mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-22 00:48:09 +01:00
Moved more includes from headers to cpp files.
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parent
84d139213d
commit
d34ba0a7f4
@ -41,6 +41,7 @@
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#include "scene/gui/panel.h"
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#include "scene/gui/progress_bar.h"
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#include "scene/main/viewport.h"
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#include "scene/3d/skeleton.h"
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void AnimationNodeBlendTreeEditor::add_custom_type(const String &p_name, const Ref<Script> &p_script) {
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for (int i = 0; i < add_options.size(); i++) {
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@ -31,6 +31,7 @@
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#include "root_motion_editor_plugin.h"
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#include "editor/editor_node.h"
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#include "scene/main/viewport.h"
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#include "scene/3d/skeleton.h"
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void EditorPropertyRootMotion::_confirmed() {
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TreeItem *ti = filters->get_selected();
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@ -31,6 +31,7 @@
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#include "skeleton_ik_editor_plugin.h"
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#include "scene/animation/skeleton_ik.h"
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#include "scene/3d/skeleton.h"
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void SkeletonIKEditorPlugin::_play() {
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if (!skeleton_ik) {
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@ -30,6 +30,8 @@
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#include "animation_blend_space_1d.h"
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#include "scene/3d/skeleton.h"
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void AnimationNodeBlendSpace1D::get_parameter_list(List<PropertyInfo> *r_list) const {
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r_list->push_back(PropertyInfo(Variant::REAL, blend_position));
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}
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@ -31,6 +31,7 @@
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#include "animation_blend_tree.h"
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#include "scene/scene_string_names.h"
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#include "scene/animation/animation_player.h"
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void AnimationNodeAnimation::set_animation(const StringName &p_name) {
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animation = p_name;
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@ -30,6 +30,9 @@
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#include "animation_tree.h"
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#include "animation_player.h"
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#include "scene/3d/skeleton.h"
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#include "scene/3d/spatial.h"
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#include "animation_blend_tree.h"
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#include "core/engine.h"
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#include "core/method_bind_ext.gen.inc"
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@ -31,11 +31,12 @@
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#ifndef ANIMATION_GRAPH_PLAYER_H
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#define ANIMATION_GRAPH_PLAYER_H
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#include "animation_player.h"
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#include "scene/3d/skeleton.h"
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#include "scene/3d/spatial.h"
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#include "scene/main/node.h"
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#include "core/resource.h"
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#include "scene/resources/animation.h"
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class Spatial;
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class Skeleton;
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class AnimationNodeBlendTree;
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class AnimationPlayer;
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class AnimationTree;
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@ -36,6 +36,8 @@
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#ifndef _3D_DISABLED
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#include "scene/3d/skeleton.h"
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FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::find_child(const BoneId p_bone_id) {
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for (int i = children.size() - 1; 0 <= i; --i) {
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if (p_bone_id == children[i].bone) {
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@ -38,7 +38,11 @@
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*/
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#include "core/math/transform.h"
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#include "scene/3d/skeleton.h"
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#include "scene/main/node.h"
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class Skeleton;
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typedef int BoneId;
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class FabrikInverseKinematic {
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struct EndEffector {
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