Skeleton3D: Convert 3.x skeletons
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@ -95,6 +95,19 @@ bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
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set_bone_pose_rotation(which, p_value);
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} else if (what == "scale") {
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set_bone_pose_scale(which, p_value);
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#ifndef DISABLE_DEPRECATED
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} else if (what == "pose") {
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// Kept for compatibility from 3.x to 4.x.
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WARN_DEPRECATED_MSG("Skeleton uses old pose format, which is deprecated (and loads slower). Consider re-importing or re-saving the scene." +
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(is_inside_tree() ? vformat(" Path: \"%s\"", get_path()) : String()));
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// Old Skeleton poses were relative to rest, new ones are absolute, so we need to recompute the pose.
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// Skeleton3D nodes were always written with rest before pose, so this *SHOULD* work...
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Transform3D rest = get_bone_rest(which);
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Transform3D pose = rest * (Transform3D)p_value;
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set_bone_pose_position(which, pose.origin);
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set_bone_pose_rotation(which, pose.basis.get_rotation_quaternion());
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set_bone_pose_scale(which, pose.basis.get_scale());
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#endif
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} else {
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return false;
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}
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