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Fix 2D bone weight editor not accounting for offset
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Skeleton was shown in wrong place in Polygon2D UV editor's bone painting mode.
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aXu-AP committed Oct 27, 2023
1 parent b662d23 commit aa3568b
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions editor/plugins/polygon_2d_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1170,7 +1170,7 @@ void Polygon2DEditor::_uv_draw() {

found_child = true;

Transform2D bone_xform = node->get_global_transform().affine_inverse() * (skeleton->get_global_transform() * bone->get_skeleton_rest());
Transform2D bone_xform = node->get_global_transform().affine_inverse().translated(-node->get_offset()) * (skeleton->get_global_transform() * bone->get_skeleton_rest());
Transform2D endpoint_xform = bone_xform * n->get_transform();

Color color = current ? Color(1, 1, 1) : Color(0.5, 0.5, 0.5);
Expand All @@ -1180,7 +1180,7 @@ void Polygon2DEditor::_uv_draw() {

if (!found_child) {
//draw normally
Transform2D bone_xform = node->get_global_transform().affine_inverse() * (skeleton->get_global_transform() * bone->get_skeleton_rest());
Transform2D bone_xform = node->get_global_transform().affine_inverse().translated(-node->get_offset()) * (skeleton->get_global_transform() * bone->get_skeleton_rest());
Transform2D endpoint_xform = bone_xform * Transform2D(0, Vector2(bone->get_length(), 0));

Color color = current ? Color(1, 1, 1) : Color(0.5, 0.5, 0.5);
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