Moved more includes from headers to cpp files.

This commit is contained in:
Relintai 2022-03-17 10:58:07 +01:00
parent 84d139213d
commit d34ba0a7f4
9 changed files with 20 additions and 4 deletions

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@ -41,6 +41,7 @@
#include "scene/gui/panel.h"
#include "scene/gui/progress_bar.h"
#include "scene/main/viewport.h"
#include "scene/3d/skeleton.h"
void AnimationNodeBlendTreeEditor::add_custom_type(const String &p_name, const Ref<Script> &p_script) {
for (int i = 0; i < add_options.size(); i++) {

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@ -31,6 +31,7 @@
#include "root_motion_editor_plugin.h"
#include "editor/editor_node.h"
#include "scene/main/viewport.h"
#include "scene/3d/skeleton.h"
void EditorPropertyRootMotion::_confirmed() {
TreeItem *ti = filters->get_selected();

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@ -31,6 +31,7 @@
#include "skeleton_ik_editor_plugin.h"
#include "scene/animation/skeleton_ik.h"
#include "scene/3d/skeleton.h"
void SkeletonIKEditorPlugin::_play() {
if (!skeleton_ik) {

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@ -30,6 +30,8 @@
#include "animation_blend_space_1d.h"
#include "scene/3d/skeleton.h"
void AnimationNodeBlendSpace1D::get_parameter_list(List<PropertyInfo> *r_list) const {
r_list->push_back(PropertyInfo(Variant::REAL, blend_position));
}

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@ -31,6 +31,7 @@
#include "animation_blend_tree.h"
#include "scene/scene_string_names.h"
#include "scene/animation/animation_player.h"
void AnimationNodeAnimation::set_animation(const StringName &p_name) {
animation = p_name;

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@ -30,6 +30,9 @@
#include "animation_tree.h"
#include "animation_player.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/spatial.h"
#include "animation_blend_tree.h"
#include "core/engine.h"
#include "core/method_bind_ext.gen.inc"

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@ -31,11 +31,12 @@
#ifndef ANIMATION_GRAPH_PLAYER_H
#define ANIMATION_GRAPH_PLAYER_H
#include "animation_player.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/spatial.h"
#include "scene/main/node.h"
#include "core/resource.h"
#include "scene/resources/animation.h"
class Spatial;
class Skeleton;
class AnimationNodeBlendTree;
class AnimationPlayer;
class AnimationTree;

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@ -36,6 +36,8 @@
#ifndef _3D_DISABLED
#include "scene/3d/skeleton.h"
FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::find_child(const BoneId p_bone_id) {
for (int i = children.size() - 1; 0 <= i; --i) {
if (p_bone_id == children[i].bone) {

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@ -38,7 +38,11 @@
*/
#include "core/math/transform.h"
#include "scene/3d/skeleton.h"
#include "scene/main/node.h"
class Skeleton;
typedef int BoneId;
class FabrikInverseKinematic {
struct EndEffector {