mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-22 00:48:09 +01:00
Moved Skeleton2D and it's related classes into a module.
This commit is contained in:
parent
91bba51de6
commit
b9f3d3b26a
@ -137,7 +137,6 @@
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#include "editor/plugins/script_editor_plugin.h"
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#include "editor/plugins/script_text_editor.h"
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#include "editor/plugins/shader_editor_plugin.h"
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#include "editor/plugins/skeleton_2d_editor_plugin.h"
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#include "editor/plugins/skeleton_ik_editor_plugin.h"
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#include "editor/plugins/spatial_editor_plugin.h"
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#include "editor/plugins/sprite_editor_plugin.h"
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@ -6800,7 +6799,6 @@ EditorNode::EditorNode() {
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add_editor_plugin(memnew(AnimationTreeEditorPlugin(this)));
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add_editor_plugin(memnew(StyleBoxEditorPlugin(this)));
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add_editor_plugin(memnew(SpriteEditorPlugin(this)));
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add_editor_plugin(memnew(Skeleton2DEditorPlugin(this)));
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add_editor_plugin(memnew(CPUParticles2DEditorPlugin(this)));
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add_editor_plugin(memnew(CPUParticlesEditorPlugin(this)));
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add_editor_plugin(memnew(ResourcePreloaderEditorPlugin(this)));
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@ -30,6 +30,12 @@
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#include "canvas_item_editor_plugin.h"
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#include "modules/modules_enabled.gen.h"
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#ifdef MODULE_SKELETON_2D_ENABLED
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#include "modules/skeleton_2d/nodes/skeleton_2d.h"
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#endif
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#include "core/config/engine.h"
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#include "core/config/project_settings.h"
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#include "core/containers/pool_vector.h"
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@ -62,7 +68,7 @@
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#include "scene/2d/light_2d.h"
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#include "scene/2d/node_2d.h"
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#include "scene/2d/polygon_2d.h"
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#include "scene/2d/skeleton_2d.h"
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#include "scene/2d/sprite.h"
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#include "scene/2d/touch_screen_button.h"
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#include "scene/gui/base_button.h"
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@ -3749,6 +3755,7 @@ void CanvasItemEditor::_notification(int p_what) {
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anchor_mode_button->set_visible(false);
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}
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#ifdef MODULE_SKELETON_2D_ENABLED
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// Update the viewport if bones changes
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for (Map<BoneKey, BoneList>::Element *E = bone_list.front(); E; E = E->next()) {
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Object *b = ObjectDB::get_instance(E->key().from);
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@ -3775,6 +3782,7 @@ void CanvasItemEditor::_notification(int p_what) {
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viewport->update();
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}
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}
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#endif
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}
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if (p_what == NOTIFICATION_ENTER_TREE) {
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@ -4520,6 +4528,7 @@ void CanvasItemEditor::_popup_callback(int p_op) {
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snap_dialog->popup_centered(Size2(220, 160) * EDSCALE);
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} break;
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case SKELETON_SHOW_BONES: {
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#ifdef MODULE_SKELETON_2D_ENABLED
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List<Node *> selection = editor_selection->get_selected_node_list();
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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// Add children nodes so they are processed
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@ -4533,6 +4542,7 @@ void CanvasItemEditor::_popup_callback(int p_op) {
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}
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bone_2d->_editor_set_show_bone_gizmo(!bone_2d->_editor_get_show_bone_gizmo());
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}
