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[cpp] Fixed AnimationState not respecting MixBlend.first for rotate timelines. See #1274.
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@ -642,34 +642,39 @@ void AnimationState::applyRotateTimeline(RotateTimeline *rotateTimeline, Skeleto
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Bone *bone = skeleton._bones[rotateTimeline->_boneIndex];
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Vector<float>& frames = rotateTimeline->_frames;
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float r1, r2;
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if (time < frames[0]) {
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if (blend == MixBlend_Setup) {
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bone->_rotation = bone->_data._rotation;
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switch (blend) {
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case MixBlend_Setup:
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bone->_rotation = bone->_data._rotation;
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default:
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return;
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case MixBlend_First:
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r1 = bone->_rotation;
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r2 = bone->_data._rotation;
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}
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return;
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}
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float r2;
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if (time >= frames[frames.size() - RotateTimeline::ENTRIES]) {
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// Time is after last frame.
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r2 = bone->_data._rotation + frames[frames.size() + RotateTimeline::PREV_ROTATION];
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} else {
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// Interpolate between the previous frame and the current frame.
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int frame = Animation::binarySearch(frames, time, RotateTimeline::ENTRIES);
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float prevRotation = frames[frame + RotateTimeline::PREV_ROTATION];
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float frameTime = frames[frame];
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float percent = rotateTimeline->getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame +
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RotateTimeline::PREV_TIME] -
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frameTime));
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r1 = blend == MixBlend_Setup ? bone->_data._rotation : bone->_rotation;
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if (time >= frames[frames.size() - RotateTimeline::ENTRIES]) {
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// Time is after last frame.
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r2 = bone->_data._rotation + frames[frames.size() + RotateTimeline::PREV_ROTATION];
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} else {
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// Interpolate between the previous frame and the current frame.
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int frame = Animation::binarySearch(frames, time, RotateTimeline::ENTRIES);
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float prevRotation = frames[frame + RotateTimeline::PREV_ROTATION];
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float frameTime = frames[frame];
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float percent = rotateTimeline->getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame +
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RotateTimeline::PREV_TIME] -
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frameTime));
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r2 = frames[frame + RotateTimeline::ROTATION] - prevRotation;
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r2 -= (16384 - (int) (16384.499999999996 - r2 / 360)) * 360;
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r2 = prevRotation + r2 * percent + bone->_data._rotation;
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r2 -= (16384 - (int) (16384.499999999996 - r2 / 360)) * 360;
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r2 = frames[frame + RotateTimeline::ROTATION] - prevRotation;
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r2 -= (16384 - (int) (16384.499999999996 - r2 / 360)) * 360;
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r2 = prevRotation + r2 * percent + bone->_data._rotation;
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r2 -= (16384 - (int) (16384.499999999996 - r2 / 360)) * 360;
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}
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}
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// Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
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float r1 = blend == MixBlend_Setup ? bone->_data._rotation : bone->_rotation;
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float total, diff = r2 - r1;
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diff -= (16384 - (int) (16384.499999999996 - diff / 360)) * 360;
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if (diff == 0) {
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