Handle internal seek on AnimationPlayer to process discrete correctly
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@ -248,7 +248,7 @@ void AnimationPlayerEditor::_play_from_pressed() {
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player->clear_caches(); //so it won't blend with itself
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}
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ERR_FAIL_COND_EDMSG(!_validate_tracks(player->get_animation(current)), "Animation tracks may have any invalid key, abort playing.");
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player->seek(time, true, true);
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player->seek_internal(time, true, true, true);
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player->play(current);
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}
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@ -286,7 +286,7 @@ void AnimationPlayerEditor::_play_bw_from_pressed() {
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player->clear_caches(); //so it won't blend with itself
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}
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ERR_FAIL_COND_EDMSG(!_validate_tracks(player->get_animation(current)), "Animation tracks may have any invalid key, abort playing.");
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player->seek(time, true, true);
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player->seek_internal(time, true, true, true);
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player->play_backwards(current);
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}
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@ -1295,7 +1295,7 @@ void AnimationPlayerEditor::_seek_value_changed(float p_value, bool p_timeline_o
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pos = CLAMP(pos, 0, (double)anim->get_length() - CMP_EPSILON2); // Hack: Avoid fposmod with LOOP_LINEAR.
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if (!p_timeline_only && anim.is_valid()) {
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player->seek(pos, true, true);
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player->seek_internal(pos, true, true, false);
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}
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track_editor->set_anim_pos(pos);
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@ -1706,7 +1706,7 @@ void AnimationPlayerEditor::_prepare_onion_layers_2_step_prepare(int p_step_offs
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bool valid = anim->get_loop_mode() != Animation::LOOP_NONE || (pos >= 0 && pos <= anim->get_length());
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onion.captures_valid[p_capture_idx] = valid;
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if (valid) {
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player->seek(pos, true, true);
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player->seek_internal(pos, true, true, false);
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OS::get_singleton()->get_main_loop()->process(0);
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// This is the key: process the frame and let all callbacks/updates/notifications happen
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// so everything (transforms, skeletons, etc.) is up-to-date visually.
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@ -1763,7 +1763,7 @@ void AnimationPlayerEditor::_prepare_onion_layers_2_epilog() {
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// backed by a proper reset animation will work correctly with onion
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// skinning and the possibility to restore the values mentioned in the
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// first point above is gone. Still good enough.
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player->seek(onion.temp.anim_player_position, true, true);
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player->seek_internal(onion.temp.anim_player_position, true, true, false);
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player->restore(onion.temp.anim_values_backup);
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// Restore state of main editors.
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@ -158,7 +158,7 @@ void AnimationPlayer::_notification(int p_what) {
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}
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}
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void AnimationPlayer::_process_playback_data(PlaybackData &cd, double p_delta, float p_blend, bool p_seeked, bool p_started, bool p_is_current) {
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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) {
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double speed = speed_scale * cd.speed_scale;
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bool backwards = signbit(speed); // Negative zero means playing backwards too.
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double delta = p_started ? 0 : p_delta * speed;
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@ -237,9 +237,8 @@ void AnimationPlayer::_process_playback_data(PlaybackData &cd, double p_delta, f
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if (Math::is_zero_approx(pi.delta) && backwards) {
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pi.delta = -0.0; // Sign is needed to handle converted Continuous track from Discrete track correctly.
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}
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// AnimationPlayer doesn't have internal seeking.
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// However, immediately after playback, discrete keys should be retrieved with EXACT mode since behind keys must be ignored at that time.
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pi.is_external_seeking = !p_started;
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// Immediately after playback, discrete keys should be retrieved with EXACT mode since behind keys must be ignored at that time.
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pi.is_external_seeking = !p_internal_seeked && !p_started;
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pi.looped_flag = looped_flag;
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pi.weight = p_blend;
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make_animation_instance(cd.from->name, pi);
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@ -259,13 +258,15 @@ void AnimationPlayer::_blend_playback_data(double p_delta, bool p_started) {
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Playback &c = playback;
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bool seeked = c.seeked; // The animation may be changed during process, so it is safer that the state is changed before process.
