[lua] Fixed AnimationState not respecting MixBlend.first for rotate timelines. See #1274.

This commit is contained in:
badlogic 2019-02-12 14:18:58 +01:00
parent fd51eee47f
commit 72094511e3

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@ -475,12 +475,24 @@ function AnimationState:applyRotateTimeline (timeline, skeleton, time, alpha, bl
local rotateTimeline = timeline
local frames = rotateTimeline.frames
local bone = skeleton.bones[rotateTimeline.boneIndex]
local r1 = 0
local r2 = 0
if time < frames[0] then
if blend == MixBlend.setup then bone.rotation = bone.data.rotation end
if blend == MixBlend.setup then
bone.rotation = bone.data.rotation
return
elseif blend == MixBlend.first then
r1 = bone.rotation
r2 = bone.data.rotation
else
return
end
local r2 = 0
else
if blend == MixBlend.setup then
r1 = bone.data.rotation
else
r1 = bone.rotation
end
if time >= frames[zlen(frames) - Animation.RotateTimeline.ENTRIES] then -- Time is after last frame.
r2 = bone.data.rotation + frames[zlen(frames) + Animation.RotateTimeline.PREV_ROTATION]
else
@ -496,10 +508,9 @@ function AnimationState:applyRotateTimeline (timeline, skeleton, time, alpha, bl
r2 = prevRotation + r2 * percent + bone.data.rotation
r2 = r2 - (16384 - math_floor(16384.499999999996 - r2 / 360)) * 360
end
end
-- Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
local r1 = bone.rotation
if blend == MixBlend.setup then r1 = bone.data.rotation end
local total = 0
local diff = r2 - r1
diff = diff - (16384 - math_floor(16384.499999999996 - diff / 360)) * 360