feat: godot-engine-source-4.3-stable
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engine/scene/3d/skeleton_modifier_3d.cpp
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engine/scene/3d/skeleton_modifier_3d.cpp
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/**************************************************************************/
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/* skeleton_modifier_3d.cpp */
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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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#include "skeleton_modifier_3d.h"
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void SkeletonModifier3D::_validate_property(PropertyInfo &p_property) const {
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//
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}
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PackedStringArray SkeletonModifier3D::get_configuration_warnings() const {
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PackedStringArray warnings = Node3D::get_configuration_warnings();
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if (skeleton_id.is_null()) {
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warnings.push_back(RTR("Skeleton3D node not set! SkeletonModifier3D must be child of Skeleton3D or set a path to an external skeleton."));
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}
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return warnings;
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}
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/* Skeleton3D */
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Skeleton3D *SkeletonModifier3D::get_skeleton() const {
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return Object::cast_to<Skeleton3D>(ObjectDB::get_instance(skeleton_id));
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}
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void SkeletonModifier3D::_update_skeleton_path() {
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skeleton_id = ObjectID();
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// Make sure parent is a Skeleton3D.
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Skeleton3D *sk = Object::cast_to<Skeleton3D>(get_parent());
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if (sk) {
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skeleton_id = sk->get_instance_id();
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}
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}
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void SkeletonModifier3D::_update_skeleton() {
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if (!is_inside_tree()) {
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return;
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}
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Skeleton3D *old_sk = get_skeleton();
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_update_skeleton_path();
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Skeleton3D *new_sk = get_skeleton();
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if (old_sk != new_sk) {
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_skeleton_changed(old_sk, new_sk);
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}
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update_configuration_warnings();
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}
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void SkeletonModifier3D::_skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) {
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//
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}
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/* Process */
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void SkeletonModifier3D::set_active(bool p_active) {
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if (active == p_active) {
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return;
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}
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active = p_active;
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_set_active(active);
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}
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bool SkeletonModifier3D::is_active() const {
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return active;
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}
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void SkeletonModifier3D::_set_active(bool p_active) {
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//
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}
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void SkeletonModifier3D::set_influence(real_t p_influence) {
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influence = p_influence;
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}
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real_t SkeletonModifier3D::get_influence() const {
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return influence;
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}
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void SkeletonModifier3D::process_modification() {
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if (!active) {
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return;
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}
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_process_modification();
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emit_signal(SNAME("modification_processed"));
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}
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void SkeletonModifier3D::_process_modification() {
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GDVIRTUAL_CALL(_process_modification);
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}
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void SkeletonModifier3D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE:
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case NOTIFICATION_PARENTED: {
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_update_skeleton();
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} break;
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}
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}
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void SkeletonModifier3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_skeleton"), &SkeletonModifier3D::get_skeleton);
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ClassDB::bind_method(D_METHOD("set_active", "active"), &SkeletonModifier3D::set_active);
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ClassDB::bind_method(D_METHOD("is_active"), &SkeletonModifier3D::is_active);
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ClassDB::bind_method(D_METHOD("set_influence", "influence"), &SkeletonModifier3D::set_influence);
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ClassDB::bind_method(D_METHOD("get_influence"), &SkeletonModifier3D::get_influence);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "active"), "set_active", "is_active");
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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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GDVIRTUAL_BIND(_process_modification);
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}
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SkeletonModifier3D::SkeletonModifier3D() {
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}
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