Play animation's blend is given in seconds, not in frames of the new animation (#106)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -392,20 +392,21 @@ export interface AnimationPlayer {
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}
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/**
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* A crossfade into a player that just took over (#106): over `frames` of its own, a row that blends
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* mixes from what the property held into the player's value. `from` is taken on the first tick of the
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* blend; a property an earlier player writes in the same tick is mixed from that value instead, live.
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* A crossfade into a player that just took over (#106): over `seconds`, whatever the animation's frame
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* rate, a row that blends mixes from what the property held into the player's value. `from` is taken
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* on the first tick of the blend; a property an earlier player writes in the same tick is mixed from
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* that value instead, live.
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*/
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export interface AnimationBlend {
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frames: number;
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seconds: number;
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elapsed: number;
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from?: Record<string, PropertyValue>;
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}
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/** How far a blend has come, 0…1; an animation without a frame rate has nothing to blend over. */
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export function blendShare(blend: AnimationBlend, fps: number): number {
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if (!(blend.frames > 0) || !(fps > 0)) return 1;
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return Math.min(1, (blend.elapsed * fps) / blend.frames);
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/** How far a blend has come, 0…1. */
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export function blendShare(blend: AnimationBlend): number {
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if (!(blend.seconds > 0)) return 1;
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return Math.min(1, blend.elapsed / blend.seconds);
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}
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interface PlayerHolder {
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@@ -418,13 +419,13 @@ let startCount = 0;
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* Starts the animation on the object, or lets a paused one run on. One already running keeps its
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* frame, so a graph may ask for it every frame without holding it at its first frame – but it counts
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* as started last again: turning back to a walk that still runs has to show that walk.
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* `blendFrames` crossfades into it – but only when it takes over: asked for again while it already
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* `blendSeconds` crossfades into it – but only when it takes over: asked for again while it already
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* leads on the object, it keeps the blend it has, so a graph calling every frame does not restart it.
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*/
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export function playAnimation(holder: PlayerHolder, animationId: string, blendFrames = 0): void {
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export function playAnimation(holder: PlayerHolder, animationId: string, blendSeconds = 0): void {
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const players = (holder.animations ??= []);
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const known = players.find((p) => p.animationId === animationId);
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const blend = blendFrames > 0 ? { frames: blendFrames, elapsed: 0 } : undefined;
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const blend = blendSeconds > 0 ? { seconds: blendSeconds, elapsed: 0 } : undefined;
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if (known) {
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const leads = players.every((p) => p.order <= known.order);
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known.playing = true;
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