diff --git a/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp b/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp index c42b500fd..f75a8abd1 100644 --- a/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp +++ b/Source/Engine/Animations/Graph/AnimGroup.Animation.cpp @@ -229,18 +229,12 @@ void AnimGraphExecutor::ProcessAnimEvents(AnimGraphNode* node, bool loop, float auto& context = *Context.Get(); float eventTimeMin = animPrevPos; float eventTimeMax = animPos; - if (loop && context.DeltaTime * speed < 0) + + if (eventTimeMin > eventTimeMax) { - // Check if animation looped (for anim events shooting during backwards playback) - //const float posNotLooped = startTimePos + oldTimePos; - //if (posNotLooped < 0.0f || posNotLooped > length) - //const int32 animPosCycle = Math::CeilToInt(animPos / anim->GetDuration()); - //const int32 animPrevPosCycle = Math::CeilToInt(animPrevPos / anim->GetDuration()); - //if (animPosCycle != animPrevPosCycle) - { - Swap(eventTimeMin, eventTimeMax); - } + Swap(eventTimeMin, eventTimeMax); } + const float eventTime = (float)(animPos / anim->Data.FramesPerSecond); const float eventDeltaTime = (float)((animPos - animPrevPos) / anim->Data.FramesPerSecond); for (const auto& track : anim->Events) @@ -251,7 +245,13 @@ void AnimGraphExecutor::ProcessAnimEvents(AnimGraphNode* node, bool loop, float continue; const float duration = k.Value.Duration > 1 ? k.Value.Duration : 0.0f; #define ADD_OUTGOING_EVENT(type) context.Data->OutgoingEvents.Add({ k.Value.Instance, (AnimatedModel*)context.Data->Object, anim, eventTime, eventDeltaTime, AnimGraphInstanceData::OutgoingEvent::type }) - if (k.Time <= eventTimeMax && eventTimeMin <= k.Time + duration) + if ((k.Time <= eventTimeMax && eventTimeMin <= k.Time + duration + && (Math::FloorToInt(animPos) != 0 && Math::CeilToInt(animPrevPos) != Math::CeilToInt(anim->GetDuration()) && Math::FloorToInt(animPrevPos) != 0 && Math::CeilToInt(animPos) != Math::CeilToInt(anim->GetDuration()))) + // Handle the edge case of an event on 0 or on max animation duration during looping + || (loop && duration == 0.0f && Math::CeilToInt(animPos) == Math::CeilToInt(anim->GetDuration()) && k.Time == anim->GetDuration()) + || (loop && Math::FloorToInt(animPos) == 0 && Math::CeilToInt(animPrevPos) == Math::CeilToInt(anim->GetDuration()) && k.Time == 0.0f) + || (loop && Math::FloorToInt(animPrevPos) == 0 && Math::CeilToInt(animPos) == Math::CeilToInt(anim->GetDuration()) && k.Time == 0.0f) + ) { int32 stateIndex = -1; if (duration > 1)