Skip to content

Commit

Permalink
Fix syncing PhysicalBone internal poses individually
Browse files Browse the repository at this point in the history
  • Loading branch information
TokageItLab committed Sep 14, 2024
1 parent e2dd56b commit 2b3cf24
Show file tree
Hide file tree
Showing 2 changed files with 8 additions and 1 deletion.
8 changes: 7 additions & 1 deletion scene/3d/physical_bone_simulator_3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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();
Expand Down Expand Up @@ -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);
Expand Down
1 change: 1 addition & 0 deletions scene/3d/physical_bone_simulator_3d.h
Original file line number Diff line number Diff line change
Expand Up @@ -73,6 +73,7 @@ class PhysicalBoneSimulator3D : public SkeletonModifier3D {

void _bone_list_changed();
void _pose_updated();
void _bone_pose_updated(Skeleton3D *skeleton, int p_bone_id);

virtual void _process_modification() override;

Expand Down

0 comments on commit 2b3cf24

Please sign in to comment.