AnimationTreePlayer filters improved
Now the AnimationTreePlayer filters for Blend2 and OneShot nodes behave as expected, that is the main animation is not affected by the secondary animation if the track is filterd out for arbitarily complex trees.
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@ -445,8 +445,44 @@ void AnimationTreePlayer::_notification(int p_what) {
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}
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void AnimationTreePlayer::_compute_weights(float *p_fallback_weight, HashMap<NodePath,float> *p_weights, float p_coeff, const HashMap<NodePath,bool> *p_filter, float p_filtered_coeff) {
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float AnimationTreePlayer::_process_node(const StringName& p_node,AnimationNode **r_prev_anim,float p_weight, float p_time, bool p_seek,const HashMap<NodePath,bool> *p_filter, float p_reverse_weight) {
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if (p_filter != NULL) {
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List<NodePath> key_list;
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p_filter->get_key_list(&key_list);
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for (List<NodePath>::Element *E = key_list.front();E; E=E->next()) {
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if ((*p_filter)[E->get()]) {
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if (p_weights->has(E->get())) {
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(*p_weights)[E->get()] *= p_filtered_coeff;
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} else {
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p_weights->set(E->get(), *p_fallback_weight * p_filtered_coeff);
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}
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} else if (p_weights->has(E->get())) {
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(*p_weights)[E->get()] *= p_coeff;
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}
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}
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}
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List<NodePath> key_list;
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p_weights->get_key_list(&key_list);
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for (List<NodePath>::Element *E = key_list.front();E;E=E->next()) {
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if (p_filter == NULL || !p_filter->has(E->get())) {
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(*p_weights)[E->get()] *= p_coeff;
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}
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}
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*p_fallback_weight *= p_coeff;
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}
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float AnimationTreePlayer::_process_node(const StringName& p_node,AnimationNode **r_prev_anim, float p_time, bool p_seek, float p_fallback_weight, HashMap<NodePath,float>* p_weights) {
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ERR_FAIL_COND_V(!node_map.has(p_node), 0);
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NodeBase *nb=node_map[p_node];
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@ -458,7 +494,16 @@ float AnimationTreePlayer::_process_node(const StringName& p_node,AnimationNode
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case NODE_OUTPUT: {
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NodeOut *on = static_cast<NodeOut*>(nb);
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return _process_node(on->inputs[0].node,r_prev_anim,p_weight,p_time,p_seek);
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for(TrackMap::Element *E=track_map.front();E;E=E->next()) {
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E->get().total_weight = 0;
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}
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HashMap<NodePath, float> weights;
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return _process_node(on->inputs[0].node,r_prev_anim,p_time,p_seek, p_fallback_weight, &weights);
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} break;
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case NODE_ANIMATION: {
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@ -494,15 +539,21 @@ float AnimationTreePlayer::_process_node(const StringName& p_node,AnimationNode
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}
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an->skip=true;
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for (List<AnimationNode::TrackRef>::Element *E=an->tref.front();E;E=E->next()) {
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NodePath track_path = an->animation->track_get_path(E->get().local_track);
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if (p_filter && p_filter->has(track_path)) {
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E->get().weight = MAX(0, p_reverse_weight);
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} else if(an->filter.has(track_path)) {
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if (an->filter.has(track_path) && an->filter[track_path]) {
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E->get().weight = 0;
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E->get().track->skip = true;
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E->get().track->total_weight += p_fallback_weight;
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} else {
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E->get().weight=p_weight;
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if (p_weights->has(track_path)) {
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float weight = (*p_weights)[track_path];
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E->get().weight = weight;
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E->get().track->total_weight += weight;
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} else {
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E->get().weight = p_fallback_weight;
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E->get().track->total_weight += p_fallback_weight;
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}
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}
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if (E->get().weight>CMP_EPSILON)
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an->skip=false;
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@ -531,7 +582,7 @@ float AnimationTreePlayer::_process_node(const StringName& p_node,AnimationNode
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if (!osn->active) {
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//make it as if this node doesn't exist, pass input 0 by.
