forked from LeenkxTeam/LNXSDK
Consolidate and update
This commit is contained in:
@ -112,6 +112,10 @@ class BoneAnimation extends Animation {
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this.data = mo != null ? mo.data : null;
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this.isSkinned = data != null ? data.isSkinned : false;
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if (this.isSkinned) {
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if (armature != null && data.geom.skeletonBoneRefs != null
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&& data.geom.actions.keys().hasNext() == false) {
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data.geom.addArmature(armature);
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}
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var boneSize = 12; // Dual-quat skinning + scaling
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this.skinBuffer = new Float32Array(skinMaxBones * boneSize);
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for (i in 0...this.skinBuffer.length) this.skinBuffer[i] = 0;
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@ -205,18 +209,37 @@ class BoneAnimation extends Animation {
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}
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function setAction(action: String) {
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if (armature == null) return;
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armature.initMats();
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var a = armature.getAction(action);
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if (a == null) return;
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skeletonBones = a.bones;
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skeletonMats = a.mats;
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if(! rootMotionCacheInit) skeletonMats.push(Mat4.identity());
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if (isSkinned) {
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skeletonBones = data.geom.actions.get(action);
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var geomMats = data.geom.mats.get(action);
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if (geomMats != null) {
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skeletonMats = [];
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for (i in 0...geomMats.length) {
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var m = Mat4.identity();
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m.setFrom(geomMats[i]);
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skeletonMats.push(m);
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}
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}
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else skeletonMats = null;
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}
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if (skeletonBones == null) {
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if (armature == null) return;
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armature.initMats();
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var a = armature.getAction(action);
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if (a == null) return;
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skeletonBones = a.bones;
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skeletonMats = a.mats;
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}
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if (skeletonMats.length == skeletonBones.length) skeletonMats.push(Mat4.identity()); // Root motion cache
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rootMotionCacheInit = true;
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setMats();
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}
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function getAction(action: String): Array<TObj> {
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if (isSkinned) {
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var bones = data.geom.actions.get(action);
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if (bones != null) return bones;
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}
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if (armature == null) return null;
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armature.initMats();
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var a = armature.getAction(action);
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@ -251,15 +274,91 @@ class BoneAnimation extends Animation {
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updateAnimation = f;
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}
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var blendSampler1: ActionSampler = null;
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var blendSampler2: ActionSampler = null;
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var blendMats: Array<Mat4> = null;
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public function blend(action1: String, action2: String, factor: FastFloat) {
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var actionName1: String = getName(action1);
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var actionName2: String = getName(action2);
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if (blendSampler1 == null || blendSampler1.action != actionName1) {
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blendSampler1 = new ActionSampler(actionName1);
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registerAction("blendSampler1", blendSampler1);
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}
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if (blendSampler2 == null || blendSampler2.action != actionName2) {
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blendSampler2 = new ActionSampler(actionName2);
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registerAction("blendSampler2", blendSampler2);
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}
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blendSampler1.paused = false;
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blendSampler2.paused = false;
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if (transitionSampler != null) {
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transitionSampler.paused = true;
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transitionSampler = null;
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}
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if (currentPlaySampler != null) currentPlaySampler.paused = true;
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currentPlaySampler = blendSampler1;
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if (skeletonMats == null) setAction(actionName1);
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if (skeletonMats == null) return;
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if (blendMats == null) blendMats = initMatsEmpty();
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updateAnimation = function(mats) {
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sampleAction(blendSampler1, mats);
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sampleAction(blendSampler2, blendMats);
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blendAction(mats, blendMats, mats, factor);
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}
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}
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var playSamplers: Map<String, ActionSampler> = [];
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var currentPlaySampler: ActionSampler = null;
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var transitionSampler: ActionSampler = null;
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var transitionMats: Array<Mat4> = null;
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var transitionTime: FastFloat = 0.0;
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var transitionDuration: FastFloat = 0.0;
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override public function play(action = "", onComplete: Void->Void = null, blendTime = 0.2, speed = 1.0, loop = true) {
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var actionName: String = getName(action);
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if (actionName != "") {
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setAction(actionName);
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super.play(actionName, onComplete, blendTime, speed, loop);
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var tempAnimParam = new ActionSampler(actionName);
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registerAction("tempAction", tempAnimParam);
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var sampler = playSamplers.get(actionName);
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if (sampler == null) {
