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Rename Transform to Transform3D in core
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@@ -78,11 +78,11 @@ class BoneTransformEditor : public VBoxContainer {
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// Called when the one of the EditorPropertyVector3 are updated.
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void _value_changed_vector3(const String p_property_name, const Vector3 p_vector, const StringName p_edited_property_name, const bool p_boolean);
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// Called when the transform_property is updated.
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void _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 _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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// Changes the transform to the given transform and updates the UI accordingly.
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void _change_transform(Transform p_new_transform);
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void _change_transform(Transform3D p_new_transform);
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// Creates a Transform using the EditorPropertyVector3 properties.
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Transform compute_transform_from_vector3s() const;
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Transform3D compute_transform_from_vector3s() const;
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void update_enabled_checkbox();
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@@ -98,7 +98,7 @@ public:
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void _update_properties();
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void _update_custom_pose_properties();
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void _update_transform_properties(Transform p_transform);
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void _update_transform_properties(Transform3D p_transform);
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// Can/cannot modify the spinner values for the Transform
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void set_read_only(const bool p_read_only);
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@@ -127,7 +127,7 @@ class Skeleton3DEditor : public VBoxContainer {
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struct BoneInfo {
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PhysicalBone3D *physical_bone = nullptr;
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Transform relative_rest; // Relative to skeleton node
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Transform3D relative_rest; // Relative to skeleton node
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};
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EditorNode *editor;
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