Respect process order for out of order skeleton bones (fixes GLTF2 import issues).
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00c573c255
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5b70ad9d34
4 changed files with 104 additions and 16 deletions
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@ -1656,6 +1656,7 @@ void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node
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if (n->mesh >= 0) {
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ERR_FAIL_INDEX(n->mesh, state.meshes.size());
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MeshInstance *mi = memnew(MeshInstance);
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print_line("**creating mesh for: " + n->name);
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GLTFMesh &mesh = state.meshes.write[n->mesh];
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mi->set_mesh(mesh.mesh);
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if (mesh.mesh->get_name() == "") {
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@ -1730,6 +1731,10 @@ void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vecto
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skeletons[i]->get_parent()->remove_child(skeletons[i]);
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p_parent_node->add_child(skeletons[i]);
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skeletons[i]->set_owner(owner);
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//may have meshes as children, set owner in them too
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for (int j = 0; j < skeletons[i]->get_child_count(); j++) {
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skeletons[i]->get_child(j)->set_owner(owner);
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}
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}
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}
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@ -1978,8 +1983,9 @@ void EditorSceneImporterGLTF::_import_animation(GLTFState &state, AnimationPlaye
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if (node->joints.size()) {
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Transform xform;
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xform.basis = Basis(rot);
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xform.basis.scale(scale);
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//xform.basis = Basis(rot);
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//xform.basis.scale(scale);
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xform.basis.set_quat_scale(rot, scale);
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xform.origin = pos;
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Skeleton *skeleton = skeletons[node->joints[i].skin];
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@ -1452,7 +1452,9 @@ void SkeletonSpatialGizmo::redraw() {
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Color bonecolor = Color(1.0, 0.4, 0.4, 0.3);
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Color rootcolor = Color(0.4, 1.0, 0.4, 0.1);
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for (int i = 0; i < skel->get_bone_count(); i++) {
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for (int i_bone = 0; i_bone < skel->get_bone_count(); i_bone++) {
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int i = skel->get_process_order(i_bone);
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int parent = skel->get_bone_parent(i);
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@ -131,7 +131,7 @@ void Skeleton::_get_property_list(List<PropertyInfo> *p_list) const {
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String prep = "bones/" + itos(i) + "/";
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p_list->push_back(PropertyInfo(Variant::STRING, prep + "name"));
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p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(i - 1) + ",1"));
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p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1"));
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p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "rest"));
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p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled"));
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p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
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@ -139,6 +139,59 @@ void Skeleton::_get_property_list(List<PropertyInfo> *p_list) const {
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}
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}
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void Skeleton::_update_process_order() {
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if (!process_order_dirty)
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return;
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Bone *bonesptr = bones.ptrw();
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int len = bones.size();
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process_order.resize(len);
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int *order = process_order.ptrw();
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for (int i = 0; i < len; i++) {
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if (bonesptr[i].parent >= len) {
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//validate this just in case
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ERR_PRINTS("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
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bonesptr[i].parent = -1;
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}
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order[i] = i;
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bonesptr[i].sort_index = i;
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}
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//now check process order
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int pass_count = 0;
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while (pass_count < len * len) {
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//using bubblesort because of simplicity, it wont run every frame though.
