Merge pull request #35656 from ericrybick/35460-fix2

Use a new approach to fix bone pose override not being reset when IK animation is stopped.
This commit is contained in:
Rémi Verschelde 2020-02-09 22:14:31 +01:00 committed by GitHub
commit 9f9d6c6cc1
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 1 additions and 25 deletions

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@ -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);
}
}
}

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@ -44,7 +44,6 @@ class SkeletonIKEditorPlugin : public EditorPlugin {
Button *play_btn;
EditorNode *editor;
Vector<Transform> initial_bone_poses;
void _play();

View file

@ -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() {

View file

@ -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 {