Merge pull request #70572 from TokageItLab/fix-statemachine-fade

Fix wrong `AnimationStateMachine` process for end of fading
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Rémi Verschelde 2023-01-03 12:41:35 +01:00
commit c5279420c8
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@ -415,9 +415,6 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
fading_pos += p_time;
}
fade_blend = MIN(1.0, fading_pos / fading_time);
if (fade_blend > 1.0) {
fading_from = StringName();
}
}
}
@ -426,9 +423,12 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
}
double rem = p_state_machine->blend_node(current, p_state_machine->states[current].node, p_time, p_seek, p_is_external_seeking, Math::is_zero_approx(fade_blend) ? CMP_EPSILON : fade_blend, AnimationNode::FILTER_IGNORE, true); // Blend values must be more than CMP_EPSILON to process discrete keys in edge.
double fade_blend_inv = 1.0 - fade_blend;
if (fading_from != StringName()) {
double fade_blend_inv = 1.0 - fade_blend;
p_state_machine->blend_node(fading_from, p_state_machine->states[fading_from].node, p_time, p_seek, p_is_external_seeking, Math::is_zero_approx(fade_blend_inv) ? CMP_EPSILON : fade_blend_inv, AnimationNode::FILTER_IGNORE, true); // Blend values must be more than CMP_EPSILON to process discrete keys in edge.
if (fade_blend >= 1.0) {
fading_from = StringName();
}
}
//guess playback position