Avoid crashes in skeleton
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16a49cca04
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1 changed files with 2 additions and 2 deletions
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@ -160,14 +160,14 @@ void Skeleton::_notification(int p_what) {
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//if moved, just update transforms
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//if moved, just update transforms
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VisualServer *vs = VisualServer::get_singleton();
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VisualServer *vs = VisualServer::get_singleton();
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Bone *bonesptr = &bones[0];
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const Bone *bonesptr = bones.ptr();
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int len = bones.size();
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int len = bones.size();
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Transform global_transform = get_global_transform();
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Transform global_transform = get_global_transform();
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Transform global_transform_inverse = global_transform.affine_inverse();
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Transform global_transform_inverse = global_transform.affine_inverse();
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for (int i = 0; i < len; i++) {
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for (int i = 0; i < len; i++) {
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Bone &b = bonesptr[i];
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const Bone &b = bonesptr[i];
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vs->skeleton_bone_set_transform(skeleton, i, global_transform * (b.transform_final * global_transform_inverse));
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vs->skeleton_bone_set_transform(skeleton, i, global_transform * (b.transform_final * global_transform_inverse));
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}
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}
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} break;
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} break;
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