Use a new approach to fix bone pose override not being reset when IK animation is stopped.
This reverts PR #35460 & commit551c37167b
. (cherry picked from commitbb0358dd8d
)
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56336b4e24
commit
63daa19538
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@ -41,21 +41,12 @@ void SkeletonIKEditorPlugin::_play() {
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return;
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if (play_btn->is_pressed()) {
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initial_bone_poses.resize(skeleton_ik->get_parent_skeleton()->get_bone_count());
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for (int i = 0; i < skeleton_ik->get_parent_skeleton()->get_bone_count(); ++i) {
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initial_bone_poses.write[i] = skeleton_ik->get_parent_skeleton()->get_bone_pose(i);
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}
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skeleton_ik->start();
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} else {
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skeleton_ik->stop();
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if (initial_bone_poses.size() != skeleton_ik->get_parent_skeleton()->get_bone_count())
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return;
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for (int i = 0; i < skeleton_ik->get_parent_skeleton()->get_bone_count(); ++i) {
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skeleton_ik->get_parent_skeleton()->set_bone_pose(i, initial_bone_poses[i]);
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skeleton_ik->get_parent_skeleton()->set_bone_global_pose_override(i, Transform(), 0);
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}
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}
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}
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@ -44,7 +44,6 @@ class SkeletonIKEditorPlugin : public EditorPlugin {
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Button *play_btn;
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EditorNode *editor;
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Vector<Transform> initial_bone_poses;
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void _play();
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@ -329,17 +329,6 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
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}
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}
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void FabrikInverseKinematic::reset(Task *p_task) {
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ChainItem *ci(&p_task->chain.chain_root);
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while (ci) {
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p_task->skeleton->set_bone_global_pose_override(ci->bone, Transform(), 0);
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if (!ci->children.empty())
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ci = &ci->children.write[0];
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else
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ci = NULL;
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}
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}
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void SkeletonIK::_validate_property(PropertyInfo &property) const {
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if (property.name == "root_bone" || property.name == "tip_bone") {
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@ -542,8 +531,6 @@ void SkeletonIK::start(bool p_one_time) {
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void SkeletonIK::stop() {
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set_process_internal(false);
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if (task)
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FabrikInverseKinematic::reset(task);
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}
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Transform SkeletonIK::_get_target_transform() {
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@ -139,7 +139,6 @@ public:
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static void set_goal(Task *p_task, const Transform &p_goal);
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static void make_goal(Task *p_task, const Transform &p_inverse_transf, real_t blending_delta);
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static void solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position);
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static void reset(Task *p_task);
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};
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class SkeletonIK : public Node {
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