Add 'mesh/skeleton' property to MeshInstance to decouple mesh->skeleton from child parent constraint
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@ -113,6 +113,27 @@ Ref<Mesh> MeshInstance::get_mesh() const {
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return mesh;
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}
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void MeshInstance::_resolve_skeleton_path(){
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if (skeleton_path.is_empty())
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return;
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Skeleton *skeleton=get_node(skeleton_path)?get_node(skeleton_path)->cast_to<Skeleton>():NULL;
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if (skeleton)
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VisualServer::get_singleton()->instance_attach_skeleton( get_instance(), skeleton->get_skeleton() );
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}
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void MeshInstance::set_skeleton_path(const NodePath &p_skeleton) {
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skeleton_path = p_skeleton;
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if (!is_inside_scene())
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return;
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_resolve_skeleton_path();
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}
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NodePath MeshInstance::get_skeleton_path() {
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return skeleton_path;
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}
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AABB MeshInstance::get_aabb() const {
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@ -192,22 +213,32 @@ void MeshInstance::create_convex_collision() {
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}
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void MeshInstance::_notification(int p_what) {
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if (p_what==NOTIFICATION_ENTER_SCENE) {
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_resolve_skeleton_path();
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}
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}
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void MeshInstance::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_mesh","mesh:Mesh"),&MeshInstance::set_mesh);
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ObjectTypeDB::bind_method(_MD("get_mesh:Mesh"),&MeshInstance::get_mesh);
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ObjectTypeDB::bind_method(_MD("set_skeleton_path","skeleton_path:NodePath"),&MeshInstance::set_skeleton_path);
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ObjectTypeDB::bind_method(_MD("get_skeleton_path:NodePath"),&MeshInstance::get_skeleton_path);
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ObjectTypeDB::bind_method(_MD("get_aabb"),&MeshInstance::get_aabb);
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ObjectTypeDB::bind_method(_MD("create_trimesh_collision"),&MeshInstance::create_trimesh_collision);
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ObjectTypeDB::set_method_flags("MeshInstance","create_trimesh_collision",METHOD_FLAGS_DEFAULT|METHOD_FLAG_EDITOR);
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ObjectTypeDB::bind_method(_MD("create_convex_collision"),&MeshInstance::create_convex_collision);
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ObjectTypeDB::set_method_flags("MeshInstance","create_convex_collision",METHOD_FLAGS_DEFAULT|METHOD_FLAG_EDITOR);
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ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "mesh/mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh" ), _SCS("set_mesh"), _SCS("get_mesh"));
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ADD_PROPERTY( PropertyInfo (Variant::NODE_PATH, "mesh/skeleton"), _SCS("set_skeleton_path"), _SCS("get_skeleton_path"));
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}
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MeshInstance::MeshInstance()
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{
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skeleton_path=NodePath("..");
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}
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@ -40,6 +40,7 @@ class MeshInstance : public GeometryInstance {
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OBJ_TYPE( MeshInstance, GeometryInstance );
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Ref<Mesh> mesh;
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NodePath skeleton_path;
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struct MorphTrack {
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@ -50,6 +51,7 @@ class MeshInstance : public GeometryInstance {
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Map<StringName,MorphTrack> morph_tracks;
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void _resolve_skeleton_path();
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protected:
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@ -57,12 +59,15 @@ protected:
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_mesh(const Ref<Mesh>& p_mesh);
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Ref<Mesh> get_mesh() const;
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void set_skeleton_path(const NodePath& p_skeleton);
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NodePath get_skeleton_path();
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Node* create_trimesh_collision_node();
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void create_trimesh_collision();
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@ -65,10 +65,12 @@ void VisualInstance::_notification(int p_what) {
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VisualServer::get_singleton()->instance_set_room(instance,room->get_instance());
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}
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// CHECK SKELETON
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// CHECK SKELETON => moving skeleton attaching logic to MeshInstance
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/*
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Skeleton *skeleton=get_parent()?get_parent()->cast_to<Skeleton>():NULL;
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if (skeleton)
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VisualServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
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*/
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VisualServer::get_singleton()->instance_set_scenario( instance, get_world()->get_scenario() );
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