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Added animation synchronization
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The synchronization is based on sync groups. The animation in the group
with the highest final blend weight becomes the group's leader. All
other animations in the group are time-scaled to match the leader's
playback length.
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and-rad committed Jun 28, 2022
1 parent 5ab59ee commit 79201c8
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Showing 14 changed files with 148 additions and 177 deletions.
2 changes: 0 additions & 2 deletions doc/classes/AnimationNode.xml
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Expand Up @@ -88,7 +88,6 @@
<argument index="3" name="seek_root" type="bool" />
<argument index="4" name="blend" type="float" />
<argument index="5" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
<argument index="6" name="optimize" type="bool" default="true" />
<description>
Blend an input. This is only useful for nodes created for an [AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], in which case it is absolute. A filter mode may be optionally passed (see [enum FilterAction] for options).
</description>
Expand All @@ -102,7 +101,6 @@
<argument index="4" name="seek_root" type="bool" />
<argument index="5" name="blend" type="float" />
<argument index="6" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
<argument index="7" name="optimize" type="bool" default="true" />
<description>
Blend another animation node (in case this node contains children animation nodes). This function is only useful if you inherit from [AnimationRootNode] instead, else editors will not display your node for addition.
</description>
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5 changes: 0 additions & 5 deletions doc/classes/AnimationNodeAdd2.xml
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Expand Up @@ -9,9 +9,4 @@
<tutorials>
<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials>
<members>
<member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
</member>
</members>
</class>
5 changes: 0 additions & 5 deletions doc/classes/AnimationNodeAdd3.xml
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Expand Up @@ -14,9 +14,4 @@
<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<members>
<member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
</member>
</members>
</class>
4 changes: 4 additions & 0 deletions doc/classes/AnimationNodeAnimation.xml
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Expand Up @@ -18,6 +18,10 @@
<member name="play_mode" type="int" setter="set_play_mode" getter="get_play_mode" enum="AnimationNodeAnimation.PlayMode" default="0">
Determines the playback direction of the animation.
</member>
<member name="playback_speed" type="float" setter="set_playback_speed" getter="get_playback_speed" default="1.0">
</member>
<member name="sync_group" type="StringName" setter="set_sync_group" getter="get_sync_group" default="&amp;&quot;&quot;">
</member>
</members>
<constants>
<constant name="PLAY_MODE_FORWARD" value="0" enum="PlayMode">
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5 changes: 0 additions & 5 deletions doc/classes/AnimationNodeBlend2.xml
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Expand Up @@ -11,9 +11,4 @@
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<members>
<member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
</member>
</members>
</class>
5 changes: 0 additions & 5 deletions doc/classes/AnimationNodeBlend3.xml
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Expand Up @@ -13,9 +13,4 @@
<tutorials>
<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
</tutorials>
<members>
<member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
If [code]true[/code], sets the [code]optimization[/code] to [code]false[/code] when calling [method AnimationNode.blend_input], forcing the blended animations to update every frame.
</member>
</members>
</class>
2 changes: 0 additions & 2 deletions doc/classes/AnimationNodeOneShot.xml
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Expand Up @@ -26,8 +26,6 @@
</member>
<member name="mix_mode" type="int" setter="set_mix_mode" getter="get_mix_mode" enum="AnimationNodeOneShot.MixMode" default="0">
</member>
<member name="sync" type="bool" setter="set_use_sync" getter="is_using_sync" default="false">
</member>
</members>
<constants>
<constant name="MIX_MODE_BLEND" value="0" enum="MixMode">
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4 changes: 2 additions & 2 deletions scene/animation/animation_blend_space_1d.cpp
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Expand Up @@ -226,7 +226,7 @@ double AnimationNodeBlendSpace1D::process(double p_time, bool p_seek, bool p_see

if (blend_points_used == 1) {
// only one point available, just play that animation
return blend_node(blend_points[0].name, blend_points[0].node, p_time, p_seek, p_seek_root, 1.0, FILTER_IGNORE, false);
return blend_node(blend_points[0].name, blend_points[0].node, p_time, p_seek, p_seek_root, 1.0, FILTER_IGNORE);
}

double blend_pos = get_parameter(blend_position);
Expand Down Expand Up @@ -295,7 +295,7 @@ double AnimationNodeBlendSpace1D::process(double p_time, bool p_seek, bool p_see
double max_time_remaining = 0.0;

for (int i = 0; i < blend_points_used; i++) {
double remaining = blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, p_seek_root, weights[i], FILTER_IGNORE, false);
double remaining = blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, p_seek_root, weights[i], FILTER_IGNORE);

max_time_remaining = MAX(max_time_remaining, remaining);
}
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10 changes: 5 additions & 5 deletions scene/animation/animation_blend_space_2d.cpp
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Expand Up @@ -502,7 +502,7 @@ double AnimationNodeBlendSpace2D::process(double p_time, bool p_seek, bool p_see
for (int j = 0; j < 3; j++) {
if (i == triangle_points[j]) {
//blend with the given weight
double t = blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, p_seek_root, blend_weights[j], FILTER_IGNORE, false);
double t = blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, p_seek_root, blend_weights[j], FILTER_IGNORE);
if (first || t < mind) {
mind = t;
first = false;
Expand All @@ -514,7 +514,7 @@ double AnimationNodeBlendSpace2D::process(double p_time, bool p_seek, bool p_see

if (!found) {
//ignore
blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, p_seek_root, 0, FILTER_IGNORE, false);
blend_node(blend_points[i].name, blend_points[i].node, p_time, p_seek, p_seek_root, 0, FILTER_IGNORE);
}
}
} else {
Expand All @@ -539,16 +539,16 @@ double AnimationNodeBlendSpace2D::process(double p_time, bool p_seek, bool p_see
na_n->set_backward(na_c->is_backward());
}
//see how much animation remains
from = length_internal - blend_node(blend_points[closest].name, blend_points[closest].node, p_time, false, p_seek_root, 0.0, FILTER_IGNORE, false);
from = length_internal - blend_node(blend_points[closest].name, blend_points[closest].node, p_time, false, p_seek_root, 0.0, FILTER_IGNORE);
}

mind = blend_node(blend_points[new_closest].name, blend_points[new_closest].node, from, true, p_seek_root, 1.0, FILTER_IGNORE, false);
mind = blend_node(blend_points[new_closest].name, blend_points[new_closest].node, from, true, p_seek_root, 1.0, FILTER_IGNORE);
length_internal = from + mind;

closest = new_closest;

} else {
mind = blend_node(blend_points[closest].name, blend_points[closest].node, p_time, p_seek, p_seek_root, 1.0, FILTER_IGNORE, false);
mind = blend_node(blend_points[closest].name, blend_points[closest].node, p_time, p_seek, p_seek_root, 1.0, FILTER_IGNORE);
}
}

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