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commit
b6b596b8af
4 changed files with 210 additions and 12 deletions
129
examples/away.js
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129
examples/away.js
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"use strict";
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/*jslint vars: true, plusplus: true*/
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/*global HMD, AudioDevice, MyAvatar, Controller, Script, Overlays, print*/
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//
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// away.js
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// examples
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//
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// Created by Howard Stearns 11/3/15
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// Goes into "paused" when the '.' key (and automatically when started in HMD), and normal when pressing any key.
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// See MAIN CONTROL, below, for what "paused" actually does.
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var IK_WINDOW_AFTER_GOING_ACTIVE = 3000; // milliseconds
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var OVERLAY_DATA = {
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text: "Paused:\npress any key to continue",
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font: {size: 75},
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color: {red: 200, green: 255, blue: 255},
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alpha: 0.9
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};
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// ANIMATION
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// We currently don't have play/stopAnimation integrated with the animation graph, but we can get the same effect
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// using an animation graph with a state that we turn on and off through the animation var defined with that state.
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var awayAnimationHandlerId, activeAnimationHandlerId, stopper;
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function playAwayAnimation() {
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function animateAway() {
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return {isAway: true, isNotAway: false, isNotMoving: false, ikOverlayAlpha: 0.0};
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}
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if (stopper) {
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Script.clearTimeout(stopper);
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stopper = false;
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MyAvatar.removeAnimationStateHandler(activeAnimationHandlerId); // do it now, before making new assignment
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}
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awayAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateAway, null);
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}
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function stopAwayAnimation() {
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MyAvatar.removeAnimationStateHandler(awayAnimationHandlerId);
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if (stopper) {
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print('WARNING: unexpected double stop');
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return;
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}
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// How do we know when to turn ikOverlayAlpha back on?
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// It cannot be as soon as we want to stop the away animation, because then things will look goofy as we come out of that animation.
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// (Imagine an away animation that sits or kneels, and then stands back up when coming out of it. If head is at the HMD, then it won't
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// want to track the standing up animation.)
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// Our standard anim graph flips 'awayOutroOnDone' for one frame, but it's a trigger (not an animVar) and other folks might use different graphs.
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// So... Just give us a fixed amount of time to be done with animation, before we turn ik back on.
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var backToNormal = false;
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stopper = Script.setTimeout(function () {
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backToNormal = true;
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stopper = false;
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}, IK_WINDOW_AFTER_GOING_ACTIVE);
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function animateActive(state) {
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if (state.ikOverlayAlpha) {
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// Once the right state gets reflected back to us, we don't need the hander any more.
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// But we are locked against handler changes during the execution of a handler, so remove asynchronously.
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Script.setTimeout(function () { MyAvatar.removeAnimationStateHandler(activeAnimationHandlerId); }, 0);
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}
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// It might be cool to "come back to life" by fading the ik overlay back in over a short time. But let's see how this goes.
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return {isAway: false, isNotAway: true, ikOverlayAlpha: backToNormal ? 1.0 : 0.0}; // IWBNI we had a way of deleting an anim var.
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}
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activeAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateActive, ['isAway', 'isNotAway', 'isNotMoving', 'ikOverlayAlpha']);
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}
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// OVERLAY
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var overlay = Overlays.addOverlay("text", OVERLAY_DATA);
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function showOverlay() {
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var screen = Controller.getViewportDimensions();
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Overlays.editOverlay(overlay, {visible: true, x: screen.x / 4, y: screen.y / 4});
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}
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function hideOverlay() {
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Overlays.editOverlay(overlay, {visible: false});
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}
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hideOverlay();
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// MAIN CONTROL
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var wasMuted, isAway;
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function goAway() {
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if (isAway) {
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return;
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}
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isAway = true;
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print('going "away"');
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wasMuted = AudioDevice.getMuted();
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if (!wasMuted) {
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AudioDevice.toggleMute();
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}
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MyAvatar.setEnableMeshVisible(false); // just for our own display, without changing point of view
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playAwayAnimation(); // animation is still seen by others
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showOverlay();
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}
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function goActive() {
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if (!isAway) {
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return;
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}
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isAway = false;
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print('going "active"');
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if (!wasMuted) {
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AudioDevice.toggleMute();
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}
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MyAvatar.setEnableMeshVisible(true); // IWBNI we respected Developer->Avatar->Draw Mesh setting.
