Character3D now uses the standard CharacterSkeleton3D build.
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@@ -1,5 +1,5 @@
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/*
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* ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
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* ©2026 Batty Bovine Productions, LLC. All Rights Reserved.
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*
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* If this source code makes it to the public internet, this software can be
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* considered to be protected by the MIT licence. Have fun with it.
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@@ -9,26 +9,51 @@
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#include "orng_macros.h"
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#include "nodes/debug_draw3d.h"
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#include "nodes/mesh_editing_library.h"
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/classes/immediate_mesh.hpp>
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#include <godot_cpp/classes/physical_bone3d.hpp>
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#include <godot_cpp/classes/physical_bone_simulator3d.hpp>
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#include <godot_cpp/classes/random_number_generator.hpp>
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#include <godot_cpp/classes/skin.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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using namespace godot;
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void Character3D::_ready()
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{
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if (this->skeleton)
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if (this->character_skeleton)
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{
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TypedArray<Node> child_mesh_candidates = this->skeleton->get_children();
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const uint32_t num_children = child_mesh_candidates.size();
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for (uint32_t i = 0; i < num_children; i++)
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if (const Skeleton3D *skeleton = this->character_skeleton->get_skeleton())
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{
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if (MeshInstance3D *mesh = cast_to<MeshInstance3D>(child_mesh_candidates[i]))
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TypedArray<Node> child_mesh_candidates = skeleton->get_children();
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const uint32_t num_children = child_mesh_candidates.size();
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const Vector3 &full_aabb_position = this->full_aabb.get_position();
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const Vector3 &full_aabb_size = this->full_aabb.get_size();
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for (uint32_t i = 0; i < num_children; i++)
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{
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this->meshes.emplace_back(mesh);
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if (MeshInstance3D *mesh_instance = cast_to<MeshInstance3D>(child_mesh_candidates[i]))
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{
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this->meshes.emplace_back(mesh_instance);
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const AABB &aabb = mesh_instance->get_aabb();
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const Vector3 &aabb_position = aabb.get_position();
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const Vector3 &aabb_size = aabb.get_size();
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this->full_aabb.set_position(Vector3(
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UtilityFunctions::minf(full_aabb_position.x, aabb_position.x),
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UtilityFunctions::minf(full_aabb_position.y, aabb_position.y),
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UtilityFunctions::minf(full_aabb_position.z, aabb_position.z)
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));
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this->full_aabb.set_size(Vector3(
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UtilityFunctions::maxf(full_aabb_position.x, aabb_size.x),
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UtilityFunctions::maxf(full_aabb_position.y, aabb_size.y),
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UtilityFunctions::maxf(full_aabb_position.z, aabb_size.z)
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));
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}
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}
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}
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}
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@@ -43,39 +68,91 @@ void Character3D::_ready()
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void Character3D::take_damage(const Dictionary &hit_data)
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{
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PRINT_LOG(CHARACTER3D_TAG, "Taking damage: ", hit_data["hit_points"]);
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PRINT_LOG(CHARACTER3D_TAG, "Hit bones: ", hit_data["bone_hits"]);
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const Transform3D &global_hit_transform = (Transform3D)hit_data["hit_transform"];
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const Plane &slice_plane = this->skeleton->get_global_transform().inverse().xform(Plane(global_hit_transform.get_basis().get_column(1), global_hit_transform.origin));
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const uint32_t num_meshes = this->meshes.size();
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for (uint32_t i = 0; i < num_meshes; i++)
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if (this->character_skeleton)
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{
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MeshInstance3D *original_mesh_instance = this->meshes[i];
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Ref<ArrayMesh> first_half; first_half.instantiate();
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Ref<ArrayMesh> other_half; other_half.instantiate();
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PackedVector3Array &impact_points = MeshEditingLibrary::slice_mesh(original_mesh_instance, this->skeleton, slice_plane, first_half, other_half, MeshEditingLibrary::CAP_UV_FILL_MESH_BOUNDS, original_mesh_instance->get_active_material(0));
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if (const Skeleton3D *skeleton = this->character_skeleton->get_skeleton())
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{
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PRINT_LOG(CHARACTER3D_TAG, "Taking damage: ", hit_data["hit_points"]);
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PRINT_LOG(CHARACTER3D_TAG, "Hit bones: ", hit_data["bone_hits"]);
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if (other_half.is_valid())
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original_mesh_instance->set_mesh(other_half);