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#endif
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} break;
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case SHOW_HELPERS: {
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show_helpers = !show_helpers;
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@ -4876,6 +4886,7 @@ void CanvasItemEditor::_popup_callback(int p_op) {
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} break;
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case SKELETON_MAKE_BONES: {
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#ifdef MODULE_SKELETON_2D_ENABLED
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Map<Node *, Object *> &selection = editor_selection->get_selection();
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Node *editor_root = EditorNode::get_singleton()->get_edited_scene()->get_tree()->get_edited_scene_root();
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@ -4908,7 +4919,7 @@ void CanvasItemEditor::_popup_callback(int p_op) {
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}
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undo_redo->commit_action();
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#endif
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} break;
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}
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}
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@ -30,27 +30,31 @@
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#include "polygon_2d_editor_plugin.h"
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#include "modules/modules_enabled.gen.h"
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#ifdef MODULE_SKELETON_2D_ENABLED
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#include "modules/skeleton_2d/nodes/skeleton_2d.h"
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#endif
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#include "canvas_item_editor_plugin.h"
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#include "core/input/input.h"
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#include "core/os/keyboard.h"
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#include "editor/editor_scale.h"
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#include "editor/editor_settings.h"
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#include "scene/2d/skeleton_2d.h"
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#include "scene/gui/panel.h"
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#include "core/object/class_db.h"
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#include "core/input/input_event.h"
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#include "core/math/geometry.h"
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#include "core/math/math_defs.h"
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#include "core/math/math_funcs.h"
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#include "core/math/rect2.h"
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#include "core/math/transform_2d.h"
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#include "core/string/node_path.h"
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#include "core/input/input_event.h"
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#include "core/os/memory.h"
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#include "core/string/string_name.h"
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#include "core/typedefs.h"
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#include "core/object/class_db.h"
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#include "core/object/undo_redo.h"
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#include "core/os/keyboard.h"
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#include "core/os/memory.h"
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#include "core/string/node_path.h"
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#include "core/string/string_name.h"
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#include "core/string/ustring.h"
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#include "core/typedefs.h"
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#include "core/variant/variant.h"
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#include "editor/editor_scale.h"
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#include "editor/editor_settings.h"
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#include "scene/2d/canvas_item.h"
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#include "scene/2d/polygon_2d.h"
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#include "scene/gui/box_container.h"
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@ -60,6 +64,7 @@
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#include "scene/gui/dialogs.h"
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#include "scene/gui/label.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/panel.h"
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#include "scene/gui/popup_menu.h"
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#include "scene/gui/scroll_bar.h"
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#include "scene/gui/scroll_container.h"
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@ -135,6 +140,7 @@ void Polygon2DEditor::_notification(int p_what) {
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}
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void Polygon2DEditor::_sync_bones() {
