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Implement get_bone_final_pose() to Skeleton3D #58863

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TokageItLab
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@TokageItLab TokageItLab commented Mar 7, 2022

The refactoring done in #55840 requires a more in-depth discussion because of it affects to large area.

For now, the current problem in my case is that we can't get the final displayed pose because of the mix of local_pose_override and global_pose_override and the difficulty in knowing from outside Skeleton whether they override the original pose.

As a minimum implementation, I implemented get_bone_final_pose() as a function that returns the original pose if there are no overrides, and returns the local pose that takes into account the overrides if there are.

@reduz
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reduz commented Aug 3, 2022

As commented, this should be only work with some sort of "sync" warranty if you have many consumers of this method. IMO the new skeleton modification stack should be better?

@TokageItLab
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Yes, I believe the new ModificationStack will solve this problem.
@lyuma @fire Can this be resolved by integrating into #63588 or by some other way?

@TokageItLab TokageItLab deleted the add-get-final-pose branch September 16, 2022 21:01
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3 participants