forked from perelman/contra-renderer
939 lines
35 KiB
TypeScript
939 lines
35 KiB
TypeScript
import * as animation from "./animation.js";
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import * as common from "./danceCommon.js";
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import { DanceRole, DancerIdentity, Rotation } from "./danceCommon.js";
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import { BalanceWeight, CirclePosition, CircleSide, CircleSideOrCenter, DancerDistance, Facing, HandConnection, HandTo, LongLines, PositionKind, SemanticPosition, ShortLinesPosition, StarGrip, handsInCircle } from "./interpreterCommon.js";
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import { Move } from "./libfigureMapper.js";
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import { DancerSetPosition, Hand, Offset, OffsetPlus, OffsetRotate, OffsetTimes, OffsetTranspose, dancerHeight, dancerHeightOffset, dancerWidth, lineDistance, offsetZero, setDistance, setHeight, setSpacing, setWidth } from "./rendererConstants.js";
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export enum SemanticAnimationKind {
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StandStill = "StandStill",
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// Long lines, balances?, slide, walk forward to new wave
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Linear = "Linear",
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// Rotate around a set: circle left/right, star
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Circle = "Circle",
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Star = "Star",
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// Walk in rectangle pattern passing by someone. Also Mad Robin and See Saw. Pousset might fit here?
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DoSiDo = "DoSiDo",
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// Also pull by.
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PassBy = "PassBy",
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// California twirl, box the gnat, etc.
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TwirlSwap = "TwirlSwap",
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// Rotate as a pair around a point. Allemande, right/left shoulder round
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RotateAround = "RotateAround",
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Swing = "Swing",
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// Walk side-by-side with both hands to same hand, optionally TwirlSwap at end.
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Promenade = "Promenade",
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CourtesyTurn = "CourtesyTurn",
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// Dancer being rolled away / spinning. Other dancer is just Linear.
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RollAway = "RollAway",
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}
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export type SemanticAnimation = {
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setSlideAmount?: number,
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} & ({
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kind: SemanticAnimationKind.StandStill,
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} | {
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kind: SemanticAnimationKind.Linear,
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// Approximate rotation. endPosition determines final orientation, generally a multiple of +/-360.
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minRotation?: number,
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handsDuring?: "Linear" | "None" | "Start" | "End";
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} | {
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kind: SemanticAnimationKind.Circle,
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minRotation?: number,
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// positive is to the left.
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places: number,
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} | {
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kind: SemanticAnimationKind.DoSiDo,
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minRotation?: number,
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// amount to do si do, measured in degrees clockwise (negative for counterclockwise/passing by left)
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amount: number,
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around: CircleSideOrCenter,
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} | {
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kind: SemanticAnimationKind.RotateAround,
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minAmount: number,
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around: CircleSideOrCenter,
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byHand: Hand | undefined,
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// If true, move in close while rotating.
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close: boolean,
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facing?: animation.RotationAnimationFacing,
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} | {
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kind: SemanticAnimationKind.Swing,
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minAmount: number,
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around: CircleSideOrCenter,
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endFacing: Facing,
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// Swings are asymmetric. This is usually but not always the dancer's role.
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swingRole: common.DanceRole,
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// After a take need to fixup the position.
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afterTake: boolean,
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} | {
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kind: SemanticAnimationKind.TwirlSwap,
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around: CircleSide,
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hand: Hand,
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} | {
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kind: SemanticAnimationKind.PassBy,
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around: CircleSideOrCenter,
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otherPath: "Swap" | {
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start: SemanticPosition,
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end: SemanticPosition,
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}
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side: Hand,
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// If true, pull by the specified hand, if false, just pass by that side without hands.
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withHands: boolean,
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// Face the same direction the whole time or in the direction of the movement.
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facing: "Start" | "Forward",
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} | {
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kind: SemanticAnimationKind.CourtesyTurn,
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clockwise?: boolean,
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} | {
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kind: SemanticAnimationKind.RollAway,
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} | {
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kind: SemanticAnimationKind.Promenade,
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swingRole: DanceRole,
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twirl: boolean,
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passBy: Hand,
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} | {
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kind: SemanticAnimationKind.Star,
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hand: Hand,
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grip?: StarGrip,
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// Positive is to the left. Note that means this is always negative for a left hand star.
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places: number,
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});
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// TODO
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export interface LowLevelMove {
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// for debugging messages
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remarks?: string,
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interpreterError?: string,
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// move is here for reference/debugging, shouldn't actually get used.