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#ifdef MODULE_SKELETON_2D_ENABLED
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Skeleton2D *skeleton = nullptr;
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if (!node->has_node(node->get_skeleton())) {
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error->set_text(TTR("The skeleton property of the Polygon2D does not point to a Skeleton2D node"));
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@ -186,6 +192,7 @@ void Polygon2DEditor::_sync_bones() {
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undo_redo->add_do_method(uv_edit_draw, "update");
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undo_redo->add_undo_method(uv_edit_draw, "update");
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undo_redo->commit_action();
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#endif
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}
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void Polygon2DEditor::_update_bone_list() {
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@ -1139,6 +1146,7 @@ void Polygon2DEditor::_uv_draw() {
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}
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}
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#ifdef MODULE_SKELETON_2D_ENABLED
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if (uv_mode == UV_MODE_PAINT_WEIGHT || uv_mode == UV_MODE_CLEAR_WEIGHT) {
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NodePath bone_path;
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for (int i = 0; i < bone_scroll_vb->get_child_count(); i++) {
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@ -1196,6 +1204,7 @@ void Polygon2DEditor::_uv_draw() {
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//draw paint circle
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uv_edit_draw->draw_circle(bone_paint_pos, bone_paint_radius->get_value() * EDSCALE, Color(1, 1, 1, 0.1));
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}
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#endif
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rect.position -= uv_edit_draw->get_size();
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rect.size += uv_edit_draw->get_size() * 2.0;
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7
modules/skeleton_2d/.gitignore
vendored
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7
modules/skeleton_2d/.gitignore
vendored
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@ -0,0 +1,7 @@
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.import
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*.d
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*.o
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*.meta
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*.obj
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*.pyc
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*.bc
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24
modules/skeleton_2d/SCsub
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24
modules/skeleton_2d/SCsub
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@ -0,0 +1,24 @@
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import os
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Import('env')
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module_env = env.Clone()
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module_env.add_source_files(env.modules_sources,"register_types.cpp")
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module_env.add_source_files(env.modules_sources,"nodes/skeleton_2d.cpp")
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module_env.add_source_files(env.modules_sources,"nodes/physical_bone_2d.cpp")
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module_env.add_source_files(env.modules_sources,"resources/skeleton_modification_2d.cpp")
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module_env.add_source_files(env.modules_sources,"resources/skeleton_modification_2d_ccdik.cpp")
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module_env.add_source_files(env.modules_sources,"resources/skeleton_modification_2d_fabrik.cpp")
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module_env.add_source_files(env.modules_sources,"resources/skeleton_modification_2d_jiggle.cpp")
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module_env.add_source_files(env.modules_sources,"resources/skeleton_modification_2d_lookat.cpp")
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module_env.add_source_files(env.modules_sources,"resources/skeleton_modification_2d_physicalbones.cpp")
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module_env.add_source_files(env.modules_sources,"resources/skeleton_modification_2d_stackholder.cpp")
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module_env.add_source_files(env.modules_sources,"resources/skeleton_modification_2d_twoboneik.cpp")
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module_env.add_source_files(env.modules_sources,"resources/skeleton_modification_stack_2d.cpp")
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if env["tools"]:
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module_env.add_source_files(env.modules_sources,"editor/skeleton_2d_editor_plugin.cpp")
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18
modules/skeleton_2d/config.py
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18
modules/skeleton_2d/config.py
