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Get rid of easily removable uses of const_cast
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@@ -236,7 +236,7 @@ void Skeleton3D::_validate_property(PropertyInfo &p_property) const {
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}
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}
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void Skeleton3D::_update_process_order() {
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void Skeleton3D::_update_process_order() const {
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if (!process_order_dirty) {
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return;
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}
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@@ -280,7 +280,7 @@ void Skeleton3D::_update_process_order() {
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process_order_dirty = false;
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emit_signal("bone_list_changed");
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const_cast<Skeleton3D *>(this)->emit_signal("bone_list_changed");
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}
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void Skeleton3D::_update_bone_names() const {
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@@ -468,7 +468,7 @@ void Skeleton3D::_make_modifiers_dirty() {
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_update_deferred(UPDATE_FLAG_MODIFIER);
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}
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void Skeleton3D::_update_bones_nested_set() {
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void Skeleton3D::_update_bones_nested_set() const {
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nested_set_offset_to_bone_index.resize(bones.size());
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bone_global_pose_dirty.resize(bones.size());
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_make_bone_global_poses_dirty();
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@@ -479,7 +479,7 @@ void Skeleton3D::_update_bones_nested_set() {
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}
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}
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int Skeleton3D::_update_bone_nested_set(int p_bone, int p_offset) {
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int Skeleton3D::_update_bone_nested_set(int p_bone, int p_offset) const {
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Bone &bone = bones[p_bone];
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int offset = p_offset + 1;
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int span = 1;
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@@ -497,13 +497,13 @@ int Skeleton3D::_update_bone_nested_set(int p_bone, int p_offset) {
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return span;
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}
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void Skeleton3D::_make_bone_global_poses_dirty() {
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void Skeleton3D::_make_bone_global_poses_dirty() const {
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for (uint32_t i = 0; i < bone_global_pose_dirty.size(); i++) {
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bone_global_pose_dirty[i] = true;
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}
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}
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void Skeleton3D::_make_bone_global_pose_subtree_dirty(int p_bone) {
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void Skeleton3D::_make_bone_global_pose_subtree_dirty(int p_bone) const {
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if (process_order_dirty) {
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return;
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}
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@@ -522,7 +522,7 @@ void Skeleton3D::_make_bone_global_pose_subtree_dirty(int p_bone) {
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}
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}
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void Skeleton3D::_update_bone_global_pose(int p_bone) {
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void Skeleton3D::_update_bone_global_pose(int p_bone) const {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX(p_bone, bone_size);
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@@ -572,7 +572,7 @@ void Skeleton3D::_update_bone_global_pose(int p_bone) {
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Transform3D Skeleton3D::get_bone_global_pose(int p_bone) const {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
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const_cast<Skeleton3D *>(this)->_update_bone_global_pose(p_bone);
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_update_bone_global_pose(p_bone);
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return bones[p_bone].global_pose;
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}
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@@ -756,7 +756,7 @@ int Skeleton3D::get_bone_parent(int p_bone) const {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX_V(p_bone, bone_size, -1);
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if (process_order_dirty) {
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const_cast<Skeleton3D *>(this)->_update_process_order();
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_update_process_order();
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}
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return bones[p_bone].parent;
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}
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@@ -765,14 +765,14 @@ Vector<int> Skeleton3D::get_bone_children(int p_bone) const {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX_V(p_bone, bone_size, Vector<int>());
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if (process_order_dirty) {
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const_cast<Skeleton3D *>(this)->_update_process_order();
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_update_process_order();
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}
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return bones[p_bone].child_bones;
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}
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Vector<int> Skeleton3D::get_parentless_bones() const {
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if (process_order_dirty) {
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const_cast<Skeleton3D *>(this)->_update_process_order();
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_update_process_order();
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}
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return parentless_bones;
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}
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@@ -796,7 +796,7 @@ Transform3D Skeleton3D::get_bone_global_rest(int p_bone) const {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
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if (rest_dirty) {
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const_cast<Skeleton3D *>(this)->force_update_all_bone_transforms();
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_force_update_all_bone_transforms();
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}
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return bones[p_bone].global_rest;
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}
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@@ -921,7 +921,7 @@ void Skeleton3D::reset_bone_poses() {
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Transform3D Skeleton3D::get_bone_pose(int p_bone) const {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
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const_cast<Skeleton3D *>(this)->bones[p_bone].update_pose_cache();
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bones[p_bone].update_pose_cache();
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return bones[p_bone].pose_cache;
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}
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@@ -1037,20 +1037,28 @@ void Skeleton3D::force_update_deferred() {
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}
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void Skeleton3D::force_update_all_dirty_bones() {
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_force_update_all_dirty_bones();
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}
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void Skeleton3D::_force_update_all_dirty_bones() const {
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if (!dirty) {
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return;
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}
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force_update_all_bone_transforms();
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_force_update_all_bone_transforms();
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}
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void Skeleton3D::force_update_all_bone_transforms() {
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_force_update_all_bone_transforms();
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}
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void Skeleton3D::_force_update_all_bone_transforms() const {
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_update_process_order();
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for (int i = 0; i < parentless_bones.size(); i++) {
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force_update_bone_children_transforms(parentless_bones[i]);
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_force_update_bone_children_transforms(parentless_bones[i]);
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}
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if (rest_dirty) {
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rest_dirty = false;
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emit_signal(SNAME("rest_updated"));
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const_cast<Skeleton3D *>(this)->emit_signal(SNAME("rest_updated"));
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} else {
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rest_dirty = false;
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}
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@@ -1058,10 +1066,14 @@ void Skeleton3D::force_update_all_bone_transforms() {
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if (updating) {
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return;
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}
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emit_signal(SceneStringName(pose_updated));
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const_cast<Skeleton3D *>(this)->emit_signal(SceneStringName(pose_updated));
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}
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void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
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_force_update_bone_children_transforms(p_bone_idx);
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}
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void Skeleton3D::_force_update_bone_children_transforms(int p_bone_idx) const {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX(p_bone_idx, bone_size);
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@@ -1321,7 +1333,7 @@ Transform3D Skeleton3D::get_bone_global_pose_override(int p_bone) const {
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Transform3D Skeleton3D::get_bone_global_pose_no_override(int p_bone) const {
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const int bone_size = bones.size();
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ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
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const_cast<Skeleton3D *>(this)->force_update_all_dirty_bones();
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_force_update_all_dirty_bones();
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return bones[p_bone].pose_global_no_override;
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}
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