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@@ -81691,14 +81691,19 @@
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}
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at(time, delta) {
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var _this = this;
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- if (time > this.duration + maxClipFadeTime / 2) return;
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+ if (time > this.duration + maxClipFadeTime / 2) {
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+ for (var [model, keys] of this.clipKeys) {
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+ model.actions.forEach(a => a.stop());
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+ }
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+ return;
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+ }
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var transitionRatio = 0.05 * delta * 60; //渐变系数,越小缓动程度越高,越平滑 //假设标准帧率为60fps,当帧率低时(delta大时) 降低缓动。速度快时缓动太高会偏移路径
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var _loop = function _loop() {
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var atPath; //是否在path中 至多只有一个
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var fadeToPath; //是否在过渡到path中
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var fadeFromPath; //是否从path中过渡到下一pose
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//以上三个权重越来越小,但都比pose大
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- keys.find(key => {
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+ _keys.find(key => {
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if (key.path.points.length < 2) return;
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var startToFade = key.time - maxClipFadeTime / 2;
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var endFade = key.time + key.dur + maxClipFadeTime / 2;
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@@ -81715,7 +81720,7 @@
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}
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}
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});
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- pathStates.set(model, {
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+ pathStates.set(_model, {
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atPath,
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fadeToPath,
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fadeFromPath
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@@ -81727,37 +81732,37 @@
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position: _position,
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quaternion: _quaternion
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} = _this.getPoseAtPathKey(atPath, percent);
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- model.position.copy(_position);
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- _quaternion && model.quaternion.copy(_quaternion);
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+ _model.position.copy(_position);
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+ _quaternion && _model.quaternion.copy(_quaternion);
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} else if (fadeToPath) {
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var {
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position: _position2,
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quaternion: _quaternion2
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} = _this.getPoseAtPathKey(fadeToPath, 0);
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- _quaternion2 && lerp.quaternion(model.quaternion, _quaternion2)(transitionRatio); //每次只改变一点点
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- lerp.vector(model.position, _position2)(transitionRatio);
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+ _quaternion2 && lerp.quaternion(_model.quaternion, _quaternion2)(transitionRatio); //每次只改变一点点
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+ lerp.vector(_model.position, _position2)(transitionRatio);
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}
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if (atPath || fadeToPath) {
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- model.dispatchEvent('position_changed'); //暂时都这么写,以后再判断是否真的改变了
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- model.dispatchEvent('rotation_changed');
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+ _model.dispatchEvent('position_changed'); //暂时都这么写,以后再判断是否真的改变了
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+ _model.dispatchEvent('rotation_changed');
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}
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};
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- for (var [model, keys] of this.pathKeys) {
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+ for (var [_model, _keys] of this.pathKeys) {
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_loop();
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}
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- for (var [_model, _keys] of this.poseKeys) {
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+ for (var [_model2, _keys2] of this.poseKeys) {
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/* keys = keys.filter(e=>e.pos && e.scale && e.qua)*/
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- if (_keys.length == 0) continue;
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+ if (_keys2.length == 0) continue;
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var {
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atPath,
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fadeFromPath,
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fadeToPath
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- } = pathStates.get(_model) || {};
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- tweens.scale = new Tween$1(_keys.map(e => e.time), _keys.map(e => e.scale));
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- _model.scale.copy(tweens.scale.lerp(time));
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+ } = pathStates.get(_model2) || {};
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+ tweens.scale = new Tween$1(_keys2.map(e => e.time), _keys2.map(e => e.scale));
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+ _model2.scale.copy(tweens.scale.lerp(time));
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if (!atPath && !fadeToPath) {
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- tweens.pos = new Tween$1(_keys.map(e => e.time), _keys.map(e => e.pos));
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- tweens.qua = new Tween$1(_keys.map(e => e.time), _keys.map(e => e.qua));
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+ tweens.pos = new Tween$1(_keys2.map(e => e.time), _keys2.map(e => e.pos));
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+ tweens.qua = new Tween$1(_keys2.map(e => e.time), _keys2.map(e => e.qua));
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var time_ = time;
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if (fadeFromPath) {
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//但如果开始播放时模型已经在fadeFromPath这个区间里,也是直接过渡过去
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@@ -81766,22 +81771,22 @@
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var position = tweens.pos.lerp(time_);
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var quaternion = tweens.qua.lerp(time_);
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if (fadeFromPath) {
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- lerp.quaternion(_model.quaternion, quaternion)(transitionRatio); //每次只改变一点点
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- lerp.vector(_model.position, position)(transitionRatio);
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+ lerp.quaternion(_model2.quaternion, quaternion)(transitionRatio); //每次只改变一点点
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+ lerp.vector(_model2.position, position)(transitionRatio);
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} else {
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- _model.position.copy(position);
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- _model.quaternion.copy(quaternion);
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+ _model2.position.copy(position);
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+ _model2.quaternion.copy(quaternion);
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}
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}
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- _model.dispatchEvent('position_changed');
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- _model.dispatchEvent('rotation_changed');
