diff options
Diffstat (limited to 'scene/3d/physical_bone_simulator_3d.cpp')
-rw-r--r-- | scene/3d/physical_bone_simulator_3d.cpp | 57 |
1 files changed, 16 insertions, 41 deletions
diff --git a/scene/3d/physical_bone_simulator_3d.cpp b/scene/3d/physical_bone_simulator_3d.cpp index ffe79e0892..8874c9cfc6 100644 --- a/scene/3d/physical_bone_simulator_3d.cpp +++ b/scene/3d/physical_bone_simulator_3d.cpp @@ -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(); @@ -285,11 +290,11 @@ void _pb_start_simulation(const PhysicalBoneSimulator3D *p_simulator, Node *p_no } void PhysicalBoneSimulator3D::physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones) { + _pose_updated(); + simulating = true; _reset_physical_bones_state(); - _pose_updated(); - Vector<int> sim_bones; if (p_bones.size() > 0) { sim_bones.resize(p_bones.size()); @@ -357,47 +362,17 @@ void PhysicalBoneSimulator3D::_process_modification() { if (!skeleton) { return; } - if (!enabled) { - for (int i = 0; i < bones.size(); i++) { - if (bones[i].physical_bone) { - if (bones[i].physical_bone->is_simulating_physics() == false) { - bones[i].physical_bone->reset_to_rest_position(); - } - } + ERR_FAIL_COND(skeleton->get_bone_count() != bones.size()); + for (int i = 0; i < skeleton->get_bone_count(); i++) { + if (!bones[i].physical_bone) { + continue; } - } else { - ERR_FAIL_COND(skeleton->get_bone_count() != bones.size()); - for (int i = 0; i < skeleton->get_bone_count(); i++) { - if (!bones[i].physical_bone) { - 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); } - - // TODO: - // The above method is performance heavy and needs to be improved. - // Ideally, the processing of set_bone_global_pose within Skeleton3D should be improved, - // but the workaround available now is to convert the global pose to a local pose on the SkeletonModifier side. - // However, the follow method needs recursive processing for deformations within PhysicalBoneSimulator3D to account for update order. - /* - ERR_FAIL_COND(skeleton->get_bone_count() != bones.size()); - LocalVector<Transform3D> local_poses; - for (int i = 0; i < skeleton->get_bone_count(); i++) { - Transform3D pt; - if (skeleton->get_bone_parent(i) >= 0) { - pt = get_bone_global_pose(skeleton->get_bone_parent(i)); - } - local_poses.push_back(pt.affine_inverse() * bones[i].global_pose); - } - for (int i = 0; i < skeleton->get_bone_count(); i++) { - if (!bones[i].physical_bone) { - continue; - } - skeleton->set_bone_pose_position(i, local_poses[i].origin); - skeleton->set_bone_pose_rotation(i, local_poses[i].basis.get_rotation_quaternion()); - skeleton->set_bone_pose_scale(i, local_poses[i].basis.get_scale()); - } - */ } } |