ensure BlendSpace1D syncs animations
This commit is contained in:
parent
8c7da84e1e
commit
0f45d0aa7d
|
@ -187,6 +187,8 @@ float AnimationNodeBlendSpace1D::process(float p_time, bool p_seek) {
|
|||
return blend_node(blend_points[0].node, p_time, p_seek, 1.0, FILTER_IGNORE, false);
|
||||
}
|
||||
|
||||
float weights[MAX_BLEND_POINTS] = {};
|
||||
|
||||
int point_lower = -1;
|
||||
float pos_lower = 0.0;
|
||||
int point_higher = -1;
|
||||
|
@ -216,18 +218,21 @@ float AnimationNodeBlendSpace1D::process(float p_time, bool p_seek) {
|
|||
}
|
||||
}
|
||||
|
||||
// fill in weights
|
||||
|
||||
if (point_lower == -1) {
|
||||
// we are on the left side, no other point to the left
|
||||
// we just play the next point.
|
||||
|
||||
return blend_node(blend_points[point_higher].node, p_time, p_seek, 1.0, FILTER_IGNORE, false);
|
||||
weights[point_higher] = 1.0;
|
||||
} else if (point_higher == -1) {
|
||||
// we are on the right side, no other point to the right
|
||||
// we just play the previous point
|
||||
return blend_node(blend_points[point_lower].node, p_time, p_seek, 1.0, FILTER_IGNORE, false);
|
||||
|
||||
weights[point_lower] = 1.0;
|
||||
} else {
|
||||
|
||||
//w we are between two points.
|
||||
// we are between two points.
|
||||
// figure out weights, then blend the animations
|
||||
|
||||
float distance_between_points = pos_higher - pos_lower;
|
||||
|
@ -239,14 +244,21 @@ float AnimationNodeBlendSpace1D::process(float p_time, bool p_seek) {
|
|||
float blend_lower = 1.0 - blend_percentage;
|
||||
float blend_higher = blend_percentage;
|
||||
|
||||
float time_remaining_lower = 0.0;
|
||||
float time_remaining_higher = 0.0;
|
||||
|
||||
time_remaining_lower = blend_node(blend_points[point_lower].node, p_time, p_seek, blend_lower, FILTER_IGNORE, false);
|
||||
time_remaining_higher = blend_node(blend_points[point_higher].node, p_time, p_seek, blend_higher, FILTER_IGNORE, false);
|
||||
|
||||
return MAX(time_remaining_lower, time_remaining_higher);
|
||||
weights[point_lower] = blend_lower;
|
||||
weights[point_higher] = blend_higher;
|
||||
}
|
||||
|
||||
// actually blend the animations now
|
||||
|
||||
float max_time_remaining = 0.0;
|
||||
|
||||
for (int i = 0; i < blend_points_used; i++) {
|
||||
float remaining = blend_node(blend_points[i].node, p_time, p_seek, weights[i], FILTER_IGNORE, false);
|
||||
|
||||
max_time_remaining = MAX(max_time_remaining, remaining);
|
||||
}
|
||||
|
||||
return max_time_remaining;
|
||||
}
|
||||
|
||||
String AnimationNodeBlendSpace1D::get_caption() const {
|
||||
|
|
Loading…
Reference in New Issue