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@ -0,0 +1,18 @@
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def can_build(env, platform):
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return True
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def configure(env):
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pass
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def get_doc_classes():
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return [
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"Skeleton2D",
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"PhysicalBone2D",
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]
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def get_doc_path():
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return "doc_classes"
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@ -30,12 +30,12 @@
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#include "skeleton_2d_editor_plugin.h"
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#include "canvas_item_editor_plugin.h"
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#include "editor/plugins/canvas_item_editor_plugin.h"
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#include "core/object/class_db.h"
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#include "core/os/memory.h"
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#include "core/object/undo_redo.h"
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#include "editor/editor_node.h"
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#include "scene/2d/skeleton_2d.h"
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#include "../nodes/skeleton_2d.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/popup_menu.h"
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@ -1,5 +1,6 @@
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#ifndef SKELETON_2D_EDITOR_PLUGIN_H
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#define SKELETON_2D_EDITOR_PLUGIN_H
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/*************************************************************************/
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/* skeleton_2d_editor_plugin.h */
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/*************************************************************************/
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Before Width: | Height: | Size: 524 B After Width: | Height: | Size: 524 B |
@ -32,7 +32,7 @@
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#define PHYSICAL_BONE_2D_H
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#include "scene/2d/physics_body_2d.h"
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#include "scene/2d/skeleton_2d.h"
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#include "skeleton_2d.h"
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class Joint2D;
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#include "skeleton_2d.h"
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#include "scene/resources/skeleton_modification_2d.h"
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#include "scene/resources/skeleton_modification_stack_2d.h"
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#include "../resources/skeleton_modification_2d.h"
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#include "../resources/skeleton_modification_stack_2d.h"
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#include "core/config/engine.h"
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#ifdef TOOLS_ENABLED
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@ -1,5 +1,6 @@
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#ifndef SKELETON_2D_H
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#define SKELETON_2D_H
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/*************************************************************************/
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/* skeleton_2d.h */
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/*************************************************************************/
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@ -31,7 +32,7 @@
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/*************************************************************************/
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#include "scene/2d/node_2d.h"
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#include "scene/resources/skeleton_modification_2d.h"
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#include "../resources/skeleton_modification_2d.h"
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class Skeleton2D;
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44
modules/skeleton_2d/register_types.cpp
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44
modules/skeleton_2d/register_types.cpp
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@ -0,0 +1,44 @@
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#include "register_types.h"
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#include "nodes/physical_bone_2d.h"
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#include "nodes/skeleton_2d.h"
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#include "resources/skeleton_modification_2d.h"
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#include "resources/skeleton_modification_2d_ccdik.h"
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#include "resources/skeleton_modification_2d_fabrik.h"
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#include "resources/skeleton_modification_2d_jiggle.h"
