param index="0" name="bone_index" type="int" />
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<description>
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A function that is called automatically when the [Skeleton3D] the BoneAttachment3D node is using has a bone that has changed its pose. 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.
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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.
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</description>
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</method>
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<method name="set_external_skeleton">
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@ -252,7 +252,7 @@
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<param index="1" name="pose" type="Transform3D" />
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<description>
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Sets the global pose transform, [param pose], for the bone at [param bone_idx].
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[b]Note:[/b] If other bone poses have been changed, this method executes an update process and will cause performance to deteriorate. If you know that multiple global poses will be applied, consider using [method set_bone_pose] with precalculation.
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[b]Note:[/b] If other bone poses have been changed, this method executes a dirty poses recalculation and will cause performance to deteriorate. If you know that multiple global poses will be applied, consider using [method set_bone_pose] with precalculation.
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</description>
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</method>
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<method name="set_bone_global_pose_override" deprecated="">
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@ -355,15 +355,10 @@
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<description>
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</description>
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</signal>
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<signal name="bone_pose_changed">
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<param index="0" name="bone_idx" type="int" />
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<description>
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Emitted when the bone at [param bone_idx] changes its transform/pose. This can be used to update other nodes that rely on bone positions.
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</description>
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</signal>
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<signal name="pose_updated">
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<description>
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Emitted when the pose is updated, after [constant NOTIFICATION_UPDATE_SKELETON] is received.
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Emitted when the pose is updated.
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[b]Note:[/b] During the update process, this signal is not fired, so modification by [SkeletonModifier3D] is not detected.
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</description>
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</signal>
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<signal name="show_rest_only_changed">
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@ -371,11 +366,16 @@
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Emitted when the value of [member show_rest_only] changes.
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</description>
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</signal>
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<signal name="skeleton_updated">
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<description>
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Emitted when the final pose has been calculated will be applied to the skin in the update process.
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This means that all [SkeletonModifier3D] processing is complete. In order to detect the completion of the processing of each [SkeletonModifier3D], use [signal SkeletonModifier3D.modification_processed].
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="NOTIFICATION_UPDATE_SKELETON" value="50">
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Notification received when this skeleton's pose needs to be updated.
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This notification is received [i]before[/i] the related [signal pose_updated] signal.
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Notification received when this skeleton's pose needs to be updated. In that case, this is called only once per frame in a deferred process.
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</constant>
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<constant name="MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS" value="0" enum="ModifierCallbackModeProcess">
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Set a flag to process modification during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
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@ -272,3 +272,11 @@ Validate extension JSON: API was removed: classes/SkeletonIK3D/methods/set_inter
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Validate extension JSON: API was removed: classes/SkeletonIK3D/properties/interpolation
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These base class is changed to SkeletonModifier3D which is processed by Skeleton3D with the assumption that it is Skeleton3D's child.
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GH-90575
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--------
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Validate extension JSON: API was removed: classes/BoneAttachment3D/methods/on_bone_pose_update
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Validate extension JSON: API was removed: classes/Skeleton3D/signals/bone_pose_changed
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They have been replaced by a safer API due to performance concerns. Compatibility method registered.
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43
scene/3d/bone_attachment_3d.compat.inc
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43
scene/3d/bone_attachment_3d.compat.inc
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@ -0,0 +1,43 @@
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/**************************************************************************/
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/* bone_attachment_3d.compat.inc */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef DISABLE_DEPRECATED
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#include "bone_attachment_3d.h"
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void BoneAttachment3D::_on_bone_pose_update_bind_compat_90575(int p_bone_index) {
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return on_skeleton_update();
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}
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void BoneAttachment3D::_bind_compatibility_methods() {
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ClassDB::bind_compatibility_method(D_METHOD("on_bone_pose_update", "bone_index"), &BoneAttachment3D::_on_bone_pose_update_bind_compat_90575);
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}
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#endif // DISABLE_DEPRECATED
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@ -29,6 +29,7 @@
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/**************************************************************************/
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#include "bone_attachment_3d.h"
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#include "bone_attachment_3d.compat.inc"
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void BoneAttachment3D::_validate_property(PropertyInfo &p_property) const {
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if (p_property.name == "bone_name") {
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@ -148,9 +149,9 @@ void BoneAttachment3D::_check_bind() {
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bone_idx = sk->find_bone(bone_name);
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}
