Debug sampling of an animation works. Though extremely experimental/explorative.
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c642fa2a04
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@ -156,6 +156,13 @@ void SyncedAnimationGraph::_process_graph(double p_delta, bool p_update_only) {
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return;
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}
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static double debug_time = 0.;
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debug_time += p_delta;
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if (debug_time > 2.0) {
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debug_time = 0.;
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}
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current_time = debug_time;
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// LocalVector<AnimationMixer::TrackCache *> &track_num_to_track_cache = animation_track_num_to_track_cache[a];
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const Vector<Animation::Track *> tracks = animation->get_tracks();
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@ -185,6 +192,7 @@ void SyncedAnimationGraph::_process_graph(double p_delta, bool p_update_only) {
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Vector3 pos;
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animation->try_position_track_interpolate(i, animation_time, &pos);
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skeleton->set_bone_pose_position(bone_idx, pos);
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print_line(vformat("t = %3.3f: setting bone %d pos to %2.3f, %2.3f, %2.3f", animation_time, bone_idx, pos.x, pos.y, pos.z));
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}
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}
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break;
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