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move: Move,
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// for debugging, if move has been broken into multiple low-level moves, where does this one start
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startBeat: number,
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// How many beats does this take up?
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beats: number,
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// TODO decide if startPosition, endPosition, or both need to adjust for adjacent moves.
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// TODO when are hands optional?
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// Position this should start in. Previous move might not end here? Or should adjust to end here?
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startPosition: SemanticPosition,
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// Position this should end in. Next move night not star there? Or should adjust to start here?
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endPosition: SemanticPosition,
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movementPattern: SemanticAnimation,
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// TODO assertion of spin direction?
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}
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function CenterOfSet(setOffset?: number, lineOffset?: number): Offset {
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let position = {x: 0, y: 0};
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if (setOffset) position.y += setOffset * setDistance;
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if (lineOffset) position.x += lineOffset * lineDistance;
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return position;
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}
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function CenterOf(sideOrCenter: CircleSideOrCenter, setOffset?: number, lineOffset?: number): Offset {
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const setCenter = CenterOfSet(setOffset, lineOffset);
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if (sideOrCenter === "Center") return setCenter;
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const side : CircleSide = sideOrCenter;
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const xOffset = side === CircleSide.Left ? -1 : side === CircleSide.Right ? +1 : 0;
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const yOffset = side === CircleSide.Top ? -1 : side === CircleSide.Bottom ? +1 : 0;
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return { x: setCenter.x + xOffset, y: setCenter.y + yOffset };
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}
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function swingHandPosition(role: DancerDistance.SwingLark | DancerDistance.SwingRobin, hand: Hand): Offset {
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if (role === DancerDistance.SwingLark) {
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if (hand === Hand.Left) {
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return { x: 0, y: Math.sqrt(1 / 2) };
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}
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else {
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return { x: 0.8, y: 0.5 };
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}
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} else /* role === DancerDistance.SwingRobin */ {
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if (hand === Hand.Left) {
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return { x: -0.8, y: 0.5 };
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}
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else {
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return { x: 0, y: Math.sqrt(1 / 2) };
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};
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}
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}
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function swingHandPositions(role: DancerDistance.SwingLark | DancerDistance.SwingRobin): Map<Hand, Offset> {
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return new Map<Hand, Offset>([
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[Hand.Left, swingHandPosition(role, Hand.Left)],
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[Hand.Right, swingHandPosition(role, Hand.Right)],
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]);
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}
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function SemanticToSetPosition(semantic: SemanticPosition): DancerSetPosition {
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let rotation: number;
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let position: Offset;
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const balanceAmount = 0.25;
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const setOffset = CenterOfSet(semantic.setOffset, semantic.lineOffset);
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switch (semantic.kind) {
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case PositionKind.Circle:
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switch (semantic.facing) {
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case Facing.CenterOfCircle:
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rotation = semantic.which.facingCenterRotation();
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break;
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case Facing.LeftInCircle:
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rotation = +90 + semantic.which.facingCenterRotation();
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break;
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case Facing.RightInCircle:
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rotation = -90 + semantic.which.facingCenterRotation();
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break;
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case Facing.Up:
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rotation = Rotation.Up;
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break;
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case Facing.Down:
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rotation = Rotation.Down;
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break;
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case Facing.Left:
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rotation = Rotation.Left;
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break;
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case Facing.Right:
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rotation = Rotation.Right;
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break;
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default:
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throw "Unexpected facing: " + semantic.facing;
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}
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let yAmount : number;
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switch (semantic.dancerDistance) {
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case DancerDistance.Normal:
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case undefined:
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yAmount = 1;
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break;
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case DancerDistance.Compact:
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case DancerDistance.SwingLark:
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case DancerDistance.SwingRobin:
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yAmount = 0.5;
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break;
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default:
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throw "Unknown DancerDistance: " + (<any>semantic).dancerDistance;
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}
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switch (semantic.which) {
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case CirclePosition.TopLeft:
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position = { x: -1, y: -yAmount };
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break;
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case CirclePosition.TopRight:
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position = { x: +1, y: -yAmount };
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break;
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case CirclePosition.BottomLeft:
