GLTF: Delete unused skeleton_to_node
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0cd1483132
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9a031806bd
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@ -91,11 +91,6 @@
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<description>
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</description>
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</method>
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<method name="get_skeleton_to_node">
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<return type="Dictionary" />
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<description>
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</description>
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</method>
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<method name="get_skeletons">
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<return type="GLTFSkeleton[]" />
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<description>
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@ -196,12 +191,6 @@
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<description>
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</description>
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</method>
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<method name="set_skeleton_to_node">
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<return type="void" />
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<param index="0" name="skeleton_to_node" type="Dictionary" />
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<description>
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</description>
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</method>
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<method name="set_skeletons">
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<return type="void" />
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<param index="0" name="skeletons" type="GLTFSkeleton[]" />
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@ -82,8 +82,6 @@ void GLTFState::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_unique_animation_names", "unique_animation_names"), &GLTFState::set_unique_animation_names);
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ClassDB::bind_method(D_METHOD("get_skeletons"), &GLTFState::get_skeletons);
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ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
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ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node);
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ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node);
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ClassDB::bind_method(D_METHOD("get_create_animations"), &GLTFState::get_create_animations);
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ClassDB::bind_method(D_METHOD("set_create_animations", "create_animations"), &GLTFState::set_create_animations);
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ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
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@ -117,7 +115,6 @@ void GLTFState::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_names", "get_unique_names"); // Set<String>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_animation_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_animation_names", "get_unique_animation_names"); // Set<String>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector<Ref<GLTFSkeleton>>
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ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "skeleton_to_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeleton_to_node", "get_skeleton_to_node"); // RBMap<GLTFSkeletonIndex,
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "create_animations"), "set_create_animations", "get_create_animations"); // bool
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_animations", "get_animations"); // Vector<Ref<GLTFAnimation>>
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ADD_PROPERTY(PropertyInfo(Variant::INT, "handle_binary_image", PROPERTY_HINT_ENUM, "Discard All Textures,Extract Textures,Embed As Basis Universal,Embed as Uncompressed", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_handle_binary_image", "get_handle_binary_image"); // enum
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@ -315,14 +312,6 @@ void GLTFState::set_skeletons(TypedArray<GLTFSkeleton> p_skeletons) {
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GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
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}
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Dictionary GLTFState::get_skeleton_to_node() {
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return GLTFTemplateConvert::to_dict(skeleton_to_node);
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}
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void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
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GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
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}
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bool GLTFState::get_create_animations() {
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return create_animations;
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}
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@ -89,7 +89,6 @@ class GLTFState : public Resource {
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HashSet<String> unique_animation_names;
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Vector<Ref<GLTFSkeleton>> skeletons;
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HashMap<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node;
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Vector<Ref<GLTFAnimation>> animations;
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HashMap<GLTFNodeIndex, Node *> scene_nodes;
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HashMap<GLTFNodeIndex, ImporterMeshInstance3D *> scene_mesh_instances;
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@ -198,9 +197,6 @@ public:
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TypedArray<GLTFSkeleton> get_skeletons();
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void set_skeletons(TypedArray<GLTFSkeleton> p_skeletons);
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Dictionary get_skeleton_to_node();
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void set_skeleton_to_node(Dictionary p_skeleton_to_node);
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bool get_create_animations();
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void set_create_animations(bool p_create_animations);
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