Merge pull request #94420 from TokageItLab/player-seek-internal

Handle internal seek on AnimationPlayer to process discrete correctly
This commit is contained in:
Rémi Verschelde 2024-07-23 13:08:05 +02:00
commit 307efbadf8
No known key found for this signature in database
GPG Key ID: C3336907360768E1
3 changed files with 25 additions and 16 deletions

View File

@ -248,7 +248,7 @@ void AnimationPlayerEditor::_play_from_pressed() {
player->clear_caches(); //so it won't blend with itself
}
ERR_FAIL_COND_EDMSG(!_validate_tracks(player->get_animation(current)), "Animation tracks may have any invalid key, abort playing.");
player->seek(time, true, true);
player->seek_internal(time, true, true, true);
player->play(current);
}
@ -286,7 +286,7 @@ void AnimationPlayerEditor::_play_bw_from_pressed() {
player->clear_caches(); //so it won't blend with itself
}
ERR_FAIL_COND_EDMSG(!_validate_tracks(player->get_animation(current)), "Animation tracks may have any invalid key, abort playing.");
player->seek(time, true, true);
player->seek_internal(time, true, true, true);
player->play_backwards(current);
}
@ -1296,7 +1296,7 @@ void AnimationPlayerEditor::_seek_value_changed(float p_value, bool p_timeline_o
pos = CLAMP(pos, 0, (double)anim->get_length() - CMP_EPSILON2); // Hack: Avoid fposmod with LOOP_LINEAR.
if (!p_timeline_only && anim.is_valid()) {
player->seek(pos, true, true);
player->seek_internal(pos, true, true, false);
}
track_editor->set_anim_pos(pos);
@ -1707,7 +1707,7 @@ void AnimationPlayerEditor::_prepare_onion_layers_2_step_prepare(int p_step_offs
bool valid = anim->get_loop_mode() != Animation::LOOP_NONE || (pos >= 0 && pos <= anim->get_length());
onion.captures_valid[p_capture_idx] = valid;
if (valid) {
player->seek(pos, true, true);
player->seek_internal(pos, true, true, false);
OS::get_singleton()->get_main_loop()->process(0);
// This is the key: process the frame and let all callbacks/updates/notifications happen
// so everything (transforms, skeletons, etc.) is up-to-date visually.
@ -1764,7 +1764,7 @@ void AnimationPlayerEditor::_prepare_onion_layers_2_epilog() {
// backed by a proper reset animation will work correctly with onion
// skinning and the possibility to restore the values mentioned in the
// first point above is gone. Still good enough.
player->seek(onion.temp.anim_player_position, true, true);
player->seek_internal(onion.temp.anim_player_position, true, true, false);
player->restore(onion.temp.anim_values_backup);
// Restore state of main editors.

