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