Clear transition flag in SceneNodeAnimator
This fixes certain issues with animation blending.
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042d9be42f
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3 changed files with 6 additions and 0 deletions
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@ -225,6 +225,10 @@ bool AnimationChannel::getSceneNodeStateByNumber(uint16_t nodeNumber, SceneNodeS
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return false;
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}
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string AnimationChannel::getAnimationName() const {
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return _animation ? _animation->name() : "";
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}
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void AnimationChannel::setTime(float time) {
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_time = time;
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}
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@ -81,6 +81,7 @@ public:
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float getTransitionTime() const;
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bool getSceneNodeStateByNumber(uint16_t nodeNumber, SceneNodeState &state) const;
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std::string getAnimationName() const;
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float time() const { return _time; }
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@ -290,6 +290,7 @@ void SceneNodeAnimator::playAnimation(shared_ptr<Animation> anim, AnimationPrope
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_transition = true;
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} else {
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_channels[0].reset(anim, properties, lipAnim);
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_transition = false;
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}
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}
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break;
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