AnimationTreePlayer (Blend3): process all inputs.
Always call _process_node on all three inputs so that looped animations
don't get out of sync.
(cherry picked from commit b79351aa45
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@ -607,20 +607,21 @@ float AnimationTreePlayer::_process_node(const StringName& p_node,AnimationNode
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Blend3Node *bn = static_cast<Blend3Node*>(nb);
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float rem;
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if (bn->value==0) {
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rem = _process_node(bn->inputs[1].node,r_prev_anim,p_weight,p_time,switched,p_seek,p_filter,p_reverse_weight);
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} else if (bn->value>0) {
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rem = _process_node(bn->inputs[1].node,r_prev_anim,p_weight*(1.0-bn->value),p_time,switched,p_seek,p_filter,p_reverse_weight*(1.0-bn->value));
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_process_node(bn->inputs[2].node,r_prev_anim,p_weight*bn->value,p_time,switched,p_seek,p_filter,p_reverse_weight*bn->value);
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float blend, lower_blend, upper_blend;
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if (bn->value < 0) {
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lower_blend = -bn->value;
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blend = 1.0 - lower_blend;
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upper_blend = 0;
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} else {
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rem = _process_node(bn->inputs[1].node,r_prev_anim,p_weight*(1.0+bn->value),p_time,switched,p_seek,p_filter,p_reverse_weight*(1.0+bn->value));
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_process_node(bn->inputs[0].node,r_prev_anim,p_weight*-bn->value,p_time,switched,p_seek,p_filter,p_reverse_weight*-bn->value);
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lower_blend = 0;
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blend = 1.0 - bn->value;
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upper_blend = bn->value;
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}
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rem = _process_node(bn->inputs[1].node,r_prev_anim,p_weight*blend,p_time,switched,p_seek,p_filter,p_reverse_weight*blend);
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_process_node(bn->inputs[2].node,r_prev_anim,p_weight*upper_blend,p_time,switched,p_seek,p_filter,p_reverse_weight*upper_blend);
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_process_node(bn->inputs[0].node,r_prev_anim,p_weight*lower_blend,p_time,switched,p_seek,p_filter,p_reverse_weight*lower_blend);
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return rem;
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} break;
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case NODE_BLEND4: {
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