Minor typo and style fixes for the IK demo

This commit is contained in:
TwistedTwigleg
2020-01-29 13:43:54 -05:00
parent 3dbd79217d
commit fd6e157596
3 changed files with 10 additions and 11 deletions

View File

@@ -320,12 +320,12 @@ func chain_apply_rotation():
# A bit of a hack. Because we only have two bones, we have to use the previous
# bone to position the last bone in the chain.
var last_bone = bone_nodes[i-1].global_transform;
var last_bone = bone_nodes[i-1].global_transform
# Because we know the length of adjacent bone to this bone in the chain, we can
# position this bone by taking the last bone's position plus the length of the
# bone on the Z axis.
# This will place the position of the bone at the end of the last bone
bone_trans.origin = last_bone.origin - last_bone.basis.z.normalized() * bones_in_chain_lengths[i-1];
bone_trans.origin = last_bone.origin - last_bone.basis.z.normalized() * bones_in_chain_lengths[i-1]
# If this is NOT the last bone in the bone chain, rotate the bone to look at the next
# bone in the bone chain.

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@@ -10,14 +10,14 @@ export(bool) var use_our_rotation_y = false
export(bool) var use_our_rotation_z = false
export(bool) var use_negative_our_rot = false
export(Vector3) var additional_rotation = Vector3()
export (bool) var position_using_additional_bone = false
export (String) var additional_bone_name = ""
export (float) var additional_bone_length = 1
export(bool) var debug_messages = false
var skeleton_to_use
var first_call = true
export (bool) var position_using_additional_bone = false
export (String) var additional_bone_name = ""
export (float) var additional_bone_length = 1
var _editor_indicator = null
func _ready():
@@ -131,9 +131,9 @@ func update_skeleton():
func _setup_for_editor():
# So we can see the target in the editor, let's create a mesh instance,
# Add it as our child, and name it
var indicator = MeshInstance.new()
add_child(indicator)
indicator.name = "(EditorOnly) Visual indicator"
_editor_indicator = MeshInstance.new()
add_child(_editor_indicator)
_editor_indicator.name = "(EditorOnly) Visual indicator"
# We need to make a mesh for the mesh instance.
# The code below makes a small sphere mesh
@@ -150,7 +150,7 @@ func _setup_for_editor():
indicator_material.albedo_texture = preload("editor_gizmo_texture.png")
indicator_material.albedo_color = Color(1, 0.5, 0, 1)
indicator_mesh.material = indicator_material
indicator.mesh = indicator_mesh
_editor_indicator.mesh = indicator_mesh
func _set_update(new_value):

View File

@@ -95,7 +95,6 @@ __meta__ = {
skeleton_path = NodePath("../../../BattleBot/Armature/Skeleton")
bones_in_chain = PoolStringArray( "Left_UpperArm", "Left_LowerArm" )
bones_in_chain_lengths = PoolRealArray( 1.97, 3 )
chain_iterations = 10
limit_chain_iterations = false
use_middle_joint_target = true