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bool internal_seeked = c.internal_seeked;
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if (!Math::is_zero_approx(p_delta)) {
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c.seeked = false;
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c.internal_seeked = false;
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}
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// Second, process current animation to check if the animation end reached.
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_process_playback_data(c.current, p_delta, get_current_blend_amount(), seeked, p_started, true);
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_process_playback_data(c.current, p_delta, get_current_blend_amount(), seeked, internal_seeked, p_started, true);
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// Finally, if not end the animation, do blending.
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if (end_reached) {
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@ -282,7 +283,7 @@ void AnimationPlayer::_blend_playback_data(double p_delta, bool p_started) {
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}
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// Note: There may be issues if an animation event triggers an animation change while this blend is active,
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// so it is best to use "deferred" calls instead of "immediate" for animation events that can trigger new animations.
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_process_playback_data(b.data, p_delta, b.blend_left, false, false);
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_process_playback_data(b.data, p_delta, b.blend_left, false, false, false);
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}
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for (List<Blend>::Element *&E : to_erase) {
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c.blend.erase(E);
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@ -450,10 +451,10 @@ void AnimationPlayer::_play(const StringName &p_name, double p_custom_blend, flo
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} else {
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if (p_from_end && c.current.pos == 0) {
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// Animation reset but played backwards, set position to the end.
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seek(c.current.from->animation->get_length(), true, true);
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seek_internal(c.current.from->animation->get_length(), true, true, true);
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} else if (!p_from_end && c.current.pos == c.current.from->animation->get_length()) {
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// Animation resumed but already ended, set position to the beginning.
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seek(0, true, true);
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seek_internal(0, true, true, true);
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} else if (playing) {
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return;
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}
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@ -579,7 +580,7 @@ float AnimationPlayer::get_playing_speed() const {
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return speed_scale * playback.current.speed_scale;
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}
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void AnimationPlayer::seek(double p_time, bool p_update, bool p_update_only) {
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void AnimationPlayer::seek_internal(double p_time, bool p_update, bool p_update_only, bool p_is_internal_seek) {
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if (!active) {
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return;
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}
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@ -600,12 +601,18 @@ void AnimationPlayer::seek(double p_time, bool p_update, bool p_update_only) {
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}
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playback.seeked = true;
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playback.internal_seeked = p_is_internal_seek;
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if (p_update) {
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_process_animation(is_backward ? -0.0 : 0.0, p_update_only);
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playback.seeked = false; // If animation was proceeded here, no more seek in internal process.
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}
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}
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void AnimationPlayer::seek(double p_time, bool p_update, bool p_update_only) {
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seek_internal(p_time, p_update, p_update_only);
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}
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void AnimationPlayer::advance(double p_time) {
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_check_immediately_after_start();
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AnimationMixer::advance(p_time);
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@ -661,7 +668,7 @@ void AnimationPlayer::_stop_internal(bool p_reset, bool p_keep_state) {
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c.current.pos = 0;
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} else {
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is_stopping = true;
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seek(0, true, true);
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seek_internal(0, true, true, true);
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is_stopping = false;
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}
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c.current.from = nullptr;
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@ -80,6 +80,7 @@ private:
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PlaybackData current;
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StringName assigned;
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bool seeked = false;
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bool internal_seeked = false;
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bool started = false;
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List<Blend> blend;
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} playback;
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@ -116,7 +117,7 @@ private:
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void _play(const StringName &p_name, double p_custom_blend = -1, float p_custom_scale = 1.0, bool p_from_end = false);
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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);
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void _process_playback_data(PlaybackData &cd, double p_delta, float p_blend, bool p_seeked, bool p_started, bool p_is_current = false);
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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);
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void _blend_playback_data(double p_delta, bool p_started);
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void _stop_internal(bool p_reset, bool p_keep_state);
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void _check_immediately_after_start();
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@ -200,6 +201,7 @@ public:
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void set_movie_quit_on_finish_enabled(bool p_enabled);
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bool is_movie_quit_on_finish_enabled() const;
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void seek_internal(double p_time, bool p_update = false, bool p_update_only = false, bool p_is_internal_seek = false);
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void seek(double p_time, bool p_update = false, bool p_update_only = false);
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double get_current_animation_position() const;
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