Merge pull request #69685 from TokageItLab/fix-immediate-method-anim

Fix AnimationPlayer method track call oneself with IMMEDIATE mode
This commit is contained in:
Rémi Verschelde 2022-12-07 13:26:41 +01:00
commit c92e70e711
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GPG Key ID: C3336907360768E1
2 changed files with 43 additions and 23 deletions

View File

@ -1001,6 +1001,7 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, double
void AnimationPlayer::_animation_process_data(PlaybackData &cd, double p_delta, float p_blend, bool p_seeked, bool p_started) {
double delta = p_delta * speed_scale * cd.speed_scale;
double next_pos = cd.pos + delta;
bool backwards = signbit(delta); // Negative zero means playing backwards too.
real_t len = cd.from->animation->get_length();
Animation::LoopedFlag looped_flag = Animation::LOOPED_FLAG_NONE;
@ -1012,23 +1013,7 @@ void AnimationPlayer::_animation_process_data(PlaybackData &cd, double p_delta,
} else if (next_pos > len) {
next_pos = len;
}
bool backwards = signbit(delta); // Negative zero means playing backwards too
delta = next_pos - cd.pos; // Fix delta (after determination of backwards because negative zero is lost here)
if (&cd == &playback.current) {
if (!backwards && cd.pos <= len && next_pos == len) {
//playback finished
end_reached = true;
end_notify = cd.pos < len; // Notify only if not already at the end
}
if (backwards && cd.pos >= 0 && next_pos == 0) {
//playback finished
end_reached = true;
end_notify = cd.pos > 0; // Notify only if not already at the beginning
}
}
delta = next_pos - cd.pos; // Fix delta (after determination of backwards because negative zero is lost here).
} break;
case Animation::LOOP_LINEAR: {
@ -1057,8 +1042,28 @@ void AnimationPlayer::_animation_process_data(PlaybackData &cd, double p_delta,
break;
}
_animation_process_animation(cd.from, cd.pos, next_pos, delta, p_blend, &cd == &playback.current, p_seeked, p_started, looped_flag);
double prev_pos = cd.pos; // The animation may be changed during process, so it is safer that the state is changed before process.
cd.pos = next_pos;
_animation_process_animation(cd.from, prev_pos, cd.pos, delta, p_blend, &cd == &playback.current, p_seeked, p_started, looped_flag);
if (is_just_played) {
return; // Animation has been changed in the process (may be caused by method track), abort process.
}
if (cd.from->animation->get_loop_mode() == Animation::LOOP_NONE) {
if (&cd == &playback.current) {
if (!backwards && prev_pos <= len && next_pos == len) {
// Playback finished.
end_reached = true;
end_notify = prev_pos < len; // Notify only if not already at the end.
}
if (backwards && prev_pos >= 0 && next_pos == 0) {
// Playback finished.
end_reached = true;
end_notify = prev_pos > 0; // Notify only if not already at the beginning.
}
}
}
}
void AnimationPlayer::_animation_process2(double p_delta, bool p_started) {
@ -1066,23 +1071,25 @@ void AnimationPlayer::_animation_process2(double p_delta, bool p_started) {
accum_pass++;
_animation_process_data(c.current, p_delta, 1.0f, c.seeked, p_started);
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);
List<Blend>::Element *prev = nullptr;
for (List<Blend>::Element *E = c.blend.back(); E; E = prev) {
Blend &b = E->get();
float blend = b.blend_left / b.blend_time;
_animation_process_data(b.data, p_delta, blend, false, false);
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".
_animation_process_data(b.data, p_delta, blend, false, false);
}
}
@ -1202,13 +1209,24 @@ void AnimationPlayer::_animation_process(double p_delta) {
if (playback.current.from) {
end_reached = false;
end_notify = false;
_animation_process2(p_delta, playback.started);
is_just_played = false;
bool started = playback.started; // The animation may be changed during process, so it is safer that the state is changed before process.
if (playback.started) {
playback.started = false;
}
_animation_process2(p_delta, started);
if (is_just_played) {
cache_update_size = 0;
cache_update_prop_size = 0;
cache_update_bezier_size = 0;
return; // Animation has been changed in the process (may be caused by method track), clear update caches and abort process.
}
_animation_update_transforms();
if (end_reached) {
if (queued.size()) {
String old = playback.assigned;
@ -1657,6 +1675,7 @@ void AnimationPlayer::play(const StringName &p_name, double p_custom_blend, floa
c.assigned = name;
c.seeked = false;
c.started = true;
is_just_played = true;
if (!end_reached) {
queued.clear();

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@ -255,6 +255,7 @@ private:
List<StringName> queued;
bool is_just_played = false;
bool end_reached = false;
bool end_notify = false;