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GLTF: Delete unused skeleton_to_node

Aaron Franke 2 years ago
parent
commit
9a031806bd
3 changed files with 0 additions and 26 deletions
  1. 0 11
      modules/gltf/doc_classes/GLTFState.xml
  2. 0 11
      modules/gltf/gltf_state.cpp
  3. 0 4
      modules/gltf/gltf_state.h

+ 0 - 11
modules/gltf/doc_classes/GLTFState.xml

@@ -91,11 +91,6 @@
 			<description>
 			</description>
 		</method>
-		<method name="get_skeleton_to_node">
-			<return type="Dictionary" />
-			<description>
-			</description>
-		</method>
 		<method name="get_skeletons">
 			<return type="GLTFSkeleton[]" />
 			<description>
@@ -196,12 +191,6 @@
 			<description>
 			</description>
 		</method>
-		<method name="set_skeleton_to_node">
-			<return type="void" />
-			<param index="0" name="skeleton_to_node" type="Dictionary" />
-			<description>
-			</description>
-		</method>
 		<method name="set_skeletons">
 			<return type="void" />
 			<param index="0" name="skeletons" type="GLTFSkeleton[]" />

+ 0 - 11
modules/gltf/gltf_state.cpp

@@ -82,8 +82,6 @@ void GLTFState::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_unique_animation_names", "unique_animation_names"), &GLTFState::set_unique_animation_names);
 	ClassDB::bind_method(D_METHOD("get_skeletons"), &GLTFState::get_skeletons);
 	ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
-	ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node);
-	ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node);
 	ClassDB::bind_method(D_METHOD("get_create_animations"), &GLTFState::get_create_animations);
 	ClassDB::bind_method(D_METHOD("set_create_animations", "create_animations"), &GLTFState::set_create_animations);
 	ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
@@ -117,7 +115,6 @@ void GLTFState::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_names", "get_unique_names"); // Set<String>
 	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_animation_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_animation_names", "get_unique_animation_names"); // Set<String>
 	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector<Ref<GLTFSkeleton>>
-	ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "skeleton_to_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeleton_to_node", "get_skeleton_to_node"); // RBMap<GLTFSkeletonIndex,
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "create_animations"), "set_create_animations", "get_create_animations"); // bool
 	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_animations", "get_animations"); // Vector<Ref<GLTFAnimation>>
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "handle_binary_image", PROPERTY_HINT_ENUM, "Discard All Textures,Extract Textures,Embed As Basis Universal,Embed as Uncompressed", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_handle_binary_image", "get_handle_binary_image"); // enum
@@ -315,14 +312,6 @@ void GLTFState::set_skeletons(TypedArray<GLTFSkeleton> p_skeletons) {
 	GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
 }
 
-Dictionary GLTFState::get_skeleton_to_node() {
-	return GLTFTemplateConvert::to_dict(skeleton_to_node);
-}
-
-void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
-	GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
-}
-
 bool GLTFState::get_create_animations() {
 	return create_animations;
 }

+ 0 - 4
modules/gltf/gltf_state.h

@@ -89,7 +89,6 @@ class GLTFState : public Resource {
 	HashSet<String> unique_animation_names;
 
 	Vector<Ref<GLTFSkeleton>> skeletons;
-	HashMap<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node;
 	Vector<Ref<GLTFAnimation>> animations;
 	HashMap<GLTFNodeIndex, Node *> scene_nodes;
 	HashMap<GLTFNodeIndex, ImporterMeshInstance3D *> scene_mesh_instances;
@@ -198,9 +197,6 @@ public:
 	TypedArray<GLTFSkeleton> get_skeletons();
 	void set_skeletons(TypedArray<GLTFSkeleton> p_skeletons);
 
-	Dictionary get_skeleton_to_node();
-	void set_skeleton_to_node(Dictionary p_skeleton_to_node);
-
 	bool get_create_animations();
 	void set_create_animations(bool p_create_animations);