From bb0358dd8d3ed99c9fb3545efdf821d28e73b68b Mon Sep 17 00:00:00 2001 From: Eric Rybicki Date: Sat, 25 Jan 2020 10:06:14 +0100 Subject: [PATCH] Use a new approach to fix bone pose override not being reset when IK animation is stopped. This reverts PR #35460 & commit 551c37167b0428b1489a8a6f6233624c5f4aa628. --- editor/plugins/skeleton_ik_editor_plugin.cpp | 11 +---------- editor/plugins/skeleton_ik_editor_plugin.h | 1 - scene/animation/skeleton_ik.cpp | 13 ------------- scene/animation/skeleton_ik.h | 1 - 4 files changed, 1 insertion(+), 25 deletions(-) diff --git a/editor/plugins/skeleton_ik_editor_plugin.cpp b/editor/plugins/skeleton_ik_editor_plugin.cpp index 43dc13b2706..eb6ad9498dd 100644 --- a/editor/plugins/skeleton_ik_editor_plugin.cpp +++ b/editor/plugins/skeleton_ik_editor_plugin.cpp @@ -41,21 +41,12 @@ void SkeletonIKEditorPlugin::_play() { return; if (play_btn->is_pressed()) { - - initial_bone_poses.resize(skeleton_ik->get_parent_skeleton()->get_bone_count()); - for (int i = 0; i < skeleton_ik->get_parent_skeleton()->get_bone_count(); ++i) { - initial_bone_poses.write[i] = skeleton_ik->get_parent_skeleton()->get_bone_pose(i); - } - skeleton_ik->start(); } else { skeleton_ik->stop(); - if (initial_bone_poses.size() != skeleton_ik->get_parent_skeleton()->get_bone_count()) - return; - for (int i = 0; i < skeleton_ik->get_parent_skeleton()->get_bone_count(); ++i) { - skeleton_ik->get_parent_skeleton()->set_bone_pose(i, initial_bone_poses[i]); + skeleton_ik->get_parent_skeleton()->set_bone_global_pose_override(i, Transform(), 0); } } } diff --git a/editor/plugins/skeleton_ik_editor_plugin.h b/editor/plugins/skeleton_ik_editor_plugin.h index 06c07031f65..814eb8ff5b9 100644 --- a/editor/plugins/skeleton_ik_editor_plugin.h +++ b/editor/plugins/skeleton_ik_editor_plugin.h @@ -44,7 +44,6 @@ class SkeletonIKEditorPlugin : public EditorPlugin { Button *play_btn; EditorNode *editor; - Vector initial_bone_poses; void _play(); diff --git a/scene/animation/skeleton_ik.cpp b/scene/animation/skeleton_ik.cpp index 46028a9ce2d..518c243dd0e 100644 --- a/scene/animation/skeleton_ik.cpp +++ b/scene/animation/skeleton_ik.cpp @@ -329,17 +329,6 @@ 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") { @@ -542,8 +531,6 @@ 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 8fc8a58b998..9ae010dc4e4 100644 --- a/scene/animation/skeleton_ik.h +++ b/scene/animation/skeleton_ik.h @@ -139,7 +139,6 @@ 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 {