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position = { x: -1, y: +yAmount };
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break;
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case CirclePosition.BottomRight:
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position = { x: +1, y: +yAmount };
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break;
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default:
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throw "Invalid circle position: " + semantic.which;
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}
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switch(semantic.longLines) {
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case LongLines.Center:
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position.x *= 0.1;
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case LongLines.Forward:
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position.x *= 0.3;
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case LongLines.Near:
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position.x *= 0.6;
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}
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let balanceOffset: Offset = offsetZero;
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if (semantic.balance) {
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if (semantic.facing === Facing.CenterOfCircle) {
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if (semantic.balance === BalanceWeight.Forward) {
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position = { x: position.x * (1-balanceAmount), y: position.y * (1-balanceAmount) };
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} else {
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throw "Don't know what balancing in a circle not forward means. BalanceWeight=" + semantic.balance;
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}
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} else if ((semantic.facing === Facing.Up || semantic.facing === Facing.Down)
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&& (semantic.balance === BalanceWeight.Backward || semantic.balance === BalanceWeight.Forward)) {
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balanceOffset = {
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x: 0,
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y: Math.sign(position.y) * (
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semantic.balance === BalanceWeight.Forward
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? -balanceAmount
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: balanceAmount)
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};
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} else if ((semantic.facing === Facing.Left || semantic.facing === Facing.Right)
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&& (semantic.balance === BalanceWeight.Backward || semantic.balance === BalanceWeight.Forward)) {
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balanceOffset = {
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x: (semantic.balance === BalanceWeight.Forward) === (semantic.facing === Facing.Left)
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? -balanceAmount
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: balanceAmount,
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y: 0
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};
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} else if ((semantic.facing === Facing.Left || semantic.facing === Facing.Right)
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&& (semantic.balance === BalanceWeight.Left || semantic.balance === BalanceWeight.Right)) {
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balanceOffset = {
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x: 0,
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y: (semantic.balance === BalanceWeight.Left) === (semantic.facing === Facing.Left)
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? -balanceAmount
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: balanceAmount
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};
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} else if ((semantic.facing === Facing.Up || semantic.facing === Facing.Down)
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&& (semantic.balance === BalanceWeight.Left || semantic.balance === BalanceWeight.Right)) {
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balanceOffset = {
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x: (semantic.balance === BalanceWeight.Left) === (semantic.facing === Facing.Up)
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? -balanceAmount
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: balanceAmount,
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y: 0
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};
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}
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}
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position = OffsetPlus(position, balanceOffset, setOffset);
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const isFacingUpOrDown = semantic.facing === Facing.Up || semantic.facing === Facing.Down;
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if (semantic.dancerDistance === DancerDistance.SwingLark || semantic.dancerDistance == DancerDistance.SwingRobin) {
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if (isFacingUpOrDown == (semantic.dancerDistance === DancerDistance.SwingLark)) {
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rotation -= 45;
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} else {
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rotation += 45;
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}
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return {
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position,
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rotation,
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leftArmEnd: swingHandPosition(semantic.dancerDistance, Hand.Left),
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rightArmEnd: swingHandPosition(semantic.dancerDistance, Hand.Right),
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};
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}
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function processHandInCircle(hand: Hand, connection: HandConnection | undefined): Offset | undefined {
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// TODO Hands. Might need more info? Or need context of nearby dancer SemanticPositions?
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if (!connection) return undefined;
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const balanceHandAdjustment = OffsetRotate(balanceOffset, -rotation);
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switch (connection.to) {
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case HandTo.DancerLeft:
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return OffsetPlus({ x: -1, y: 0 }, balanceHandAdjustment);
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case HandTo.DancerRight:
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return OffsetPlus({ x: +1, y: 0 }, balanceHandAdjustment);
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case HandTo.DancerForward:
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const armLength = yAmount + (semantic.balance === BalanceWeight.Backward ? balanceAmount : semantic.balance === BalanceWeight.Forward ? -balanceAmount : 0);
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if (hand === connection.hand) {
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return { x: 0, y: +armLength };
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} else {
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return { x: dancerWidth / 2 * (hand === Hand.Left ? -1 : +1), y: +armLength };
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}
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case HandTo.LeftInCircle:
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case HandTo.RightInCircle:
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const xSign = connection.to === HandTo.LeftInCircle ? -1 : +1;
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const balanceFactor = semantic.balance === BalanceWeight.Forward ? 1 - balanceAmount : 1;
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return { x: balanceFactor * xSign / Math.sqrt(2), y: balanceFactor / Math.sqrt(2) };
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case HandTo.DiagonalAcrossCircle:
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// TODO Is "diagonal" even enough information?
