Fix wrong AnimationStateMachine process for end of fading

This commit is contained in:
Silc Renew 2022-12-26 08:29:13 +09:00
parent f382a2b59b
commit 74e0903bb8

View File

@ -415,9 +415,6 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
fading_pos += p_time;
}
fade_blend = MIN(1.0, fading_pos / fading_time);
if (fade_blend > 1.0) {
fading_from = StringName();
}
}
}
@ -426,9 +423,12 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
}
double rem = p_state_machine->blend_node(current, p_state_machine->states[current].node, p_time, p_seek, p_is_external_seeking, Math::is_zero_approx(fade_blend) ? CMP_EPSILON : fade_blend, AnimationNode::FILTER_IGNORE, true); // Blend values must be more than CMP_EPSILON to process discrete keys in edge.
double fade_blend_inv = 1.0 - fade_blend;
if (fading_from != StringName()) {
double fade_blend_inv = 1.0 - fade_blend;
p_state_machine->blend_node(fading_from, p_state_machine->states[fading_from].node, p_time, p_seek, p_is_external_seeking, Math::is_zero_approx(fade_blend_inv) ? CMP_EPSILON : fade_blend_inv, AnimationNode::FILTER_IGNORE, true); // Blend values must be more than CMP_EPSILON to process discrete keys in edge.
if (fade_blend >= 1.0) {
fading_from = StringName();
}
}
//guess playback position