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if (bone_idx != -1) {
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sk->connect(SNAME("bone_pose_changed"), callable_mp(this, &BoneAttachment3D::on_bone_pose_update));
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sk->connect(SNAME("skeleton_updated"), callable_mp(this, &BoneAttachment3D::on_skeleton_update));
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bound = true;
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callable_mp(this, &BoneAttachment3D::on_bone_pose_update).call_deferred(bone_idx);
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callable_mp(this, &BoneAttachment3D::on_skeleton_update);
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}
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}
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}
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@ -176,7 +177,7 @@ void BoneAttachment3D::_check_unbind() {
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Skeleton3D *sk = _get_skeleton3d();
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if (sk) {
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sk->disconnect(SNAME("bone_pose_changed"), callable_mp(this, &BoneAttachment3D::on_bone_pose_update));
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sk->disconnect(SNAME("skeleton_updated"), callable_mp(this, &BoneAttachment3D::on_skeleton_update));
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}
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bound = false;
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}
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@ -308,12 +309,12 @@ void BoneAttachment3D::_notification(int p_what) {
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}
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}
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void BoneAttachment3D::on_bone_pose_update(int p_bone_index) {
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void BoneAttachment3D::on_skeleton_update() {
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if (updating) {
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return;
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}
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updating = true;
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if (bone_idx == p_bone_index) {
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if (bone_idx >= 0) {
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Skeleton3D *sk = _get_skeleton3d();
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if (sk) {
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if (!override_pose) {
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@ -371,7 +372,7 @@ void BoneAttachment3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_bone_idx", "bone_idx"), &BoneAttachment3D::set_bone_idx);
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ClassDB::bind_method(D_METHOD("get_bone_idx"), &BoneAttachment3D::get_bone_idx);
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ClassDB::bind_method(D_METHOD("on_bone_pose_update", "bone_index"), &BoneAttachment3D::on_bone_pose_update);
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ClassDB::bind_method(D_METHOD("on_skeleton_update"), &BoneAttachment3D::on_skeleton_update);
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ClassDB::bind_method(D_METHOD("set_override_pose", "override_pose"), &BoneAttachment3D::set_override_pose);
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ClassDB::bind_method(D_METHOD("get_override_pose"), &BoneAttachment3D::get_override_pose);
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@ -67,6 +67,10 @@ protected:
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void _notification(int p_what);
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static void _bind_methods();
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#ifndef DISABLE_DEPRECATED
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virtual void _on_bone_pose_update_bind_compat_90575(int p_bone_index);
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static void _bind_compatibility_methods();
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#endif
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public:
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#ifdef TOOLS_ENABLED
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@ -89,7 +93,7 @@ public:
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void set_external_skeleton(NodePath p_skeleton);
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NodePath get_external_skeleton() const;
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virtual void on_bone_pose_update(int p_bone_index);
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virtual void on_skeleton_update();
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#ifdef TOOLS_ENABLED
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virtual void notify_rebind_required();
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@ -327,6 +327,8 @@ void Skeleton3D::_notification(int p_what) {
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_process_modifiers();
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}
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emit_signal(SceneStringNames::get_singleton()->skeleton_updated);
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// Update skins.
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RenderingServer *rs = RenderingServer::get_singleton();
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for (SkinReference *E : skin_bindings) {
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@ -921,8 +923,6 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
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for (int i = 0; i < child_bone_size; i++) {
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bones_to_process.push_back(b.child_bones[i]);
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}
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emit_signal(SceneStringNames::get_singleton()->bone_pose_changed, current_bone_idx);
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}
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}
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@ -1059,7 +1059,7 @@ void Skeleton3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::INT, "modifier_callback_mode_process", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_modifier_callback_mode_process", "get_modifier_callback_mode_process");
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ADD_SIGNAL(MethodInfo("pose_updated"));
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ADD_SIGNAL(MethodInfo("bone_pose_changed", PropertyInfo(Variant::INT, "bone_idx")));
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ADD_SIGNAL(MethodInfo("skeleton_updated"));
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ADD_SIGNAL(MethodInfo("bone_enabled_changed", PropertyInfo(Variant::INT, "bone_idx")));
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ADD_SIGNAL(MethodInfo("bone_list_changed"));
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ADD_SIGNAL(MethodInfo("show_rest_only_changed"));
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@ -63,7 +63,7 @@ SceneStringNames::SceneStringNames() {
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RESET = StaticCString::create("RESET");
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pose_updated = StaticCString::create("pose_updated");
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bone_pose_changed = StaticCString::create("bone_pose_changed");
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skeleton_updated = StaticCString::create("skeleton_updated");
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bone_enabled_changed = StaticCString::create("bone_enabled_changed");
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show_rest_only_changed = StaticCString::create("show_rest_only_changed");
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@ -99,7 +99,7 @@ public:
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StringName RESET;
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StringName pose_updated;
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StringName bone_pose_changed;
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StringName skeleton_updated;
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StringName bone_enabled_changed;
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StringName show_rest_only_changed;
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