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return { x: -0.5, y: +0.5 }
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case HandTo.LeftDiagonalAcrossCircle:
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return { x: -0.5 - setDistance, y: +0.5 }
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case HandTo.RightDiagonalAcrossCircle:
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return { x: -0.5 + setDistance, y: +0.5 }
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default:
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throw "Unkown connection: " + connection.to;
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}
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}
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return {
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position,
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rotation,
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leftArmEnd: processHandInCircle(Hand.Left, semantic.hands?.get(Hand.Left)),
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rightArmEnd: processHandInCircle(Hand.Right, semantic.hands?.get(Hand.Right)),
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};
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case PositionKind.ShortLines:
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let yOffset = 0;
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switch (semantic.facing) {
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case Facing.Up:
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rotation = Rotation.Up;
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yOffset = +dancerHeight;
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break;
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case Facing.Down:
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rotation = Rotation.Down;
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yOffset = -dancerHeight;
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break;
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case Facing.Left:
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rotation = Rotation.Left;
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break;
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case Facing.Right:
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rotation = Rotation.Right;
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break;
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default:
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throw "Unexpected facing: " + semantic.facing;
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}
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switch (semantic.which) {
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case ShortLinesPosition.FarLeft:
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position = { x: -1.5, y: yOffset };
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break;
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case ShortLinesPosition.MiddleLeft:
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position = { x: -0.5, y: yOffset };
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break;
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case ShortLinesPosition.MiddleRight:
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position = { x: +0.5, y: yOffset };
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break;
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case ShortLinesPosition.FarRight:
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position = { x: +1.5, y: yOffset };
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break;
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default:
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throw "Invalid circle position: " + semantic.which;
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}
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const shortWavesBalanceAmount = 0.1;
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if (semantic.balance) {
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if ((semantic.facing === Facing.Up || semantic.facing === Facing.Down)
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&& (semantic.balance === BalanceWeight.Backward || semantic.balance === BalanceWeight.Forward)) {
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position = {
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x: position.x,
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y: position.y + (
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(semantic.balance === BalanceWeight.Forward) === (semantic.facing === Facing.Up)
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? -shortWavesBalanceAmount
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: shortWavesBalanceAmount)
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};
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} else if ((semantic.facing === Facing.Left || semantic.facing === Facing.Right)
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&& (semantic.balance === BalanceWeight.Backward || semantic.balance === BalanceWeight.Forward)) {
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position = {
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x: position.x + (
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(semantic.balance === BalanceWeight.Forward) === (semantic.facing === Facing.Left)
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? -balanceAmount
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: balanceAmount),
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y: position.y
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};
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} else if ((semantic.facing === Facing.Up || semantic.facing === Facing.Down)
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&& (semantic.balance === BalanceWeight.Left || semantic.balance === BalanceWeight.Right)) {
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position = {
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x: position.x + (
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(semantic.balance === BalanceWeight.Left) === (semantic.facing === Facing.Up)
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? -balanceAmount
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: balanceAmount),
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y: position.y
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};
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}
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}
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position.x += setOffset.x;
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position.y += setOffset.y;
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function processHandInShortLines(hand: Hand, connection: HandConnection | undefined): Offset | undefined {
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// TODO Hands. Might need more info? Or need context of nearby dancer SemanticPositions?
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if (!connection) return undefined;
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const balanceYOffset = (semantic.facing === Facing.Up ? yOffset : -yOffset)
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+ (semantic.balance === BalanceWeight.Forward ? -shortWavesBalanceAmount : semantic.balance === BalanceWeight.Backward ? shortWavesBalanceAmount : 0);
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const balanceXOffset = semantic.balance === BalanceWeight.Left ? -balanceAmount : semantic.balance === BalanceWeight.Right ? balanceAmount : 0;
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switch (connection.to) {
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case HandTo.DancerLeft:
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return { x: -0.5 + balanceXOffset, y: balanceYOffset };
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case HandTo.DancerRight:
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return { x: +0.5 + balanceXOffset, y: balanceYOffset };
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case HandTo.DancerForward:
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if (hand === connection.hand) {
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return { x: 0, y: +0.5 };
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} else {
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return { x: dancerWidth / 2 * (hand === Hand.Left ? -1 : +1), y: +1 };
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}
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default:
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throw "Unkown connection: " + connection.to;
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}
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}
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return {
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position,
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rotation,
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leftArmEnd: processHandInShortLines(Hand.Left, semantic.hands?.get(Hand.Left)),
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rightArmEnd: processHandInShortLines(Hand.Right, semantic.hands?.get(Hand.Right)),
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};
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default:
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throw "Unsupported PositionKind: " + (<any>semantic).kind;
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}
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}
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export function animateLowLevelMove(move: LowLevelMove): animation.AnimationSegment[] {
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if (!move.movementPattern.setSlideAmount) {
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return animateLowLevelMoveWithoutSlide(move);
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}
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const withoutSlide = animateLowLevelMoveWithoutSlide({
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...move,
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movementPattern: {
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...move.movementPattern,
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setSlideAmount: undefined
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},
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endPosition: {
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...move.endPosition,
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setOffset: (move.endPosition.setOffset ?? 0) - (move.movementPattern.setSlideAmount ?? 0)
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},
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});
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return [new animation.SlideAnimationSegment(
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move.beats,
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withoutSlide,
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{ x: 0, y: move.movementPattern.setSlideAmount * setDistance })];
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}
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function animateLowLevelMoveWithoutSlide(move: LowLevelMove): animation.AnimationSegment[] {
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const startSetPosition = SemanticToSetPosition(move.startPosition);
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const endSetPosition = SemanticToSetPosition(move.endPosition);
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function handleMove(): animation.AnimationSegment[] {
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switch (move.movementPattern.kind) {
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case SemanticAnimationKind.StandStill:
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// TODO Where is the check that the current position is already move.endPosition?
