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Backported: Fix create skeleton bone position - Blackiris - 480543f681
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@ -620,7 +620,9 @@ void ModuleSkeletonEditor::create_physical_skeleton() {
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PhysicalBone *ModuleSkeletonEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
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PhysicalBone *ModuleSkeletonEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
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real_t half_height(skeleton->get_bone_rest(bone_child_id).origin.length() * 0.5);
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const Transform child_rest = skeleton->get_bone_rest(bone_child_id);
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real_t half_height(child_rest.origin.length() * 0.5);
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real_t radius(half_height * 0.2);
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real_t radius(half_height * 0.2);
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CapsuleShape *bone_shape_capsule = memnew(CapsuleShape);
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CapsuleShape *bone_shape_capsule = memnew(CapsuleShape);
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@ -630,8 +632,17 @@ PhysicalBone *ModuleSkeletonEditor::create_physical_bone(int bone_id, int bone_c
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CollisionShape *bone_shape = memnew(CollisionShape);
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CollisionShape *bone_shape = memnew(CollisionShape);
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bone_shape->set_shape(bone_shape_capsule);
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bone_shape->set_shape(bone_shape_capsule);
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Transform capsule_transform;
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bone_shape->set_transform(capsule_transform);
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Vector3 up = Vector3(0, 1, 0);
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if (up.cross(child_rest.origin).is_equal_approx(Vector3())) {
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up = Vector3(0, 0, 1);
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}
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Transform body_transform;
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Transform body_transform;
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body_transform.origin = Vector3(0, 0, -half_height);
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body_transform.set_look_at(Vector3(0, 0, 0), child_rest.origin, up);
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body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));
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Transform joint_transform;
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Transform joint_transform;
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joint_transform.origin = Vector3(0, 0, half_height);
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joint_transform.origin = Vector3(0, 0, half_height);
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