ensure BlendSpace1D syncs animations
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1 changed files with 22 additions and 10 deletions
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@ -187,6 +187,8 @@ float AnimationNodeBlendSpace1D::process(float p_time, bool p_seek) {
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return blend_node(blend_points[0].node, p_time, p_seek, 1.0, FILTER_IGNORE, false);
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}
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float weights[MAX_BLEND_POINTS] = {};
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int point_lower = -1;
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float pos_lower = 0.0;
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int point_higher = -1;
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@ -216,18 +218,21 @@ float AnimationNodeBlendSpace1D::process(float p_time, bool p_seek) {
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}
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}
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// fill in weights
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if (point_lower == -1) {
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// we are on the left side, no other point to the left
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// we just play the next point.
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return blend_node(blend_points[point_higher].node, p_time, p_seek, 1.0, FILTER_IGNORE, false);
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weights[point_higher] = 1.0;
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} else if (point_higher == -1) {
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// we are on the right side, no other point to the right
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// we just play the previous point
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return blend_node(blend_points[point_lower].node, p_time, p_seek, 1.0, FILTER_IGNORE, false);
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weights[point_lower] = 1.0;
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} else {
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//w we are between two points.
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// we are between two points.
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// figure out weights, then blend the animations
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float distance_between_points = pos_higher - pos_lower;
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@ -239,14 +244,21 @@ float AnimationNodeBlendSpace1D::process(float p_time, bool p_seek) {
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float blend_lower = 1.0 - blend_percentage;
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float blend_higher = blend_percentage;
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float time_remaining_lower = 0.0;
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float time_remaining_higher = 0.0;
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time_remaining_lower = blend_node(blend_points[point_lower].node, p_time, p_seek, blend_lower, FILTER_IGNORE, false);
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time_remaining_higher = blend_node(blend_points[point_higher].node, p_time, p_seek, blend_higher, FILTER_IGNORE, false);
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return MAX(time_remaining_lower, time_remaining_higher);
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weights[point_lower] = blend_lower;
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weights[point_higher] = blend_higher;
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}
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// actually blend the animations now
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float max_time_remaining = 0.0;
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for (int i = 0; i < blend_points_used; i++) {
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float remaining = blend_node(blend_points[i].node, p_time, p_seek, weights[i], FILTER_IGNORE, false);
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max_time_remaining = MAX(max_time_remaining, remaining);
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}
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return max_time_remaining;
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}
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String AnimationNodeBlendSpace1D::get_caption() const {
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