Merge branch 'fix-anim-event-backwards' of https://github.com/Tryibion/FlaxEngine into Tryibion-fix-anim-event-backwards
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@@ -229,18 +229,12 @@ void AnimGraphExecutor::ProcessAnimEvents(AnimGraphNode* node, bool loop, float
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auto& context = *Context.Get();
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float eventTimeMin = animPrevPos;
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float eventTimeMax = animPos;
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if (loop && context.DeltaTime * speed < 0)
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if (eventTimeMin > eventTimeMax)
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{
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// Check if animation looped (for anim events shooting during backwards playback)
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//const float posNotLooped = startTimePos + oldTimePos;
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//if (posNotLooped < 0.0f || posNotLooped > length)
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//const int32 animPosCycle = Math::CeilToInt(animPos / anim->GetDuration());
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//const int32 animPrevPosCycle = Math::CeilToInt(animPrevPos / anim->GetDuration());
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//if (animPosCycle != animPrevPosCycle)
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{
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Swap(eventTimeMin, eventTimeMax);
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}
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Swap(eventTimeMin, eventTimeMax);
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}
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const float eventTime = (float)(animPos / anim->Data.FramesPerSecond);
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const float eventDeltaTime = (float)((animPos - animPrevPos) / anim->Data.FramesPerSecond);
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for (const auto& track : anim->Events)
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@@ -251,7 +245,13 @@ void AnimGraphExecutor::ProcessAnimEvents(AnimGraphNode* node, bool loop, float
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continue;
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const float duration = k.Value.Duration > 1 ? k.Value.Duration : 0.0f;
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#define ADD_OUTGOING_EVENT(type) context.Data->OutgoingEvents.Add({ k.Value.Instance, (AnimatedModel*)context.Data->Object, anim, eventTime, eventDeltaTime, AnimGraphInstanceData::OutgoingEvent::type })
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if (k.Time <= eventTimeMax && eventTimeMin <= k.Time + duration)
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if ((k.Time <= eventTimeMax && eventTimeMin <= k.Time + duration
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&& (Math::FloorToInt(animPos) != 0 && Math::CeilToInt(animPrevPos) != Math::CeilToInt(anim->GetDuration()) && Math::FloorToInt(animPrevPos) != 0 && Math::CeilToInt(animPos) != Math::CeilToInt(anim->GetDuration())))
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// Handle the edge case of an event on 0 or on max animation duration during looping
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|| (loop && duration == 0.0f && Math::CeilToInt(animPos) == Math::CeilToInt(anim->GetDuration()) && k.Time == anim->GetDuration())
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|| (loop && Math::FloorToInt(animPos) == 0 && Math::CeilToInt(animPrevPos) == Math::CeilToInt(anim->GetDuration()) && k.Time == 0.0f)
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|| (loop && Math::FloorToInt(animPrevPos) == 0 && Math::CeilToInt(animPos) == Math::CeilToInt(anim->GetDuration()) && k.Time == 0.0f)
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)
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{
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int32 stateIndex = -1;
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if (duration > 1)
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