diff options
-rw-r--r-- | core/string/ustring.h | 8 | ||||
-rw-r--r-- | doc/classes/Node.xml | 2 | ||||
-rw-r--r-- | editor/plugins/node_3d_editor_gizmos.cpp | 12 | ||||
-rw-r--r-- | modules/mono/csharp_script.cpp | 2 | ||||
-rw-r--r-- | scene/3d/skeleton_3d.cpp | 22 |
5 files changed, 26 insertions, 20 deletions
diff --git a/core/string/ustring.h b/core/string/ustring.h index 6a4b40da60..24da6b82af 100644 --- a/core/string/ustring.h +++ b/core/string/ustring.h @@ -523,10 +523,10 @@ String DTRN(const String &p_text, const String &p_text_plural, int p_n, const St #define TTRGET(m_value) TTR(m_value) #else -#define TTR(m_value) (String()) -#define TTRN(m_value) (String()) -#define DTR(m_value) (String()) -#define DTRN(m_value) (String()) +#define TTR(m_value) String() +#define TTRN(m_value) String() +#define DTR(m_value) String() +#define DTRN(m_value) String() #define TTRC(m_value) (m_value) #define TTRGET(m_value) (m_value) #endif diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 51d61af99c..608d76cd9f 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -153,6 +153,7 @@ <description> Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example "enemies" or "collectables". A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see [method is_inside_tree]). See notes in the description, and the group methods in [SceneTree]. The [code]persistent[/code] option is used when packing node to [PackedScene] and saving to file. Non-persistent groups aren't stored. + [b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] guaranteed. The order of node groups should not be relied upon as it can vary across project runs. </description> </method> <method name="can_process" qualifiers="const"> @@ -236,6 +237,7 @@ <return type="Array" /> <description> Returns an array listing the groups that the node is a member of. + [b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] guaranteed. The order of node groups should not be relied upon as it can vary across project runs. </description> </method> <method name="get_index" qualifiers="const"> diff --git a/editor/plugins/node_3d_editor_gizmos.cpp b/editor/plugins/node_3d_editor_gizmos.cpp index d04e88e915..d20f3d105b 100644 --- a/editor/plugins/node_3d_editor_gizmos.cpp +++ b/editor/plugins/node_3d_editor_gizmos.cpp @@ -2097,7 +2097,6 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { Color bonecolor = Color(1.0, 0.4, 0.4, 0.3); Color rootcolor = Color(0.4, 1.0, 0.4, 0.1); - //LocalVector<int> bones_to_process = skel->get_parentless_bones(); LocalVector<int> bones_to_process; bones_to_process = skel->get_parentless_bones(); @@ -2109,19 +2108,18 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { child_bones_vector = skel->get_bone_children(current_bone_idx); int child_bones_size = child_bones_vector.size(); - // You have children but no parent, then you must be a root/parentless bone. - if (child_bones_size >= 0 && skel->get_bone_parent(current_bone_idx) <= 0) { - grests[current_bone_idx] = skel->global_pose_to_local_pose(current_bone_idx, skel->get_bone_global_pose(current_bone_idx)); + if (skel->get_bone_parent(current_bone_idx) < 0) { + grests[current_bone_idx] = skel->get_bone_rest(current_bone_idx); } for (int i = 0; i < child_bones_size; i++) { int child_bone_idx = child_bones_vector[i]; - grests[child_bone_idx] = skel->global_pose_to_local_pose(child_bone_idx, skel->get_bone_global_pose(child_bone_idx)); + grests[child_bone_idx] = grests[current_bone_idx] * skel->get_bone_rest(child_bone_idx); Vector3 v0 = grests[current_bone_idx].origin; Vector3 v1 = grests[child_bone_idx].origin; - Vector3 d = skel->get_bone_rest(child_bone_idx).origin.normalized(); - real_t dist = skel->get_bone_rest(child_bone_idx).origin.length(); + Vector3 d = (v1 - v0).normalized(); + real_t dist = v0.distance_to(v1); // Find closest axis. int closest = -1; diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp index 98519707a9..3437dbd194 100644 --- a/modules/mono/csharp_script.cpp +++ b/modules/mono/csharp_script.cpp @@ -337,7 +337,7 @@ void CSharpLanguage::get_comment_delimiters(List<String> *p_delimiters) const { void CSharpLanguage::get_string_delimiters(List<String> *p_delimiters) const { p_delimiters->push_back("' '"); // character literal p_delimiters->push_back("\" \""); // regular string literal - // Verbatim string literals (`@" "`) don't render correctly, so don't highlight them. + p_delimiters->push_back("@\" \""); // verbatim string literal // Generic string highlighting suffices as a workaround for now. } diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp index 94fb49ae81..0f5de621ea 100644 --- a/scene/3d/skeleton_3d.cpp +++ b/scene/3d/skeleton_3d.cpp @@ -896,19 +896,25 @@ Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) { int len = bones.size(); // calculate global rests and invert them - Vector<int> bones_to_process = get_parentless_bones(); + LocalVector<int> bones_to_process; + bones_to_process = get_parentless_bones(); while (bones_to_process.size() > 0) { int current_bone_idx = bones_to_process[0]; - bones_to_process.erase(current_bone_idx); const Bone &b = bonesptr[current_bone_idx]; - - // Note: the code below may not work by default. May need to track an integer for the bone pose index order - // in the while loop, instead of using current_bone_idx. - if (b.parent >= 0) { - skin->set_bind_pose(current_bone_idx, skin->get_bind_pose(b.parent) * b.rest); - } else { + bones_to_process.erase(current_bone_idx); + LocalVector<int> child_bones_vector; + child_bones_vector = get_bone_children(current_bone_idx); + int child_bones_size = child_bones_vector.size(); + if (b.parent < 0) { skin->set_bind_pose(current_bone_idx, b.rest); } + for (int i = 0; i < child_bones_size; i++) { + int child_bone_idx = child_bones_vector[i]; + const Bone &cb = bonesptr[child_bone_idx]; + skin->set_bind_pose(child_bone_idx, skin->get_bind_pose(current_bone_idx) * cb.rest); + // Add the bone's children to the list of bones to be processed. + bones_to_process.push_back(child_bones_vector[i]); + } } for (int i = 0; i < len; i++) { |