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+ _model2.dispatchEvent('position_changed');
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+ _model2.dispatchEvent('rotation_changed');
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}
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- var _loop2 = function _loop2(_keys2) {
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- if (_keys2.length == 0) return 1; // continue
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- var weights = _keys2.map((key, i) => {
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- var _keys3, _keys4;
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- var fadeTimeStart = Math.min(maxClipFadeTime, key.dur, ((_keys3 = _keys2[i - 1]) === null || _keys3 === void 0 ? void 0 : _keys3.dur) || maxClipFadeTime) / 2; //half of dur
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- var fadeTimeEnd = Math.min(maxClipFadeTime, key.dur, ((_keys4 = _keys2[i + 1]) === null || _keys4 === void 0 ? void 0 : _keys4.dur) || maxClipFadeTime) / 2;
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+ var _loop2 = function _loop2(_keys3) {
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+ if (_keys3.length == 0) return 1; // continue
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+ var weights = _keys3.map((key, i) => {
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+ var _keys4, _keys5;
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+ var fadeTimeStart = Math.min(maxClipFadeTime, key.dur, ((_keys4 = _keys3[i - 1]) === null || _keys4 === void 0 ? void 0 : _keys4.dur) || maxClipFadeTime) / 2; //half of dur
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+ var fadeTimeEnd = Math.min(maxClipFadeTime, key.dur, ((_keys5 = _keys3[i + 1]) === null || _keys5 === void 0 ? void 0 : _keys5.dur) || maxClipFadeTime) / 2;
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var startTime1 = key.time - fadeTimeStart;
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var endTime1 = key.time + key.dur + fadeTimeEnd;
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if (time < startTime1 || time > endTime1) return 0; //out bound
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@@ -81797,14 +81802,14 @@
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}); //最多有两个>0的,在过渡, 且能保证两个是不同的action
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var animateActions = []; //在播的动作
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- _keys2.forEach((key, i) => {
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+ _keys3.forEach((key, i) => {
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weights[i] > 0 && !animateActions.includes(key.action) && animateActions.push(key.action);
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});
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//console.log(time, model.name, weights)
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var speed = 0;
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- _keys2.forEach((key, i) => {
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+ _keys3.forEach((key, i) => {
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if (animateActions.includes(key.action)) {
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var weight = weights[i] * key.weight;
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if (weight > 0) {
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@@ -81816,7 +81821,7 @@
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key.action.stop();
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}
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});
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- _model2.mixer.timeScale = speed;
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+ _model3.mixer.timeScale = speed;
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/* let key = keys.find(key=>key.time < time && key.time + key.dur > time)
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let action = key?.action
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@@ -81832,8 +81837,8 @@
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//inKey.action.paused
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} */
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};
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- for (var [_model2, _keys2] of this.clipKeys) {
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- if (_loop2(_keys2)) continue;
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+ for (var [_model3, _keys3] of this.clipKeys) {
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+ if (_loop2(_keys3)) continue;
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}
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{
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if (this.camFollowObject) {
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@@ -81842,11 +81847,11 @@
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if (this.camFollowObject.length == 1) {
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var dis = 4;
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- var _model3 = this.camFollowObject[0];
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- dir.multiplyScalar(dis).applyQuaternion(_model3.quaternion);
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- var pos = new Vector3().addVectors(_model3.boundCenter, dir);
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+ var _model4 = this.camFollowObject[0];
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+ dir.multiplyScalar(dis).applyQuaternion(_model4.quaternion);
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+ var pos = new Vector3().addVectors(_model4.boundCenter, dir);
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viewer.mainViewport.view.position.copy(pos);
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- viewer.mainViewport.view.lookAt(_model3.boundCenter);
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+ viewer.mainViewport.view.lookAt(_model4.boundCenter);
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} else {
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/* let dirAve = new THREE.Vector3
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this.camFollowObject.forEach(model=>{
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@@ -81927,12 +81932,12 @@
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for (var [model, keys] of this.poseKeys) {
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keys.length > 0 && (maxTime = Math.max(maxTime, keys[keys.length - 1].time));
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}
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- for (var [_model4, _keys5] of this.clipKeys) {
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- _keys5.length > 0 && (maxTime = Math.max(maxTime, _keys5[_keys5.length - 1].time + _keys5[_keys5.length - 1].dur));
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- }
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- for (var [_model5, _keys6] of this.pathKeys) {
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+ for (var [_model5, _keys6] of this.clipKeys) {
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_keys6.length > 0 && (maxTime = Math.max(maxTime, _keys6[_keys6.length - 1].time + _keys6[_keys6.length - 1].dur));
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}
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+ for (var [_model6, _keys7] of this.pathKeys) {
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+ _keys7.length > 0 && (maxTime = Math.max(maxTime, _keys7[_keys7.length - 1].time + _keys7[_keys7.length - 1].dur));
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+ }
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this.duration = maxTime; //不算开始和结束动画的过渡时间的话
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/* for(let [model, keys] of this.clipKeys){
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@@ -82066,8 +82071,8 @@
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for (var [model, keys] of this.clipKeys) {
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_loop3(model);
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}
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- for (var [_model6, _keys7] of this.poseKeys) {
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- data.poseKeys[_model6.name] = _keys7.map(key => {
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+ for (var [_model7, _keys8] of this.poseKeys) {
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+ data.poseKeys[_model7.name] = _keys8.map(key => {
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return {
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qua: key.qua.toArray(),
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pos: key.pos.toArray(),
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