コード例 #1
0
int lua_AnimationTarget_destroyAnimation(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 1:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA))
            {
                AnimationTarget* instance = getInstance(state);
                instance->destroyAnimation();
                
                return 0;
            }

            lua_pushstring(state, "lua_AnimationTarget_destroyAnimation - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 2:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
            {
                // Get parameter 1 off the stack.
                const char* param1 = gameplay::ScriptUtil::getString(2, false);

                AnimationTarget* instance = getInstance(state);
                instance->destroyAnimation(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_AnimationTarget_destroyAnimation - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
            lua_error(state);
            break;
        }
    }
    return 0;
}
コード例 #2
0
int lua_AnimationTarget_getAnimationPropertyValue(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 3:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                lua_type(state, 2) == LUA_TNUMBER &&
                (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
            {
                // Get parameter 1 off the stack.
                int param1 = (int)luaL_checkint(state, 2);

                // Get parameter 2 off the stack.
                bool param2Valid;
                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                if (!param2Valid)
                {
                    lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                    lua_error(state);
                }

                AnimationTarget* instance = getInstance(state);
                instance->getAnimationPropertyValue(param1, param2);
                
                return 0;
            }

            lua_pushstring(state, "lua_AnimationTarget_getAnimationPropertyValue - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 3).");
            lua_error(state);
            break;
        }
    }
    return 0;
}
コード例 #3
0
int lua_AnimationTarget_getAnimationPropertyComponentCount(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 2:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                lua_type(state, 2) == LUA_TNUMBER)
            {
                // Get parameter 1 off the stack.
                int param1 = (int)luaL_checkint(state, 2);

                AnimationTarget* instance = getInstance(state);
                unsigned int result = instance->getAnimationPropertyComponentCount(param1);

                // Push the return value onto the stack.
                lua_pushunsigned(state, result);

                return 1;
            }

            lua_pushstring(state, "lua_AnimationTarget_getAnimationPropertyComponentCount - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 2).");
            lua_error(state);
            break;
        }
    }
    return 0;
}
コード例 #4
0
int lua_AnimationTarget_getAnimation(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 1:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA))
            {
                AnimationTarget* instance = getInstance(state);
                void* returnPtr = ((void*)instance->getAnimation());
                if (returnPtr)
                {
                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                    object->instance = returnPtr;
                    object->owns = false;
                    luaL_getmetatable(state, "Animation");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_AnimationTarget_getAnimation - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 2:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
            {
                // Get parameter 1 off the stack.
                const char* param1 = gameplay::ScriptUtil::getString(2, false);

                AnimationTarget* instance = getInstance(state);
                void* returnPtr = ((void*)instance->getAnimation(param1));
                if (returnPtr)
                {
                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                    object->instance = returnPtr;
                    object->owns = false;
                    luaL_getmetatable(state, "Animation");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_AnimationTarget_getAnimation - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
            lua_error(state);
            break;
        }
    }
    return 0;
}
コード例 #5
0
int lua_AnimationTarget_createAnimation(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 3:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                    (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
                    (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    const char* param1 = gameplay::ScriptUtil::getString(2, false);

                    // Get parameter 2 off the stack.
                    const char* param2 = gameplay::ScriptUtil::getString(3, false);

                    AnimationTarget* instance = getInstance(state);
                    void* returnPtr = ((void*)instance->createAnimation(param1, param2));
                    if (returnPtr)
                    {
                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                        object->instance = returnPtr;
                        object->owns = false;
                        luaL_getmetatable(state, "Animation");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                    (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
                    (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
                {
                    // Get parameter 1 off the stack.
                    const char* param1 = gameplay::ScriptUtil::getString(2, false);

                    // Get parameter 2 off the stack.
                    bool param2Valid;
                    gameplay::ScriptUtil::LuaArray<Properties> param2 = gameplay::ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
                    if (!param2Valid)
                        break;

                    AnimationTarget* instance = getInstance(state);
                    void* returnPtr = ((void*)instance->createAnimation(param1, param2));
                    if (returnPtr)
                    {
                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                        object->instance = returnPtr;
                        object->owns = false;
                        luaL_getmetatable(state, "Animation");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_AnimationTarget_createAnimation - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 7:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                    (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
                    lua_type(state, 3) == LUA_TNUMBER &&
                    lua_type(state, 4) == LUA_TNUMBER &&
                    (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) &&
                    (lua_type(state, 6) == LUA_TTABLE || lua_type(state, 6) == LUA_TLIGHTUSERDATA) &&
                    lua_type(state, 7) == LUA_TNUMBER)
                {
                    // Get parameter 1 off the stack.
                    const char* param1 = gameplay::ScriptUtil::getString(2, false);

