Rework migration of animate_physical_bones
for compatibility
#93504
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
The main problem with MRP is the lack of bones in Skeleton.
In the first place, PhysicalBone which no bones were assigned, was being activated unintentionally during simulation. This causes performance problems and should be prevented.
Then, when PhysicalBoneSimulator is active, PhysicalBone with bones assigned should be activated in Kinematic mode.
If you have PhysicalBone directly as compat mode (old tree structure), activate the internal PhysicalBoneSimulator by
Skeleton3D.set_animate_physical_bones(true)
.animate_physical_bones
seems to have been originally implemented in #36008 for such a purpose. BTW, close #51929 although it is very late.I added some information about raycasting to the PhysicalBone documentation.
Fixed MRP with adding bone:
TestIntersectRayFixed.zip