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https://github.com/AquariaOSE/Aquaria.git
synced 2025-02-09 21:34:01 +00:00
Implemnt AC_SET_PASS and AC_RESET_PASS bone commands
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parent
7daf117744
commit
339490e3e9
3 changed files with 73 additions and 32 deletions
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@ -746,6 +746,8 @@ void AnimationEditor::update(float dt)
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}
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}
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Vector ebdata;
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Vector ebdata;
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int pass = 0;
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int origpass = 0;
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if (editingBone)
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if (editingBone)
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{
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{
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@ -753,11 +755,13 @@ void AnimationEditor::update(float dt)
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ebdata.x = editingBone->position.x;
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ebdata.x = editingBone->position.x;
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ebdata.y = editingBone->position.y;
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ebdata.y = editingBone->position.y;
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ebdata.z = editingBone->rotation.z;
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ebdata.z = editingBone->rotation.z;
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pass = editingBone->getRenderPass();
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origpass = editingBone->originalRenderPass;
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}
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}
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text->setText(os.str());
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text->setText(os.str());
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char t2buf[128];
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char t2buf[128];
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sprintf(t2buf, "Bone x: %.3f, y: %.3f, rot: %.3f strip: %d", ebdata.x, ebdata.y, ebdata.z, selectedStripPoint);
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sprintf(t2buf, "Bone x: %.3f, y: %.3f, rot: %.3f strip: %d pass: %d (%d)", ebdata.x, ebdata.y, ebdata.z, selectedStripPoint, pass, origpass);
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text2->setText(t2buf);
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text2->setText(t2buf);
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if (core->mouse.buttons.middle)
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if (core->mouse.buttons.middle)
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@ -78,6 +78,7 @@ Bone::Bone() : Quad()
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minDist = maxDist = 128;
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minDist = maxDist = 128;
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reverse = false;
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reverse = false;
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originalRenderPass = 0;
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}
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}
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/*
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/*
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void Bone::createStrip(bool vert, int num)
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void Bone::createStrip(bool vert, int num)
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@ -358,6 +359,13 @@ void BoneCommand::parse(Bone *b, SimpleIStringStream &is)
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command = AC_SEGS_START;
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command = AC_SEGS_START;
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else if (type=="AC_SEGS_STOP")
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else if (type=="AC_SEGS_STOP")
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command = AC_SEGS_STOP;
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command = AC_SEGS_STOP;
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else if (type == "AC_SET_PASS")
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{
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command = AC_SET_PASS;
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is >> slot;
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}
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else if(type == "AC_RESET_PASS")
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command = AC_RESET_PASS;
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}
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}
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void BoneCommand::run()
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void BoneCommand::run()
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@ -398,6 +406,12 @@ void BoneCommand::run()
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e->stop();
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e->stop();
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}
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}
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break;
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break;
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case AC_SET_PASS:
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b->setRenderPass(slot);
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break;
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case AC_RESET_PASS:
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b->setRenderPass(b->originalRenderPass);
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break;
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}
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}
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}
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}
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@ -558,6 +572,8 @@ bool AnimationLayer::createTransitionAnimation(const std::string& anim, float ti
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void AnimationLayer::stopAnimation()
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void AnimationLayer::stopAnimation()
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{
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{
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if(s->loaded && getCurrentAnimation()->resetPassOnEnd)
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resetPass();
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animating = false;
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animating = false;
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if (!enqueuedAnimation.empty())
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if (!enqueuedAnimation.empty())
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{
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{
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@ -577,6 +593,11 @@ float AnimationLayer::getAnimationLength()
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return animationLength;
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return animationLength;
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}
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}
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Animation::Animation()
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: resetPassOnEnd(false)
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{
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}
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int Animation::getNumKeyframes()
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int Animation::getNumKeyframes()
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{
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{
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return keyframes.size();
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return keyframes.size();
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@ -940,8 +961,8 @@ bool SkeletalSprite::saveSkeletal(const std::string &fn)
