From 551c37167b0428b1489a8a6f6233624c5f4aa628 Mon Sep 17 00:00:00 2001 From: Eric Rybicki Date: Thu, 23 Jan 2020 08:48:08 +0100 Subject: [PATCH] Fix bone pose override not being reset when IK animation is stopped Fixes #35409 --- scene/animation/skeleton_ik.cpp | 13 +++++++++++++ scene/animation/skeleton_ik.h | 1 + 2 files changed, 14 insertions(+) diff --git a/scene/animation/skeleton_ik.cpp b/scene/animation/skeleton_ik.cpp index 518c243dd0e..46028a9ce2d 100644 --- a/scene/animation/skeleton_ik.cpp +++ b/scene/animation/skeleton_ik.cpp @@ -329,6 +329,17 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove } } +void FabrikInverseKinematic::reset(Task *p_task) { + ChainItem *ci(&p_task->chain.chain_root); + while (ci) { + p_task->skeleton->set_bone_global_pose_override(ci->bone, Transform(), 0); + if (!ci->children.empty()) + ci = &ci->children.write[0]; + else + ci = NULL; + } +} + void SkeletonIK::_validate_property(PropertyInfo &property) const { if (property.name == "root_bone" || property.name == "tip_bone") { @@ -531,6 +542,8 @@ void SkeletonIK::start(bool p_one_time) { void SkeletonIK::stop() { set_process_internal(false); + if (task) + FabrikInverseKinematic::reset(task); } Transform SkeletonIK::_get_target_transform() { diff --git a/scene/animation/skeleton_ik.h b/scene/animation/skeleton_ik.h index 9ae010dc4e4..8fc8a58b998 100644 --- a/scene/animation/skeleton_ik.h +++ b/scene/animation/skeleton_ik.h @@ -139,6 +139,7 @@ public: static void set_goal(Task *p_task, const Transform &p_goal); static void make_goal(Task *p_task, const Transform &p_inverse_transf, real_t blending_delta); static void solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position); + static void reset(Task *p_task); }; class SkeletonIK : public Node {