                    // Get parameter 2 off the stack.
                    int param2 = (int)luaL_checkint(state, 3);

                    // Get parameter 3 off the stack.
                    unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);

                    // Get parameter 4 off the stack.
                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);

                    // Get parameter 5 off the stack.
                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);

                    // Get parameter 6 off the stack.
                    Curve::InterpolationType param6 = (Curve::InterpolationType)luaL_checkint(state, 7);

                    AnimationTarget* instance = getInstance(state);
                    void* returnPtr = ((void*)instance->createAnimation(param1, param2, param3, param4, param5, param6));
                    if (returnPtr)
                    {
                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                        object->instance = returnPtr;
                        object->owns = false;
                        luaL_getmetatable(state, "Animation");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_AnimationTarget_createAnimation - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 9:
        {
            do
            {
                if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                    (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
                    lua_type(state, 3) == LUA_TNUMBER &&
                    lua_type(state, 4) == LUA_TNUMBER &&
                    (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) &&
                    (lua_type(state, 6) == LUA_TTABLE || lua_type(state, 6) == LUA_TLIGHTUSERDATA) &&
                    (lua_type(state, 7) == LUA_TTABLE || lua_type(state, 7) == LUA_TLIGHTUSERDATA) &&
                    (lua_type(state, 8) == LUA_TTABLE || lua_type(state, 8) == LUA_TLIGHTUSERDATA) &&
                    lua_type(state, 9) == LUA_TNUMBER)
                {
                    // Get parameter 1 off the stack.
                    const char* param1 = gameplay::ScriptUtil::getString(2, false);

                    // Get parameter 2 off the stack.
                    int param2 = (int)luaL_checkint(state, 3);

                    // Get parameter 3 off the stack.
                    unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);

                    // Get parameter 4 off the stack.
                    gameplay::ScriptUtil::LuaArray<unsigned int> param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5);

                    // Get parameter 5 off the stack.
                    gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);

                    // Get parameter 6 off the stack.
                    gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);

                    // Get parameter 7 off the stack.
                    gameplay::ScriptUtil::LuaArray<float> param7 = gameplay::ScriptUtil::getFloatPointer(8);

                    // Get parameter 8 off the stack.
                    Curve::InterpolationType param8 = (Curve::InterpolationType)luaL_checkint(state, 9);

                    AnimationTarget* instance = getInstance(state);
                    void* returnPtr = ((void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8));
                    if (returnPtr)
                    {
                        gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                        object->instance = returnPtr;
                        object->owns = false;
                        luaL_getmetatable(state, "Animation");
                        lua_setmetatable(state, -2);
                    }
                    else
                    {
                        lua_pushnil(state);
                    }

                    return 1;
                }
            } while (0);

            lua_pushstring(state, "lua_AnimationTarget_createAnimation - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 3, 7 or 9).");
            lua_error(state);
            break;
        }
    }
    return 0;
}
コード例 #6
0
int lua_AnimationTarget_createAnimationFromTo(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 7:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
                lua_type(state, 3) == LUA_TNUMBER &&
                (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) &&
                (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) &&
                lua_type(state, 6) == LUA_TNUMBER &&
                lua_type(state, 7) == LUA_TNUMBER)
            {
                // Get parameter 1 off the stack.
                const char* param1 = gameplay::ScriptUtil::getString(2, false);

                // Get parameter 2 off the stack.
                int param2 = (int)luaL_checkint(state, 3);

                // Get parameter 3 off the stack.
                gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);

                // Get parameter 4 off the stack.
                gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);

                // Get parameter 5 off the stack.
                Curve::InterpolationType param5 = (Curve::InterpolationType)luaL_checkint(state, 6);

                // Get parameter 6 off the stack.
                unsigned long param6 = (unsigned long)luaL_checkunsigned(state, 7);

