Merge pull request #20146 from dodgyville/bezier_fixes_19777
fix issue with bezier tracks using incorrect duration for interpolating values
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f71ffa9724
@ -2329,13 +2329,14 @@ float Animation::bezier_track_interpolate(int p_track, float p_time) const {
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int iterations = 10;
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float low = 0;
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float high = bt->values[idx + 1].time - bt->values[idx].time;
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float duration = bt->values[idx + 1].time - bt->values[idx].time; // time duration between our two keyframes
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float low = 0; // 0% of the current animation segment
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float high = 1; // 100% of the current animation segment
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float middle = 0;
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Vector2 start(0, bt->values[idx].value.value);
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Vector2 start_out = start + bt->values[idx].value.out_handle;
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Vector2 end(high, bt->values[idx + 1].value.value);
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Vector2 end(duration, bt->values[idx + 1].value.value);
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Vector2 end_in = end + bt->values[idx + 1].value.in_handle;
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//narrow high and low as much as possible
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@ -2355,7 +2356,6 @@ float Animation::bezier_track_interpolate(int p_track, float p_time) const {
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//interpolate the result:
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Vector2 low_pos = _bezier_interp(low, start, start_out, end_in, end);
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Vector2 high_pos = _bezier_interp(high, start, start_out, end_in, end);
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float c = (t - low_pos.x) / (high_pos.x - low_pos.x);
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return low_pos.linear_interpolate(high_pos, c).y;
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