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if (activeActions != null) sampler = activeActions.get(actionName);
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if (sampler == null) sampler = new ActionSampler(actionName);
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playSamplers.set(actionName, sampler);
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}
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if (transitionSampler != null) {
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transitionSampler.paused = true;
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transitionSampler = null;
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}
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if (blendTime > 0 && currentPlaySampler != null && currentPlaySampler != sampler && skeletonMats != null) {
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transitionSampler = currentPlaySampler;
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if (transitionMats == null) transitionMats = initMatsEmpty();
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transitionTime = 0.0;
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transitionDuration = blendTime;
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if (blendSampler1 != null && blendSampler1 != transitionSampler) blendSampler1.paused = true;
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if (blendSampler2 != null && blendSampler2 != transitionSampler) blendSampler2.paused = true;
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}
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else if (currentPlaySampler != null) currentPlaySampler.paused = true;
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currentPlaySampler = sampler;
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sampler.speed = speed;
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sampler.loop = loop;
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sampler.onComplete = onComplete != null ? [onComplete] : null;
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sampler.restartAction();
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registerAction(actionName, sampler);
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updateAnimation = function(mats){
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sampleAction(tempAnimParam, mats);
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if (transitionSampler != null) {
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sampleAction(transitionSampler, transitionMats);
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sampleAction(sampler, mats);
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var f = transitionTime / transitionDuration;
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if (f > 1.0) f = 1.0;
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f = f * f * (3.0 - 2.0 * f); // Smoothstep
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blendAction(transitionMats, mats, mats, f, -1, 0.0);
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transitionTime += delta;
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if (transitionTime >= transitionDuration) {
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transitionSampler.paused = true;
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transitionSampler = null;
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}
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}
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else sampleAction(sampler, mats);
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}
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}
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}
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@ -279,6 +378,7 @@ class BoneAnimation extends Animation {
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#end
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super.update(delta);
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if (paused) return;
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if(updateAnimation != null) {
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updateAnimation(skeletonMats);
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}
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@ -540,12 +640,14 @@ class BoneAnimation extends Animation {
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inline function interpolateSample(track: TTrack, m: Mat4, t: FastFloat, ti: Int, sign: Int) {
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var tj = ti + sign;
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if (tj < 0 || tj >= track.frames.length) tj = ti;
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var t1 = track.frames[ti] * frameTime;
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var t2 = track.frames[ti + sign] * frameTime;
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var s: FastFloat = (t - t1) / (t2 - t1); // Linear
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var t2 = track.frames[tj] * frameTime;
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var s: FastFloat = t2 != t1 ? (t - t1) / (t2 - t1) : 0.0; // Linear
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m1.setF32(track.values, ti * 16); // Offset to 4x4 matrix array
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m2.setF32(track.values, (ti + sign) * 16);
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m2.setF32(track.values, tj * 16);
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// Decompose
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m1.decompose(vpos, q1, vscl);
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@ -643,7 +745,7 @@ class BoneAnimation extends Animation {
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return actionMats != null ? actionMats[getBoneIndex(bone)] : null;
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}
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function getWorldMat(actionMats: Array<Mat4>, bone: TObj): Mat4 {
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public function getWorldMat(actionMats: Array<Mat4>, bone: TObj): Mat4 {
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if (applyParent == null) {
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applyParent = [];
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for (m in actionMats) applyParent.push(true);
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@ -728,7 +830,7 @@ class BoneAnimation extends Animation {
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// Skip if root motion is disabled
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if(j < 0) continue;
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// Use Action 2
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if(skeletonBones[j].bone_layers[layerMask] || layerMask < 0){
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if(layerMask < 0 || skeletonBones[j].bone_layers[layerMask]){
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resultMat[i].setFrom(actionMats2[i]);
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}
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// Use Action 1 if not in layer
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@ -744,7 +846,7 @@ class BoneAnimation extends Animation {
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// Skip if root motion is disabled
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if(j < 0) continue;
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// Blend
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if(skeletonBones[j].bone_layers[j] || layerMask < 0) {
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if(layerMask < 0 || skeletonBones[j].bone_layers[layerMask]) {
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// Decompose
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m.setFrom(actionMats1[i]);
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m1.setFrom(actionMats2[i]);
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@ -786,8 +888,10 @@ class BoneAnimation extends Animation {
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}
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else{
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for(i in 0...baseActionMats.length){
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var j = i == skeletonBones.length ? rootMotionIndex : i;
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if(j < 0) continue;
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if(skeletonBones[i].bone_layers[layerMask] || layerMask < 0) {
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if(layerMask < 0 || skeletonBones[j].bone_layers[layerMask]) {
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// Decompose
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m.setFrom(baseActionMats[i]);
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m1.setFrom(addActionMats[i]);
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