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Diffstat (limited to 'scene/3d/skeleton_ik_3d.cpp')
-rw-r--r--scene/3d/skeleton_ik_3d.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/scene/3d/skeleton_ik_3d.cpp b/scene/3d/skeleton_ik_3d.cpp
index 32d7afd5df..cb486a12ae 100644
--- a/scene/3d/skeleton_ik_3d.cpp
+++ b/scene/3d/skeleton_ik_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -204,7 +204,7 @@ void FabrikInverseKinematic::solve_simple_forwards(Chain &r_chain, bool p_solve_
while (sub_chain_root) { // Reach the tip
sub_chain_root->current_pos = origin;
- if (!sub_chain_root->children.empty()) {
+ if (!sub_chain_root->children.is_empty()) {
ChainItem &child(sub_chain_root->children.write[0]);
// Is not tip
@@ -301,7 +301,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
Transform new_bone_pose(ci->initial_transform);
new_bone_pose.origin = ci->current_pos;
- if (!ci->children.empty()) {
+ if (!ci->children.is_empty()) {
/// Rotate basis
const Vector3 initial_ori((ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized());
const Vector3 rot_axis(initial_ori.cross(ci->current_ori).normalized());
@@ -321,7 +321,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0, true);
- if (!ci->children.empty()) {
+ if (!ci->children.is_empty()) {
ci = &ci->children.write[0];
} else {
ci = nullptr;