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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include "Magnum/Timeline.h"
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#include "Magnum/Math/Quaternion.h"
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#include "Magnum/Animation/Player.h"
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using namespace Magnum;
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using namespace Magnum::Math::Literals;
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int main() {
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{
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/* [Player-usage] */
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const Animation::TrackView<Float, Vector3> translation;
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const Animation::TrackView<Float, Quaternion> rotation;
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const Animation::TrackView<Float, Vector3> scaling;
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Vector3 objectScaling;
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Quaternion objectRotation;
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Vector3 objectTranslation;
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Animation::Player<Float> player;
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player.add(scaling, objectScaling)
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.add(rotation, objectRotation)
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.add(translation, objectTranslation);
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/* [Player-usage] */
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}
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{
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const Animation::TrackView<Float, Vector3> translation;
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const Animation::TrackView<Float, Quaternion> rotation;
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const Animation::TrackView<Float, Vector3> scaling;
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struct Object3D {
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Object3D& setTranslation(const Vector3&) { return *this; }
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Object3D& setRotation(const Quaternion&) { return *this; }
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Object3D& setScaling(const Vector3&) { return *this; }
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};
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#ifdef __clang__
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wuninitialized"
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#elif defined(__GNUC__)
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wmaybe-uninitialized"
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#endif
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/* [Player-usage-callback] */
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Object3D* object;
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Animation::Player<Float> player;
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player.addWithCallback(scaling,
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[](const Float&, const Vector3& scaling, Object3D& object) {
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object.setScaling(scaling);
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}, *object);
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player.addWithCallback(rotation,
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[](const Float&, const Quaternion& rotation, Object3D& object) {
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object.setRotation(rotation);
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}, *object);
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player.addWithCallback(translation,
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[](const Float&, const Vector3& translation, Object3D& object) {
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object.setTranslation(translation);
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}, *object);
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/* [Player-usage-callback] */
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#if defined(__clang__) || defined(__GNUC__)
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#pragma GCC diagnostic pop
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#endif
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}
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{
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/* [Player-usage-playback] */
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Animation::Player<Float> player;
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Timeline timeline;
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// during initialization
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timeline.start();
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player.play(timeline.previousFrameTime());
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// every frame
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player.advance(timeline.previousFrameTime());
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/* [Player-usage-playback] */
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}
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{
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/* [Player-usage-chrono] */
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Animation::Player<std::chrono::nanoseconds, Float> player;
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// add tracks…
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// start the animation
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player.play(std::chrono::system_clock::now().time_since_epoch());
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// call every frame
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player.advance(std::chrono::system_clock::now().time_since_epoch());
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/* [Player-usage-chrono] */
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}
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{
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/* [Player-higher-order] */
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struct Data {
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Animation::Player<Float> player; // player we want to control
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Timeline timeline;
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} data;
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Animation::Track<Float, Animation::State> stateTrack{{
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{3.0f, Animation::State::Playing},
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{3.0f, Animation::State::Paused},
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{3.5f, Animation::State::Playing},
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{5.0f, Animation::State::Stopped}
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}, Math::select};
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Animation::State state;
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Animation::Player<Float> controller;
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controller.addWithCallbackOnChange(stateTrack,
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[](const Float&, const Animation::State& state, Data& data) {
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data.player.setState(state, data.timeline.previousFrameTime());
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}, state, data);
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/* [Player-higher-order] */
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}
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{
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Timeline timeline;
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/* [Player-higher-order-animated-time] */
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Animation::Player<Float> player; // player we want to control
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Animation::Track<Float, Float> timeTrack{{
