Remove editor code in PhysicalBone3D
_set_gizmo_move_joint is only used in PhysicalBone3DEditor, so the editor plugin call can be done directly there.
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3 changed files with 3 additions and 10 deletions
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@ -43,6 +43,7 @@ void PhysicalBone3DEditor::_on_toggle_button_transform_joint(bool p_is_pressed)
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void PhysicalBone3DEditor::_set_move_joint() {
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if (selected) {
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selected->_set_gizmo_move_joint(button_transform_joint->is_pressed());
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Node3DEditor::get_singleton()->update_transform_gizmo();
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}
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}
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@ -33,10 +33,6 @@
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#include "core/core_string_names.h"
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#include "scene/scene_string_names.h"
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#ifdef TOOLS_ENABLED
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#include "editor/plugins/node_3d_editor_plugin.h"
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#endif
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void PhysicsBody3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("move_and_collide", "linear_velocity", "test_only", "safe_margin", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(1));
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ClassDB::bind_method(D_METHOD("test_move", "from", "linear_velocity", "collision", "safe_margin", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(1));
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@ -2998,14 +2994,11 @@ void PhysicalBone3D::_on_bone_parent_changed() {
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_reload_joint();
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}
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void PhysicalBone3D::_set_gizmo_move_joint(bool p_move_joint) {
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#ifdef TOOLS_ENABLED
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void PhysicalBone3D::_set_gizmo_move_joint(bool p_move_joint) {
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gizmo_move_joint = p_move_joint;
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Node3DEditor::get_singleton()->update_transform_gizmo();
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#endif
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}
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#ifdef TOOLS_ENABLED
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Transform3D PhysicalBone3D::get_global_gizmo_transform() const {
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return gizmo_move_joint ? get_global_transform() * joint_offset : get_global_transform();
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}
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@ -662,10 +662,9 @@ private:
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public:
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void _on_bone_parent_changed();
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void _set_gizmo_move_joint(bool p_move_joint);
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public:
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#ifdef TOOLS_ENABLED
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void _set_gizmo_move_joint(bool p_move_joint);
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virtual Transform3D get_global_gizmo_transform() const override;
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virtual Transform3D get_local_gizmo_transform() const override;
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#endif
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