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//bublesort worst case is O(n^2), and this may be an infinite loop if cyclic
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bool swapped = false;
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for (int i = 0; i < len; i++) {
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int parent_idx = bonesptr[order[i]].parent;
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if (parent_idx < 0)
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continue; //do nothing because it has no parent
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//swap indices
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int parent_order = bonesptr[parent_idx].sort_index;
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if (parent_order > i) {
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bonesptr[order[i]].sort_index = parent_order;
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bonesptr[parent_idx].sort_index = i;
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//swap order
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SWAP(order[i], order[parent_order]);
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swapped = true;
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}
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}
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if (!swapped)
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break;
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pass_count++;
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}
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if (pass_count == len * len) {
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ERR_PRINT("Skeleton parenthood graph is cyclic");
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}
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process_order_dirty = false;
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}
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void Skeleton::_notification(int p_what) {
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switch (p_what) {
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@ -181,19 +234,23 @@ void Skeleton::_notification(int p_what) {
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vs->skeleton_allocate(skeleton, len); // if same size, nothin really happens
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_update_process_order();
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const int *order = process_order.ptr();
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// pose changed, rebuild cache of inverses
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if (rest_global_inverse_dirty) {
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// calculate global rests and invert them
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for (int i = 0; i < len; i++) {
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Bone &b = bonesptr[i];
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Bone &b = bonesptr[order[i]];
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if (b.parent >= 0)
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b.rest_global_inverse = bonesptr[b.parent].rest_global_inverse * b.rest;
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else
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b.rest_global_inverse = b.rest;
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}
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for (int i = 0; i < len; i++) {
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Bone &b = bonesptr[i];
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Bone &b = bonesptr[order[i]];
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b.rest_global_inverse.affine_invert();
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}
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@ -205,7 +262,7 @@ void Skeleton::_notification(int p_what) {
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for (int i = 0; i < len; i++) {
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Bone &b = bonesptr[i];
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Bone &b = bonesptr[order[i]];
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if (b.disable_rest) {
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if (b.enabled) {
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@ -319,12 +376,13 @@ void Skeleton::add_bone(const String &p_name) {
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for (int i = 0; i < bones.size(); i++) {
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ERR_FAIL_COND(bones[i].name == "p_name");
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ERR_FAIL_COND(bones[i].name == p_name);
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}
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Bone b;
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b.name = p_name;
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bones.push_back(b);
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process_order_dirty = true;
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rest_global_inverse_dirty = true;
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_make_dirty();
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@ -368,10 +426,11 @@ int Skeleton::get_bone_count() const {
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void Skeleton::set_bone_parent(int p_bone, int p_parent) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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ERR_FAIL_COND(p_parent != -1 && (p_parent < 0 || p_parent >= p_bone));
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ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
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bones.write[p_bone].parent = p_parent;
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rest_global_inverse_dirty = true;
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process_order_dirty = true;
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_make_dirty();
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}
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@ -379,6 +438,8 @@ void Skeleton::unparent_bone_and_rest(int p_bone) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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_update_process_order();
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int parent = bones[p_bone].parent;
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while (parent >= 0) {
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bones.write[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
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@ -387,6 +448,7 @@ void Skeleton::unparent_bone_and_rest(int p_bone) {
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bones.write[p_bone].parent = -1;
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bones.write[p_bone].rest_global_inverse = bones[p_bone].rest.affine_inverse(); //same thing
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process_order_dirty = true;
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_make_dirty();
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}
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@ -489,6 +551,8 @@ void Skeleton::clear_bones() {
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bones.clear();
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rest_global_inverse_dirty = true;
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process_order_dirty = true;
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_make_dirty();
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}
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@ -538,12 +602,21 @@ void Skeleton::_make_dirty() {
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dirty = true;
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}
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int Skeleton::get_process_order(int p_idx) {
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ERR_FAIL_INDEX_V(p_idx, bones.size(), -1);
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_update_process_order();
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return process_order[p_idx];
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}
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void Skeleton::localize_rests() {
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for (int i = bones.size() - 1; i >= 0; i--) {
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_update_process_order();
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if (bones[i].parent >= 0)
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set_bone_rest(i, bones[bones[i].parent].rest.affine_inverse() * bones[i].rest);
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for (int i = bones.size() - 1; i >= 0; i--) {
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int idx = process_order[i];
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if (bones[idx].parent >= 0) {
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set_bone_rest(idx, bones[bones[idx].parent].rest.affine_inverse() * bones[idx].rest);
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}
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}
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}
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@ -752,6 +825,7 @@ Skeleton::Skeleton() {
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rest_global_inverse_dirty = true;
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dirty = false;
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process_order_dirty = true;
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skeleton = VisualServer::get_singleton()->skeleton_create();
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set_notify_transform(true);
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}
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@ -54,6 +54,7 @@ class Skeleton : public Spatial {
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bool enabled;
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int parent;
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int sort_index; //used for re-sorting process order
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bool ignore_animation;
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@ -92,6 +93,8 @@ class Skeleton : public Spatial {
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bool rest_global_inverse_dirty;
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Vector<Bone> bones;
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Vector<int> process_order;
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bool process_order_dirty;
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RID skeleton;
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@ -112,6 +115,8 @@ class Skeleton : public Spatial {
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return bound;
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}
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void _update_process_order();
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protected:
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bool _get(const StringName &p_path, Variant &r_ret) const;
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bool _set(const StringName &p_path, const Variant &p_value);
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@ -172,6 +177,7 @@ public:
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Transform get_bone_custom_pose(int p_bone) const;
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void localize_rests(); // used for loaders and tools
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int get_process_order(int p_idx);
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#ifndef _3D_DISABLED
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// Physical bone API
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