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-rw-r--r--scene/2d/polygon_2d.cpp84
-rw-r--r--scene/2d/polygon_2d.h24
-rw-r--r--scene/2d/skeleton_2d.cpp2
-rw-r--r--scene/animation/animation_tree_player.cpp4
-rw-r--r--scene/animation/animation_tree_player.h2
-rw-r--r--scene/main/node.cpp16
-rw-r--r--scene/main/node.h6
-rw-r--r--scene/main/scene_tree.cpp8
-rw-r--r--scene/register_scene_types.cpp3
9 files changed, 143 insertions, 6 deletions
diff --git a/scene/2d/polygon_2d.cpp b/scene/2d/polygon_2d.cpp
index bf5bf29b2e..eed26f5399 100644
--- a/scene/2d/polygon_2d.cpp
+++ b/scene/2d/polygon_2d.cpp
@@ -430,6 +430,71 @@ Vector2 Polygon2D::get_offset() const {
return offset;
}
+void Polygon2D::add_bone(const NodePath &p_path, const PoolVector<float> &p_weights) {
+
+ Bone bone;
+ bone.path = p_path;
+ bone.weights = p_weights;
+ bone_weights.push_back(bone);
+}
+int Polygon2D::get_bone_count() const {
+ return bone_weights.size();
+}
+NodePath Polygon2D::get_bone_path(int p_index) const {
+ ERR_FAIL_INDEX_V(p_index, bone_weights.size(), NodePath());
+ return bone_weights[p_index].path;
+}
+PoolVector<float> Polygon2D::get_bone_weights(int p_index) const {
+
+ ERR_FAIL_INDEX_V(p_index, bone_weights.size(), PoolVector<float>());
+ return bone_weights[p_index].weights;
+}
+void Polygon2D::erase_bone(int p_idx) {
+
+ ERR_FAIL_INDEX(p_idx, bone_weights.size());
+ bone_weights.remove(p_idx);
+}
+
+void Polygon2D::clear_bones() {
+ bone_weights.clear();
+}
+
+void Polygon2D::set_bone_weights(int p_index, const PoolVector<float> &p_weights) {
+ ERR_FAIL_INDEX(p_index, bone_weights.size());
+ bone_weights[p_index].weights = p_weights;
+ update();
+}
+void Polygon2D::set_bone_path(int p_index, const NodePath &p_path) {
+ ERR_FAIL_INDEX(p_index, bone_weights.size());
+ bone_weights[p_index].path = p_path;
+ update();
+}
+
+Array Polygon2D::_get_bones() const {
+ Array bones;
+ for (int i = 0; i < get_bone_count(); i++) {
+ bones.push_back(get_bone_path(i));
+ bones.push_back(get_bone_weights(i));
+ }
+ return bones;
+}
+void Polygon2D::_set_bones(const Array &p_bones) {
+
+ ERR_FAIL_COND(p_bones.size() & 1);
+ clear_bones();
+ for (int i = 0; i < p_bones.size(); i += 2) {
+ add_bone(p_bones[i], p_bones[i + 1]);
+ }
+}
+
+void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
+ skeleton = p_skeleton;
+ update();
+}
+NodePath Polygon2D::get_skeleton() const {
+ return skeleton;
+}
+
void Polygon2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &Polygon2D::set_polygon);
@@ -474,6 +539,21 @@ void Polygon2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Polygon2D::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &Polygon2D::get_offset);
+ ClassDB::bind_method(D_METHOD("add_bone", "path", "weights"), &Polygon2D::add_bone);
+ ClassDB::bind_method(D_METHOD("get_bone_count"), &Polygon2D::get_bone_count);
+ ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &Polygon2D::get_bone_path);
+ ClassDB::bind_method(D_METHOD("get_bone_weights", "index"), &Polygon2D::get_bone_weights);
+ ClassDB::bind_method(D_METHOD("erase_bone", "index"), &Polygon2D::erase_bone);
+ ClassDB::bind_method(D_METHOD("clear_bones"), &Polygon2D::clear_bones);
+ ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &Polygon2D::set_bone_path);
+ ClassDB::bind_method(D_METHOD("set_bone_weights", "index", "weights"), &Polygon2D::set_bone_weights);
+
+ ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Polygon2D::set_skeleton);
+ ClassDB::bind_method(D_METHOD("get_skeleton"), &Polygon2D::get_skeleton);
+
+ ClassDB::bind_method(D_METHOD("_set_bones", "bones"), &Polygon2D::_set_bones);
+ ClassDB::bind_method(D_METHOD("_get_bones"), &Polygon2D::_get_bones);
+
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "splits"), "set_splits", "get_splits");
@@ -488,10 +568,14 @@ void Polygon2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_scale"), "set_texture_scale", "get_texture_scale");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation_degrees", PROPERTY_HINT_RANGE, "-1440,1440,0.1"), "set_texture_rotation_degrees", "get_texture_rotation_degrees");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation", PROPERTY_HINT_NONE, "", 0), "set_texture_rotation", "get_texture_rotation");
+ ADD_GROUP("Skeleton", "");
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton"), "set_skeleton", "get_skeleton");
ADD_GROUP("Invert", "invert_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_enable"), "set_invert", "get_invert");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1"), "set_invert_border", "get_invert_border");
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_bones", "_get_bones");
}
Polygon2D::Polygon2D() {
diff --git a/scene/2d/polygon_2d.h b/scene/2d/polygon_2d.h
index 262208f2f1..575f71d74a 100644
--- a/scene/2d/polygon_2d.h
+++ b/scene/2d/polygon_2d.h
@@ -42,6 +42,13 @@ class Polygon2D : public Node2D {
PoolVector<Color> vertex_colors;
PoolVector<int> splits;
+ struct Bone {
+ NodePath path;
+ PoolVector<float> weights;
+ };
+
+ Vector<Bone> bone_weights;
+
Color color;
Ref<Texture> texture;
Size2 tex_scale;
@@ -56,6 +63,11 @@ class Polygon2D : public Node2D {
mutable bool rect_cache_dirty;
mutable Rect2 item_rect;
+ NodePath skeleton;
+
+ Array _get_bones() const;
+ void _set_bones(const Array &p_bones);
+
protected:
void _notification(int p_what);
static void _bind_methods();
@@ -114,6 +126,18 @@ public:
void set_offset(const Vector2 &p_offset);
Vector2 get_offset() const;
+ void add_bone(const NodePath &p_path = NodePath(), const PoolVector<float> &p_weights = PoolVector<float>());
+ int get_bone_count() const;
+ NodePath get_bone_path(int p_index) const;
+ PoolVector<float> get_bone_weights(int p_index) const;
+ void erase_bone(int p_idx);
+ void clear_bones();
+ void set_bone_weights(int p_index, const PoolVector<float> &p_weights);
+ void set_bone_path(int p_index, const NodePath &p_path);
+
+ void set_skeleton(const NodePath &p_skeleton);
+ NodePath get_skeleton() const;
+
Polygon2D();
};
diff --git a/scene/2d/skeleton_2d.cpp b/scene/2d/skeleton_2d.cpp
index 705e82bcbb..3b3561bc1c 100644
--- a/scene/2d/skeleton_2d.cpp
+++ b/scene/2d/skeleton_2d.cpp
@@ -12,6 +12,8 @@ void Bone2D::_notification(int p_what) {
break;
if (!Object::cast_to<Bone2D>(parent))
break; //skeletons must be chained to Bone2Ds.
