Fix child bones of the physical bone aren't modified
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5241d30bfa
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@ -366,6 +366,20 @@ void PhysicalBoneSimulator3D::_process_modification() {
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}
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}
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}
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}
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} else {
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} else {
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ERR_FAIL_COND(skeleton->get_bone_count() != bones.size());
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for (int i = 0; i < skeleton->get_bone_count(); i++) {
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if (!bones[i].physical_bone) {
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continue;
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}
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skeleton->set_bone_global_pose(i, bones[i].global_pose);
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}
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// TODO:
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// The above method is performance heavy and needs to be improved.
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// Ideally, the processing of set_bone_global_pose within Skeleton3D should be improved,
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// but the workaround available now is to convert the global pose to a local pose on the SkeletonModifier side.
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// However, the follow method needs recursive processing for deformations within PhysicalBoneSimulator3D to account for update order.
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/*
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ERR_FAIL_COND(skeleton->get_bone_count() != bones.size());
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ERR_FAIL_COND(skeleton->get_bone_count() != bones.size());
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LocalVector<Transform3D> local_poses;
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LocalVector<Transform3D> local_poses;
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for (int i = 0; i < skeleton->get_bone_count(); i++) {
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for (int i = 0; i < skeleton->get_bone_count(); i++) {
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@ -376,10 +390,14 @@ void PhysicalBoneSimulator3D::_process_modification() {
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local_poses.push_back(pt.affine_inverse() * bones[i].global_pose);
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local_poses.push_back(pt.affine_inverse() * bones[i].global_pose);
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}
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}
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for (int i = 0; i < skeleton->get_bone_count(); i++) {
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for (int i = 0; i < skeleton->get_bone_count(); i++) {
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if (!bones[i].physical_bone) {
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continue;
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}
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skeleton->set_bone_pose_position(i, local_poses[i].origin);
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skeleton->set_bone_pose_position(i, local_poses[i].origin);
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skeleton->set_bone_pose_rotation(i, local_poses[i].basis.get_rotation_quaternion());
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skeleton->set_bone_pose_rotation(i, local_poses[i].basis.get_rotation_quaternion());
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skeleton->set_bone_pose_scale(i, local_poses[i].basis.get_scale());
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skeleton->set_bone_pose_scale(i, local_poses[i].basis.get_scale());
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}
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}
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*/
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}
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}
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}
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}
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