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#include "resources/skeleton_modification_2d_lookat.h"
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#include "resources/skeleton_modification_2d_physicalbones.h"
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#include "resources/skeleton_modification_2d_stackholder.h"
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#include "resources/skeleton_modification_2d_twoboneik.h"
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#include "resources/skeleton_modification_stack_2d.h"
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#ifdef TOOLS_ENABLED
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#include "editor/skeleton_2d_editor_plugin.h"
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#endif
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void register_skeleton_2d_types() {
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ClassDB::register_class<Skeleton2D>();
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ClassDB::register_class<Bone2D>();
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ClassDB::register_class<PhysicalBone2D>();
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ClassDB::register_class<SkeletonModificationStack2D>();
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ClassDB::register_class<SkeletonModification2D>();
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ClassDB::register_class<SkeletonModification2DLookAt>();
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ClassDB::register_class<SkeletonModification2DCCDIK>();
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ClassDB::register_class<SkeletonModification2DFABRIK>();
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ClassDB::register_class<SkeletonModification2DJiggle>();
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ClassDB::register_class<SkeletonModification2DTwoBoneIK>();
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ClassDB::register_class<SkeletonModification2DStackHolder>();
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ClassDB::register_class<PhysicalBone2D>();
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ClassDB::register_class<SkeletonModification2DPhysicalBones>();
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#ifdef TOOLS_ENABLED
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EditorPlugins::add_by_type<Skeleton2DEditorPlugin>();
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#endif
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}
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void unregister_skeleton_2d_types() {
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}
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3
modules/skeleton_2d/register_types.h
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3
modules/skeleton_2d/register_types.h
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@ -0,0 +1,3 @@
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void register_skeleton_2d_types();
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void unregister_skeleton_2d_types();
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@ -29,12 +29,12 @@
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/*************************************************************************/
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#include "skeleton_modification_2d.h"
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#include "scene/2d/skeleton_2d.h"
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#include "../nodes/skeleton_2d.h"
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#include "core/config/engine.h"
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#include "scene/2d/collision_object_2d.h"
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#include "scene/2d/collision_shape_2d.h"
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#include "scene/2d/physical_bone_2d.h"
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#include "../nodes/physical_bone_2d.h"
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#include "skeleton_modification_stack_2d.h"
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/*************************************************************************/
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#include "skeleton_modification_2d_ccdik.h"
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#include "scene/2d/skeleton_2d.h"
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#include "../nodes/skeleton_2d.h"
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#include "skeleton_modification_stack_2d.h"
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#include "scene/2d/node_2d.h"
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#include "core/config/engine.h"
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@ -31,7 +31,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "scene/resources/skeleton_modification_2d.h"
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#include "skeleton_modification_2d.h"
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///////////////////////////////////////
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// SkeletonModification2DCCDIK
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@ -29,7 +29,7 @@
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/*************************************************************************/
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#include "skeleton_modification_2d_fabrik.h"
