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@@ -97,7 +97,9 @@ void SkeletonEditor::create_physical_skeleton() {
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}
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}
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PhysicalBone *SkeletonEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
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PhysicalBone *SkeletonEditor::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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+
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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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@@ -108,11 +110,16 @@ PhysicalBone *SkeletonEditor::create_physical_bone(int bone_id, int bone_child_i
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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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Transform capsule_transform;
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- capsule_transform.basis = Basis(Vector3(1, 0, 0), Vector3(0, 0, 1), Vector3(0, -1, 0));
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bone_shape->set_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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+
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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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