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// And that end and start position are the same... modulo hands and rotation modulus?
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return [
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animation.LinearAnimationSegment.standStill(startSetPosition, move.beats),
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];
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case SemanticAnimationKind.Linear:
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let rotation = endSetPosition.rotation - startSetPosition.rotation;
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let rotationDuring: boolean = true;
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const minRotation = move.movementPattern.minRotation;
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try {
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rotation = common.normalizeRotation(rotation, minRotation);
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} catch {
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rotation = common.normalizeRotation(rotation, undefined);
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rotationDuring = false;
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}
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return [
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new animation.TransitionAnimationSegment({
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actualAnimation: new animation.LinearAnimationSegment({
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beats: move.beats,
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startPosition: startSetPosition,
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endPosition: {
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...endSetPosition,
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rotation: startSetPosition.rotation + rotation,
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}
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}),
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flags: {
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hands: (move.movementPattern.handsDuring ?? "Linear") !== "Linear",
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handsDuring: move.movementPattern.handsDuring === "Linear" ? undefined : move.movementPattern.handsDuring,
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rotation: !rotationDuring,
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rotationDuring: rotationDuring ? undefined : "Start",
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},
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startTransitionBeats: 1,
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}),
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];
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case SemanticAnimationKind.Circle:
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case SemanticAnimationKind.Star:
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if (move.startPosition.kind !== PositionKind.Circle) {
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throw new Error(move.movementPattern.kind + " must start and end in a circle.");
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}
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const isCircle = move.movementPattern.kind === SemanticAnimationKind.Circle;
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const posWithHands = SemanticToSetPosition({...move.endPosition, hands: isCircle ? handsInCircle : undefined})
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const circleHands = move.movementPattern.kind === SemanticAnimationKind.Circle ? new Map<Hand, Offset>([
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[Hand.Left, posWithHands.leftArmEnd!],
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[Hand.Right, posWithHands.rightArmEnd!],
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]) : new Map<Hand, Offset>([
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[move.movementPattern.hand, {
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x: (move.movementPattern.hand === Hand.Right ? +1 : -1) * (1 + (move.movementPattern.grip === StarGrip.HandsAcross ? 0 : 0.15)) * Math.sqrt(2),
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y: move.movementPattern.grip === StarGrip.HandsAcross ? 0 : 0.25
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}]
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]);
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return [
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new animation.TransitionAnimationSegment({
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actualAnimation: new animation.RotationAnimationSegment({
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beats: move.beats,
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startPosition: startSetPosition,
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endPosition: endSetPosition,
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rotation: move.movementPattern.places * 90,
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around: {
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center: CenterOfSet(move.startPosition.setOffset, move.startPosition.lineOffset),
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width: setWidth,
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height: setHeight,
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},
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facing: isCircle ? animation.RotationAnimationFacing.Center : animation.RotationAnimationFacing.Forward,
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closer: undefined,
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hands: new Map<Hand, animation.HandAnimation>([
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[Hand.Left, { kind: "End" }],
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[Hand.Right, { kind: "End" }],
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])
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}),
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flags: {
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rotation: true,
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hands: true,
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handsDuring: circleHands,
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},
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startTransitionBeats: 1
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}),
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];
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case SemanticAnimationKind.DoSiDo:
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// TODO Rotation
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// TODO Parameters: rotation, amount, direction, diagonal?