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bone->SetAttribute("cp", os.str().c_str());
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bone->SetAttribute("cp", os.str().c_str());
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if (this->bones[i]->rbp)
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if (this->bones[i]->rbp)
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bone->SetAttribute("rbp", this->bones[i]->rbp);
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bone->SetAttribute("rbp", this->bones[i]->rbp);
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if (this->bones[i]->getRenderPass())
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if (this->bones[i]->originalRenderPass)
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bone->SetAttribute("pass", this->bones[i]->getRenderPass());
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bone->SetAttribute("pass", this->bones[i]->originalRenderPass);
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if (this->bones[i]->offset.x)
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if (this->bones[i]->offset.x)
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bone->SetAttribute("offx", this->bones[i]->offset.x);
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bone->SetAttribute("offx", this->bones[i]->offset.x);
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if (this->bones[i]->offset.y)
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if (this->bones[i]->offset.y)
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@ -1005,6 +1026,8 @@ bool SkeletalSprite::saveSkeletal(const std::string &fn)
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Animation *a = &this->animations[i];
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Animation *a = &this->animations[i];
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XMLElement *animation = xml->NewElement("Animation");
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XMLElement *animation = xml->NewElement("Animation");
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animation->SetAttribute("name", a->name.c_str());
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animation->SetAttribute("name", a->name.c_str());
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if(a->resetPassOnEnd)
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animation->SetAttribute("resetPassOnEnd", a->resetPassOnEnd);
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for (int j = 0; j < a->keyframes.size(); j++)
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for (int j = 0; j < a->keyframes.size(); j++)
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{
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{
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XMLElement *key = xml->NewElement("Key");
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XMLElement *key = xml->NewElement("Key");
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@ -1438,7 +1461,9 @@ void SkeletalSprite::loadSkeletal(const std::string &fn)
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}
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}
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if (bone->Attribute("pass"))
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if (bone->Attribute("pass"))
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{
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{
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newb->setRenderPass(atoi(bone->Attribute("pass")));
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int pass = atoi(bone->Attribute("pass"));
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newb->originalRenderPass = pass;
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newb->setRenderPass(pass);
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}
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}
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if (bone->Attribute("gc"))
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if (bone->Attribute("gc"))
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{
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{
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@ -1582,6 +1607,7 @@ void SkeletalSprite::loadSkeletal(const std::string &fn)
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{
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{
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Animation newAnimation;
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Animation newAnimation;
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newAnimation.name = animation->Attribute("name");
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newAnimation.name = animation->Attribute("name");
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newAnimation.resetPassOnEnd = animation->BoolAttribute("resetPassOnEnd");
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stringToLower(newAnimation.name);
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stringToLower(newAnimation.name);
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XMLElement *key = animation->FirstChildElement("Key");
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XMLElement *key = animation->FirstChildElement("Key");
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@ -1713,6 +1739,35 @@ void SkeletalSprite::setTime(float time, int layer)
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animLayers[layer].timer = time;
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animLayers[layer].timer = time;
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}
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}
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void AnimationLayer::resetPass()
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{
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for (int i = 0; i < s->bones.size(); i++)
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{
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Bone *b = s->bones[i];
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if (contains(b))
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b->setRenderPass(b->originalRenderPass);
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}
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}
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bool AnimationLayer::contains(const Bone *b) const
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{
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const int idx = b->boneIdx;
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if (!ignoreBones.empty())
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{
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for (int j = 0; j < ignoreBones.size(); j++)
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if (idx == ignoreBones[j])
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return false;
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}
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else if (!includeBones.empty())
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{
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for (int j = 0; j < includeBones.size(); j++)
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if (idx == includeBones[j])
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return true;
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}
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return true;
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}
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void AnimationLayer::updateBones()
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void AnimationLayer::updateBones()
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{
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{
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if (!animating && !(&s->animLayers[0] == this) && fallThru == 0) return;
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if (!animating && !(&s->animLayers[0] == this) && fallThru == 0) return;
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@ -1755,10 +1810,8 @@ void AnimationLayer::updateBones()
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}
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}
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lastNewKey = key2;
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lastNewKey = key2;
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bool c = 0;
