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Animation editor enhancement: Move/rotate bones across all keyframes
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commit
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1 changed files with 50 additions and 7 deletions
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@ -1057,11 +1057,34 @@ void AnimationEditor::applyTranslation()
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{
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{
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if (editingBone)
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if (editingBone)
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{
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{
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BoneKeyframe *b = editSprite->getCurrentAnimation()->getKeyframe(currentKey)->getBoneKeyframe(editingBone->boneIdx);
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if (!core->getShiftState())
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if (b)
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{
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{
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b->x = editingBone->position.x;
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// one bone mode
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b->y = editingBone->position.y;
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BoneKeyframe *b = editSprite->getCurrentAnimation()->getKeyframe(currentKey)->getBoneKeyframe(editingBone->boneIdx);
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if (b)
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{
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b->x = editingBone->position.x;
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b->y = editingBone->position.y;
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}
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}
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else
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{
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BoneKeyframe *bcur = editSprite->getCurrentAnimation()->getKeyframe(currentKey)->getBoneKeyframe(editingBone->boneIdx);
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if (bcur)
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{
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int xdiff = editingBone->position.x - bcur->x;
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int ydiff = editingBone->position.y - bcur->y;
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// all bones mode
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for (int i = 0; i < editSprite->getCurrentAnimation()->getNumKeyframes(); ++i)
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{
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BoneKeyframe *b = editSprite->getCurrentAnimation()->getKeyframe(i)->getBoneKeyframe(editingBone->boneIdx);
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if (b)
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{
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b->x += xdiff;
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b->y += ydiff;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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@ -1149,10 +1172,30 @@ void AnimationEditor::rmbu()
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{
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{
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if (editingBone)
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if (editingBone)
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{
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{
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BoneKeyframe *b = editSprite->getCurrentAnimation()->getKeyframe(currentKey)->getBoneKeyframe(editingBone->boneIdx);
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if (!core->getShiftState())
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if (b)
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{
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{
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b->rot = int(editingBone->rotation.z);
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// one bone mode
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BoneKeyframe *b = editSprite->getCurrentAnimation()->getKeyframe(currentKey)->getBoneKeyframe(editingBone->boneIdx);
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if (b)
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{
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b->rot = int(editingBone->rotation.z);
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}
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}
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else
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{
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BoneKeyframe *bcur = editSprite->getCurrentAnimation()->getKeyframe(currentKey)->getBoneKeyframe(editingBone->boneIdx);
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if (bcur)
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{
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int rotdiff = editingBone->rotation.z - bcur->rot;
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for (int i = 0; i < editSprite->getCurrentAnimation()->getNumKeyframes(); ++i)
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{
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BoneKeyframe *b = editSprite->getCurrentAnimation()->getKeyframe(i)->getBoneKeyframe(editingBone->boneIdx);
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if (b)
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{
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b->rot += rotdiff;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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