Merge pull request #92925 from TokageItLab/concatenated-bone-names

Add `get_concatenated_bone_names()` to `Skeleton3D` for `SkeletonModifier3D`'s enum hints
This commit is contained in:
Rémi Verschelde 2024-06-10 16:12:08 +02:00
commit 821338c0d1
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GPG Key ID: C3336907360768E1
6 changed files with 36 additions and 27 deletions

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@ -155,6 +155,13 @@
Returns the rest transform for a bone [param bone_idx].
</description>
</method>
<method name="get_concatenated_bone_names" qualifiers="const">
<return type="StringName" />
<description>
Returns all bone names concatenated with commas ([code],[/code]) as a single [StringName].
It is useful to set it as a hint for the enum property.
</description>
</method>
<method name="get_parentless_bones" qualifiers="const">
<return type="PackedInt32Array" />
<description>

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@ -44,16 +44,8 @@ void BoneAttachment3D::_validate_property(PropertyInfo &p_property) const {
}
if (parent) {
String names;
for (int i = 0; i < parent->get_bone_count(); i++) {
if (i > 0) {
names += ",";
}
names += parent->get_bone_name(i);
}
p_property.hint = PROPERTY_HINT_ENUM;
p_property.hint_string = names;
p_property.hint_string = parent->get_concatenated_bone_names();
} else {
p_property.hint = PROPERTY_HINT_NONE;
p_property.hint_string = "";

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@ -738,15 +738,7 @@ bool PhysicalBone3D::_get(const StringName &p_name, Variant &r_ret) const {
void PhysicalBone3D::_get_property_list(List<PropertyInfo> *p_list) const {
Skeleton3D *skeleton = get_skeleton();
if (skeleton) {
String names;
for (int i = 0; i < skeleton->get_bone_count(); i++) {
if (i > 0) {
names += ",";
}
names += skeleton->get_bone_name(i);
}
p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("bone_name"), PROPERTY_HINT_ENUM, names));
p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("bone_name"), PROPERTY_HINT_ENUM, skeleton->get_concatenated_bone_names()));
} else {
p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("bone_name")));
}

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@ -265,11 +265,31 @@ void Skeleton3D::_update_process_order() {
bones_backup.resize(bones.size());
concatenated_bone_names = StringName();
process_order_dirty = false;
emit_signal("bone_list_changed");
}
void Skeleton3D::_update_bone_names() const {
String names;
for (int i = 0; i < bones.size(); i++) {
if (i > 0) {
names += ",";
}
names += bones[i].name;
}
concatenated_bone_names = StringName(names);
}
StringName Skeleton3D::get_concatenated_bone_names() const {
if (concatenated_bone_names == StringName()) {
_update_bone_names();
}
return concatenated_bone_names;
}
#ifndef DISABLE_DEPRECATED
void Skeleton3D::setup_simulator() {
if (simulator && simulator->get_parent() == this) {
@ -983,6 +1003,8 @@ void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bone_name", "bone_idx"), &Skeleton3D::get_bone_name);
ClassDB::bind_method(D_METHOD("set_bone_name", "bone_idx", "name"), &Skeleton3D::set_bone_name);
ClassDB::bind_method(D_METHOD("get_concatenated_bone_names"), &Skeleton3D::get_concatenated_bone_names);
ClassDB::bind_method(D_METHOD("get_bone_parent", "bone_idx"), &Skeleton3D::get_bone_parent);
ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton3D::set_bone_parent);

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@ -150,6 +150,9 @@ private:
Vector<int> parentless_bones;
HashMap<String, int> name_to_bone_index;
mutable StringName concatenated_bone_names = StringName();
void _update_bone_names() const;
void _make_dirty();
bool dirty = false;
bool rest_dirty = false;
@ -200,6 +203,7 @@ public:
int find_bone(const String &p_name) const;
String get_bone_name(int p_bone) const;
void set_bone_name(int p_bone, const String &p_name);
StringName get_concatenated_bone_names() const;
bool is_bone_parent_of(int p_bone_id, int p_parent_bone_id) const;

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@ -306,16 +306,8 @@ void SkeletonIK3D::_validate_property(PropertyInfo &p_property) const {
if (p_property.name == "root_bone" || p_property.name == "tip_bone") {
Skeleton3D *skeleton = get_skeleton();
if (skeleton) {
String names("--,");
for (int i = 0; i < skeleton->get_bone_count(); i++) {
if (i > 0) {
names += ",";
}
names += skeleton->get_bone_name(i);
}
p_property.hint = PROPERTY_HINT_ENUM;
p_property.hint_string = names;
p_property.hint_string = skeleton->get_concatenated_bone_names();
} else {
p_property.hint = PROPERTY_HINT_NONE;
p_property.hint_string = "";