[libgdx] Fixed AnimationState not respecting MixBlend.first for rotate timelines.

This commit is contained in:
NathanSweet 2019-02-10 11:45:20 +01:00
parent 7ee15d0627
commit c7d71a8eb1

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@ -342,30 +342,38 @@ public class AnimationState {
RotateTimeline rotateTimeline = (RotateTimeline)timeline;
Bone bone = skeleton.bones.get(rotateTimeline.boneIndex);
float[] frames = rotateTimeline.frames;
float r1, r2;
if (time < frames[0]) { // Time is before first frame.
if (blend == MixBlend.setup) bone.rotation = bone.data.rotation;
return;
}
switch (blend) {
case setup:
bone.rotation = bone.data.rotation;
// Fall through.
default:
return;
case first:
r1 = bone.rotation;
r2 = bone.data.rotation;
}
} else {
r1 = blend == MixBlend.setup ? bone.data.rotation : bone.rotation;
if (time >= frames[frames.length - ENTRIES]) // Time is after last frame.
r2 = bone.data.rotation + frames[frames.length + PREV_ROTATION];
else {
// Interpolate between the previous frame and the current frame.
int frame = Animation.binarySearch(frames, time, ENTRIES);
float prevRotation = frames[frame + PREV_ROTATION];
float frameTime = frames[frame];
float percent = rotateTimeline.getCurvePercent((frame >> 1) - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
float r2;
if (time >= frames[frames.length - ENTRIES]) // Time is after last frame.
r2 = bone.data.rotation + frames[frames.length + PREV_ROTATION];
else {
// Interpolate between the previous frame and the current frame.
int frame = Animation.binarySearch(frames, time, ENTRIES);
float prevRotation = frames[frame + PREV_ROTATION];
float frameTime = frames[frame];
float percent = rotateTimeline.getCurvePercent((frame >> 1) - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
r2 = frames[frame + ROTATION] - prevRotation;
r2 -= (16384 - (int)(16384.499999999996 - r2 / 360)) * 360;
r2 = prevRotation + r2 * percent + bone.data.rotation;
r2 -= (16384 - (int)(16384.499999999996 - r2 / 360)) * 360;
r2 = frames[frame + ROTATION] - prevRotation;
r2 -= (16384 - (int)(16384.499999999996 - r2 / 360)) * 360;
r2 = prevRotation + r2 * percent + bone.data.rotation;
r2 -= (16384 - (int)(16384.499999999996 - r2 / 360)) * 360;
}
}
// Mix between rotations using the direction of the shortest route on the first frame.
float r1 = blend == MixBlend.setup ? bone.data.rotation : bone.rotation;
float total, diff = r2 - r1;
diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
if (diff == 0)