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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-02-09 22:14:31 +0100
committerGitHub <noreply@github.com>2020-02-09 22:14:31 +0100
commit9f9d6c6cc183101cff07073857e7a223e0acbc6a (patch)
tree6fc4c91321788d43aafb7a4627e45e0de0939e00 /scene/animation/skeleton_ik.cpp
parentd617df5f3460a2bb55ce41497fdc24a885bf746c (diff)
parentbb0358dd8d3ed99c9fb3545efdf821d28e73b68b (diff)
Merge pull request #35656 from ericrybick/35460-fix2
Use a new approach to fix bone pose override not being reset when IK animation is stopped.
Diffstat (limited to 'scene/animation/skeleton_ik.cpp')
-rw-r--r--scene/animation/skeleton_ik.cpp13
1 files changed, 0 insertions, 13 deletions
diff --git a/scene/animation/skeleton_ik.cpp b/scene/animation/skeleton_ik.cpp
index 46028a9ce2..518c243dd0 100644
--- a/scene/animation/skeleton_ik.cpp
+++ b/scene/animation/skeleton_ik.cpp
@@ -329,17 +329,6 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
}
}
-void FabrikInverseKinematic::reset(Task *p_task) {
- ChainItem *ci(&p_task->chain.chain_root);
- while (ci) {
- p_task->skeleton->set_bone_global_pose_override(ci->bone, Transform(), 0);
- if (!ci->children.empty())
- ci = &ci->children.write[0];
- else
- ci = NULL;
- }
-}
-
void SkeletonIK::_validate_property(PropertyInfo &property) const {
if (property.name == "root_bone" || property.name == "tip_bone") {
@@ -542,8 +531,6 @@ void SkeletonIK::start(bool p_one_time) {
void SkeletonIK::stop() {
set_process_internal(false);
- if (task)
- FabrikInverseKinematic::reset(task);
}
Transform SkeletonIK::_get_target_transform() {