Merge pull request #97007 from TokageItLab/fix-sync-physical-bone
Fix syncing PhysicalBone internal poses individually
This commit is contained in:
commit
b1b4d5b6d1
|
@ -73,10 +73,15 @@ void PhysicalBoneSimulator3D::_pose_updated() {
|
|||
}
|
||||
ERR_FAIL_COND(skeleton->get_bone_count() != bones.size());
|
||||
for (int i = 0; i < skeleton->get_bone_count(); i++) {
|
||||
bones.write[i].global_pose = skeleton->get_bone_global_pose(i);
|
||||
_bone_pose_updated(skeleton, i);
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::_bone_pose_updated(Skeleton3D *p_skeleton, int p_bone_id) {
|
||||
ERR_FAIL_INDEX(p_bone_id, bones.size());
|
||||
bones.write[p_bone_id].global_pose = p_skeleton->get_bone_global_pose(p_bone_id);
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::_set_active(bool p_active) {
|
||||
if (!Engine::get_singleton()->is_editor_hint()) {
|
||||
_reset_physical_bones_state();
|
||||
|
@ -363,6 +368,7 @@ void PhysicalBoneSimulator3D::_process_modification() {
|
|||
continue;
|
||||
}
|
||||
if (bones[i].physical_bone->is_simulating_physics() == false) {
|
||||
_bone_pose_updated(skeleton, i);
|
||||
bones[i].physical_bone->reset_to_rest_position();
|
||||
} else if (simulating) {
|
||||
skeleton->set_bone_global_pose(i, bones[i].global_pose);
|
||||
|
|
|
@ -73,6 +73,7 @@ protected:
|
|||
|
||||
void _bone_list_changed();
|
||||
void _pose_updated();
|
||||
void _bone_pose_updated(Skeleton3D *skeleton, int p_bone_id);
|
||||
|
||||
virtual void _process_modification() override;
|
||||
|
||||
|
|
Loading…
Reference in New Issue