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#include "scene/2d/skeleton_2d.h"
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#include "../nodes/skeleton_2d.h"
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#include "skeleton_modification_stack_2d.h"
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#ifdef TOOLS_ENABLED
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "scene/resources/skeleton_modification_2d.h"
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#include "skeleton_modification_2d.h"
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///////////////////////////////////////
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// SkeletonModification2DFABRIK
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@ -31,7 +31,7 @@
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#include "skeleton_modification_2d_jiggle.h"
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#include "scene/2d/node_2d.h"
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#include "scene/2d/skeleton_2d.h"
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#include "../nodes/skeleton_2d.h"
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#include "scene/resources/world_2d.h"
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#include "skeleton_modification_stack_2d.h"
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@ -31,7 +31,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "scene/resources/skeleton_modification_2d.h"
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#include "skeleton_modification_2d.h"
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///////////////////////////////////////
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// SkeletonModification2DJIGGLE
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@ -29,7 +29,7 @@
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/*************************************************************************/
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#include "skeleton_modification_2d_lookat.h"
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#include "scene/2d/skeleton_2d.h"
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#include "../nodes/skeleton_2d.h"
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#include "skeleton_modification_stack_2d.h"
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#include "core/config/engine.h"
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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||||
/*************************************************************************/
|
||||
|
||||
#include "scene/resources/skeleton_modification_2d.h"
|
||||
#include "skeleton_modification_2d.h"
|
||||
|
||||
///////////////////////////////////////
|
||||
// SkeletonModification2DLookAt
|
@ -29,8 +29,8 @@
|
||||
/*************************************************************************/
|
||||
|
||||
#include "skeleton_modification_2d_physicalbones.h"
|
||||
#include "scene/2d/physical_bone_2d.h"
|
||||
#include "scene/2d/skeleton_2d.h"
|
||||
#include "../nodes/physical_bone_2d.h"
|
||||
#include "../nodes/skeleton_2d.h"
|
||||
#include "skeleton_modification_stack_2d.h"
|
||||
#include "core/config/engine.h"
|
||||
|
@ -35,7 +35,7 @@
|
||||
#include "core/containers/vector.h"
|
||||
#include "core/object/object_id.h"
|
||||
|
||||
#include "scene/resources/skeleton_modification_2d.h"
|
||||
#include "skeleton_modification_2d.h"
|
||||
|
||||
///////////////////////////////////////
|
||||
// SkeletonModification2DJIGGLE
|
@ -29,7 +29,7 @@
|
||||
/*************************************************************************/
|
||||
|
||||
#include "skeleton_modification_2d_stackholder.h"
|
||||
#include "scene/2d/skeleton_2d.h"
|
||||
#include "../nodes/skeleton_2d.h"
|
||||
#include "skeleton_modification_stack_2d.h"
|
||||
#include "core/config/engine.h"
|
||||
|
@ -31,7 +31,7 @@
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "scene/resources/skeleton_modification_2d.h"
|
||||
#include "skeleton_modification_2d.h"
|
||||
|
||||
///////////////////////////////////////
|
||||
// SkeletonModification2DJIGGLE
|
@ -29,7 +29,7 @@
|
||||
/*************************************************************************/
|
||||
|
||||
#include "skeleton_modification_2d_twoboneik.h"
|
||||
#include "scene/2d/skeleton_2d.h"
|
||||
#include "../nodes/skeleton_2d.h"
|
||||
#include "skeleton_modification_stack_2d.h"
|
||||
#include "core/config/engine.h"
|
||||
|
@ -31,7 +31,7 @@
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "scene/resources/skeleton_modification_2d.h"
|
||||
#include "skeleton_modification_2d.h"
|
||||
|
||||
///////////////////////////////////////
|
||||
// SkeletonModification2DJIGGLE
|
@ -29,8 +29,8 @@
|
||||
/*************************************************************************/
|
||||
|
||||
#include "skeleton_modification_stack_2d.h"
|
||||
#include "scene/2d/skeleton_2d.h"
|
||||
#include "scene/resources/skeleton_modification_2d.h"
|
||||
#include "../nodes/skeleton_2d.h"
|
||||
#include "skeleton_modification_2d.h"
|
||||
|
||||
void SkeletonModificationStack2D::_get_property_list(List<PropertyInfo> *p_list) const {
|
||||
for (int i = 0; i < modifications.size(); i++) {
|
@ -1,5 +1,6 @@
|
||||
#ifndef JOINTS_2D_H
|
||||
#define JOINTS_2D_H
|
||||
|
||||
/*************************************************************************/
|
||||
/* joints_2d.h */
|
||||
/*************************************************************************/
|
||||
|
@ -31,7 +31,12 @@
|
||||