+
+ parent = parent->get_parent();
}
if (skeleton) {
diff --git a/scene/animation/animation_tree_player.cpp b/scene/animation/animation_tree_player.cpp
index 42fa20068b..afdb8b6f71 100644
--- a/scene/animation/animation_tree_player.cpp
+++ b/scene/animation/animation_tree_player.cpp
@@ -812,8 +812,6 @@ void AnimationTreePlayer::_process_animation(float p_delta) {
t.value = t.object->get_indexed(t.subpath);
t.value.zero();
-
- t.skip = false;
}
/* STEP 2 PROCESS ANIMATIONS */
@@ -886,7 +884,7 @@ void AnimationTreePlayer::_process_animation(float p_delta) {
Track &t = E->get();
- if (t.skip || !t.object)
+ if (!t.object)
continue;
if (t.subpath.size()) { // value track
diff --git a/scene/animation/animation_tree_player.h b/scene/animation/animation_tree_player.h
index 09d6f6fcb4..873ff8a9da 100644
--- a/scene/animation/animation_tree_player.h
+++ b/scene/animation/animation_tree_player.h
@@ -107,8 +107,6 @@ private:
Vector3 scale;
Variant value;
-
- bool skip;
};
typedef Map<TrackKey, Track> TrackMap;
diff --git a/scene/main/node.cpp b/scene/main/node.cpp
index fcf8768094..001b8cfd0b 100644
--- a/scene/main/node.cpp
+++ b/scene/main/node.cpp
@@ -979,9 +979,23 @@ void Node::_set_name_nocheck(const StringName &p_name) {
data.name = p_name;
}
+String Node::invalid_character = ". : @ / \"";
+
+bool Node::_validate_node_name(String &p_name) {
+ String name = p_name;
+ Vector<String> chars = Node::invalid_character.split(" ");
+ for (int i = 0; i < chars.size(); i++) {
+ name = name.replace(chars[i], "");
+ }
+ bool is_valid = name == p_name;
+ p_name = name;
+ return is_valid;
+}
+
void Node::set_name(const String &p_name) {
- String name = p_name.replace(":", "").replace("/", "").replace("@", "");
+ String name = p_name;
+ _validate_node_name(name);
ERR_FAIL_COND(name == "");
data.name = name;
diff --git a/scene/main/node.h b/scene/main/node.h
index b9bafb1ed1..a0b6399486 100644
--- a/scene/main/node.h
+++ b/scene/main/node.h
@@ -190,6 +190,12 @@ private:
void _set_tree(SceneTree *p_tree);
+#ifdef TOOLS_ENABLED
+ friend class SceneTreeEditor;
+#endif
+ static String invalid_character;
+ static bool _validate_node_name(String &p_name);
+
protected:
void _block() { data.blocked++; }
void _unblock() { data.blocked--; }
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index 4419dfe70f..727807dbcd 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -33,6 +33,7 @@
#include "editor/editor_node.h"
#include "io/marshalls.h"
#include "io/resource_loader.h"
+#include "main/input_default.h"
#include "message_queue.h"
#include "node.h"
#include "os/keyboard.h"
@@ -620,6 +621,13 @@ void SceneTree::_notification(int p_notification) {
case NOTIFICATION_WM_FOCUS_IN:
case NOTIFICATION_WM_FOCUS_OUT: {
+ if (p_notification == NOTIFICATION_WM_FOCUS_IN) {
+ InputDefault *id = Object::cast_to<InputDefault>(Input::get_singleton());
+ if (id) {
+ id->ensure_touch_mouse_raised();
+ }
+ }
+
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_TRANSLATION_CHANGED: {
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 19d8f09ebe..d94b32afd7 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -58,6 +58,7 @@
#include "scene/2d/ray_cast_2d.h"
#include "scene/2d/remote_transform_2d.h"
#include "scene/2d/screen_button.h"
+#include "scene/2d/skeleton_2d.h"
#include "scene/2d/sprite.h"
#include "scene/2d/tile_map.h"
#include "scene/2d/visibility_notifier_2d.h"
@@ -449,6 +450,8 @@ void register_scene_types() {
ClassDB::register_class<VisibilityNotifier2D>();
ClassDB::register_class<VisibilityEnabler2D>();
ClassDB::register_class<Polygon2D>();
+ ClassDB::register_class<Skeleton2D>();
+ ClassDB::register_class<Bone2D>();
ClassDB::register_class<Light2D>();
ClassDB::register_class<LightOccluder2D>();
ClassDB::register_class<OccluderPolygon2D>();