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Initial set rest pose implementation for the bone editor. Doesn't work properly yet.
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@ -10,6 +10,8 @@ export(bool) var edit_bone_hierarchy : bool = false
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export(String) var add_bone_name : String = ""
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export(bool) var add_bone : bool = false setget set_add_bone, get_add_bone
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export(bool) var set_pose_as_rest : bool = false setget set_set_pose_as_rest, get_add_bone
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var skeleton:Skeleton = null
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var animation_player:AnimationPlayer = null
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var first_call:bool = true
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@ -233,3 +235,13 @@ func get_add_bone():
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func is_done_editor():
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return true
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func set_set_pose_as_rest(val):
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if val:
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for n in bone_handle_nodes:
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n.set_as_rest_pose()
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for n in bone_handle_nodes:
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n._ready()
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#load_poses()
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@ -36,6 +36,12 @@ func set_pose( basis:Basis, origin:Vector3 ):
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self.transform.origin = self.original_global_rest_origin + self.original_parent_rest.basis.xform( origin )
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# printt( self.bone_name, basis, origin )
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func set_as_rest_pose():
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original_rest = self.pose
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self.skeleton.set_bone_rest(self.bone_id, original_rest)
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self.skeleton.set_bone_pose( self.bone_id, Transform( ))
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func _process( delta:float ):
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if self.skeleton == null or self.bone_id == -1:
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return
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