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-rw-r--r--scene/animation/animation_player.cpp95
1 files changed, 53 insertions, 42 deletions
diff --git a/scene/animation/animation_player.cpp b/scene/animation/animation_player.cpp
index cc6fadd9b2..7f42c8fac3 100644
--- a/scene/animation/animation_player.cpp
+++ b/scene/animation/animation_player.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* animation_player.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* animation_player.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "animation_player.h"
@@ -691,7 +691,7 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, double
}
} else {
if (p_started) {
- int first_key = a->track_find_key(i, p_prev_time, true);
+ int first_key = a->track_find_key(i, p_prev_time, Animation::FIND_MODE_EXACT);
if (first_key >= 0) {
indices.push_back(first_key);
}
@@ -761,7 +761,7 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, double
}
} else {
if (p_started) {
- int first_key = a->track_find_key(i, p_prev_time, true);
+ int first_key = a->track_find_key(i, p_prev_time, Animation::FIND_MODE_EXACT);
if (first_key >= 0) {
indices.push_back(first_key);
}
@@ -855,7 +855,7 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, double
//find stuff to play
List<int> to_play;
if (p_started) {
- int first_key = a->track_find_key(i, p_prev_time, true);
+ int first_key = a->track_find_key(i, p_prev_time, Animation::FIND_MODE_EXACT);
if (first_key >= 0) {
to_play.push_back(first_key);
}
@@ -968,7 +968,7 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, double
//find stuff to play
List<int> to_play;
if (p_started) {
- int first_key = a->track_find_key(i, p_prev_time, true);
+ int first_key = a->track_find_key(i, p_prev_time, Animation::FIND_MODE_EXACT);
if (first_key >= 0) {
to_play.push_back(first_key);
}
@@ -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;
+ // 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);
- prev = E->prev();
+ next = E->next();
if (b.blend_left < 0) {
- c.blend.erase(E);
+ // 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;
+ }
}
- // The effect of animation changes during blending is unknown...
- // In that case, we recommends to use method call mode "deferred", not "immediate".
- _animation_process_data(b.data, p_delta, blend, false, false);
}
+
+ _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();
}
}