WIP transition to using sync track based synchronisation.
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@@ -35,9 +35,9 @@ struct BlendNode : public AnimNode {
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m_input_A->UpdateIsSynced(m_is_time_synced);
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}
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virtual void EvalAnimDuration() override {
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virtual void UpdateSyncTrack() override {
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if (m_is_time_synced) {
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m_anim_duration = (1.0f - m_weight) * m_input_A->m_anim_duration + m_weight * m_input_B->m_anim_duration;
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m_sync_track = SyncTrack::Blend(m_weight, m_input_A->m_sync_track, m_input_B->m_sync_track);
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} else {
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assert (false);
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}
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@@ -45,11 +45,20 @@ struct BlendNode : public AnimNode {
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virtual void UpdateTime(float dt) {
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if (m_is_time_synced) {
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float current_time_absolute = m_current_time * m_anim_duration + dt;
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m_current_time = fmodf(current_time_absolute / m_anim_duration, 1.0);
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float current_time_absolute = fmodf(m_current_time * m_sync_track.m_duration + dt, 1.0f);
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float current_sync_time = m_sync_track.CalcSyncFromAbsTime(current_time_absolute);
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m_current_time = m_sync_track.CalcRatioFromSyncTime(current_sync_time);
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m_input_A->UpdateTime(m_current_time - m_input_A->m_current_time);
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m_input_B->UpdateTime(m_current_time - m_input_B->m_current_time);
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float time_absolute_A = fmodf (m_input_A->m_current_time * m_input_A->m_sync_track.m_duration, 1.0f);
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float sync_time_A = m_input_A->m_sync_track.CalcSyncFromAbsTime(time_absolute_A);
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float m_ratio_A = m_input_A->m_sync_track.CalcSyncFromAbsTime(sync_time_A);
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float time_absolute_B = fmodf (m_input_B->m_current_time * m_input_B->m_sync_track.m_duration, 1.0f);
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float sync_time_B = m_input_B->m_sync_track.CalcSyncFromAbsTime(time_absolute_B);
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float m_ratio_B = m_input_B->m_sync_track.CalcSyncFromAbsTime(sync_time_B);
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m_input_A->UpdateTime(current_sync_time);
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m_input_B->UpdateTime(current_sync_time);
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} else {
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m_current_time += dt;
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m_input_A->UpdateTime(dt);
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