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return _process_node(osn->inputs[0].node,r_prev_anim,p_weight,p_time,p_seek,p_filter,p_reverse_weight);
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return _process_node(osn->inputs[0].node,r_prev_anim,p_time,p_seek, p_fallback_weight, p_weights);
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}
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float os_seek = p_seek;
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@ -563,16 +614,14 @@ float AnimationTreePlayer::_process_node(const StringName& p_node,AnimationNode
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float main_rem;
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float os_rem;
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float os_reverse_weight = p_reverse_weight;
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if (!osn->filter.empty()) {
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p_filter = &osn->filter;
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p_reverse_weight = p_weight;
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os_reverse_weight = -1;
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}
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HashMap<NodePath, float> os_weights(*p_weights);
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float os_fallback_weight = p_fallback_weight;
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_compute_weights(&p_fallback_weight, p_weights, osn->mix?1.0 : 1.0 - blend, &osn->filter, 1.0);
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_compute_weights(&os_fallback_weight, &os_weights, blend, &osn->filter, 0.0);
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main_rem = _process_node(osn->inputs[0].node,r_prev_anim,(osn->mix?p_weight:p_weight*(1.0-blend)),p_time,p_seek,p_filter,p_reverse_weight);
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os_rem = _process_node(osn->inputs[1].node,r_prev_anim,p_weight*blend,p_time,os_seek,p_filter,os_reverse_weight);
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main_rem = _process_node(osn->inputs[0].node,r_prev_anim,p_time,p_seek, p_fallback_weight, p_weights);
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os_rem = _process_node(osn->inputs[1].node,r_prev_anim,p_time,os_seek, os_fallback_weight, &os_weights);
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if (osn->start) {
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osn->remaining=os_rem;
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@ -591,9 +640,11 @@ float AnimationTreePlayer::_process_node(const StringName& p_node,AnimationNode
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case NODE_MIX: {
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MixNode *mn = static_cast<MixNode*>(nb);
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float rem = _process_node(mn->inputs[0].node,r_prev_anim,p_weight,p_time,p_seek,p_filter,p_reverse_weight);
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_process_node(mn->inputs[1].node,r_prev_anim,p_weight*mn->amount,p_time,p_seek,p_filter,p_reverse_weight);
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HashMap<NodePath, float> mn_weights(*p_weights);
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float mn_fallback_weight = p_fallback_weight;
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_compute_weights(&mn_fallback_weight, &mn_weights, mn->amount);
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float rem = _process_node(mn->inputs[0].node,r_prev_anim, p_time,p_seek,p_fallback_weight,p_weights);
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_process_node(mn->inputs[1].node,r_prev_anim,p_time,p_seek,mn_fallback_weight,&mn_weights);
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return rem;
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} break;
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@ -601,16 +652,12 @@ float AnimationTreePlayer::_process_node(const StringName& p_node,AnimationNode
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Blend2Node *bn = static_cast<Blend2Node*>(nb);
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float rem;
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if (!bn->filter.empty()) {
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rem = _process_node(bn->inputs[0].node,r_prev_anim,p_weight*(1.0-bn->value),p_time,p_seek,&bn->filter,p_weight);
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_process_node(bn->inputs[1].node,r_prev_anim,p_weight*bn->value,p_time,p_seek,&bn->filter,-1);
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} else {
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rem = _process_node(bn->inputs[0].node,r_prev_anim,p_weight*(1.0-bn->value),p_time,p_seek,p_filter,p_reverse_weight*(1.0-bn->value));
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_process_node(bn->inputs[1].node,r_prev_anim,p_weight*bn->value,p_time,p_seek,p_filter,p_reverse_weight*bn->value);
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}
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HashMap<NodePath, float> bn_weights(*p_weights);
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float bn_fallback_weight = p_fallback_weight;
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_compute_weights(&p_fallback_weight,p_weights, 1.0 - bn->value, &bn->filter, 1.0);
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_compute_weights(&bn_fallback_weight,&bn_weights, bn->value, &bn->filter, 0.0);
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float rem = _process_node(bn->inputs[0].node,r_prev_anim,p_time,p_seek,p_fallback_weight,p_weights);
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_process_node(bn->inputs[1].node,r_prev_anim,p_time,p_seek,bn_fallback_weight,&bn_weights);
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return rem;
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} break;
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@ -629,19 +676,39 @@ float AnimationTreePlayer::_process_node(const StringName& p_node,AnimationNode
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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,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,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,p_seek,p_filter,p_reverse_weight*lower_blend);
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HashMap<NodePath, float> upper_weights(*p_weights);
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float upper_fallback_weight = p_fallback_weight;
