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[cpp] Port of commit 3ea4f66. AnimationState, fixed rotation mix when direction changes. See #2158.
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@ -742,19 +742,21 @@ void AnimationState::applyRotateTimeline(RotateTimeline *rotateTimeline, Skeleto
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lastTotal = 0;
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lastDiff = diff;
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} else {
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lastTotal = timelinesRotation[i]; // Angle and direction of mix, including loops.
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lastDiff = timelinesRotation[i + 1];// Difference between bones.
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lastTotal = timelinesRotation[i];
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lastDiff = timelinesRotation[i + 1];
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}
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bool current = diff > 0, dir = lastTotal >= 0;
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// Detect cross at 0 (not 180).
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if (MathUtil::sign(lastDiff) != MathUtil::sign(diff) && MathUtil::abs(lastDiff) <= 90) {
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// A cross after a 360 rotation is a loop.
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if (MathUtil::abs(lastTotal) > 180) lastTotal += 360 * MathUtil::sign(lastTotal);
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dir = current;
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}
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total = diff + lastTotal - MathUtil::fmod(lastTotal, 360);// Store loops as part of lastTotal.
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float loops = lastTotal - MathUtil::fmod(lastTotal, 360.f);
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total = diff + loops;
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bool current = diff >= 0, dir = lastTotal >= 0;
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if (MathUtil::abs(lastDiff) <= 90 && MathUtil::sign(lastDiff) != MathUtil::sign(diff)) {
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if (MathUtil::abs(lastTotal - loops) > 180) {
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total += 360.f * MathUtil::sign(lastTotal);
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dir = current;
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} else if (loops != 0)
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total -= 360.f * MathUtil::sign(lastTotal);
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else
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dir = current;
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}
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if (dir != current) {
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total += 360 * MathUtil::sign(lastTotal);
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}
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