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for (int i = 0; i < s->bones.size(); i++)
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for (int i = 0; i < s->bones.size(); i++)
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{
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{
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int idx = s->bones[i]->boneIdx;
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Bone *b = s->bones[i];
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Bone *b = s->bones[i];
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if (b->segmentChain == 1)
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if (b->segmentChain == 1)
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@ -1767,31 +1820,9 @@ void AnimationLayer::updateBones()
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}
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}
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if (b->segmentChain < 2)
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if (b->segmentChain < 2)
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{
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{
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c=0;
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if (b->animated != Bone::ANIM_NONE && contains(b))
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if (!ignoreBones.empty())
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{
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{
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for (int j = 0; j < ignoreBones.size(); j++)
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int idx = b->boneIdx;
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{
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if (idx == ignoreBones[j])
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{ c=1; break; }
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}
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}
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else if (!includeBones.empty())
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{
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c = 1;
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for (int j = 0; j < includeBones.size(); j++)
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{
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if (idx == includeBones[j])
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{ c=0; break; }
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}
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}
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if (b->animated==Bone::ANIM_NONE)
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{
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c = 1;
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}
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if (!c)
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{
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BoneKeyframe *bkey1 = key1->getBoneKeyframe(idx);
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BoneKeyframe *bkey1 = key1->getBoneKeyframe(idx);
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BoneKeyframe *bkey2 = key2->getBoneKeyframe(idx);
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BoneKeyframe *bkey2 = key2->getBoneKeyframe(idx);
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if (bkey1 && bkey2)
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if (bkey1 && bkey2)
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@ -33,7 +33,9 @@ enum AnimationCommand
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AC_SEGS_START ,
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AC_SEGS_START ,
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AC_FRM_SHOW ,
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AC_FRM_SHOW ,
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AC_SND_PLAY ,
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AC_SND_PLAY ,
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AC_SEGS_STOP
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AC_SEGS_STOP,
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AC_SET_PASS,
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AC_RESET_PASS,
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};
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};
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class ParticleEffect;
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class ParticleEffect;
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@ -80,7 +82,7 @@ public:
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Vector segmentOffset;
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Vector segmentOffset;
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bool fileRenderQuad;
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bool fileRenderQuad;
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int originalRenderPass; // stores the render pass originally set in the XML file. For AC_RESET_PASS.
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protected:
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protected:
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int minDist, maxDist, reverse;
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int minDist, maxDist, reverse;
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@ -131,6 +133,7 @@ public:
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class Animation
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class Animation
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{
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{
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public:
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public:
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Animation();
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std::string name;
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std::string name;
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typedef std::vector <SkeletalKeyframe> Keyframes;
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typedef std::vector <SkeletalKeyframe> Keyframes;
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Keyframes keyframes;
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Keyframes keyframes;
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@ -146,6 +149,7 @@ public:
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int getSkeletalKeyframeIndex(SkeletalKeyframe *skey);
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int getSkeletalKeyframeIndex(SkeletalKeyframe *skey);
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int getNumKeyframes();
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int getNumKeyframes();
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void reverse();
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void reverse();
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bool resetPassOnEnd;
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};
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};
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class SkeletalSprite;
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class SkeletalSprite;
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@ -170,6 +174,8 @@ public:
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float transitionAnimate(std::string anim, float time, int loop);
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float transitionAnimate(std::string anim, float time, int loop);
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void setTimeMultiplier(float t);
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void setTimeMultiplier(float t);
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bool isAnimating();
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bool isAnimating();
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bool contains(const Bone *b) const;
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void resetPass();
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//float lerp(float v1, float v2, float dt, int lerpType);
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//float lerp(float v1, float v2, float dt, int lerpType);
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//----
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//----
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