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HashMap<NodePath, float> lower_weights(*p_weights);
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float lower_fallback_weight = p_fallback_weight;
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_compute_weights(&upper_fallback_weight,&upper_weights, upper_blend);
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_compute_weights(&p_fallback_weight,p_weights, blend);
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_compute_weights(&lower_fallback_weight,&lower_weights, lower_blend);
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rem = _process_node(bn->inputs[1].node,r_prev_anim,p_time,p_seek,p_fallback_weight,p_weights);
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_process_node(bn->inputs[0].node,r_prev_anim,p_time,p_seek,lower_fallback_weight,&lower_weights);
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_process_node(bn->inputs[2].node,r_prev_anim,p_time,p_seek,upper_fallback_weight,&upper_weights);
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return rem;
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} break;
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case NODE_BLEND4: {
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Blend4Node *bn = static_cast<Blend4Node*>(nb);
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float rem = _process_node(bn->inputs[0].node,r_prev_anim,p_weight*(1.0-bn->value.x),p_time,p_seek,p_filter,p_reverse_weight*(1.0-bn->value.x));
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_process_node(bn->inputs[1].node,r_prev_anim,p_weight*bn->value.x,p_time,p_seek,p_filter,p_reverse_weight*bn->value.x);
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float rem2 = _process_node(bn->inputs[2].node,r_prev_anim,p_weight*(1.0-bn->value.y),p_time,p_seek,p_filter,p_reverse_weight*(1.0-bn->value.y));
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_process_node(bn->inputs[3].node,r_prev_anim,p_weight*bn->value.y,p_time,p_seek,p_filter,p_reverse_weight*bn->value.y);
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HashMap<NodePath, float> weights1(*p_weights);
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float fallback_weight1 = p_fallback_weight;
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HashMap<NodePath, float> weights2(*p_weights);
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float fallback_weight2 = p_fallback_weight;
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HashMap<NodePath, float> weights3(*p_weights);
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float fallback_weight3 = p_fallback_weight;
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_compute_weights(&p_fallback_weight,p_weights, 1.0-bn->value.x);
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_compute_weights(&fallback_weight1,&weights1, bn->value.x);
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_compute_weights(&fallback_weight2,&weights2, 1.0-bn->value.y);
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_compute_weights(&fallback_weight3,&weights3, bn->value.y);
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float rem = _process_node(bn->inputs[0].node,r_prev_anim,p_time,p_seek,p_fallback_weight,p_weights);
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_process_node(bn->inputs[1].node,r_prev_anim,p_time,p_seek,fallback_weight1,&weights1);
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float rem2 = _process_node(bn->inputs[2].node,r_prev_anim,p_time,p_seek,fallback_weight2,&weights2);
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_process_node(bn->inputs[3].node,r_prev_anim,p_time,p_seek,fallback_weight3,&weights3);
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return MAX(rem,rem2);
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@ -650,9 +717,9 @@ float AnimationTreePlayer::_process_node(const StringName& p_node,AnimationNode
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TimeScaleNode *tsn = static_cast<TimeScaleNode*>(nb);
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float rem;
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if (p_seek)
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rem = _process_node(tsn->inputs[0].node,r_prev_anim,p_weight,p_time,true,p_filter,p_reverse_weight);
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rem = _process_node(tsn->inputs[0].node,r_prev_anim,p_time,true,p_fallback_weight,p_weights);
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else
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rem = _process_node(tsn->inputs[0].node,r_prev_anim,p_weight,p_time*tsn->scale,false,p_filter,p_reverse_weight);
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rem = _process_node(tsn->inputs[0].node,r_prev_anim,p_time*tsn->scale,false,p_fallback_weight,p_weights);
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if (tsn->scale == 0)
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return INFINITY;
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else
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@ -669,16 +736,18 @@ float AnimationTreePlayer::_process_node(const StringName& p_node,AnimationNode
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}
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tsn->seek_pos=-1;
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return _process_node(tsn->inputs[0].node,r_prev_anim,p_weight,p_time,p_seek, p_filter, p_reverse_weight);
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return _process_node(tsn->inputs[0].node,r_prev_anim,p_time,p_seek,p_fallback_weight,p_weights);
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} break;
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case NODE_TRANSITION: {
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TransitionNode *tn = static_cast<TransitionNode*>(nb);
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HashMap<NodePath, float> prev_weights(*p_weights);
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float prev_fallback_weight = p_fallback_weight;
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if (tn->prev<0) { // process current animation, check for transition
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float rem = _process_node(tn->inputs[tn->current].node,r_prev_anim,p_weight,p_time,p_seek,p_filter,p_reverse_weight);
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float rem = _process_node(tn->inputs[tn->current].node,r_prev_anim,p_time,p_seek,p_fallback_weight,p_weights);
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if (p_seek)
