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

This commit is contained in:
Harald Csaszar 2019-02-11 20:39:37 +01:00
parent 9d3c9dd443
commit c88d132406

View File

@ -307,42 +307,51 @@ namespace Spine {
return mix;
}
static private void ApplyRotateTimeline (RotateTimeline rotateTimeline, Skeleton skeleton, float time, float alpha, MixBlend pose,
static private void ApplyRotateTimeline (RotateTimeline rotateTimeline, Skeleton skeleton, float time, float alpha, MixBlend blend,
float[] timelinesRotation, int i, bool firstFrame) {
if (firstFrame) timelinesRotation[i] = 0;
if (alpha == 1) {
rotateTimeline.Apply(skeleton, 0, time, null, 1, pose, MixDirection.In);
rotateTimeline.Apply(skeleton, 0, time, null, 1, blend, MixDirection.In);
return;
}
Bone bone = skeleton.bones.Items[rotateTimeline.boneIndex];
float[] frames = rotateTimeline.frames;
if (time < frames[0]) {
if (pose == MixBlend.Setup) bone.rotation = bone.data.rotation;
return;
}
float r1, r2;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
case MixBlend.Setup:
bone.rotation = bone.data.rotation;
return;
default:
return;
case MixBlend.First:
r1 = bone.rotation;
r2 = bone.data.rotation;
break;
}
} else {
r1 = blend == MixBlend.Setup ? bone.data.rotation : bone.rotation;
if (time >= frames[frames.Length - RotateTimeline.ENTRIES]) // Time is after last frame.
r2 = bone.data.rotation + frames[frames.Length + RotateTimeline.PREV_ROTATION];
else {
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time, RotateTimeline.ENTRIES);
float prevRotation = frames[frame + RotateTimeline.PREV_ROTATION];
float frameTime = frames[frame];
float percent = rotateTimeline.GetCurvePercent((frame >> 1) - 1,
1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime));
float r2;
if (time >= frames[frames.Length - RotateTimeline.ENTRIES]) // Time is after last frame.
r2 = bone.data.rotation + frames[frames.Length + RotateTimeline.PREV_ROTATION];
else {
// Interpolate between the previous frame and the current frame.
int frame = Animation.BinarySearch(frames, time, RotateTimeline.ENTRIES);
float prevRotation = frames[frame + RotateTimeline.PREV_ROTATION];
float frameTime = frames[frame];
float percent = rotateTimeline.GetCurvePercent((frame >> 1) - 1,
1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime));
r2 = frames[frame + RotateTimeline.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 + RotateTimeline.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 while detecting crosses.
float r1 = pose == MixBlend.Setup ? bone.data.rotation : bone.rotation;
float total, diff = r2 - r1;
diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
if (diff == 0) {