Merge pull request #67282 from CheesecakeCG/fix-pb-start-sim
Fix Skeleton3D falsely assuming all physical bones will be children of their first bone
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1518bb716e
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@ -888,6 +888,9 @@ void _pb_start_simulation(const Skeleton3D *p_skeleton, Node *p_node, const Vect
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PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
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if (pb) {
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if (p_sim_bones.is_empty()) { // If no bones is specified, activate ragdoll on full body.
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pb->set_simulate_physics(true);
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} else {
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for (int i = p_sim_bones.size() - 1; 0 <= i; --i) {
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if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
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pb->set_simulate_physics(true);
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@ -896,14 +899,13 @@ void _pb_start_simulation(const Skeleton3D *p_skeleton, Node *p_node, const Vect
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}
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}
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}
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}
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void Skeleton3D::physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones) {
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set_physics_process_internal(false);
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Vector<int> sim_bones;
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if (p_bones.size() <= 0) {
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sim_bones.push_back(0); // If no bones is specified, activate ragdoll on full body.
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} else {
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if (p_bones.size() > 0) {
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sim_bones.resize(p_bones.size());
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int c = 0;
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for (int i = sim_bones.size() - 1; 0 <= i; --i) {
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