                AnimationTarget* instance = getInstance(state);
                void* returnPtr = ((void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6));
                if (returnPtr)
                {
                    gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                    object->instance = returnPtr;
                    object->owns = false;
                    luaL_getmetatable(state, "Animation");
                    lua_setmetatable(state, -2);
                }
                else
                {
                    lua_pushnil(state);
                }

                return 1;
            }

            lua_pushstring(state, "lua_AnimationTarget_createAnimationFromTo - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 7).");
            lua_error(state);
            break;
        }
    }
    return 0;
}
コード例 #7
0
ファイル: AnimationClip.cpp プロジェクト: 1timmy/GamePlay
bool AnimationClip::update(float elapsedTime)
{
    if (isClipStateBitSet(CLIP_IS_PAUSED_BIT))
    {
        return false;
    }

    if (isClipStateBitSet(CLIP_IS_MARKED_FOR_REMOVAL_BIT))
    {
        // If the marked for removal bit is set, it means stop() was called on the AnimationClip at some point
        // after the last update call. Reset the flag, and return true so the AnimationClip is removed from the 
        // running clips on the AnimationController.
        onEnd();
        return true;
    }

    if (!isClipStateBitSet(CLIP_IS_STARTED_BIT))
    {
        // Clip is just starting
        onBegin();
    }
    else
    {
        // Clip was already running
        _elapsedTime += elapsedTime * _speed;

        if (_repeatCount == REPEAT_INDEFINITE && _elapsedTime <= 0)
        {
            // Elapsed time is moving backwards, so wrap it back around the end when it falls below zero
            _elapsedTime = _activeDuration + _elapsedTime;

            // TODO: account for _loopBlendTime
        }
    }

    // Current time within a loop of the clip
    float currentTime = 0.0f;

    // Check to see if clip is complete.
    if (_repeatCount != REPEAT_INDEFINITE && ((_speed >= 0.0f && _elapsedTime >= _activeDuration) || (_speed <= 0.0f && _elapsedTime <= 0.0f)))
    {
        // We finished our active duration (including repeats), so clamp to our end value.
        resetClipStateBit(CLIP_IS_STARTED_BIT);

        // Ensure we end off at the endpoints of our clip (-speed==0, +speed==_duration)
        currentTime = _speed < 0.0f ? 0.0f : _duration;
    }
    else
    {
        // If _duration == 0, we have a "pose". Just set currentTime to 0.
        if (_duration == 0)
        {
            currentTime = 0.0f;
        }
        else
        {
            // Animation is running normally.
            currentTime = fmodf(_elapsedTime, _duration + _loopBlendTime);
        }
    }

    // Notify any listeners of Animation events.
    if (_listeners)
    {
        GP_ASSERT(_listenerItr);

        if (_speed >= 0.0f)
        {
            while (*_listenerItr != _listeners->end() && _elapsedTime >= (long) (**_listenerItr)->_eventTime)
            {
                GP_ASSERT(_listenerItr);
                GP_ASSERT(**_listenerItr);
                GP_ASSERT((**_listenerItr)->_listener);

                (**_listenerItr)->_listener->animationEvent(this, Listener::TIME);
                ++*_listenerItr;
            }
        }
        else
        {
            while (*_listenerItr != _listeners->begin() && _elapsedTime <= (long) (**_listenerItr)->_eventTime)
            {
                GP_ASSERT(_listenerItr);
                GP_ASSERT(**_listenerItr);
                GP_ASSERT((**_listenerItr)->_listener);

                (**_listenerItr)->_listener->animationEvent(this, Listener::TIME);
                --*_listenerItr;
            }
        }
    }

    // Add back in start time, and divide by the total animation's duration to get the actual percentage complete
    GP_ASSERT(_animation);

    // Compute percentage complete for the current loop (prevent a divide by zero if _duration==0).
    // Note that we don't use (currentTime/(_duration+_loopBlendTime)). That's because we want a
    // % value that is outside the 0-1 range for loop smoothing/blending purposes.
    float percentComplete = _duration == 0 ? 1 : currentTime / (float)_duration;

    if (_loopBlendTime == 0.0f)
        percentComplete = MATH_CLAMP(percentComplete, 0.0f, 1.0f);

    // If we're cross fading, compute blend weights
    if (isClipStateBitSet(CLIP_IS_FADING_OUT_BIT))
    {
        GP_ASSERT(_crossFadeToClip);
        GP_ASSERT(_crossFadeOutDuration > 0);

        if (isClipStateBitSet(CLIP_IS_FADING_OUT_STARTED_BIT)) // Calculate elapsed time since the fade out begin.
        {
            GP_ASSERT(_crossFadeToClip);
            _crossFadeOutElapsed = (Game::getGameTime() - _crossFadeToClip->_timeStarted) * fabs(_speed); 
            resetClipStateBit(CLIP_IS_FADING_OUT_STARTED_BIT);
        }
        else
        {
            // continue tracking elapsed time.
            _crossFadeOutElapsed += elapsedTime * fabs(_speed);
        }

        if (_crossFadeOutElapsed < _crossFadeOutDuration)
        {
            // Calculate this clip's blend weight.
            float tempBlendWeight = ((float)_crossFadeOutDuration - _crossFadeOutElapsed) / (float)_crossFadeOutDuration;
            
