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Merge pull request #19886 from AndreaCatania/no3d

Fixes #19845 no 3d Compilation issue
Rémi Verschelde 7 years ago
parent
commit
05cc7020c0
2 changed files with 15 additions and 0 deletions
  1. 8 0
      scene/3d/skeleton.cpp
  2. 7 0
      scene/3d/skeleton.h

+ 8 - 0
scene/3d/skeleton.cpp

@@ -547,6 +547,8 @@ void Skeleton::localize_rests() {
 	}
 }
 
+#ifndef _3D_DISABLED
+
 void Skeleton::bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone) {
 	ERR_FAIL_INDEX(p_bone, bones.size());
 	ERR_FAIL_COND(bones[p_bone].physical_bone);
@@ -691,6 +693,8 @@ void Skeleton::physical_bones_remove_collision_exception(RID p_exception) {
 	_physical_bones_add_remove_collision_exception(false, this, p_exception);
 }
 
+#endif // _3D_DISABLED
+
 void Skeleton::_bind_methods() {
 
 	ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton::add_bone);
@@ -727,11 +731,15 @@ void Skeleton::_bind_methods() {
 
 	ClassDB::bind_method(D_METHOD("get_bone_transform", "bone_idx"), &Skeleton::get_bone_transform);
 
+#ifndef _3D_DISABLED
+
 	ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton::physical_bones_stop_simulation);
 	ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton::physical_bones_start_simulation_on, DEFVAL(Array()));
 	ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton::physical_bones_add_collision_exception);
 	ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton::physical_bones_remove_collision_exception);
 
+#endif // _3D_DISABLED
+
 	BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
 }
 

+ 7 - 0
scene/3d/skeleton.h

@@ -38,7 +38,10 @@
 	@author Juan Linietsky <[email protected]>
 */
 
+#ifndef _3D_DISABLED
 class PhysicalBone;
+#endif // _3D_DISABLED
+
 class Skeleton : public Spatial {
 
 	GDCLASS(Skeleton, Spatial);
@@ -64,8 +67,10 @@ class Skeleton : public Spatial {
 
 		Transform transform_final;
 
+#ifndef _3D_DISABLED
 		PhysicalBone *physical_bone;
 		PhysicalBone *cache_parent_physical_bone;
+#endif // _3D_DISABLED
 
 		List<uint32_t> nodes_bound;
 
@@ -164,6 +169,7 @@ public:
 
 	void localize_rests(); // used for loaders and tools
 
+#ifndef _3D_DISABLED
 	// Physical bone API
 
 	void bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone);
@@ -182,6 +188,7 @@ public:
 	void physical_bones_start_simulation_on(const Array &p_bones);
 	void physical_bones_add_collision_exception(RID p_exception);
 	void physical_bones_remove_collision_exception(RID p_exception);
+#endif // _3D_DISABLED
 
 public:
 	Skeleton();