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Implement ModifierBoneTarget3D which can be target of the other mods
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20
doc/classes/ModifierBoneTarget3D.xml
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20
doc/classes/ModifierBoneTarget3D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ModifierBoneTarget3D" inherits="SkeletonModifier3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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А node that dynamically copies the 3D transform of a bone in its parent [Skeleton3D].
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</brief_description>
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<description>
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This node selects a bone in a [Skeleton3D] and attaches to it. This means that the [ModifierBoneTarget3D] node will dynamically copy the 3D transform of the selected bone.
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The functionality is similar to [BoneAttachment3D], but this node adopts the [SkeletonModifier3D] cycle and is intended to be used as another [SkeletonModifier3D]'s target.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="bone" type="int" setter="set_bone" getter="get_bone" default="-1">
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The index of the attached bone.
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</member>
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<member name="bone_name" type="String" setter="set_bone_name" getter="get_bone_name" default="""">
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The name of the attached bone.
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</member>
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</members>
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</class>
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1
editor/icons/ModifierBoneTarget3D.svg
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1
editor/icons/ModifierBoneTarget3D.svg
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<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><g fill="#fc7f7f"><path d="M12 9h1v2h-1zM9 12h2v1h-2zM14 12h2v1h-2zM12 14h1v2h-1z"/><path d="m14.594 6.927c.754-1.134.446-2.665-.688-3.419-.309-.205-.66-.338-1.026-.389-.188-1.349-1.433-2.291-2.782-2.103s-2.29 1.433-2.103 2.782c.051.367.184.717.389 1.026l-3.56 3.56c-1.134-.754-2.665-.446-3.419.688s-.446 2.664.688 3.419c.308.205.659.338 1.026.389.188 1.349 1.433 2.29 2.782 2.103 1.349-.188 2.291-1.433 2.103-2.781-.051-.367-.184-.718-.389-1.026l3.56-3.56c1.134.753 2.665.445 3.419-.689z"/></g></svg>
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After Width: | Height: | Size: 565 B |
98
scene/3d/modifier_bone_target_3d.cpp
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scene/3d/modifier_bone_target_3d.cpp
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/**************************************************************************/
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/* modifier_bone_target_3d.cpp */
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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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#include "modifier_bone_target_3d.h"
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void ModifierBoneTarget3D::_validate_bone_names() {
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// Prior bone name.
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if (!bone_name.is_empty()) {
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set_bone_name(bone_name);
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} else if (bone != -1) {
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set_bone(bone);
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}
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}
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void ModifierBoneTarget3D::set_bone_name(const String &p_bone_name) {
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bone_name = p_bone_name;
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Skeleton3D *sk = get_skeleton();
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if (sk) {
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set_bone(sk->find_bone(bone_name));
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}
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}
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String ModifierBoneTarget3D::get_bone_name() const {
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return bone_name;
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}
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void ModifierBoneTarget3D::set_bone(int p_bone) {
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bone = p_bone;
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Skeleton3D *sk = get_skeleton();
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if (sk) {
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if (bone <= -1 || bone >= sk->get_bone_count()) {
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WARN_PRINT("Bone index out of range!");
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bone = -1;
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} else {
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bone_name = sk->get_bone_name(bone);
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}
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}
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}
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int ModifierBoneTarget3D::get_bone() const {
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return bone;
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}
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void ModifierBoneTarget3D::_validate_property(PropertyInfo &p_property) const {
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if (p_property.name == "influence") {
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p_property.usage = PROPERTY_USAGE_READ_ONLY;
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}
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}
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void ModifierBoneTarget3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_bone_name", "bone_name"), &ModifierBoneTarget3D::set_bone_name);
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ClassDB::bind_method(D_METHOD("get_bone_name"), &ModifierBoneTarget3D::get_bone_name);
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ClassDB::bind_method(D_METHOD("set_bone", "bone"), &ModifierBoneTarget3D::set_bone);
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ClassDB::bind_method(D_METHOD("get_bone"), &ModifierBoneTarget3D::get_bone);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "bone_name", PROPERTY_HINT_ENUM_SUGGESTION, ""), "set_bone_name", "get_bone_name");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "bone", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_bone", "get_bone");
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}
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void ModifierBoneTarget3D::_process_modification(double p_delta) {
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if (!is_inside_tree()) {
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return;
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}
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Skeleton3D *skeleton = get_skeleton();
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if (!skeleton || bone < 0 || bone >= skeleton->get_bone_count()) {
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return;
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}
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set_transform(skeleton->get_bone_global_pose(bone));
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}
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52
scene/3d/modifier_bone_target_3d.h
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52
scene/3d/modifier_bone_target_3d.h
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/**************************************************************************/
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/* modifier_bone_target_3d.h */
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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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#pragma once
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#include "scene/3d/skeleton_modifier_3d.h"
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class ModifierBoneTarget3D : public SkeletonModifier3D {
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GDCLASS(ModifierBoneTarget3D, SkeletonModifier3D);
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String bone_name;
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int bone = -1;
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protected:
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void _validate_property(PropertyInfo &p_property) const;
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virtual void _validate_bone_names() override;
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static void _bind_methods();
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virtual void _process_modification(double p_delta) override;
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public:
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void set_bone_name(const String &p_bone_name);
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String get_bone_name() const;
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void set_bone(int p_bone);
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int get_bone() const;
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};
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@@ -231,6 +231,7 @@
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#include "scene/3d/look_at_modifier_3d.h"
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#include "scene/3d/look_at_modifier_3d.h"
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#include "scene/3d/marker_3d.h"
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#include "scene/3d/marker_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/modifier_bone_target_3d.h"
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#include "scene/3d/multimesh_instance_3d.h"
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#include "scene/3d/multimesh_instance_3d.h"
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#include "scene/3d/node_3d.h"
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#include "scene/3d/node_3d.h"
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#include "scene/3d/occluder_instance_3d.h"
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#include "scene/3d/occluder_instance_3d.h"
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@@ -642,6 +643,7 @@ void register_scene_types() {
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GDREGISTER_CLASS(GPUParticlesAttractorVectorField3D);
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GDREGISTER_CLASS(GPUParticlesAttractorVectorField3D);
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GDREGISTER_CLASS(CPUParticles3D);
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GDREGISTER_CLASS(CPUParticles3D);
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GDREGISTER_CLASS(Marker3D);
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GDREGISTER_CLASS(Marker3D);
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GDREGISTER_CLASS(ModifierBoneTarget3D);
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GDREGISTER_CLASS(RootMotionView);
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GDREGISTER_CLASS(RootMotionView);
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GDREGISTER_VIRTUAL_CLASS(SkeletonModifier3D);
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GDREGISTER_VIRTUAL_CLASS(SkeletonModifier3D);
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GDREGISTER_CLASS(RetargetModifier3D);
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GDREGISTER_CLASS(RetargetModifier3D);
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