diff options
Diffstat (limited to 'scene/animation')
-rw-r--r-- | scene/animation/animation_node_state_machine.cpp | 3 | ||||
-rw-r--r-- | scene/animation/animation_player.cpp | 10 | ||||
-rw-r--r-- | scene/animation/skeleton_ik.cpp | 32 | ||||
-rw-r--r-- | scene/animation/skeleton_ik.h | 2 |
4 files changed, 28 insertions, 19 deletions
diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp index 1e3470cd90..60f8806b25 100644 --- a/scene/animation/animation_node_state_machine.cpp +++ b/scene/animation/animation_node_state_machine.cpp @@ -314,8 +314,9 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *sm, if (start_request_travel) { if (!playing) { + String node_name = start_request; start_request = StringName(); - ERR_EXPLAIN("Can't travel to '" + String(start_request) + "' if state machine is not active."); + ERR_EXPLAIN("Can't travel to '" + node_name + "' if state machine is not playing."); ERR_FAIL_V(0); } diff --git a/scene/animation/animation_player.cpp b/scene/animation/animation_player.cpp index ead3516116..75088c79fe 100644 --- a/scene/animation/animation_player.cpp +++ b/scene/animation/animation_player.cpp @@ -37,12 +37,20 @@ #ifdef TOOLS_ENABLED #include "editor/editor_settings.h" +#include "scene/2d/skeleton_2d.h" void AnimatedValuesBackup::update_skeletons() { for (int i = 0; i < entries.size(); i++) { if (entries[i].bone_idx != -1) { + // 3D bone Object::cast_to<Skeleton>(entries[i].object)->notification(Skeleton::NOTIFICATION_UPDATE_SKELETON); + } else { + Bone2D *bone = Object::cast_to<Bone2D>(entries[i].object); + if (bone && bone->skeleton) { + // 2D bone + bone->skeleton->_update_transform(); + } } } } @@ -1200,7 +1208,7 @@ void AnimationPlayer::play(const StringName &p_name, float p_custom_blend, float // Animation reset BUT played backwards, set position to the end c.current.pos = c.current.from->animation->get_length(); } else if (!p_from_end && c.current.pos == c.current.from->animation->get_length()) { - // Animation resumed but already ended, set position to the beggining + // Animation resumed but already ended, set position to the beginning c.current.pos = 0; } } diff --git a/scene/animation/skeleton_ik.cpp b/scene/animation/skeleton_ik.cpp index 4da3e6ee28..06d6806f03 100644 --- a/scene/animation/skeleton_ik.cpp +++ b/scene/animation/skeleton_ik.cpp @@ -37,20 +37,20 @@ #ifndef _3D_DISABLED FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::find_child(const BoneId p_bone_id) { - for (int i = childs.size() - 1; 0 <= i; --i) { - if (p_bone_id == childs[i].bone) { - return &childs.write[i]; + for (int i = children.size() - 1; 0 <= i; --i) { + if (p_bone_id == children[i].bone) { + return &children.write[i]; } } return NULL; } FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::add_child(const BoneId p_bone_id) { - const int infant_child_id = childs.size(); - childs.resize(infant_child_id + 1); - childs.write[infant_child_id].bone = p_bone_id; - childs.write[infant_child_id].parent_item = this; - return &childs.write[infant_child_id]; + const int infant_child_id = children.size(); + children.resize(infant_child_id + 1); + children.write[infant_child_id].bone = p_bone_id; + children.write[infant_child_id].parent_item = this; + return &children.write[infant_child_id]; } /// Build a chain that starts from the root to tip @@ -144,8 +144,8 @@ void FabrikInverseKinematic::update_chain(const Skeleton *p_sk, ChainItem *p_cha p_chain_item->initial_transform = p_sk->get_bone_global_pose(p_chain_item->bone); p_chain_item->current_pos = p_chain_item->initial_transform.origin; - for (int i = p_chain_item->childs.size() - 1; 0 <= i; --i) { - update_chain(p_sk, &p_chain_item->childs.write[i]); + for (int i = p_chain_item->children.size() - 1; 0 <= i; --i) { + update_chain(p_sk, &p_chain_item->children.write[i]); } } @@ -210,9 +210,9 @@ 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->childs.empty()) { + if (!sub_chain_root->children.empty()) { - ChainItem &child(sub_chain_root->childs.write[0]); + ChainItem &child(sub_chain_root->children.write[0]); // Is not tip // So calculate next origin location @@ -302,10 +302,10 @@ 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->childs.empty()) { + if (!ci->children.empty()) { /// Rotate basis - const Vector3 initial_ori((ci->childs[0].initial_transform.origin - ci->initial_transform.origin).normalized()); + 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()); if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) { @@ -322,8 +322,8 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove p_task->skeleton->set_bone_global_pose(ci->bone, new_bone_pose); - if (!ci->childs.empty()) - ci = &ci->childs.write[0]; + if (!ci->children.empty()) + ci = &ci->children.write[0]; else ci = NULL; } diff --git a/scene/animation/skeleton_ik.h b/scene/animation/skeleton_ik.h index 228184a2df..5d48b7be33 100644 --- a/scene/animation/skeleton_ik.h +++ b/scene/animation/skeleton_ik.h @@ -49,7 +49,7 @@ class FabrikInverseKinematic { struct ChainItem { - Vector<ChainItem> childs; + Vector<ChainItem> children; ChainItem *parent_item; // Bone info |