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Make Skeleton3D::add_bone return the new bone index right away, instead of requiring an additional call to get_bone_count.
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2e7fc81315
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995bc8d049
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@ -14,10 +14,11 @@
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</tutorials>
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<methods>
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<method name="add_bone">
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<return type="void" />
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<return type="int" />
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<param index="0" name="name" type="String" />
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<description>
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Adds a bone, with name [param name]. [method get_bone_count] will become the bone index.
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Adds a new bone with the given name. Returns the new bone's index, or [code]-1[/code] if this method fails.
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[b]Note:[/b] Bone names should be unique, non empty, and cannot include the [code]:[/code] and [code]/[/code] characters.
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</description>
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</method>
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<method name="clear_bones">
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@ -215,3 +215,12 @@ Renamed to EditorSceneFormatImporterFBX2GLTF.
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The compat breakage was deemed necessary as this is a class most users wouldn't
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use directly, and the name needs to be disambiguated with the new
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EditorSceneFormatImporterUFBX.
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GH-88791
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--------
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Validate extension JSON: JSON file: Field was added in a way that breaks compatibility 'classes/Skeleton3D/methods/add_bone': return_value
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Added a return value for add_bone.
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Should not affect existing regular use - the return value would just be unused.
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Compatibility method registered.
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41
scene/3d/skeleton_3d.compat.inc
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41
scene/3d/skeleton_3d.compat.inc
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@ -0,0 +1,41 @@
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/**************************************************************************/
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/* skeleton_3d.compat.inc */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef DISABLE_DEPRECATED
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void Skeleton3D::_add_bone_bind_compat_88791(const String &p_name) {
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add_bone(p_name);
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}
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void Skeleton3D::_bind_compatibility_methods() {
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ClassDB::bind_compatibility_method(D_METHOD("add_bone", "p_name"), &Skeleton3D::_add_bone_bind_compat_88791);
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}
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#endif // DISABLE_DEPRECATED
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@ -29,6 +29,7 @@
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/**************************************************************************/
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#include "skeleton_3d.h"
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#include "skeleton_3d.compat.inc"
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#include "core/variant/type_info.h"
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#include "scene/3d/physics_body_3d.h"
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@ -409,18 +410,21 @@ uint64_t Skeleton3D::get_version() const {
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return version;
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}
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void Skeleton3D::add_bone(const String &p_name) {
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ERR_FAIL_COND(p_name.is_empty() || p_name.contains(":") || p_name.contains("/") || name_to_bone_index.has(p_name));
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int Skeleton3D::add_bone(const String &p_name) {
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ERR_FAIL_COND_V_MSG(p_name.is_empty() || p_name.contains(":") || p_name.contains("/"), -1, vformat("Bone name cannot be empty or contain ':' or '/'.", p_name));
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ERR_FAIL_COND_V_MSG(name_to_bone_index.has(p_name), -1, vformat("Skeleton3D \"%s\" already has a bone with name \"%s\".", to_string(), p_name));
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Bone b;
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b.name = p_name;
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bones.push_back(b);
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name_to_bone_index.insert(p_name, bones.size() - 1);
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int new_idx = bones.size() - 1;
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name_to_bone_index.insert(p_name, new_idx);
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process_order_dirty = true;
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version++;
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rest_dirty = true;
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_make_dirty();
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update_gizmos();
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return new_idx;
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}
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int Skeleton3D::find_bone(const String &p_name) const {
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@ -138,6 +138,12 @@ private:
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void _update_process_order();
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#ifndef DISABLE_DEPRECATED
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void _add_bone_bind_compat_88791(const String &p_name);
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static void _bind_compatibility_methods();
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#endif // DISABLE_DEPRECATED
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protected:
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bool _get(const StringName &p_path, Variant &r_ret) const;
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bool _set(const StringName &p_path, const Variant &p_value);
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@ -153,7 +159,7 @@ public:
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// skeleton creation api
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uint64_t get_version() const;
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void add_bone(const String &p_name);
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int add_bone(const String &p_name);
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int find_bone(const String &p_name) const;
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String get_bone_name(int p_bone) const;
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void set_bone_name(int p_bone, const String &p_name);
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