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stopAwayAnimation();
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hideOverlay();
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}
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Script.scriptEnding.connect(goActive);
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Controller.keyPressEvent.connect(function (event) {
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if (event.isAutoRepeat) { // isAutoRepeat is true when held down (or when Windows feels like it)
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return;
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}
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if (!isAway && (event.text === '.')) {
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goAway();
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} else {
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goActive();
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}
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});
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var wasHmdActive = false;
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Script.update.connect(function () {
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if (HMD.active !== wasHmdActive) {
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wasHmdActive = !wasHmdActive;
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if (wasHmdActive) {
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goAway();
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}
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}
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});
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@ -8,6 +8,7 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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Script.load("away.js");
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Script.load("progress.js");
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Script.load("edit.js");
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Script.load("selectAudioDevice.js");
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@ -5,6 +5,7 @@
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"type": "overlay",
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"data": {
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"alpha": 1.0,
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"alphaVar": "ikOverlayAlpha",
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"boneSet": "fullBody"
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},
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"children": [
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@ -178,7 +179,7 @@
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"type": "clip",
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"data": {
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"url": "http://hifi-public.s3.amazonaws.com/ozan/anim/hand_anims/point_right_hand.fbx",
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"startFrame": 0.0,
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"startFrame": 12.0,
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"endFrame": 65.0,
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"timeScale": 1.0,
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"loopFlag": false
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@ -327,7 +328,7 @@
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"type": "clip",
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"data": {
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"url": "http://hifi-public.s3.amazonaws.com/ozan/anim/hand_anims/point_left_hand.fbx",
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"startFrame": 0.0,
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"startFrame": 12.0,
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"endFrame": 65.0,
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"timeScale": 1.0,
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"loopFlag": false
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@ -378,15 +379,16 @@
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"states": [
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{
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"id": "idle",
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"interpTarget": 6,
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"interpDuration": 6,
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"interpTarget": 15,
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"interpDuration": 15,
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"transitions": [
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{ "var": "isMovingForward", "state": "walkFwd" },
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{ "var": "isMovingBackward", "state": "walkBwd" },
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{ "var": "isMovingRight", "state": "strafeRight" },
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{ "var": "isMovingLeft", "state": "strafeLeft" },
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{ "var": "isTurningRight", "state": "turnRight" },
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{ "var": "isTurningLeft", "state": "turnLeft" }
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{ "var": "isTurningLeft", "state": "turnLeft" },
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{ "var": "isAway", "state": "awayIntro" }
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]
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},
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{
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{ "var": "isMovingRight", "state": "strafeRight" },
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{ "var": "isMovingLeft", "state": "strafeLeft" },
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{ "var": "isTurningRight", "state": "turnRight" },
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{ "var": "isTurningLeft", "state": "turnLeft" }
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{ "var": "isTurningLeft", "state": "turnLeft" },
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{ "var": "isAway", "state": "awayIntro" }
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]
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},
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{
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@ -412,7 +415,8 @@
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{ "var": "isMovingRight", "state": "strafeRight" },
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{ "var": "isMovingLeft", "state": "strafeLeft" },
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{ "var": "isTurningRight", "state": "turnRight" },
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{ "var": "isTurningLeft", "state": "turnLeft" }
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{ "var": "isTurningLeft", "state": "turnLeft" },
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{ "var": "isAway", "state": "awayIntro" }
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]
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},
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{
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{ "var": "isMovingBackward", "state": "walkBwd" },
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{ "var": "isMovingLeft", "state": "strafeLeft" },
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{ "var": "isTurningRight", "state": "turnRight" },
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{ "var": "isTurningLeft", "state": "turnLeft" }
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{ "var": "isTurningLeft", "state": "turnLeft" },
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{ "var": "isAway", "state": "awayIntro" }
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]
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},
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{
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{ "var": "isMovingBackward", "state": "walkBwd" },
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{ "var": "isMovingRight", "state": "strafeRight" },
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{ "var": "isTurningRight", "state": "turnRight" },
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{ "var": "isTurningLeft", "state": "turnLeft" }
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{ "var": "isTurningLeft", "state": "turnLeft" },
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{ "var": "isAway", "state": "awayIntro" }
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]
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},
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{
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{ "var": "isMovingBackward", "state": "walkBwd" },
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{ "var": "isMovingRight", "state": "strafeRight" },
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{ "var": "isMovingLeft", "state": "strafeLeft" },
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{ "var": "isTurningLeft", "state": "turnLeft" }
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{ "var": "isTurningLeft", "state": "turnLeft" },
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{ "var": "isAway", "state": "awayIntro" }
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]
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},
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{
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@ -464,7 +471,32 @@
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{ "var": "isMovingBackward", "state": "walkBwd" },
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{ "var": "isMovingRight", "state": "strafeRight" },
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{ "var": "isMovingLeft", "state": "strafeLeft" },
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{ "var": "isTurningRight", "state": "turnRight" }
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{ "var": "isTurningRight", "state": "turnRight" },
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{ "var": "isAway", "state": "awayIntro" }
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]
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},
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{
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"id": "awayIntro",
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"interpTarget": 30,
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"interpDuration": 30,
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"transitions": [
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{ "var": "awayIntroOnDone", "state": "away"}
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]
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},
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{
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"id": "away",
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"interpTarget": 3,
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"interpDuration": 3,
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"transitions": [
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{ "var": "isNotAway", "state": "awayOutro" }
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]
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},
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{
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"id": "awayOutro",
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"interpTarget": 3,
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"interpDuration": 3,
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"transitions": [
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{ "var": "awayOutroOnDone", "state": "idle" }
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]
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}
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]
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"children": []
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}
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]
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},
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{
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"id": "awayIntro",
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"type": "clip",
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"data": {
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"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/kneel/kneel.fbx",
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"startFrame": 0.0,
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"endFrame": 83.0,
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"timeScale": 1.0,
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"loopFlag": false
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},
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"children": []
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},
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{
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"id": "away",
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"type": "clip",
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"data": {
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"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/kneel/kneel.fbx",
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"startFrame": 83.0,
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"endFrame": 84.0,
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"timeScale": 1.0,
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"loopFlag": true
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},
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"children": []
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},
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{
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"id": "awayOutro",
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"type": "clip",
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"data": {
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"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/kneel/kneel.fbx",
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"startFrame": 84.0,
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"endFrame": 167.0,
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"timeScale": 1.0,
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"loopFlag": false
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},
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"children": []
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}
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]
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}
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@ -81,7 +81,7 @@ void AnimClip::setCurrentFrameInternal(float frame) {
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// because dt is 0, we should not encounter any triggers
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const float dt = 0.0f;
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Triggers triggers;
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_frame = ::accumulateTime(_startFrame, _endFrame, _timeScale, frame, dt, _loopFlag, _id, triggers);
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_frame = ::accumulateTime(_startFrame, _endFrame, _timeScale, frame + _startFrame, dt, _loopFlag, _id, triggers);
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}
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void AnimClip::copyFromNetworkAnim() {
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