            // If this clip is fading in, adjust the crossfade clip's weight to be a percentage of your current blend weight
            if (isClipStateBitSet(CLIP_IS_FADING_IN_BIT))
            {
                _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight) * _blendWeight;
                _blendWeight -= _crossFadeToClip->_blendWeight;
            }
            else
            {
                // Just set the blend weight.
                _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight);
                _blendWeight = tempBlendWeight;
            }
        }
        else
        {
            // Fade is done.
            _crossFadeToClip->_blendWeight = 1.0f;
            _blendWeight = 0.0f;
            resetClipStateBit(CLIP_IS_STARTED_BIT);            
            resetClipStateBit(CLIP_IS_FADING_OUT_BIT);
            _crossFadeToClip->resetClipStateBit(CLIP_IS_FADING_IN_BIT);
            SAFE_RELEASE(_crossFadeToClip);
        }
    }
    
    // Evaluate this clip.
    Animation::Channel* channel = NULL;
    AnimationValue* value = NULL;
    AnimationTarget* target = NULL;
    size_t channelCount = _animation->_channels.size();
    float percentageStart = (float)_startTime / (float)_animation->_duration;
    float percentageEnd = (float)_endTime / (float)_animation->_duration;
    float percentageBlend = (float)_loopBlendTime / (float)_animation->_duration;
    for (size_t i = 0; i < channelCount; i++)
    {
        channel = _animation->_channels[i];
        GP_ASSERT(channel);
        target = channel->_target;
        GP_ASSERT(target);
        value = _values[i];
        GP_ASSERT(value);

        // Evaluate the point on Curve
        GP_ASSERT(channel->getCurve());
        channel->getCurve()->evaluate(percentComplete, percentageStart, percentageEnd, percentageBlend, value->_value);

        // Set the animation value on the target property.
        target->setAnimationPropertyValue(channel->_propertyId, value, _blendWeight);
    }

    // When ended. Probably should move to it's own method so we can call it when the clip is ended early.
    if (isClipStateBitSet(CLIP_IS_MARKED_FOR_REMOVAL_BIT) || !isClipStateBitSet(CLIP_IS_STARTED_BIT))
    {
        onEnd();
        return true;
    }

    return false;
}
コード例 #8
0
ファイル: AnimationClip.cpp プロジェクト: Lubee/GamePlay
bool AnimationClip::update(float elapsedTime)
{
    if (isClipStateBitSet(CLIP_IS_PAUSED_BIT))
    {
        return false;
    }
    else if (isClipStateBitSet(CLIP_IS_MARKED_FOR_REMOVAL_BIT))
    {   // If the marked for removal bit is set, it means stop() was called on the AnimationClip at some point
        // after the last update call. Reset the flag, and return true so the AnimationClip is removed from the 
        // running clips on the AnimationController.
        onEnd();
        return true;
    }
    else if (!isClipStateBitSet(CLIP_IS_STARTED_BIT))
    {
        onBegin();
    }
    else
    {
        _elapsedTime += elapsedTime * _speed;

        if (_repeatCount == REPEAT_INDEFINITE && _elapsedTime <= 0)
            _elapsedTime = _activeDuration + _elapsedTime;
    }

    float currentTime = 0.0f;
    // Check to see if clip is complete.
    if (_repeatCount != REPEAT_INDEFINITE && ((_speed >= 0.0f && _elapsedTime >= _activeDuration) || (_speed <= 0.0f && _elapsedTime <= 0.0f)))
    {
        resetClipStateBit(CLIP_IS_STARTED_BIT);
        
        if (_speed >= 0.0f)
        {
            // If _duration == 0, we have a "pose". Just set currentTime to 0.
            if (_duration == 0)
            {
                currentTime = 0.0f;
            }
            else
            {
                currentTime = (float)(_activeDuration % _duration); // Get's the fractional part of the final repeat.
                if (currentTime == 0.0f)
                    currentTime = _duration;
            }
        }
        else
        {
            currentTime = 0.0f; // If we are negative speed, the end value should be 0.
        }
    }
    else
    {
        // If _duration == 0, we have a "pose". Just set currentTime to 0.
        if (_duration == 0)
            currentTime = 0.0f;
        else // Gets portion/fraction of the repeat.
            currentTime = fmodf(_elapsedTime, _duration);
    }