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if (move.startPosition.kind !== PositionKind.Circle) {
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throw "DoSiDo must start in a circle: " + JSON.stringify(move);
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}
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const center = CenterOf(move.startPosition.which.leftRightSide(), move.startPosition.setOffset, move.startPosition.lineOffset);
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return [
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new animation.TransitionAnimationSegment({
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actualAnimation: new animation.RotationAnimationSegment({
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beats: move.beats,
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startPosition: startSetPosition,
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endPosition: endSetPosition,
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rotation: move.movementPattern.amount,
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around: {
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center,
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width: setWidth / 3,
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height: setHeight,
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},
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facing: animation.RotationAnimationFacing.Start,
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}),
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flags: {
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rotation: true,
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hands: true,
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handsDuring: "None",
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},
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startTransitionBeats: 0,
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endTransitionBeats: 1,
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}),
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];
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case SemanticAnimationKind.RotateAround:
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// TODO Rotation
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// TODO Parameters: rotation, amount, direction, diagonal?
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// TODO Could rotate around other things.
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const rotateCenter = CenterOf(move.movementPattern.around, move.startPosition.setOffset, move.startPosition.lineOffset);
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const hands = move.movementPattern.byHand
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? new Map<Hand, animation.HandAnimation>([
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[move.movementPattern.byHand, { kind: "Center" }],
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[move.movementPattern.byHand.opposite(), { kind: "None" }],
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])
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: new Map<Hand, animation.HandAnimation>([
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[Hand.Left, { kind: "None" }],
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[Hand.Right, { kind: "None" }],
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]);
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return [
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new animation.TransitionAnimationSegment({
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actualAnimation: new animation.RotationAnimationSegment({
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beats: move.beats,
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startPosition: startSetPosition,
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endPosition: endSetPosition,
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rotation: move.movementPattern.minAmount,
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around: {
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center: rotateCenter,
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width: 1,
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height: 1,
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},
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facing: move.movementPattern.facing ?? animation.RotationAnimationFacing.Forward,
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closer: move.movementPattern.close ? {
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transitionBeats: 1,
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minDistance: 1,
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} : undefined,
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hands
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}),
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flags: {
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hands: true,
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rotation: true
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},
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startTransitionBeats: 1
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}),
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];
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case SemanticAnimationKind.Swing:
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const rotateSwingCenter = CenterOf(move.movementPattern.around, move.startPosition.setOffset, move.startPosition.lineOffset);
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const dancerDistance = move.movementPattern.swingRole === DanceRole.Lark ? DancerDistance.SwingLark : DancerDistance.SwingRobin;
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const baseSwingStart = {
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...move.startPosition,
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dancerDistance: move.movementPattern.afterTake ? undefined : dancerDistance,
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balance: undefined,
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longLines: undefined,
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}
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const swingStartUnadjusted = SemanticToSetPosition(move.startPosition.longLines === LongLines.Near ? {
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...baseSwingStart,
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kind: PositionKind.Circle,
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which: move.startPosition.which.swapUpAndDown(),
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} : baseSwingStart);
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const swingStart = move.movementPattern.afterTake
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? {
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...swingStartUnadjusted, position: {
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x: swingStartUnadjusted.position.x
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+ ((move.startPosition.longLines === LongLines.Near) === (move.startPosition.which.isLeft())
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? +0.5
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: -0.5),
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y: rotateSwingCenter.y,
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}
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}
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: swingStartUnadjusted;
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const beforeUnfold = SemanticToSetPosition({
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...move.endPosition,
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dancerDistance,
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});
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const unfolded = SemanticToSetPosition({
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...move.endPosition,
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dancerDistance: move.endPosition.dancerDistance === DancerDistance.Compact ? DancerDistance.Compact : DancerDistance.Normal,
