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@ -99,7 +99,6 @@ export class LinearAnimationSegment extends AnimationSegment {
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export interface AnimationTransitionFlags {
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rotation?: boolean;
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rotationDuring?: "Actual" | "Start" | "End";
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rotationDirection?: Hand;
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hands?: boolean;
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handsDuring?: "Actual" | "None" | "Start" | "End" | Map<Hand, Offset>;
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}
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@ -127,30 +126,20 @@ export class TransitionAnimationSegment extends AnimationSegment {
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this.startRotation = this.startPosition.rotation;
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this.endRotation = this.endPosition.rotation;
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if (this.flags.rotation) {
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let rotationDirection = flags.rotationDirection;
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if (!flags.rotationDirection) {
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const actualStart = this.actualAnimation.interpolateRotation(0);
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const actualEnd = this.actualAnimation.interpolateRotation(1);
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if (actualEnd > actualStart) {
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rotationDirection = Hand.Right;
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} else if (actualEnd < actualStart) {
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rotationDirection = Hand.Left;
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}
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}
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const actualStart = this.actualAnimation.interpolateRotation(0);
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const actualEnd = this.actualAnimation.interpolateRotation(1);
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const transitionStart = this.actualAnimation.interpolateRotation(this.startTransitionProgress);
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const transitionEnd = this.actualAnimation.interpolateRotation(1 - this.endTransitionProgress);
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if (rotationDirection === Hand.Right) {
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if (actualEnd > actualStart) {
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while (transitionStart <= this.startRotation - 180) {
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this.startRotation -= 360;
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}
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while (transitionEnd >= this.endRotation + 180) {
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this.endRotation += 360;
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}
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} else if (rotationDirection === Hand.Left) {
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} else if (actualEnd < actualStart) {
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while (transitionStart >= this.startRotation + 180) {
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this.startRotation += 360;
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}
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@ -159,21 +148,18 @@ export class TransitionAnimationSegment extends AnimationSegment {
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}
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}
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if (!this.flags.rotationDirection) {
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// Transitions should be short adjustments, not spins...
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// ... unless a direction is explicitly specified.
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while (transitionStart - this.startRotation < -180) {
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this.startRotation -= 360;
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}
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while (transitionStart - this.startRotation > 180) {
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this.startRotation += 360;
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}
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while (transitionEnd - this.endRotation < -180) {
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this.endRotation -= 360;
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}
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while (transitionEnd - this.endRotation > 180) {
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this.endRotation += 360;
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}
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// Transitions should be short adjustments, not spins.
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while (transitionStart - this.startRotation < -180) {
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this.startRotation -= 360;
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}
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while (transitionStart - this.startRotation > 180) {
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this.startRotation += 360;
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}
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while (transitionEnd - this.endRotation < -180) {
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this.endRotation -= 360;
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}
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while (transitionEnd - this.endRotation > 180) {
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this.endRotation += 360;
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}
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}
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}
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@ -884,20 +884,18 @@ function moveAsLowLevelMoves({ move, nextMove, startingPos, numProgessions }: {
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if (startPos.kind === PositionKind.ShortLines) {
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if (around === CircleSide.Left || around === CircleSide.Right) {
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// Fix startPos if necessary. Needed because pass through always swaps but sometimes shouldn't.
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let startWhich = startPos.which;
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if ((startPos.facing === Facing.Up || startPos.facing === Facing.Down) &&
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((byHandOrShoulder === Hand.Right)
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!== (startPos.facing === Facing.Up)
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!== startPos.which.isLeftOfSide())) {
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startWhich = startPos.which.swapOnSide()
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!== (startPos.which === ShortLinesPosition.FarLeft || startPos.which === ShortLinesPosition.MiddleRight))) {
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startingPos = {
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...startPos,
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which: startWhich,
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which: startPos.which.swapOnSide()
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};
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}
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const endWhich = CirclePosition.fromSides(startingPos.which.leftRightSide(),
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startWhich.isLeftOfSide()
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(startingPos.which === ShortLinesPosition.FarLeft || startingPos.which === ShortLinesPosition.MiddleRight)
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!== (byHandOrShoulder === Hand.Right)
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!== (intoWavePositions === 1)
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? CircleSide.Top
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@ -926,15 +924,9 @@ function moveAsLowLevelMoves({ move, nextMove, startingPos, numProgessions }: {
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setOffset: startPos.setOffset,
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lineOffset: startPos.lineOffset,
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}
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} else {
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const endWhich = startPos.which.toShortLines(intoWavePositions === 1 ? Hand.Right : Hand.Left);
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endPosition = {
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kind: PositionKind.ShortLines,
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which: endWhich,
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facing: endWhich.isLeftOfSide() === (byHandOrShoulder === Hand.Left) ? Facing.Up : Facing.Down,
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setOffset: startPos.setOffset,
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lineOffset: startPos.lineOffset,
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}
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throw new Error("Allemande from circle to short lines is unsupported.");
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}
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}
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}
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@ -286,11 +286,6 @@ export class ShortLinesPosition {
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return this.leftRightSide() === CircleSide.Left;
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}
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// Of the two positions on the same leftRightSide() is this the one further to the left?
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public isLeftOfSide() : boolean {
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return this.enumValue === ShortLinesPositionEnum.FarLeft || this.enumValue === ShortLinesPositionEnum.MiddleRight;
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}
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public facingSide() : Facing.Left | Facing.Right {
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return this.isLeft() === this.isMiddle() ? Facing.Left : Facing.Right;
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}
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@ -832,7 +832,6 @@ function animateLowLevelMoveWithoutSlide(move: LowLevelMove): animation.Animatio
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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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