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-rw-r--r--scene/2d/camera_2d.cpp8
-rw-r--r--scene/3d/skeleton_3d.cpp14
-rw-r--r--scene/3d/skeleton_3d.h14
-rw-r--r--scene/main/canvas_item.cpp4
4 files changed, 33 insertions, 7 deletions
diff --git a/scene/2d/camera_2d.cpp b/scene/2d/camera_2d.cpp
index 8f69676da4..68e99445d8 100644
--- a/scene/2d/camera_2d.cpp
+++ b/scene/2d/camera_2d.cpp
@@ -343,7 +343,9 @@ void Camera2D::_notification(int p_what) {
void Camera2D::set_offset(const Vector2 &p_offset) {
offset = p_offset;
+ Point2 old_smoothed_camera_pos = smoothed_camera_pos;
_update_scroll();
+ smoothed_camera_pos = old_smoothed_camera_pos;
}
Vector2 Camera2D::get_offset() const {
@@ -361,7 +363,9 @@ Camera2D::AnchorMode Camera2D::get_anchor_mode() const {
void Camera2D::set_rotating(bool p_rotating) {
rotating = p_rotating;
+ Point2 old_smoothed_camera_pos = smoothed_camera_pos;
_update_scroll();
+ smoothed_camera_pos = old_smoothed_camera_pos;
}
bool Camera2D::is_rotating() const {
@@ -522,7 +526,9 @@ bool Camera2D::is_v_drag_enabled() const {
void Camera2D::set_v_offset(float p_offset) {
v_ofs = p_offset;
v_offset_changed = true;
+ Point2 old_smoothed_camera_pos = smoothed_camera_pos;
_update_scroll();
+ smoothed_camera_pos = old_smoothed_camera_pos;
}
float Camera2D::get_v_offset() const {
@@ -532,7 +538,9 @@ float Camera2D::get_v_offset() const {
void Camera2D::set_h_offset(float p_offset) {
h_ofs = p_offset;
h_offset_changed = true;
+ Point2 old_smoothed_camera_pos = smoothed_camera_pos;
_update_scroll();
+ smoothed_camera_pos = old_smoothed_camera_pos;
}
float Camera2D::get_h_offset() const {
diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp
index a09424fa17..6723ca04b9 100644
--- a/scene/3d/skeleton_3d.cpp
+++ b/scene/3d/skeleton_3d.cpp
@@ -67,6 +67,8 @@ SkinReference::~SkinReference() {
RS::get_singleton()->free(skeleton);
}
+///////////////////////////////////////
+
bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
@@ -853,6 +855,15 @@ Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
return skin_ref;
}
+// helper functions
+Transform Skeleton3D::bone_transform_to_world_transform(Transform p_bone_transform) {
+ return get_global_transform() * p_bone_transform;
+}
+
+Transform Skeleton3D::world_transform_to_bone_transform(Transform p_world_transform) {
+ return get_global_transform().affine_inverse() * p_world_transform;
+}
+
void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bone_process_orders"), &Skeleton3D::get_bone_process_orders);
ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton3D::add_bone);
@@ -892,6 +903,9 @@ void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bone_custom_pose", "bone_idx"), &Skeleton3D::get_bone_custom_pose);
ClassDB::bind_method(D_METHOD("set_bone_custom_pose", "bone_idx", "custom_pose"), &Skeleton3D::set_bone_custom_pose);
+ ClassDB::bind_method(D_METHOD("bone_transform_to_world_transform", "bone_transform"), &Skeleton3D::bone_transform_to_world_transform);
+ ClassDB::bind_method(D_METHOD("world_transform_to_bone_transform", "world_transform"), &Skeleton3D::world_transform_to_bone_transform);
+
#ifndef _3D_DISABLED
ClassDB::bind_method(D_METHOD("set_animate_physical_bones"), &Skeleton3D::set_animate_physical_bones);
diff --git a/scene/3d/skeleton_3d.h b/scene/3d/skeleton_3d.h
index 66706a9450..a21891a32e 100644
--- a/scene/3d/skeleton_3d.h
+++ b/scene/3d/skeleton_3d.h
@@ -71,10 +71,6 @@ class Skeleton3D : public Node3D {
private:
friend class SkinReference;
- Set<SkinReference *> skin_bindings;
-
- void _skin_changed();
-
struct Bone {
String name;
@@ -116,6 +112,10 @@ private:
}
};
+ Set<SkinReference *> skin_bindings;
+
+ void _skin_changed();
+
bool animate_physical_bones;
Vector<Bone> bones;
Vector<int> process_order;
@@ -200,6 +200,10 @@ public:
Ref<SkinReference> register_skin(const Ref<Skin> &p_skin);
+ // Helper functions
+ Transform bone_transform_to_world_transform(Transform p_transform);
+ Transform world_transform_to_bone_transform(Transform p_transform);
+
#ifndef _3D_DISABLED
// Physical bone API
@@ -213,7 +217,7 @@ public:
PhysicalBone3D *get_physical_bone_parent(int p_bone);
private:
- /// This is a slow API os it's cached
+ /// This is a slow API, so it's cached
PhysicalBone3D *_get_physical_bone_parent(int p_bone);
void _rebuild_physical_bones_cache();
diff --git a/scene/main/canvas_item.cpp b/scene/main/canvas_item.cpp
index 524ff346d1..721f573f39 100644
--- a/scene/main/canvas_item.cpp
+++ b/scene/main/canvas_item.cpp
@@ -1222,8 +1222,8 @@ void CanvasItem::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_light_mask", "get_light_mask");
ADD_GROUP("Texture", "texture_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "ParentNode,Nearest,Linear,MipmapNearest,MipmapLinear,MipmapNearestAniso,MipmapLinearAniso"), "set_texture_filter", "get_texture_filter");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "ParentNode,Disabled,Enabled,Mirror"), "set_texture_repeat", "get_texture_repeat");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Inherit,Nearest,Linear,MipmapNearest,MipmapLinear,MipmapNearestAniso,MipmapLinearAniso"), "set_texture_filter", "get_texture_filter");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Inherit,Disabled,Enabled,Mirror"), "set_texture_repeat", "get_texture_repeat");
ADD_GROUP("Material", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,CanvasItemMaterial"), "set_material", "get_material");