fix issue with bezier tracks using incorrect duration for interpolating values

This commit is contained in:
Luke Miller 2018-07-14 11:48:40 +10:00
parent 1fc7973a00
commit 7298a746ce

View file

@ -2329,13 +2329,14 @@ float Animation::bezier_track_interpolate(int p_track, float p_time) const {
int iterations = 10;
float low = 0;
float high = bt->values[idx + 1].time - bt->values[idx].time;
float duration = bt->values[idx + 1].time - bt->values[idx].time; // time duration between our two keyframes
float low = 0; // 0% of the current animation segment
float high = 1; // 100% of the current animation segment
float middle = 0;
Vector2 start(0, bt->values[idx].value.value);
Vector2 start_out = start + bt->values[idx].value.out_handle;
Vector2 end(high, bt->values[idx + 1].value.value);
Vector2 end(duration, bt->values[idx + 1].value.value);
Vector2 end_in = end + bt->values[idx + 1].value.in_handle;
//narrow high and low as much as possible
@ -2355,7 +2356,6 @@ float Animation::bezier_track_interpolate(int p_track, float p_time) const {
//interpolate the result:
Vector2 low_pos = _bezier_interp(low, start, start_out, end_in, end);
Vector2 high_pos = _bezier_interp(high, start, start_out, end_in, end);
float c = (t - low_pos.x) / (high_pos.x - low_pos.x);
return low_pos.linear_interpolate(high_pos, c).y;