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const Transform3D &global_hit_transform = (Transform3D)hit_data["hit_transform"];
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const Plane &slice_plane = skeleton->get_global_transform().inverse().xform(Plane(global_hit_transform.get_basis().get_column(1), global_hit_transform.origin));
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const uint32_t num_meshes = this->meshes.size();
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std::vector<MeshInstance3D*> meshes_to_add;
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std::vector<uint32_t> meshes_to_remove;
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for (uint32_t i = 0; i < num_meshes; i++)
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{
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MeshInstance3D *original_mesh_instance = this->meshes[i];
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Ref<ArrayMesh> first_half; first_half.instantiate();
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Ref<ArrayMesh> other_half; other_half.instantiate();
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PackedVector3Array &impact_points = MeshEditingLibrary::slice_mesh(original_mesh_instance, skeleton, this->full_aabb, slice_plane, first_half, other_half, MeshEditingLibrary::CAP_UV_FILL_MESH_BOUNDS, this->inner_materials);
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if (first_half.is_valid())
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{
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original_mesh_instance->set_mesh(first_half);
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meshes_to_add.emplace_back(original_mesh_instance);
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}
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if (other_half.is_valid())
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{
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RandomNumberGenerator *rng = memnew(RandomNumberGenerator);
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const float random_x = rng->randf_range(-0.5f, 0.5f);
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const float random_z = rng->randf_range(-0.5f, 0.5f);
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CharacterSkeleton3D *new_character_skeleton = cast_to<CharacterSkeleton3D>(this->character_skeleton->duplicate());
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this->character_skeleton->add_sibling(new_character_skeleton);
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new_character_skeleton->set_position(Vector3(random_x, 0.0f, random_z));
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Skeleton3D *new_skeleton = new_character_skeleton->get_skeleton();
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const uint16_t child_count = new_skeleton->get_child_count();
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TypedArray<Node> children = new_skeleton->get_children();
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for (uint16_t child = 0; child < child_count; child++)
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{
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if (MeshInstance3D *new_mesh_instance = cast_to<MeshInstance3D>(children[child]))
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{
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new_mesh_instance->set_skeleton_path(new_mesh_instance->get_path_to(new_skeleton));
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new_mesh_instance->set_skin(original_mesh_instance->get_skin());
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new_mesh_instance->set_mesh(other_half);
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meshes_to_add.emplace_back(new_mesh_instance);
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break;
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}
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}
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}
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meshes_to_remove.emplace(meshes_to_remove.begin(), i);
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}
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for (const uint32_t i : meshes_to_remove)
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{
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this->meshes.erase(this->meshes.begin() + i);
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}
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for (MeshInstance3D *mesh : meshes_to_add)
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{
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this->meshes.emplace_back(mesh);
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}
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}
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}
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}
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void Character3D::_activate_ragdoll()
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{
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if (this->physical_bone_simulator)
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if (this->character_skeleton)
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{
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const TypedArray<Node> &physical_bones = this->physical_bone_simulator->get_children();
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const uint32_t num_physical_bones = physical_bones.size();
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for (uint32_t i = 0; i < num_physical_bones; i++)
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if (PhysicalBoneSimulator3D *physical_bone_simulator = this->character_skeleton->get_physical_bone_simulator())
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{
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if (PhysicalBone3D *bone = cast_to<PhysicalBone3D>(physical_bones[i]))
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const TypedArray<Node> &physical_bones = physical_bone_simulator->get_children();
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const uint32_t num_physical_bones = physical_bones.size();
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for (uint32_t i = 0; i < num_physical_bones; i++)
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{
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bone->set_collision_layer(0);
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if (PhysicalBone3D *bone = cast_to<PhysicalBone3D>(physical_bones[i]))
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{
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bone->set_collision_layer(0);
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}
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}
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physical_bone_simulator->physical_bones_start_simulation();
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}
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this->physical_bone_simulator->physical_bones_start_simulation();
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}
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}
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@@ -1,5 +1,5 @@
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/*
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* ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
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* ©2026 Batty Bovine Productions, LLC. All Rights Reserved.
