Determine break_loop_at_end 1 frame earlier using prediction by delta
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607b230ffe
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@ -138,15 +138,11 @@ AnimationNode::NodeTimeInfo AnimationNodeAnimation::_process(const AnimationMixe
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bool p_seek = p_playback_info.seeked;
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bool p_is_external_seeking = p_playback_info.is_external_seeking;
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bool is_just_looped = false;
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// 1. Progress for AnimationNode.
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bool will_end = Animation::is_greater_or_equal_approx(cur_time + cur_delta, cur_len);
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if (cur_loop_mode != Animation::LOOP_NONE) {
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if (cur_loop_mode == Animation::LOOP_LINEAR) {
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if (!Math::is_zero_approx(cur_len)) {
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if (Animation::is_less_or_equal_approx(prev_time, cur_len) && Animation::is_greater_approx(cur_time, cur_len)) {
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is_just_looped = true; // Don't break with negative timescale since remain will not be 0.
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}
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cur_time = Math::fposmod(cur_time, cur_len);
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}
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backward = false;
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@ -156,7 +152,6 @@ AnimationNode::NodeTimeInfo AnimationNodeAnimation::_process(const AnimationMixe
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backward = !backward;
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} else if (Animation::is_less_or_equal_approx(prev_time, cur_len) && Animation::is_greater_approx(cur_time, cur_len)) {
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backward = !backward;
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is_just_looped = true; // Don't break with negative timescale since remain will not be 0.
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}
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cur_time = Math::pingpong(cur_time, cur_len);
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}
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@ -190,7 +185,7 @@ AnimationNode::NodeTimeInfo AnimationNodeAnimation::_process(const AnimationMixe
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nti.position = cur_time;
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nti.delta = cur_delta;
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nti.loop_mode = cur_loop_mode;
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nti.is_just_looped = is_just_looped;
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nti.will_end = will_end;
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// 3. Progress for Animation.
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double prev_playback_time = prev_time + start_offset;
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@ -804,7 +804,7 @@ AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::_process(const St
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pi.weight = 0;
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current_nti = p_state_machine->blend_node(p_state_machine->states[current].node, current, pi, AnimationNode::FILTER_IGNORE, true, true);
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// Don't process first node if not necessary, insteads process next node.
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_transition_to_next_recursive(tree, p_state_machine, p_test_only);
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_transition_to_next_recursive(tree, p_state_machine, p_delta, p_test_only);
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}
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// Check current node existence.
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@ -881,7 +881,7 @@ AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::_process(const St
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}
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// Find next and see when to transition.
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bool will_end = _transition_to_next_recursive(tree, p_state_machine, p_test_only) || current == AnimationNodeStateMachine::END_NODE;
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bool will_end = _transition_to_next_recursive(tree, p_state_machine, p_delta, p_test_only) || current == AnimationNodeStateMachine::END_NODE;
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// Predict remaining time.
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if (will_end || ((p_state_machine->get_state_machine_type() == AnimationNodeStateMachine::STATE_MACHINE_TYPE_NESTED) && !p_state_machine->has_transition_from(current))) {
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@ -899,10 +899,11 @@ AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::_process(const St
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return current_nti;
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}
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bool AnimationNodeStateMachinePlayback::_transition_to_next_recursive(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_test_only) {
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bool AnimationNodeStateMachinePlayback::_transition_to_next_recursive(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, double p_delta, bool p_test_only) {
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_reset_request_for_fading_from = false;
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AnimationMixer::PlaybackInfo pi;
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pi.delta = p_delta;
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NextInfo next;
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Vector<StringName> transition_path;
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transition_path.push_back(current);
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@ -306,7 +306,7 @@ class AnimationNodeStateMachinePlayback : public Resource {
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AnimationNode::NodeTimeInfo _process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only);
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bool _check_advance_condition(const Ref<AnimationNodeStateMachine> p_state_machine, const Ref<AnimationNodeStateMachineTransition> p_transition) const;
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bool _transition_to_next_recursive(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_test_only);
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bool _transition_to_next_recursive(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, double p_delta, bool p_test_only);
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NextInfo _find_next(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine) const;
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Ref<AnimationNodeStateMachineTransition> _check_group_transition(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const AnimationNodeStateMachine::Transition &p_transition, Ref<AnimationNodeStateMachine> &r_state_machine, bool &r_bypass) const;
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bool _can_transition_to_next(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, NextInfo p_next, bool p_test_only);
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@ -74,7 +74,7 @@ public:
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// Needs internally to estimate remain time, the previous frame values are not retained.
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Animation::LoopMode loop_mode = Animation::LOOP_NONE;
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bool is_just_looped = false; // For breaking loop, it is true when just looped.
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bool will_end = false; // For breaking loop, it is true when just looped.
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bool is_infinity = false; // For unpredictable state machine's end.
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bool is_looping() {
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@ -84,7 +84,7 @@ public:
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if ((is_looping() && !p_break_loop) || is_infinity) {
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return HUGE_LENGTH;
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}
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if (p_break_loop && is_just_looped) {
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if (is_looping() && p_break_loop && will_end) {
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return 0;
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}
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double remain = length - position;
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