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hands: move.movementPattern.swingRole === DanceRole.Lark
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? new Map<Hand, HandConnection>([[Hand.Right, {hand: Hand.Left, to: HandTo.DancerRight}]])
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: new Map<Hand, HandConnection>([[Hand.Left, {hand: Hand.Right, to: HandTo.DancerLeft}]]),
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});
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const swingBeats = move.beats - 2;
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const beatsPerRotation = 3;
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const minTurns = Math.floor(swingBeats / beatsPerRotation);
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const turns = Math.ceil(Math.abs(move.movementPattern.minAmount / 360));
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const swingMinRotation = (minTurns - turns) * (move.movementPattern.minAmount < 0 ? -360 : 360) + move.movementPattern.minAmount;
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const slideAmount = move.movementPattern.afterTake ? { x: 0, y: rotateSwingCenter.y - startSetPosition.position.y } : undefined;
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const swingAnimation = new animation.TransitionAnimationSegment({
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actualAnimation: new animation.RotationAnimationSegment({
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beats: swingBeats,
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startPosition: slideAmount ? { ...swingStart, position: OffsetPlus(swingStart.position, OffsetTimes(slideAmount, -1)) } : swingStart,
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endPosition: slideAmount ? { ...beforeUnfold, position: OffsetPlus(beforeUnfold.position, OffsetTimes(slideAmount, -1)) } : beforeUnfold,
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rotation: swingMinRotation,
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around: {
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center: slideAmount ? OffsetPlus(rotateSwingCenter, OffsetTimes(slideAmount, -1)) : rotateSwingCenter,
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width: 1,
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height: 1,
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},
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closer: {
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minDistance: 1,
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transitionBeats: 1,
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},
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facing: animation.RotationAnimationFacing.CenterRelativeOffset,
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centerRelativeTo: (dancerDistance === DancerDistance.SwingLark ? -45 : +45),
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}),
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flags: {
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rotation: true,
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hands: true,
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handsDuring: swingHandPositions(dancerDistance),
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},
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startTransitionBeats: 1,
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endTransitionBeats: 0,
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});
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return [
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slideAmount ? new animation.SlideAnimationSegment(
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swingAnimation.beats,
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[swingAnimation],
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slideAmount,
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) : swingAnimation,
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new animation.LinearAnimationSegment({
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beats: 1,
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startPosition: beforeUnfold,
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endPosition: unfolded,
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}),
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new animation.LinearAnimationSegment({
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beats: 1,
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startPosition: unfolded,
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endPosition: endSetPosition,
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}),
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];
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case SemanticAnimationKind.TwirlSwap:
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const twirlCenter =
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CenterOf(move.movementPattern.around, move.startPosition.setOffset, move.startPosition.lineOffset);
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const aroundTopOrBottom = move.movementPattern.around === CircleSide.Top || move.movementPattern.around === CircleSide.Bottom;
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const inShortLines = move.startPosition.kind === PositionKind.ShortLines;
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return [
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new animation.TransitionAnimationSegment({
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actualAnimation: new animation.RotationAnimationSegment({
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beats: move.beats,
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startPosition: startSetPosition,
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endPosition: {
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...endSetPosition,
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// Make sure rotation is towards the arm being rotated around.
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rotation: move.movementPattern.hand === Hand.Left
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? endSetPosition.rotation < startSetPosition.rotation ? endSetPosition.rotation : endSetPosition.rotation - 360
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: endSetPosition.rotation > startSetPosition.rotation ? endSetPosition.rotation : endSetPosition.rotation + 360
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},
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rotation: 180,
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around: {
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center: twirlCenter,
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width: aroundTopOrBottom ? setWidth : setWidth / 4,
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height: aroundTopOrBottom || inShortLines ? setHeight / 4 : setHeight,
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},
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facing: animation.RotationAnimationFacing.Linear,
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hands: new Map<Hand, animation.HandAnimation>([
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[move.movementPattern.hand, { kind: "Center" }],
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[move.movementPattern.hand.opposite(), { kind: "None" }],
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])
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}),
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flags: { hands: true },
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startTransitionBeats: 0,
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endTransitionBeats: 1,
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})
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];
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case SemanticAnimationKind.PassBy:
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const width = dancerWidth/2;
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const distanceAtMidpoint = move.movementPattern.side == Hand.Left ? +width : -width;
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// "Pull By" is just "Pass By" with hands.
