[libgdx] Fix track 0 dip mixing to animation with key > frame 0.

Repro:
1) Open: https://n4te.com/x/3415-test.spine
In Preview:
2) Options, show bones.
3) Disable looping.
4) Play animation 1.
5) Set mix to 1 second.
6) Play animation 2 (key > frame 0).
Expected: 1 to hold, then 2.
Result before fix: 1 dips toward setup pose, then 2.
This commit is contained in:
Nathan Sweet 2026-03-16 19:26:01 -04:00
parent 592d57f114
commit 29bf262d0a

View File

@ -213,13 +213,13 @@ public class AnimationState {
if (current == null || current.delay > 0) continue;
applied = true;
// Track 0 animations aren't for layering, so do not show the previously applied animations before the first key.
// Track 0 animations aren't for layering, so never use current values before the first key.
MixBlend blend = i == 0 ? MixBlend.first : current.mixBlend;
// Apply mixing from entries first.
float alpha = current.alpha;
if (current.mixingFrom != null)
alpha *= applyMixingFrom(current, skeleton, blend);
alpha *= applyMixingFrom(current, skeleton);
else if (current.trackTime >= current.trackEnd && current.next == null) //
alpha = 0; // Set to setup pose the last time the entry will be applied.
boolean attachments = alpha >= current.alphaAttachmentThreshold;
@ -252,7 +252,7 @@ public class AnimationState {
for (int ii = 0; ii < timelineCount; ii++) {
Timeline timeline = timelines[ii];
MixBlend timelineBlend = timelineMode[ii] == SUBSEQUENT ? blend : MixBlend.setup;
MixBlend timelineBlend = timelineMode[ii] == SUBSEQUENT ? current.mixBlend : MixBlend.setup;
if (!shortestRotation && timeline instanceof RotateTimeline rotateTimeline) {
applyRotateTimeline(rotateTimeline, skeleton, applyTime, alpha, timelineBlend, timelinesRotation, ii << 1,
firstFrame);
@ -286,18 +286,16 @@ public class AnimationState {
return applied;
}
private float applyMixingFrom (TrackEntry to, Skeleton skeleton, MixBlend blend) {
private float applyMixingFrom (TrackEntry to, Skeleton skeleton) {
TrackEntry from = to.mixingFrom;
if (from.mixingFrom != null) applyMixingFrom(from, skeleton, blend);
if (from.mixingFrom != null) applyMixingFrom(from, skeleton);
float mix;
if (to.mixDuration == 0) { // Single frame mix to undo mixingFrom changes.
if (to.mixDuration == 0) // Single frame mix to undo mixingFrom changes.
mix = 1;
if (blend == MixBlend.first) blend = MixBlend.setup; // Tracks >0 are transparent and can't reset to setup pose.
} else {
else {
mix = to.mixTime / to.mixDuration;
if (mix > 1) mix = 1;
if (blend != MixBlend.first) blend = from.mixBlend; // Track 0 ignores track mix blend.
}
boolean attachments = mix < from.mixAttachmentThreshold, drawOrder = mix < from.mixDrawOrderThreshold;
@ -312,6 +310,7 @@ public class AnimationState {
if (mix < from.eventThreshold) events = this.events;
}
MixBlend blend = from.mixBlend;
if (blend == MixBlend.add) {
for (int i = 0; i < timelineCount; i++)
timelines[i].apply(skeleton, animationLast, applyTime, events, alphaMix, blend, MixDirection.out, false);
@ -1238,8 +1237,6 @@ public class AnimationState {
}
/** Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}.
* <p>
* Track entries on track 0 ignore this setting and always use {@link MixBlend#first}.
* <p>
* The <code>mixBlend</code> can be set for a new track entry only before {@link AnimationState#apply(Skeleton)} is next
* called. */