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tn->time=p_time;
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else
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@ -698,22 +767,25 @@ float AnimationTreePlayer::_process_node(const StringName& p_node,AnimationNode
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float rem;
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_compute_weights(&p_fallback_weight,p_weights, 1.0-blend);
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_compute_weights(&prev_fallback_weight,&prev_weights, blend);
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if (!p_seek && tn->switched) { //just switched, seek to start of current
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rem = _process_node(tn->inputs[tn->current].node,r_prev_anim,p_weight*(1.0-blend),0,true,p_filter,p_reverse_weight*(1.0-blend));
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rem = _process_node(tn->inputs[tn->current].node,r_prev_anim,0,true,p_fallback_weight,p_weights);
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} else {
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rem = _process_node(tn->inputs[tn->current].node,r_prev_anim,p_weight*(1.0-blend),p_time,p_seek,p_filter,p_reverse_weight*(1.0-blend));
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rem = _process_node(tn->inputs[tn->current].node,r_prev_anim,p_time,p_seek,p_fallback_weight,p_weights);
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}
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tn->switched=false;
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if (p_seek) { // don't seek prev animation
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_process_node(tn->inputs[tn->prev].node,r_prev_anim,p_weight*blend,0,false,p_filter,p_reverse_weight*blend);
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_process_node(tn->inputs[tn->prev].node,r_prev_anim,0,false,prev_fallback_weight,&prev_weights);
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tn->time=p_time;
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} else {
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_process_node(tn->inputs[tn->prev].node,r_prev_anim,p_weight*blend,p_time,false,p_filter,p_reverse_weight*blend);
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_process_node(tn->inputs[tn->prev].node,r_prev_anim,p_time,false,prev_fallback_weight,&prev_weights);
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tn->time+=p_time;
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tn->prev_xfading-=p_time;
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if (tn->prev_xfading<0) {
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@ -750,10 +822,11 @@ void AnimationTreePlayer::_process_animation(float p_delta) {
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AnimationNode *prev=NULL;
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if (reset_request) {
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_process_node(out_name,&prev, 1.0, 0, true);
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_process_node(out_name,&prev, 0, true);
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reset_request=false;
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} else
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_process_node(out_name,&prev, 1.0, p_delta);
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_process_node(out_name,&prev, p_delta);
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if (dirty_caches) {
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//some animation changed.. ignore this pass
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@ -802,7 +875,7 @@ void AnimationTreePlayer::_process_animation(float p_delta) {
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if (tr.track==NULL || tr.local_track<0 || tr.weight < CMP_EPSILON)
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continue;
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float blend=tr.weight;
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float blend=tr.weight / tr.track->total_weight;
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switch(a->track_get_type(tr.local_track)) {
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case Animation::TYPE_TRANSFORM: { ///< Transform a node or a bone.
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@ -1904,6 +1977,3 @@ AnimationTreePlayer::~AnimationTreePlayer() {
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node_map.erase( node_map.front() );
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}
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}
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@ -111,6 +111,7 @@ private:
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Variant value;
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bool skip;
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float total_weight;
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};
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@ -273,7 +274,7 @@ private:
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Map<StringName,NodeBase*> node_map;
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// return time left to finish animation
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float _process_node(const StringName& p_node,AnimationNode **r_prev_anim, float p_weight,float p_step, bool p_seek=false,const HashMap<NodePath,bool> *p_filter=NULL, float p_reverse_weight=0);
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float _process_node(const StringName& p_node,AnimationNode **r_prev_anim,float p_step, bool p_seek=false, float p_fallback_weight = 1.0, HashMap<NodePath,float>* p_weights = NULL);
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void _process_animation(float p_delta);
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bool reset_request;
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@ -283,6 +284,8 @@ private:
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void _recompute_caches();
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void _recompute_caches(const StringName& p_node);
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DVector<String> _get_node_list();
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void _compute_weights(float *p_fallback_weight, HashMap<NodePath,float> *p_weights, float p_coeff, const HashMap<NodePath,bool> *p_filter = NULL, float p_filtered_coeff = 0);
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protected:
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