Fix error when having BoneAttachment before PhysicalBone
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28afd32d29
commit
3acc0779a4
2 changed files with 19 additions and 12 deletions
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@ -140,8 +140,9 @@ bool Skeleton::_get(const StringName &p_path, Variant &r_ret) const {
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} else if (what == "bound_children") {
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} else if (what == "bound_children") {
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Array children;
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Array children;
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for (const List<uint32_t>::Element *E = bones[which].nodes_bound.front(); E; E = E->next()) {
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const LocalVectori<uint32_t> &nodes = bones[which].nodes_bound;
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Object *obj = ObjectDB::get_instance(E->get());
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for (int i = 0; i < nodes.size(); i++) {
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Object *obj = ObjectDB::get_instance(nodes[i]);
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ERR_CONTINUE(!obj);
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ERR_CONTINUE(!obj);
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Node *node = Object::cast_to<Node>(obj);
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Node *node = Object::cast_to<Node>(obj);
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ERR_CONTINUE(!node);
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ERR_CONTINUE(!node);
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@ -290,8 +291,9 @@ void Skeleton::_notification(int p_what) {
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b.global_pose_override_amount = 0.0;
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b.global_pose_override_amount = 0.0;
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}
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}
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for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) {
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const LocalVectori<uint32_t> &nodes = b.nodes_bound;
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Object *obj = ObjectDB::get_instance(E->get());
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for (int j = 0; j < nodes.size(); j++) {
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Object *obj = ObjectDB::get_instance(nodes[j]);
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ERR_CONTINUE(!obj);
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ERR_CONTINUE(!obj);
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Spatial *sp = Object::cast_to<Spatial>(obj);
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Spatial *sp = Object::cast_to<Spatial>(obj);
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ERR_CONTINUE(!sp);
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ERR_CONTINUE(!sp);
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@ -525,10 +527,8 @@ void Skeleton::bind_child_node_to_bone(int p_bone, Node *p_node) {
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uint32_t id = p_node->get_instance_id();
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uint32_t id = p_node->get_instance_id();
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for (const List<uint32_t>::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) {
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if (bones[p_bone].nodes_bound.find(id) != -1) {
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if (E->get() == id) {
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return; // Already here.
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return; // already here
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}
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}
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}
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bones.write[p_bone].nodes_bound.push_back(id);
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bones.write[p_bone].nodes_bound.push_back(id);
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@ -538,13 +538,20 @@ void Skeleton::unbind_child_node_from_bone(int p_bone, Node *p_node) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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ERR_FAIL_INDEX(p_bone, bones.size());
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uint32_t id = p_node->get_instance_id();
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uint32_t id = p_node->get_instance_id();
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bones.write[p_bone].nodes_bound.erase(id);
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int index = bones[p_bone].nodes_bound.find(id);
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if (index == -1) {
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return; // Doesn't exist in the first place.
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}
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bones.write[p_bone].nodes_bound.remove(index);
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}
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}
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void Skeleton::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const {
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void Skeleton::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const {
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ERR_FAIL_INDEX(p_bone, bones.size());
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ERR_FAIL_INDEX(p_bone, bones.size());
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for (const List<uint32_t>::Element *E = bones[p_bone].nodes_bound.front(); E; E = E->next()) {
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const LocalVectori<uint32_t> &nodes = bones[p_bone].nodes_bound;
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Object *obj = ObjectDB::get_instance(E->get());
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for (int i = 0; i < nodes.size(); i++) {
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Object *obj = ObjectDB::get_instance(nodes[i]);
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ERR_CONTINUE(!obj);
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ERR_CONTINUE(!obj);
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p_bound->push_back(Object::cast_to<Node>(obj));
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p_bound->push_back(Object::cast_to<Node>(obj));
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}
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}
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@ -102,7 +102,7 @@ private:
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PhysicalBone *cache_parent_physical_bone;
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PhysicalBone *cache_parent_physical_bone;
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#endif // _3D_DISABLED
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#endif // _3D_DISABLED
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List<uint32_t> nodes_bound;
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LocalVectori<uint32_t> nodes_bound;
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Bone() {
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Bone() {
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parent = -1;
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parent = -1;
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