#include "polygon_2d.h"
|
||||
|
||||
#include "core/math/geometry.h"
|
||||
#include "skeleton_2d.h"
|
||||
|
||||
#include "modules/modules_enabled.gen.h"
|
||||
|
||||
#ifdef MODULE_SKELETON_2D_ENABLED
|
||||
#include "modules/skeleton_2d/nodes/skeleton_2d.h"
|
||||
#endif
|
||||
|
||||
#ifdef TOOLS_ENABLED
|
||||
Dictionary Polygon2D::_edit_get_state() const {
|
||||
@ -101,6 +106,7 @@ void Polygon2D::_notification(int p_what) {
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef MODULE_SKELETON_2D_ENABLED
|
||||
Skeleton2D *skeleton_node = nullptr;
|
||||
if (has_node(skeleton)) {
|
||||
skeleton_node = Object::cast_to<Skeleton2D>(get_node(skeleton));
|
||||
@ -127,6 +133,7 @@ void Polygon2D::_notification(int p_what) {
|
||||
|
||||
current_skeleton_id = new_skeleton_id;
|
||||
}
|
||||
#endif
|
||||
|
||||
Vector<Vector2> points;
|
||||
Vector<Vector2> uvs;
|
||||
@ -223,6 +230,7 @@ void Polygon2D::_notification(int p_what) {
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef MODULE_SKELETON_2D_ENABLED
|
||||
if (skeleton_node && !invert && bone_weights.size()) {
|
||||
//a skeleton is set! fill indices and weights
|
||||
int vc = len;
|
||||
@ -287,6 +295,7 @@ void Polygon2D::_notification(int p_what) {
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
Vector<Color> colors;
|
||||
if (vertex_colors.size() == points.size()) {
|
||||
|
@ -1,5 +1,6 @@
|
||||
#ifndef POLYGON_2D_H
|
||||
#define POLYGON_2D_H
|
||||
|
||||
/*************************************************************************/
|
||||
/* polygon_2d.h */
|
||||
/*************************************************************************/
|
||||
|
@ -42,7 +42,12 @@
|
||||
#ifdef TOOLS_ENABLED
|
||||
#include "editor/editor_node.h"
|
||||
#include "editor/editor_settings.h"
|
||||
#include "scene/2d/skeleton_2d.h"
|
||||
|
||||
#include "modules/modules_enabled.gen.h"
|
||||
|
||||
#ifdef MODULE_SKELETON_2D_ENABLED
|
||||
#include "modules/skeleton_2d/nodes/skeleton_2d.h"
|
||||
#endif
|
||||
|
||||
void AnimatedValuesBackup::update_skeletons() {
|
||||
for (int i = 0; i < entries.size(); i++) {
|
||||
@ -50,11 +55,13 @@ void AnimatedValuesBackup::update_skeletons() {
|
||||
// 3D bone
|
||||
Object::cast_to<Skeleton>(entries[i].object)->notification(Skeleton::NOTIFICATION_UPDATE_SKELETON);
|
||||
} else {
|
||||
#ifdef MODULE_SKELETON_2D_ENABLED
|
||||
Bone2D *bone = Object::cast_to<Bone2D>(entries[i].object);
|
||||
if (bone && bone->skeleton) {
|
||||
// 2D bone
|
||||
bone->skeleton->_update_transform();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -58,14 +58,12 @@
|
||||
#include "scene/2d/parallax_background.h"
|
||||
#include "scene/2d/parallax_layer.h"
|
||||
#include "scene/2d/path_2d.h"
|
||||
#include "scene/2d/physical_bone_2d.h"
|
||||
#include "scene/2d/physics_body_2d.h"
|
||||
#include "scene/2d/polygon_2d.h"
|
||||
#include "scene/2d/position_2d.h"
|
||||
#include "scene/2d/ray_cast_2d.h"
|
||||
#include "scene/2d/remote_transform_2d.h"
|
||||
#include "scene/2d/shape_cast_2d.h"
|
||||
#include "scene/2d/skeleton_2d.h"
|
||||
#include "scene/2d/sprite.h"
|
||||
#include "scene/2d/touch_screen_button.h"
|
||||
#include "scene/2d/visibility_notifier_2d.h"
|
||||
@ -167,15 +165,7 @@
|
||||
#include "scene/resources/rectangle_shape_2d.h"
|
||||
#include "scene/resources/resource_format_text.h"
|
||||
#include "scene/resources/segment_shape_2d.h"
|
||||
#include "scene/resources/skeleton_modification_2d.h"
|
||||
#include "scene/resources/skeleton_modification_2d_ccdik.h"
|
||||
#include "scene/resources/skeleton_modification_2d_fabrik.h"
|
||||
#include "scene/resources/skeleton_modification_2d_jiggle.h"
|
||||
#include "scene/resources/skeleton_modification_2d_lookat.h"
|
||||
#include "scene/resources/skeleton_modification_2d_physicalbones.h"
|
||||
#include "scene/resources/skeleton_modification_2d_stackholder.h"
|
||||
#include "scene/resources/skeleton_modification_2d_twoboneik.h"
|
||||
#include "scene/resources/skeleton_modification_stack_2d.h"
|
||||
|
||||
#include "scene/resources/skin.h"
|
||||
#include "scene/resources/sky.h"
|
||||
#include "scene/resources/sphere_shape.h"
|
||||
@ -558,8 +548,6 @@ void register_scene_types() {
|
||||
ClassDB::register_class<VisibilityNotifier2D>();
|
||||
ClassDB::register_class<VisibilityEnabler2D>();
|
||||
ClassDB::register_class<Polygon2D>();
|
||||
ClassDB::register_class<Skeleton2D>();
|
||||
ClassDB::register_class<Bone2D>();
|
||||
ClassDB::register_class<Light2D>();
|
||||
ClassDB::register_class<LightOccluder2D>();
|
||||
ClassDB::register_class<OccluderPolygon2D>();
|
||||
@ -579,18 +567,6 @@ void register_scene_types() {
|
||||
ClassDB::register_class<TouchScreenButton>();
|
||||
ClassDB::register_class<RemoteTransform2D>();
|
||||
|
||||
ClassDB::register_class<SkeletonModificationStack2D>();
|
||||
ClassDB::register_class<SkeletonModification2D>();
|
||||
ClassDB::register_class<SkeletonModification2DLookAt>();
|
||||
ClassDB::register_class<SkeletonModification2DCCDIK>();
|
||||
ClassDB::register_class<SkeletonModification2DFABRIK>();
|
||||
ClassDB::register_class<SkeletonModification2DJiggle>();
|
||||
ClassDB::register_class<SkeletonModification2DTwoBoneIK>();
|
||||
ClassDB::register_class<SkeletonModification2DStackHolder>();
|
||||
|
||||
ClassDB::register_class<PhysicalBone2D>();
|
||||
ClassDB::register_class<SkeletonModification2DPhysicalBones>();
|
||||
|
||||
OS::get_singleton()->yield(); //may take time to init
|
||||
|
||||
/* REGISTER RESOURCES */
|
||||
|
Loading…
Reference in New Issue
Block a user