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[as3] Fixed AnimationState not respecting MixBlend.first for rotate timelines. See #1274.
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@ -300,29 +300,36 @@ package spine.animation {
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var rotateTimeline : RotateTimeline = RotateTimeline(timeline);
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var rotateTimeline : RotateTimeline = RotateTimeline(timeline);
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var frames : Vector.<Number> = rotateTimeline.frames;
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var frames : Vector.<Number> = rotateTimeline.frames;
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var bone : Bone = skeleton.bones[rotateTimeline.boneIndex];
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var bone : Bone = skeleton.bones[rotateTimeline.boneIndex];
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var r1 : Number, r2 : Number;
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if (time < frames[0]) {
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if (time < frames[0]) {
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if (blend == MixBlend.setup) bone.rotation = bone.data.rotation;
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switch (blend) {
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return;
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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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} else {
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r1 = blend == MixBlend.setup ? bone.data.rotation : bone.rotation;
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if (time >= frames[frames.length - RotateTimeline.ENTRIES]) // Time is after last frame.
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r2 = bone.data.rotation + frames[frames.length + 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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var frame : int = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES);
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var prevRotation : Number = frames[frame + RotateTimeline.PREV_ROTATION];
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var frameTime : Number = frames[frame];
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var percent : Number = rotateTimeline.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - 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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}
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}
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}
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var r2 : Number;
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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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if (time >= frames[frames.length - RotateTimeline.ENTRIES]) // Time is after last frame.
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r2 = bone.data.rotation + frames[frames.length + 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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var frame : int = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES);
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var prevRotation : Number = frames[frame + RotateTimeline.PREV_ROTATION];
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var frameTime : Number = frames[frame];
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var percent : Number = rotateTimeline.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - 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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}
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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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var r1 : Number = blend == MixBlend.setup ? bone.data.rotation : bone.rotation;
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var total : Number, diff : Number = r2 - r1;
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var total : Number, diff : Number = r2 - r1;
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diff -= (16384 - int((16384.499999999996 - diff / 360))) * 360;
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diff -= (16384 - int((16384.499999999996 - diff / 360))) * 360;
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if (diff == 0) {
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if (diff == 0) {
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