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Merge pull request #91731 from TokageItLab/b2s

Fix Bone2D gizmo scaling
Rémi Verschelde hace 1 año
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Se han modificado 1 ficheros con 1 adiciones y 3 borrados
  1. 1 3
      scene/2d/skeleton_2d.cpp

+ 1 - 3
scene/2d/skeleton_2d.cpp

@@ -326,9 +326,7 @@ bool Bone2D::_editor_get_bone_shape(Vector<Vector2> *p_shape, Vector<Vector2> *p
 		rel = (p_other_bone->get_global_position() - get_global_position());
 		rel = rel.rotated(-get_global_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation
 	} else {
-		real_t angle_to_use = get_rotation() + bone_angle;
-		rel = Vector2(cos(angle_to_use), sin(angle_to_use)) * (length * MIN(get_global_scale().x, get_global_scale().y));
-		rel = rel.rotated(-get_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation
+		rel = Vector2(Math::cos(bone_angle), Math::sin(bone_angle)) * length * get_global_scale();
 	}
 
 	Vector2 relt = rel.rotated(Math_PI * 0.5).normalized() * bone_width;