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*
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* If this source code makes it to the public internet, this software can be
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* considered to be protected by the MIT licence. Have fun with it.
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@@ -10,13 +10,12 @@
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#include "orng_macros.h"
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#include "interfaces/i_damageable.h"
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#include "nodes/character_nodes/character_skeleton3d.h"
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#include <map>
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#include <godot_cpp/classes/animation_tree.hpp>
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#include <godot_cpp/classes/character_body3d.hpp>
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#include <godot_cpp/classes/material.hpp>
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#include <godot_cpp/classes/mesh_instance3d.hpp>
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#include <godot_cpp/classes/physical_bone_simulator3d.hpp>
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#include <godot_cpp/classes/skeleton3d.hpp>
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#include <godot_cpp/variant/dictionary.hpp>
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using namespace godot;
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@@ -32,23 +31,24 @@ public:
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virtual void take_damage(const Dictionary &hit_data) override;
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Skeleton3D *get_skeleton() const { return this->skeleton; }
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PhysicalBoneSimulator3D *get_physical_bone_simulator() const { return this->physical_bone_simulator; }
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AnimationTree *get_animation_tree() const { return this->animation_tree; }
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CharacterSkeleton3D *get_character_skeleton() const { return this->character_skeleton; }
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TypedArray<Material> get_inner_materials() const { return this->inner_materials; }
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virtual void _on_fell_out_of_world();
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protected:
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void set_skeleton(Skeleton3D *s) { this->skeleton = s; }
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void set_physical_bone_simulator(PhysicalBoneSimulator3D *pbs) { this->physical_bone_simulator = pbs; }
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void set_animation_tree(AnimationTree *at) { this->animation_tree = at; }
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void set_character_skeleton(CharacterSkeleton3D *cs) { this->character_skeleton = cs; }
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void set_inner_materials(TypedArray<Material> materials) { this->inner_materials = materials; }
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private:
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void _activate_ragdoll();
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Skeleton3D *skeleton = nullptr;
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PhysicalBoneSimulator3D *physical_bone_simulator = nullptr;
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AnimationTree *animation_tree = nullptr;
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CharacterSkeleton3D *character_skeleton = nullptr;
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AABB full_aabb;
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TypedArray<Material> inner_materials;
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std::vector<MeshInstance3D*> meshes;
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@@ -60,16 +60,10 @@ protected:
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ADD_SIGNAL(MethodInfo("fell_out_of_world"));
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ClassDB::bind_method(D_METHOD("get_skeleton"), &Character3D::get_skeleton);
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ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Character3D::set_skeleton);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skeleton", PROPERTY_HINT_NODE_TYPE, "Skeleton3D"), "set_skeleton", "get_skeleton");
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ClassDB::bind_method(D_METHOD("get_character_skeleton"), &Character3D::get_character_skeleton);
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ClassDB::bind_method(D_METHOD("set_character_skeleton", "character_skeleton"), &Character3D::set_character_skeleton);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "character_skeleton", PROPERTY_HINT_NODE_TYPE, "CharacterSkeleton3D"), "set_character_skeleton", "get_character_skeleton");
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ClassDB::bind_method(D_METHOD("get_physical_bone_simulator"), &Character3D::get_physical_bone_simulator);
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ClassDB::bind_method(D_METHOD("set_physical_bone_simulator", "physical_bone_simulator"), &Character3D::set_physical_bone_simulator);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physical_bone_simulator", PROPERTY_HINT_NODE_TYPE, "PhysicalBoneSimulator3D"), "set_physical_bone_simulator", "get_physical_bone_simulator");
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ClassDB::bind_method(D_METHOD("get_animation_tree"), &Character3D::get_animation_tree);
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ClassDB::bind_method(D_METHOD("set_animation_tree", "animation_tree"), &Character3D::set_animation_tree);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "animation_tree", PROPERTY_HINT_NODE_TYPE, "AnimationTree"), "set_animation_tree", "get_animation_tree");
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ADD_GETTER_SETTER_HINTED(Character3D, inner_materials, Variant::ARRAY, PROPERTY_HINT_ARRAY_TYPE, "Material");
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}
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};
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