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[c] Port of commit 3ea4f66. AnimationState, fixed rotation mix when direction changes. See #2158.
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@ -673,18 +673,21 @@ void _spAnimationState_applyRotateTimeline(spAnimationState *self, spTimeline *t
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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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current = diff > 0;
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dir = lastTotal >= 0;
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/* Detect cross at 0 (not 180). */
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if (SIGNUM(lastDiff) != SIGNUM(diff) && ABS(lastDiff) <= 90) {
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/* A cross after a 360 rotation is a loop. */
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if (ABS(lastTotal) > 180) lastTotal += 360 * SIGNUM(lastTotal);
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dir = current;
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}
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total = diff + lastTotal - FMOD(lastTotal, 360); /* Store loops as part of lastTotal. */
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float loops = lastTotal - FMOD(lastTotal, 360);
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total = diff + loops;
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int current = diff >= 0, dir = lastTotal >= 0;
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if (ABS(lastDiff) <= 90 && SIGNUM(lastDiff) != SIGNUM(diff)) {
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if (ABS(lastTotal - loops) > 180) {
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total += 360 * SIGNUM(lastTotal);
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dir = current;
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} else if (loops != 0)
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total -= 360 * SIGNUM(lastTotal);
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else
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dir = current;
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}
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if (dir != current) total += 360 * SIGNUM(lastTotal);
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timelinesRotation[i] = total;
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}
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