mirror of
https://github.com/godotengine/godot.git
synced 2024-11-22 12:12:28 +00:00
Fix Skeleton3D falsely assuming all physical bones will be children of their first bone
This commit is contained in:
parent
3229194dfc
commit
913f57f695
@ -888,10 +888,14 @@ void _pb_start_simulation(const Skeleton3D *p_skeleton, Node *p_node, const Vect
|
||||
|
||||
PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
|
||||
if (pb) {
|
||||
for (int i = p_sim_bones.size() - 1; 0 <= i; --i) {
|
||||
if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
|
||||
pb->set_simulate_physics(true);
|
||||
break;
|
||||
if (p_sim_bones.is_empty()) { // If no bones is specified, activate ragdoll on full body.
|
||||
pb->set_simulate_physics(true);
|
||||
} else {
|
||||
for (int i = p_sim_bones.size() - 1; 0 <= i; --i) {
|
||||
if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
|
||||
pb->set_simulate_physics(true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -901,9 +905,7 @@ void Skeleton3D::physical_bones_start_simulation_on(const TypedArray<StringName>
|
||||
set_physics_process_internal(false);
|
||||
|
||||
Vector<int> sim_bones;
|
||||
if (p_bones.size() <= 0) {
|
||||
sim_bones.push_back(0); // If no bones is specified, activate ragdoll on full body.
|
||||
} else {
|
||||
if (p_bones.size() > 0) {
|
||||
sim_bones.resize(p_bones.size());
|
||||
int c = 0;
|
||||
for (int i = sim_bones.size() - 1; 0 <= i; --i) {
|
||||
|
Loading…
Reference in New Issue
Block a user