diff --git a/core/math/basis.cpp b/core/math/basis.cpp index 1481dbc32edd..6b0ecadc7fdb 100644 --- a/core/math/basis.cpp +++ b/core/math/basis.cpp @@ -397,7 +397,7 @@ void Basis::rotate_to_align(Vector3 p_start_direction, Vector3 p_end_direction) real_t dot = p_start_direction.dot(p_end_direction); dot = CLAMP(dot, -1.0f, 1.0f); const real_t angle_rads = Math::acos(dot); - set_axis_angle(axis, angle_rads); + *this = Basis(axis, angle_rads) * (*this); } } diff --git a/scene/3d/skeleton_ik_3d.cpp b/scene/3d/skeleton_ik_3d.cpp index 75f54a925b4a..b82620de80b6 100644 --- a/scene/3d/skeleton_ik_3d.cpp +++ b/scene/3d/skeleton_ik_3d.cpp @@ -249,26 +249,6 @@ void FabrikInverseKinematic::make_goal(Task *p_task, const Transform3D &p_invers } } -static Vector3 get_bone_axis_forward_vector(Skeleton3D *skeleton, int p_bone) { - // If it is a child/leaf bone... - if (skeleton->get_bone_parent(p_bone) > 0) { - return skeleton->get_bone_rest(p_bone).origin.normalized(); - } - // If it has children... - Vector child_bones = skeleton->get_bone_children(p_bone); - if (child_bones.size() == 0) { - WARN_PRINT_ONCE("Cannot calculate forward direction for bone " + itos(p_bone)); - WARN_PRINT_ONCE("Assuming direction of (0, 1, 0) for bone"); - return Vector3(0, 1, 0); - } - Vector3 combined_child_dir = Vector3(0, 0, 0); - for (int i = 0; i < child_bones.size(); i++) { - combined_child_dir += skeleton->get_bone_rest(child_bones[i]).origin.normalized(); - } - combined_child_dir = combined_child_dir / child_bones.size(); - return combined_child_dir.normalized(); -} - void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position) { if (blending_delta <= 0.01f) { // Before skipping, make sure we undo the global pose overrides @@ -307,7 +287,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove new_bone_pose.origin = ci->current_pos; if (!ci->children.is_empty()) { - Vector3 forward_vector = get_bone_axis_forward_vector(p_task->skeleton, ci->bone); + Vector3 forward_vector = (ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized(); // Rotate the bone towards the next bone in the chain: new_bone_pose.basis.rotate_to_align(forward_vector, new_bone_pose.origin.direction_to(ci->children[0].current_pos));