From de558123bf557ba563e3dcd537585af08471817f Mon Sep 17 00:00:00 2001 From: "Silc Lizard (Tokage) Renew" <61938263+TokageItLab@users.noreply.github.com> Date: Thu, 9 May 2024 03:26:42 +0900 Subject: [PATCH] Fix bone2d scaling Co-authored-by: Thiago Lages de Alencar --- scene/2d/skeleton_2d.cpp | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/scene/2d/skeleton_2d.cpp b/scene/2d/skeleton_2d.cpp index fe21c7f21bd..bcc9a59c9c6 100644 --- a/scene/2d/skeleton_2d.cpp +++ b/scene/2d/skeleton_2d.cpp @@ -328,9 +328,7 @@ bool Bone2D::_editor_get_bone_shape(Vector *p_shape, Vector *p rel = (p_other_bone->get_global_position() - get_global_position()); rel = rel.rotated(-get_global_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation } else { - real_t angle_to_use = get_rotation() + bone_angle; - rel = Vector2(cos(angle_to_use), sin(angle_to_use)) * (length * MIN(get_global_scale().x, get_global_scale().y)); - rel = rel.rotated(-get_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation + rel = Vector2(Math::cos(bone_angle), Math::sin(bone_angle)) * length * get_global_scale(); } Vector2 relt = rel.rotated(Math_PI * 0.5).normalized() * bone_width;