Allow users to override SkeletonModifier3D._process_modification

This commit is contained in:
Lyuma 2024-05-03 04:08:08 -07:00
parent 03e6fbb010
commit 1ccf0c2947
4 changed files with 14 additions and 2 deletions

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@ -6,9 +6,19 @@
<description> <description>
[SkeletonModifier3D] retrieves a target [Skeleton3D] by having a [Skeleton3D] parent. [SkeletonModifier3D] retrieves a target [Skeleton3D] by having a [Skeleton3D] parent.
If there is [AnimationMixer], modification always performs after playback process of the [AnimationMixer]. If there is [AnimationMixer], modification always performs after playback process of the [AnimationMixer].
This node should be used to implement custom IK solvers, constraints, or skeleton physics
</description> </description>
<tutorials> <tutorials>
</tutorials> </tutorials>
<methods>
<method name="_process_modification" qualifiers="virtual">
<return type="void" />
<description>
Override this virtual method to implement a custom skeleton modifier. You should do things like get the [Skeleton3D]'s current pose and apply the pose here.
[method _process_modification] must not apply [member influence] to bone poses because the [Skeleton3D] automatically applies influence to all bone poses set by the modifier.
</description>
</method>
</methods>
<members> <members>
<member name="active" type="bool" setter="set_active" getter="is_active" default="true"> <member name="active" type="bool" setter="set_active" getter="is_active" default="true">
If [code]true[/code], the [SkeletonModifier3D] will be processing. If [code]true[/code], the [SkeletonModifier3D] will be processing.

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@ -110,7 +110,7 @@ void SkeletonModifier3D::process_modification() {
} }
void SkeletonModifier3D::_process_modification() { void SkeletonModifier3D::_process_modification() {
// GDVIRTUAL_CALL(_process_modification);
} }
void SkeletonModifier3D::_notification(int p_what) { void SkeletonModifier3D::_notification(int p_what) {
@ -133,6 +133,7 @@ void SkeletonModifier3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "influence", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_influence", "get_influence"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "influence", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_influence", "get_influence");
ADD_SIGNAL(MethodInfo("modification_processed")); ADD_SIGNAL(MethodInfo("modification_processed"));
GDVIRTUAL_BIND(_process_modification);
} }
SkeletonModifier3D::SkeletonModifier3D() { SkeletonModifier3D::SkeletonModifier3D() {

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@ -60,6 +60,7 @@ protected:
virtual void _set_active(bool p_active); virtual void _set_active(bool p_active);
virtual void _process_modification(); virtual void _process_modification();
GDVIRTUAL0(_process_modification);
public: public:
virtual PackedStringArray get_configuration_warnings() const override; virtual PackedStringArray get_configuration_warnings() const override;

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@ -589,7 +589,7 @@ void register_scene_types() {
GDREGISTER_CLASS(CPUParticles3D); GDREGISTER_CLASS(CPUParticles3D);
GDREGISTER_CLASS(Marker3D); GDREGISTER_CLASS(Marker3D);
GDREGISTER_CLASS(RootMotionView); GDREGISTER_CLASS(RootMotionView);
GDREGISTER_ABSTRACT_CLASS(SkeletonModifier3D); GDREGISTER_VIRTUAL_CLASS(SkeletonModifier3D);
OS::get_singleton()->yield(); // may take time to init OS::get_singleton()->yield(); // may take time to init