|
@@ -73,10 +73,15 @@ void PhysicalBoneSimulator3D::_pose_updated() {
|
|
|
}
|
|
|
ERR_FAIL_COND(skeleton->get_bone_count() != bones.size());
|
|
|
for (int i = 0; i < skeleton->get_bone_count(); i++) {
|
|
|
- bones.write[i].global_pose = skeleton->get_bone_global_pose(i);
|
|
|
+ _bone_pose_updated(skeleton, i);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
+void PhysicalBoneSimulator3D::_bone_pose_updated(Skeleton3D *p_skeleton, int p_bone_id) {
|
|
|
+ ERR_FAIL_INDEX(p_bone_id, bones.size());
|
|
|
+ bones.write[p_bone_id].global_pose = p_skeleton->get_bone_global_pose(p_bone_id);
|
|
|
+}
|
|
|
+
|
|
|
void PhysicalBoneSimulator3D::_set_active(bool p_active) {
|
|
|
if (!Engine::get_singleton()->is_editor_hint()) {
|
|
|
_reset_physical_bones_state();
|
|
@@ -363,6 +368,7 @@ void PhysicalBoneSimulator3D::_process_modification() {
|
|
|
continue;
|
|
|
}
|
|
|
if (bones[i].physical_bone->is_simulating_physics() == false) {
|
|
|
+ _bone_pose_updated(skeleton, i);
|
|
|
bones[i].physical_bone->reset_to_rest_position();
|
|
|
} else if (simulating) {
|
|
|
skeleton->set_bone_global_pose(i, bones[i].global_pose);
|