Remove unused joint boolean in GLTFNode

This commit is contained in:
Aaron Franke 2023-02-21 00:47:57 -06:00
parent 8af679da82
commit 84658b47ca
No known key found for this signature in database
GPG Key ID: 40A1750B977E56BF
3 changed files with 0 additions and 16 deletions

View File

@ -35,8 +35,6 @@
</member> </member>
<member name="height" type="int" setter="set_height" getter="get_height" default="-1"> <member name="height" type="int" setter="set_height" getter="get_height" default="-1">
</member> </member>
<member name="joint" type="bool" setter="set_joint" getter="get_joint" default="false">
</member>
<member name="light" type="int" setter="set_light" getter="get_light" default="-1"> <member name="light" type="int" setter="set_light" getter="get_light" default="-1">
</member> </member>
<member name="mesh" type="int" setter="set_mesh" getter="get_mesh" default="-1"> <member name="mesh" type="int" setter="set_mesh" getter="get_mesh" default="-1">

View File

@ -45,8 +45,6 @@ void GLTFNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &GLTFNode::set_skin); ClassDB::bind_method(D_METHOD("set_skin", "skin"), &GLTFNode::set_skin);
ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFNode::get_skeleton); ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFNode::get_skeleton);
ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFNode::set_skeleton); ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFNode::set_skeleton);
ClassDB::bind_method(D_METHOD("get_joint"), &GLTFNode::get_joint);
ClassDB::bind_method(D_METHOD("set_joint", "joint"), &GLTFNode::set_joint);
ClassDB::bind_method(D_METHOD("get_position"), &GLTFNode::get_position); ClassDB::bind_method(D_METHOD("get_position"), &GLTFNode::get_position);
ClassDB::bind_method(D_METHOD("set_position", "position"), &GLTFNode::set_position); ClassDB::bind_method(D_METHOD("set_position", "position"), &GLTFNode::set_position);
ClassDB::bind_method(D_METHOD("get_rotation"), &GLTFNode::get_rotation); ClassDB::bind_method(D_METHOD("get_rotation"), &GLTFNode::get_rotation);
@ -67,7 +65,6 @@ void GLTFNode::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "camera"), "set_camera", "get_camera"); // GLTFCameraIndex ADD_PROPERTY(PropertyInfo(Variant::INT, "camera"), "set_camera", "get_camera"); // GLTFCameraIndex
ADD_PROPERTY(PropertyInfo(Variant::INT, "skin"), "set_skin", "get_skin"); // GLTFSkinIndex ADD_PROPERTY(PropertyInfo(Variant::INT, "skin"), "set_skin", "get_skin"); // GLTFSkinIndex
ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // GLTFSkeletonIndex ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // GLTFSkeletonIndex
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "joint"), "set_joint", "get_joint"); // bool
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "set_position", "get_position"); // Vector3 ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "set_position", "get_position"); // Vector3
ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "rotation"), "set_rotation", "get_rotation"); // Quaternion ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "rotation"), "set_rotation", "get_rotation"); // Quaternion
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3 ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3
@ -131,14 +128,6 @@ void GLTFNode::set_skeleton(GLTFSkeletonIndex p_skeleton) {
skeleton = p_skeleton; skeleton = p_skeleton;
} }
bool GLTFNode::get_joint() {
return joint;
}
void GLTFNode::set_joint(bool p_joint) {
joint = p_joint;
}
Vector3 GLTFNode::get_position() { Vector3 GLTFNode::get_position() {
return position; return position;
} }

View File

@ -80,9 +80,6 @@ public:
GLTFSkeletonIndex get_skeleton(); GLTFSkeletonIndex get_skeleton();
void set_skeleton(GLTFSkeletonIndex p_skeleton); void set_skeleton(GLTFSkeletonIndex p_skeleton);
bool get_joint();
void set_joint(bool p_joint);
Vector3 get_position(); Vector3 get_position();
void set_position(Vector3 p_position); void set_position(Vector3 p_position);