Fix Skeleton3D falsely assuming all physical bones will be children of their first bone

This commit is contained in:
hare_ware 2022-10-31 06:59:42 -04:00
parent 3229194dfc
commit 913f57f695

View file

@ -888,6 +888,9 @@ void _pb_start_simulation(const Skeleton3D *p_skeleton, Node *p_node, const Vect
PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node); PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
if (pb) { if (pb) {
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) { 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])) { 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); pb->set_simulate_physics(true);
@ -896,14 +899,13 @@ void _pb_start_simulation(const Skeleton3D *p_skeleton, Node *p_node, const Vect
} }
} }
} }
}
void Skeleton3D::physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones) { void Skeleton3D::physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones) {
set_physics_process_internal(false); set_physics_process_internal(false);
Vector<int> sim_bones; Vector<int> sim_bones;
if (p_bones.size() <= 0) { if (p_bones.size() > 0) {
sim_bones.push_back(0); // If no bones is specified, activate ragdoll on full body.
} else {
sim_bones.resize(p_bones.size()); sim_bones.resize(p_bones.size());
int c = 0; int c = 0;
for (int i = sim_bones.size() - 1; 0 <= i; --i) { for (int i = sim_bones.size() - 1; 0 <= i; --i) {