Merge pull request #37001 from jitspoe/master.anim_blend_fix

Fix for short animation blend taking too long when played during a long animation blend.
This commit is contained in:
Rémi Verschelde 2022-12-22 08:51:06 +01:00
commit d894fa8ba3
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GPG Key ID: C3336907360768E1
1 changed files with 22 additions and 11 deletions

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@ -1072,25 +1072,34 @@ void AnimationPlayer::_animation_process2(double p_delta, bool p_started) {
accum_pass++;
bool seeked = c.seeked; // The animation may be changed during process, so it is safer that the state is changed before process.
if (p_delta != 0) {
c.seeked = false;
}
_animation_process_data(c.current, p_delta, 1.0f, seeked, p_started);
float blend = 1.0; // First animation we play at 100% blend
List<Blend>::Element *prev = nullptr;
for (List<Blend>::Element *E = c.blend.back(); E; E = prev) {
List<Blend>::Element *next = NULL;
for (List<Blend>::Element *E = c.blend.front(); E; E = next) {
Blend &b = E->get();
float blend = b.blend_left / b.blend_time;
b.blend_left -= Math::absf(speed_scale * p_delta);
prev = E->prev();
if (b.blend_left < 0) {
c.blend.erase(E);
}
// The effect of animation changes during blending is unknown...
// In that case, we recommends to use method call mode "deferred", not "immediate".
// Note: There may be issues if an animation event triggers an animation change while this blend is active,
// so it is best to use "deferred" calls instead of "immediate" for animation events that can trigger new animations.
_animation_process_data(b.data, p_delta, blend, false, false);
blend = 1.0 - b.blend_left / b.blend_time; // This is how much to blend the NEXT animation
b.blend_left -= Math::absf(speed_scale * p_delta);
next = E->next();
if (b.blend_left < 0) {
// If the blend of this has finished, we need to remove ALL the previous blends
List<Blend>::Element *prev;
while (E) {
prev = E->prev();
c.blend.erase(E);
E = prev;
}
}
}
_animation_process_data(c.current, p_delta, blend, seeked, p_started);
}
void AnimationPlayer::_animation_update_transforms() {
@ -1643,6 +1652,8 @@ void AnimationPlayer::play(const StringName &p_name, double p_custom_blend, floa
b.data = c.current;
b.blend_time = b.blend_left = blend_time;
c.blend.push_back(b);
} else {
c.blend.clear();
}
}