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https://github.com/Relintai/broken_seals.git
synced 2025-02-22 15:17:57 +01:00
Fixed the set rest pose implementation.
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parent
878f045f92
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de97b132a2
@ -236,10 +236,21 @@ func get_add_bone():
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func is_done_editor():
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return true
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func evaluate_rest_pose(n : Spatial):
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if !n:
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return
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n.set_as_rest_pose()
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for ch in n.get_children():
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evaluate_rest_pose(ch as Spatial)
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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 ch in get_children():
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evaluate_rest_pose(ch as Spatial)
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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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@ -37,9 +37,19 @@ func set_pose( basis:Basis, origin:Vector3 ):
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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_rest(self.bone_id, transform)
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self.skeleton.set_bone_pose( self.bone_id, Transform( ))
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transform = Transform()
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self.original_rest = self.skeleton.get_bone_rest( self.bone_id )
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var parent_bone_id:int = self.skeleton.get_bone_parent( self.bone_id )
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if parent_bone_id != -1:
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self.original_parent_rest = self.skeleton.get_bone_global_pose( parent_bone_id )
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self.transform.basis = Basis( )
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self.transform.origin = self.original_parent_rest.basis.xform( self.original_rest.origin )
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self.original_global_rest_origin = self.transform.origin
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func _process( delta:float ):
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