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Re-add Skeleton3D::animate_physical_bones

Silc Lizard (Tokage) Renew 1 năm trước cách đây
mục cha
commit
9c1f23c3db

+ 4 - 13
doc/classes/Skeleton3D.xml

@@ -57,11 +57,6 @@
 				Force updates the bone transform for the bone at [param bone_idx] and all of its children.
 			</description>
 		</method>
-		<method name="get_animate_physical_bones" qualifiers="const" deprecated="">
-			<return type="bool" />
-			<description>
-			</description>
-		</method>
 		<method name="get_bone_children" qualifiers="const">
 			<return type="PackedInt32Array" />
 			<param index="0" name="bone_idx" type="int" />
@@ -239,14 +234,6 @@
 				Sets all bone poses to rests.
 			</description>
 		</method>
-		<method name="set_animate_physical_bones" deprecated="">
-			<return type="void" />
-			<param index="0" name="enabled" type="bool" />
-			<description>
-				This method exists for compatibility with old structures in which the [Skeleton3D] does not have a [PhysicalBoneSimulator3D] as a child, but directly has [PhysicalBone3D]s as children.
-				In case you need to raycast to it without running [method physical_bones_start_simulation], call this method with [code]enabled == true[/code].
-			</description>
-		</method>
 		<method name="set_bone_enabled">
 			<return type="void" />
 			<param index="0" name="bone_idx" type="int" />
@@ -342,6 +329,10 @@
 		</method>
 	</methods>
 	<members>
+		<member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true" deprecated="">
+			If you follow the recommended workflow and explicitly have [PhysicalBoneSimulator3D] as a child of [Skeleton3D], you can control whether it is affected by raycasting without running [method physical_bones_start_simulation], by its [member SkeletonModifier3D.active].
+			However, for old (deprecated) configurations, [Skeleton3D] has an internal virtual [PhysicalBoneSimulator3D] for compatibility. This property controls the internal virtual [PhysicalBoneSimulator3D]'s [member SkeletonModifier3D.active].
+		</member>
 		<member name="modifier_callback_mode_process" type="int" setter="set_modifier_callback_mode_process" getter="get_modifier_callback_mode_process" enum="Skeleton3D.ModifierCallbackModeProcess" default="1">
 			Sets the processing timing for the Modifier.
 		</member>

+ 0 - 7
misc/extension_api_validation/4.2-stable.expected

@@ -254,13 +254,6 @@ Validate extension JSON: API was removed: classes/VisualShaderNodeComment/method
 Validate extension JSON: API was removed: classes/VisualShaderNodeComment/properties/title
 
 
-GH-87888
---------
-Validate extension JSON: API was removed: classes/Skeleton3D/properties/animate_physical_bones
-
-These base class is changed to SkeletonModifier3D which is processed by Skeleton3D with the assumption that it is Skeleton3D's child.
-
-
 GH-90575
 --------
 Validate extension JSON: API was removed: classes/BoneAttachment3D/methods/on_bone_pose_update

+ 5 - 5
scene/3d/skeleton_3d.cpp

@@ -301,6 +301,7 @@ void Skeleton3D::setup_simulator() {
 	sim->is_compat = true;
 	sim->set_active(false); // Don't run unneeded process.
 	add_child(simulator);
+	set_animate_physical_bones(animate_physical_bones);
 }
 #endif // _DISABLE_DEPRECATED
 
@@ -1097,6 +1098,9 @@ void Skeleton3D::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton3D::physical_bones_start_simulation_on, DEFVAL(Array()));
 	ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton3D::physical_bones_add_collision_exception);
 	ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton3D::physical_bones_remove_collision_exception);
+
+	ADD_GROUP("Deprecated", "");
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones");
 #endif // _DISABLE_DEPRECATED
 }
 
@@ -1136,19 +1140,15 @@ Node *Skeleton3D::get_simulator() {
 }
 
 void Skeleton3D::set_animate_physical_bones(bool p_enabled) {
+	animate_physical_bones = p_enabled;
 	PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
 	if (!sim) {
 		return;
 	}
-	animate_physical_bones = p_enabled;
 	sim->set_active(animate_physical_bones || sim->is_simulating_physics());
 }
 
 bool Skeleton3D::get_animate_physical_bones() const {
-	PhysicalBoneSimulator3D *sim = cast_to<PhysicalBoneSimulator3D>(simulator);
-	if (!sim) {
-		return false;
-	}
 	return animate_physical_bones;
 }
 

+ 1 - 1
scene/3d/skeleton_3d.h

@@ -67,7 +67,7 @@ class Skeleton3D : public Node3D {
 	GDCLASS(Skeleton3D, Node3D);
 
 #ifndef DISABLE_DEPRECATED
-	bool animate_physical_bones = false;
+	bool animate_physical_bones = true;
 	Node *simulator = nullptr;
 	void setup_simulator();
 #endif // _DISABLE_DEPRECATED