Fix/improve AnimationPlayer blending logic

This commit is contained in:
Pedro J. Estébanez 2016-09-12 04:33:40 +02:00
parent 6f7b2d277f
commit 83df74a17d

View file

@ -583,35 +583,26 @@ void AnimationPlayer::_animation_process2(float p_delta) {
Playback &c=playback;
float prev_blend=1.0;
accum_pass++;
int pop_count=1;
int pop=0; // if >0, then amount of elements to pop from the back
_animation_process_data(c.current,p_delta,1.0f);
for (List<Blend>::Element *E=c.blend.back();E;E=E->prev(),pop_count++) {
List<Blend>::Element *prev = NULL;
for (List<Blend>::Element *E=c.blend.back();E;E=prev) {
Blend& b=E->get();
_animation_process_data(b.data,p_delta,prev_blend);
prev_blend=1.0-b.blend_left/b.blend_time;
float blend=b.blend_left/b.blend_time;
_animation_process_data(b.data,p_delta,blend);
b.blend_left-=Math::absf(speed_scale*p_delta);
prev = E->prev();
if (b.blend_left<0) {
pop=pop_count;
c.blend.erase(E);
}
}
while(pop--) {
c.blend.pop_back();
}
_animation_process_data(c.current,p_delta,prev_blend);
}