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const passByHands = move.movementPattern.withHands
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? new Map<Hand, animation.HandAnimation>([
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[move.movementPattern.side, { kind: "CenterUntilPassed" }],
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[move.movementPattern.side.opposite(), { kind: "None" }],
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])
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: new Map<Hand, animation.HandAnimation>([
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[Hand.Left, { kind: "None" }],
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[Hand.Right, { kind: "None" }],
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]);
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let endRotation = endSetPosition.rotation;
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const rotationAmount = endSetPosition.rotation - startSetPosition.rotation;
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if (rotationAmount !== 0) {
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if (rotationAmount >= 180 && move.movementPattern.side === Hand.Left) {
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endRotation -= 360;
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} else if (rotationAmount <= -180 && move.movementPattern.side === Hand.Right) {
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endRotation += 360;
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}
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}
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return [
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new animation.TransitionAnimationSegment({
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actualAnimation: new animation.StepWideLinearAnimationSegment({
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beats: move.beats,
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startPosition: startSetPosition,
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endPosition: { ...endSetPosition, rotation: endRotation },
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distanceAtMidpoint,
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otherPath: move.movementPattern.otherPath === "Swap" ? undefined : {
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start: SemanticToSetPosition(move.movementPattern.otherPath.start).position,
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end: SemanticToSetPosition(move.movementPattern.otherPath.end).position,
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},
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hands: passByHands,
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facing: move.movementPattern.facing,
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}),
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flags: {
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hands: true,
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rotation: true,
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rotationDirection: move.movementPattern.side,
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},
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startTransitionBeats: 0.5,
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})
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];
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case SemanticAnimationKind.CourtesyTurn:
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if (move.startPosition.kind !== PositionKind.Circle) {
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throw new Error("CourtesyTurn only supported on side of set.");
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}
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const courtesyTurnCenter = CenterOf(move.startPosition.which.leftRightSide(), move.startPosition.setOffset, move.startPosition.lineOffset);
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const cwCourtesyTurn: boolean = !!move.movementPattern.clockwise;
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const beingTurned = cwCourtesyTurn !== move.startPosition.which.isOnLeftLookingAcross();
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return [
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new animation.TransitionAnimationSegment({
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actualAnimation: new animation.RotationAnimationSegment({
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beats: move.beats,
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startPosition: startSetPosition,
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endPosition: endSetPosition,
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around: {
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center: courtesyTurnCenter,
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width: 1,
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height: 1,
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},
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rotation: cwCourtesyTurn ? +180 : -180,
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facing: beingTurned
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? animation.RotationAnimationFacing.Forward
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: animation.RotationAnimationFacing.Backward,
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closer: {
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minDistance: dancerWidth,
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transitionBeats: 1,
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},
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}),
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flags: {
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rotation: true,
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hands: true,
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handsDuring: new Map<Hand, Offset>(beingTurned
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? (cwCourtesyTurn
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? [
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[Hand.Left, { x: 0, y: -dancerHeightOffset * 2 }],
|
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[Hand.Right, { x: dancerWidth / 2, y: 0 }],
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]
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: [
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[Hand.Right, { x: 0, y: -dancerHeightOffset * 2 }],
|
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[Hand.Left, { x: -dancerWidth / 2, y: 0 }],
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])
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: (cwCourtesyTurn
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? [
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[Hand.Left, { x: -dancerWidth, y: -dancerHeightOffset * 2 }],
|
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[Hand.Right, { x: -dancerWidth / 2, y: 0 }],
|
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]
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: [
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[Hand.Right, { x: dancerWidth, y: -dancerHeightOffset * 2 }],
|
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[Hand.Left, { x: dancerWidth / 2, y: 0 }],
|
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]
|
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)),
|
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},
|
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startTransitionBeats: 1,
|
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})
|
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];
|
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case SemanticAnimationKind.Promenade:
|
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return [
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new animation.StepWideLinearAnimationSegment({
|
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beats: move.beats,
|
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startPosition: startSetPosition,
|
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endPosition: endSetPosition,
|
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distanceAtMidpoint: setHeight / 2,
|
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})
|
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]
|
|
// TODO Unsupported moves, just doing linear for now.
|
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case SemanticAnimationKind.RollAway:
|
|
return [
|
|
new animation.LinearAnimationSegment({
|
|
beats: move.beats,
|
|
startPosition: startSetPosition,
|
|
endPosition: endSetPosition,
|
|
})
|
|
]
|
|
}
|
|
|
|
throw "Unsupported move in animateLowLevelMove: " + JSON.stringify(move);
|
|
}
|
|
|
|
const anim: animation.AnimationSegment[] = handleMove();
|
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|
|
// Normalize start/end positions if necessary.
|
|
if (JSON.stringify(anim[0].startPosition) != JSON.stringify(startSetPosition)) {
|
|
anim.unshift(animation.LinearAnimationSegment.standStill(startSetPosition))
|
|
}
|
|
if (JSON.stringify(anim[anim.length - 1].endPosition) != JSON.stringify(endSetPosition)) {
|
|
anim.push(animation.LinearAnimationSegment.standStill(endSetPosition))
|
|
}
|
|
|
|
return anim;
|
|
}
|
|
|
|
export function animateFromLowLevelMoves(moves: Map<DancerIdentity, LowLevelMove[]>): animation.Animation {
|
|
const res = new Map<DancerIdentity, animation.AnimationSegment[]>();
|
|
for (const [id, moveList] of moves.entries()) {
|
|
res.set(id, moveList.flatMap(move => animateLowLevelMove(move)))
|
|
}
|
|
return new animation.Animation(res);
|
|
} |