From e477fa2bd2d6cca37540e1c0791288f52bbb50b2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Pedro=20J=2E=20Est=C3=A9banez?= Date: Mon, 13 Nov 2017 12:46:30 +0100 Subject: Change AnimationPlayer looping logic So now it can seek to the actual values at time=length when instructed to seek to time=N*length. That is, formerly in the editor you had no way of seeing the actual state at time=length other than temporarily disabling looping. Now you can preview both endpoints. As a side effect, the values at anim time 0 will only be applied when actually seeking to 0, instead of at every time=N*length, as formerly. No issue. --- scene/animation/animation_player.cpp | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/scene/animation/animation_player.cpp b/scene/animation/animation_player.cpp index 80b7748078..6be3ff88d9 100644 --- a/scene/animation/animation_player.cpp +++ b/scene/animation/animation_player.cpp @@ -545,7 +545,14 @@ void AnimationPlayer::_animation_process_data(PlaybackData &cd, float p_delta, f } else { - next_pos = Math::fposmod(next_pos, len); + float looped_next_pos = Math::fposmod(next_pos, len); + if (looped_next_pos == 0 && next_pos != 0) { + // Loop multiples of the length to it, rather than 0 + // so state at time=length is previewable in the editor + next_pos = len; + } else { + next_pos = looped_next_pos; + } } cd.pos = next_pos; -- cgit v1.2.3