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Merge pull request #64802 from benbot/master

Rémi Verschelde 3 år sedan
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78033235bb
3 ändrade filer med 1 tillägg och 68 borttagningar
  1. 0 26
      doc/classes/Skeleton3D.xml
  2. 1 3
      scene/3d/physics_body_3d.cpp
  3. 0 39
      scene/3d/skeleton_3d.cpp

+ 0 - 26
doc/classes/Skeleton3D.xml

@@ -20,15 +20,6 @@
 				Adds a bone, with name [param name]. [method get_bone_count] will become the bone index.
 			</description>
 		</method>
-		<method name="add_bone_child">
-			<return type="void" />
-			<param index="0" name="bone_idx" type="int" />
-			<param index="1" name="child_bone_idx" type="int" />
-			<description>
-				Takes the given bone pose/transform and converts it to a world transform, relative to the [Skeleton3D] node.
-				This is useful for using the bone transform in calculations with transforms from [Node3D]-based nodes.
-			</description>
-		</method>
 		<method name="clear_bones">
 			<return type="void" />
 			<description>
@@ -272,15 +263,6 @@
 				Binds the given Skin to the Skeleton.
 			</description>
 		</method>
-		<method name="remove_bone_child">
-			<return type="void" />
-			<param index="0" name="bone_idx" type="int" />
-			<param index="1" name="child_bone_idx" type="int" />
-			<description>
-				Removes the passed in child bone index, [param child_bone_idx], from the passed-in bone, [param bone_idx], if it exists.
-				[b]Note:[/b] This does not remove the child bone, but instead it removes the connection it has to the parent bone.
-			</description>
-		</method>
 		<method name="reset_bone_pose">
 			<return type="void" />
 			<param index="0" name="bone_idx" type="int" />
@@ -294,14 +276,6 @@
 				Sets all bone poses to rests.
 			</description>
 		</method>
-		<method name="set_bone_children">
-			<return type="void" />
-			<param index="0" name="bone_idx" type="int" />
-			<param index="1" name="bone_children" type="PackedInt32Array" />
-			<description>
-				Sets the children for the passed in bone, [param bone_idx], to the passed-in array of bone indexes, [param bone_children].
-			</description>
-		</method>
 		<method name="set_bone_enabled">
 			<return type="void" />
 			<param index="0" name="bone_idx" type="int" />

+ 1 - 3
scene/3d/physics_body_3d.cpp

@@ -525,7 +525,7 @@ void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state)
 		}
 
 		_RigidDynamicBodyInOut *toadd = (_RigidDynamicBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidDynamicBodyInOut));
-		int toadd_count = 0; //state->get_contact_count();
+		int toadd_count = 0;
 		RigidDynamicBody3D_RemoveAction *toremove = (RigidDynamicBody3D_RemoveAction *)alloca(rc * sizeof(RigidDynamicBody3D_RemoveAction));
 		int toremove_count = 0;
 
@@ -537,8 +537,6 @@ void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state)
 			int local_shape = p_state->get_contact_local_shape(i);
 			int shape = p_state->get_contact_collider_shape(i);
 
-			//bool found=false;
-
 			HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(obj);
 			if (!E) {
 				toadd[toadd_count].rid = rid;

+ 0 - 39
scene/3d/skeleton_3d.cpp

@@ -613,42 +613,6 @@ Vector<int> Skeleton3D::get_bone_children(int p_bone) {
 	return bones[p_bone].child_bones;
 }
 
-void Skeleton3D::set_bone_children(int p_bone, Vector<int> p_children) {
-	const int bone_size = bones.size();
-	ERR_FAIL_INDEX(p_bone, bone_size);
-	bones.write[p_bone].child_bones = p_children;
-
-	process_order_dirty = true;
-	rest_dirty = true;
-	_make_dirty();
-}
-
-void Skeleton3D::add_bone_child(int p_bone, int p_child) {
-	const int bone_size = bones.size();
-	ERR_FAIL_INDEX(p_bone, bone_size);
-	bones.write[p_bone].child_bones.push_back(p_child);
-
-	process_order_dirty = true;
-	rest_dirty = true;
-	_make_dirty();
-}
-
-void Skeleton3D::remove_bone_child(int p_bone, int p_child) {
-	const int bone_size = bones.size();
-	ERR_FAIL_INDEX(p_bone, bone_size);
-
-	int child_idx = bones[p_bone].child_bones.find(p_child);
-	if (child_idx >= 0) {
-		bones.write[p_bone].child_bones.remove_at(child_idx);
-	} else {
-		WARN_PRINT("Cannot remove child bone: Child bone not found.");
-	}
-
-	process_order_dirty = true;
-	rest_dirty = true;
-	_make_dirty();
-}
-
 Vector<int> Skeleton3D::get_parentless_bones() {
 	_update_process_order();
 	return parentless_bones;
@@ -1238,9 +1202,6 @@ void Skeleton3D::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton3D::unparent_bone_and_rest);
 
 	ClassDB::bind_method(D_METHOD("get_bone_children", "bone_idx"), &Skeleton3D::get_bone_children);
-	ClassDB::bind_method(D_METHOD("set_bone_children", "bone_idx", "bone_children"), &Skeleton3D::set_bone_children);
-	ClassDB::bind_method(D_METHOD("add_bone_child", "bone_idx", "child_bone_idx"), &Skeleton3D::add_bone_child);
-	ClassDB::bind_method(D_METHOD("remove_bone_child", "bone_idx", "child_bone_idx"), &Skeleton3D::remove_bone_child);
 
 	ClassDB::bind_method(D_METHOD("get_parentless_bones"), &Skeleton3D::get_parentless_bones);