Disable Skeleton3D when compiling without 3D
Make animation code not depend on Skeleton3D or even Node3D
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5dc923d386
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10 changed files with 58 additions and 59 deletions
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@ -337,7 +337,6 @@ void Skeleton3D::_notification(int p_what) {
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} break;
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#ifndef _3D_DISABLED
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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// This is active only if the skeleton animates the physical bones
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// and the state of the bone is not active.
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@ -356,7 +355,6 @@ void Skeleton3D::_notification(int p_what) {
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set_physics_process_internal(true);
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}
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} break;
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#endif
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}
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}
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@ -621,8 +619,6 @@ void Skeleton3D::localize_rests() {
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}
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}
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#ifndef _3D_DISABLED
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void Skeleton3D::set_animate_physical_bones(bool p_animate) {
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animate_physical_bones = p_animate;
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@ -783,8 +779,6 @@ void Skeleton3D::physical_bones_remove_collision_exception(RID p_exception) {
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_physical_bones_add_remove_collision_exception(false, this, p_exception);
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}
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#endif // _3D_DISABLED
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void Skeleton3D::_skin_changed() {
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_make_dirty();
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}
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@ -898,8 +892,6 @@ void Skeleton3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("bone_transform_to_world_transform", "bone_transform"), &Skeleton3D::bone_transform_to_world_transform);
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ClassDB::bind_method(D_METHOD("world_transform_to_bone_transform", "world_transform"), &Skeleton3D::world_transform_to_bone_transform);
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#ifndef _3D_DISABLED
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ClassDB::bind_method(D_METHOD("set_animate_physical_bones"), &Skeleton3D::set_animate_physical_bones);
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ClassDB::bind_method(D_METHOD("get_animate_physical_bones"), &Skeleton3D::get_animate_physical_bones);
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@ -909,7 +901,6 @@ void Skeleton3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton3D::physical_bones_remove_collision_exception);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones");
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#endif // _3D_DISABLED
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#ifdef TOOLS_ENABLED
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ADD_SIGNAL(MethodInfo("pose_updated"));
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