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Rename Transform to Transform3D in core
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@@ -171,7 +171,7 @@ void BoneTransformEditor::_value_changed(const double p_value) {
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return;
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}
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Transform tform = compute_transform_from_vector3s();
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Transform3D tform = compute_transform_from_vector3s();
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_change_transform(tform);
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}
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@@ -179,30 +179,30 @@ void BoneTransformEditor::_value_changed_vector3(const String p_property_name, c
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if (updating) {
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return;
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}
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Transform tform = compute_transform_from_vector3s();
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Transform3D tform = compute_transform_from_vector3s();
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_change_transform(tform);
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}
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Transform BoneTransformEditor::compute_transform_from_vector3s() const {
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Transform3D BoneTransformEditor::compute_transform_from_vector3s() const {
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// Convert rotation from degrees to radians.
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Vector3 prop_rotation = rotation_property->get_vector();
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prop_rotation.x = Math::deg2rad(prop_rotation.x);
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prop_rotation.y = Math::deg2rad(prop_rotation.y);
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prop_rotation.z = Math::deg2rad(prop_rotation.z);
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return Transform(
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return Transform3D(
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Basis(prop_rotation, scale_property->get_vector()),
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translation_property->get_vector());
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}
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void BoneTransformEditor::_value_changed_transform(const String p_property_name, const Transform p_transform, const StringName p_edited_property_name, const bool p_boolean) {
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void BoneTransformEditor::_value_changed_transform(const String p_property_name, const Transform3D p_transform, const StringName p_edited_property_name, const bool p_boolean) {
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if (updating) {
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return;
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}
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_change_transform(p_transform);
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}
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void BoneTransformEditor::_change_transform(Transform p_new_transform) {
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void BoneTransformEditor::_change_transform(Transform3D p_new_transform) {
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if (property.get_slicec('/', 0) == "bones" && property.get_slicec('/', 2) == "custom_pose") {
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undo_redo->create_action(TTR("Set Custom Bone Pose Transform"), UndoRedo::MERGE_ENDS);
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undo_redo->add_undo_method(skeleton, "set_bone_custom_pose", property.get_slicec('/', 1).to_int(), skeleton->get_bone_custom_pose(property.get_slicec('/', 1).to_int()));
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@@ -235,7 +235,7 @@ void BoneTransformEditor::_update_properties() {
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updating = true;
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Transform tform = skeleton->get(property);
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Transform3D tform = skeleton->get(property);
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_update_transform_properties(tform);
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}
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@@ -250,11 +250,11 @@ void BoneTransformEditor::_update_custom_pose_properties() {
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updating = true;
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Transform tform = skeleton->get_bone_custom_pose(property.to_int());
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Transform3D tform = skeleton->get_bone_custom_pose(property.to_int());
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_update_transform_properties(tform);
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}
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void BoneTransformEditor::_update_transform_properties(Transform tform) {
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void BoneTransformEditor::_update_transform_properties(Transform3D tform) {
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Basis rotation_basis = tform.get_basis();
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Vector3 rotation_radians = rotation_basis.get_rotation_euler();
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Vector3 rotation_degrees = Vector3(Math::rad2deg(rotation_radians.x), Math::rad2deg(rotation_radians.y), Math::rad2deg(rotation_radians.z));
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@@ -306,7 +306,7 @@ void BoneTransformEditor::_key_button_pressed() {
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}
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// Need to normalize the basis before you key it
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Transform tform = compute_transform_from_vector3s();
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Transform3D tform = compute_transform_from_vector3s();
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tform.orthonormalize();
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AnimationPlayerEditor::singleton->get_track_editor()->insert_transform_key(skeleton, name, tform);
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}
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@@ -380,7 +380,7 @@ void Skeleton3DEditor::create_physical_skeleton() {
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}
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PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
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const Transform child_rest = skeleton->get_bone_rest(bone_child_id);
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const Transform3D child_rest = skeleton->get_bone_rest(bone_child_id);
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const real_t half_height(child_rest.origin.length() * 0.5);
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const real_t radius(half_height * 0.2);
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@@ -392,15 +392,15 @@ PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_chi
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CollisionShape3D *bone_shape = memnew(CollisionShape3D);
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bone_shape->set_shape(bone_shape_capsule);
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Transform capsule_transform;
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Transform3D capsule_transform;
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capsule_transform.basis = Basis(Vector3(1, 0, 0), Vector3(0, 0, 1), Vector3(0, -1, 0));
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bone_shape->set_transform(capsule_transform);
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Transform body_transform;
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Transform3D body_transform;
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body_transform.set_look_at(Vector3(0, 0, 0), child_rest.origin);
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body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));
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Transform joint_transform;
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Transform3D joint_transform;
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joint_transform.origin = Vector3(0, 0, half_height);
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PhysicalBone3D *physical_bone = memnew(PhysicalBone3D);
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