Add SkeletonIK3D get/set_interpolation compat from #87888
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@ -55,6 +55,9 @@
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</method>
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</methods>
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<members>
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<member name="interpolation" type="float" setter="set_interpolation" getter="get_interpolation" deprecated="Use [member SkeletonModifier3D.influence] instead.">
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Interpolation value for how much the IK results are applied to the current skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton bone transforms completely while a value of [code]0.0[/code] will visually disable the SkeletonIK.
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</member>
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<member name="magnet" type="Vector3" setter="set_magnet_position" getter="get_magnet_position" default="Vector3(0, 0, 0)">
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Secondary target position (first is [member target] property or [member target_node]) for the IK chain. Use magnet position (pole target) to control the bending of the IK chain. Only works if the bone chain has more than 2 bones. The middle chain bone position will be linearly interpolated with the magnet position.
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</member>
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@ -264,9 +264,6 @@ Removed VisualShaderNodeComment, which is replaced by VisualShaderNodeFrame.
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GH-87888
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--------
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Validate extension JSON: API was removed: classes/Skeleton3D/properties/animate_physical_bones
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Validate extension JSON: API was removed: classes/SkeletonIK3D/methods/get_interpolation
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Validate extension JSON: API was removed: classes/SkeletonIK3D/methods/set_interpolation
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Validate extension JSON: API was removed: classes/SkeletonIK3D/properties/interpolation
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These base class is changed to SkeletonModifier3D which is processed by Skeleton3D with the assumption that it is Skeleton3D's child.
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@ -366,6 +366,12 @@ void SkeletonIK3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_node"), "set_target_node", "get_target_node");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_min_distance", "get_min_distance");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max_iterations"), "set_max_iterations", "get_max_iterations");
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#ifndef DISABLE_DEPRECATED
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ClassDB::bind_method(D_METHOD("set_interpolation", "interpolation"), &SkeletonIK3D::_set_interpolation);
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ClassDB::bind_method(D_METHOD("get_interpolation"), &SkeletonIK3D::_get_interpolation);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "interpolation", PROPERTY_HINT_RANGE, "0,1,0.001", PROPERTY_USAGE_NONE), "set_interpolation", "get_interpolation");
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#endif
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}
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void SkeletonIK3D::_process_modification() {
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@ -415,6 +421,16 @@ StringName SkeletonIK3D::get_tip_bone() const {
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return tip_bone;
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}
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#ifndef DISABLE_DEPRECATED
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void SkeletonIK3D::_set_interpolation(real_t p_interpolation) {
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set_influence(p_interpolation);
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}
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real_t SkeletonIK3D::_get_interpolation() const {
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return get_influence();
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}
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#endif
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void SkeletonIK3D::set_target_transform(const Transform3D &p_target) {
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target = p_target;
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reload_goal();
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@ -134,6 +134,11 @@ class SkeletonIK3D : public SkeletonModifier3D {
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Variant target_node_override_ref = Variant();
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FabrikInverseKinematic::Task *task = nullptr;
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#ifndef DISABLE_DEPRECATED
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void _set_interpolation(real_t p_interpolation);
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real_t _get_interpolation() const;
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#endif // DISABLE_DEPRECATED
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protected:
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void _validate_property(PropertyInfo &p_property) const;
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