View File

@ -158,7 +158,7 @@ void AnimationPlayer::_notification(int p_what) {
}
}
void AnimationPlayer::_process_playback_data(PlaybackData &cd, double p_delta, float p_blend, bool p_seeked, bool p_started, bool p_is_current) {
void AnimationPlayer::_process_playback_data(PlaybackData &cd, double p_delta, float p_blend, bool p_seeked, bool p_internal_seeked, bool p_started, bool p_is_current) {
double speed = speed_scale * cd.speed_scale;
bool backwards = signbit(speed); // Negative zero means playing backwards too.
double delta = p_started ? 0 : p_delta * speed;
@ -237,9 +237,8 @@ void AnimationPlayer::_process_playback_data(PlaybackData &cd, double p_delta, f
if (Math::is_zero_approx(pi.delta) && backwards) {
pi.delta = -0.0; // Sign is needed to handle converted Continuous track from Discrete track correctly.
}
// AnimationPlayer doesn't have internal seeking.
// However, immediately after playback, discrete keys should be retrieved with EXACT mode since behind keys must be ignored at that time.
pi.is_external_seeking = !p_started;
// Immediately after playback, discrete keys should be retrieved with EXACT mode since behind keys must be ignored at that time.
pi.is_external_seeking = !p_internal_seeked && !p_started;
pi.looped_flag = looped_flag;
pi.weight = p_blend;
make_animation_instance(cd.from->name, pi);
@ -259,13 +258,15 @@ void AnimationPlayer::_blend_playback_data(double p_delta, bool p_started) {
Playback &c = playback;
bool seeked = c.seeked; // The animation may be changed during process, so it is safer that the state is changed before process.
bool internal_seeked = c.internal_seeked;
if (!Math::is_zero_approx(p_delta)) {
c.seeked = false;
c.internal_seeked = false;
}
// Second, process current animation to check if the animation end reached.
_process_playback_data(c.current, p_delta, get_current_blend_amount(), seeked, p_started, true);
_process_playback_data(c.current, p_delta, get_current_blend_amount(), seeked, internal_seeked, p_started, true);
// Finally, if not end the animation, do blending.
if (end_reached) {
@ -282,7 +283,7 @@ void AnimationPlayer::_blend_playback_data(double p_delta, bool p_started) {
}
// Note: There may be issues if an animation event triggers an animation change while this blend is active,
// so it is best to use "deferred" calls instead of "immediate" for animation events that can trigger new animations.
_process_playback_data(b.data, p_delta, b.blend_left, false, false);
_process_playback_data(b.data, p_delta, b.blend_left, false, false, false);
}
for (List<Blend>::Element *&E : to_erase) {
c.blend.erase(E);
@ -450,10 +451,10 @@ void AnimationPlayer::_play(const StringName &p_name, double p_custom_blend, flo
} else {
if (p_from_end && c.current.pos == 0) {
// Animation reset but played backwards, set position to the end.
seek(c.current.from->animation->get_length(), true, true);
seek_internal(c.current.from->animation->get_length(), true, true, true);
} else if (!p_from_end && c.current.pos == c.current.from->animation->get_length()) {
// Animation resumed but already ended, set position to the beginning.
seek(0, true, true);
seek_internal(0, true, true, true);
} else if (playing) {
return;
}
@ -579,7 +580,7 @@ float AnimationPlayer::get_playing_speed() const {
return speed_scale * playback.current.speed_scale;
}
void AnimationPlayer::seek(double p_time, bool p_update, bool p_update_only) {
void AnimationPlayer::seek_internal(double p_time, bool p_update, bool p_update_only, bool p_is_internal_seek) {
if (!active) {
return;
}
@ -600,12 +601,18 @@ void AnimationPlayer::seek(double p_time, bool p_update, bool p_update_only) {
}
playback.seeked = true;
playback.internal_seeked = p_is_internal_seek;
if (p_update) {
_process_animation(is_backward ? -0.0 : 0.0, p_update_only);
playback.seeked = false; // If animation was proceeded here, no more seek in internal process.
}
}
void AnimationPlayer::seek(double p_time, bool p_update, bool p_update_only) {
seek_internal(p_time, p_update, p_update_only);
}
void AnimationPlayer::advance(double p_time) {
_check_immediately_after_start();
AnimationMixer::advance(p_time);
@ -661,7 +668,7 @@ void AnimationPlayer::_stop_internal(bool p_reset, bool p_keep_state) {
c.current.pos = 0;
} else {
is_stopping = true;
seek(0, true, true);
seek_internal(0, true, true, true);
is_stopping = false;
}
c.current.from = nullptr;

View File

@ -80,6 +80,7 @@ private:
PlaybackData current;
StringName assigned;
bool seeked = false;
bool internal_seeked = false;
bool started = false;
List<Blend> blend;
} playback;
@ -116,7 +117,7 @@ private:
void _play(const StringName &p_name, double p_custom_blend = -1, float p_custom_scale = 1.0, bool p_from_end = false);
void _capture(const StringName &p_name, bool p_from_end = false, double p_duration = -1.0, Tween::TransitionType p_trans_type = Tween::TRANS_LINEAR, Tween::EaseType p_ease_type = Tween::EASE_IN);
void _process_playback_data(PlaybackData &cd, double p_delta, float p_blend, bool p_seeked, bool p_started, bool p_is_current = false);
void _process_playback_data(PlaybackData &cd, double p_delta, float p_blend, bool p_seeked, bool p_internal_seeked, bool p_started, bool p_is_current = false);
void _blend_playback_data(double p_delta, bool p_started);
void _stop_internal(bool p_reset, bool p_keep_state);
void _check_immediately_after_start();
@ -200,6 +201,7 @@ public:
void set_movie_quit_on_finish_enabled(bool p_enabled);
bool is_movie_quit_on_finish_enabled() const;
void seek_internal(double p_time, bool p_update = false, bool p_update_only = false, bool p_is_internal_seek = false);
void seek(double p_time, bool p_update = false, bool p_update_only = false);
double get_current_animation_position() const;