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{0.0f, 0.0f}, /* Start normal */
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{1.0f, 1.0f}, /* Then speed up */
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{2.0f, 3.0f}, /* Pause for a bit */
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{5.0f, 3.0f}, /* And normal again */
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{6.0f, 4.0f}
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}, Animation::Interpolation::Linear};
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Animation::Player<Float> timer;
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timer.addWithCallback(timeTrack,
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[](const Float&, const Float& time, Animation::Player<Float>& player) {
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player.advance(time);
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}, player);
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/* Calls player.advance() with the animated time */
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timer.advance(timeline.previousFrameTime());
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/* [Player-higher-order-animated-time] */
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}
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{
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/* [Player-addRawCallback] */
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Animation::Track<Float, Int> track;
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Int result;
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std::vector<Int> data;
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auto callback = [](std::vector<Int>& data, Int value) {
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data.push_back(value);
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};
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Animation::Player<Float> player;
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player.addRawCallback(track,
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[](const Animation::TrackViewStorage<Float>& track, Float key,
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std::size_t& hint, void* destination, void(*callback)(), void* userData) {
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Int value = static_cast<const Animation::TrackView<Float, Int>&>(track)
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.atStrict(key, hint);
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if(value == *static_cast<Int*>(destination)) return;
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*static_cast<Int*>(destination) = value;
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reinterpret_cast<void(*)(std::vector<Int>&, Int)>(callback)
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(*static_cast<std::vector<Int>*>(userData), value);
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}, &result, reinterpret_cast<void(*)()>(+callback), &data);
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/* [Player-addRawCallback] */
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}
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{
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/* [Track-usage] */
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const Animation::Track<Float, Vector2> jump{{
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{0.0f, Vector2::yAxis(0.0f)},
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{1.0f, Vector2::yAxis(0.5f)},
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{2.0f, Vector2::yAxis(0.75f)},
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{3.0f, Vector2::yAxis(0.875f)},
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{4.0f, Vector2::yAxis(0.75f)},
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{5.0f, Vector2::yAxis(0.5f)},
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{6.0f, Vector2::yAxis(0.0f)}
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}, Math::lerp, Animation::Extrapolation::Constant};
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Vector2 position = jump.at(2.2f); // y = 0.775
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/* [Track-usage] */
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{
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/* [Track-performance-hint] */
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std::size_t hint = 0;
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Vector2 position = jump.at(2.2f, hint); // y = 0.775, hint = 2
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/* [Track-performance-hint] */
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static_cast<void>(position);
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}
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{
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/* [Track-performance-strict] */
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std::size_t hint = 0;
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Vector2 position = jump.atStrict(2.2f, hint); // y = 0.775, hint = 2
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/* [Track-performance-strict] */
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static_cast<void>(position);
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}
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static_cast<void>(position);
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}
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{
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/* [Track-performance-cache] */
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struct Keyframe {
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Float time;
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Vector2 position;
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Deg rotation;
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};
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const Keyframe data[]{
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{0.0f, Vector2::yAxis(0.0f), 0.0_degf},
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{1.0f, Vector2::yAxis(0.5f), 60.0_degf},
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{2.0f, Vector2::yAxis(0.75f), 80.0_degf},
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{3.0f, Vector2::yAxis(0.875f), 90.0_degf},
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{4.0f, Vector2::yAxis(0.75f), 100.0_degf},
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{5.0f, Vector2::yAxis(0.5f), 120.0_degf},
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{6.0f, Vector2::yAxis(0.0f), 180.0_degf}
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};
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Animation::TrackView<Float, Vector2> positions{
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{&data[0].time, Containers::arraySize(data), sizeof(Keyframe)},
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{&data[0].position, Containers::arraySize(data), sizeof(Keyframe)},
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Math::lerp};
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Animation::TrackView<Float, Deg> rotations{
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{&data[0].time, Containers::arraySize(data), sizeof(Keyframe)},
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{&data[0].rotation, Containers::arraySize(data), sizeof(Keyframe)},
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Math::lerp};
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Float time = 2.2f;
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std::size_t hint = 0;
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Vector2 position = positions.atStrict(time, hint); // y = 0.775f
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Deg rotation = rotations.atStrict(time, hint); // φ = 82°
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/* [Track-performance-cache] */
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static_cast<void>(position);
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static_cast<void>(rotation);
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}
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}
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