    // Notify any listeners of Animation events.
    if (_listeners)
    {
        GP_ASSERT(_listenerItr);

        if (_speed >= 0.0f)
        {
            while (*_listenerItr != _listeners->end() && _elapsedTime >= (long) (**_listenerItr)->_eventTime)
            {
                GP_ASSERT(_listenerItr);
                GP_ASSERT(**_listenerItr);
                GP_ASSERT((**_listenerItr)->_listener);

                (**_listenerItr)->_listener->animationEvent(this, Listener::TIME);
                ++*_listenerItr;
            }
        }
        else
        {
            while (*_listenerItr != _listeners->begin() && _elapsedTime <= (long) (**_listenerItr)->_eventTime)
            {
                GP_ASSERT(_listenerItr);
                GP_ASSERT(**_listenerItr);
                GP_ASSERT((**_listenerItr)->_listener);

                (**_listenerItr)->_listener->animationEvent(this, Listener::TIME);
                --*_listenerItr;
            }
        }
    }

    // Add back in start time, and divide by the total animation's duration to get the actual percentage complete
    GP_ASSERT(_animation);

    // If the animation duration is zero (start time == end time, such as when there is only a single keyframe),
    // then prevent a divide by zero and set percentComplete = 1.
    float percentComplete = _animation->_duration == 0 ? 1 : ((float)_startTime + currentTime) / (float)_animation->_duration;
    
    percentComplete = MATH_CLAMP(percentComplete, 0.0f, 1.0f);

    if (isClipStateBitSet(CLIP_IS_FADING_OUT_BIT))
    {
        GP_ASSERT(_crossFadeToClip);
        GP_ASSERT(_crossFadeOutDuration > 0);

        if (isClipStateBitSet(CLIP_IS_FADING_OUT_STARTED_BIT)) // Calculate elapsed time since the fade out begin.
        {
            GP_ASSERT(_crossFadeToClip);
            _crossFadeOutElapsed = (Game::getGameTime() - _crossFadeToClip->_timeStarted) * fabs(_speed); 
            resetClipStateBit(CLIP_IS_FADING_OUT_STARTED_BIT);
        }
        else
        {
            // continue tracking elapsed time.
            _crossFadeOutElapsed += elapsedTime * fabs(_speed);
        }

        if (_crossFadeOutElapsed < _crossFadeOutDuration)
        {
            // Calculate this clip's blend weight.
            float tempBlendWeight = ((float)_crossFadeOutDuration - _crossFadeOutElapsed) / (float)_crossFadeOutDuration;
            
            // If this clip is fading in, adjust the crossfade clip's weight to be a percentage of your current blend weight
            if (isClipStateBitSet(CLIP_IS_FADING_IN_BIT))
            {
                _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight) * _blendWeight;
                _blendWeight -= _crossFadeToClip->_blendWeight;
            }
            else
            {
                // Just set the blend weight.
                _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight);
                _blendWeight = tempBlendWeight;
            }
        }
        else
        {
            // Fade is done.
            _crossFadeToClip->_blendWeight = 1.0f;
            _blendWeight = 0.0f;
            resetClipStateBit(CLIP_IS_STARTED_BIT);            
            resetClipStateBit(CLIP_IS_FADING_OUT_BIT);
            _crossFadeToClip->resetClipStateBit(CLIP_IS_FADING_IN_BIT);
            SAFE_RELEASE(_crossFadeToClip);
        }
    }
    
    // Evaluate this clip.
    Animation::Channel* channel = NULL;
    AnimationValue* value = NULL;
    AnimationTarget* target = NULL;
    size_t channelCount = _animation->_channels.size();
    for (size_t i = 0; i < channelCount; i++)
    {
        channel = _animation->_channels[i];
        GP_ASSERT(channel);
        target = channel->_target;
        GP_ASSERT(target);
        value = _values[i];
        GP_ASSERT(value);

        // Evaluate the point on Curve
        GP_ASSERT(channel->getCurve());
        channel->getCurve()->evaluate(percentComplete, value->_value);
        // Set the animation value on the target property.
        target->setAnimationPropertyValue(channel->_propertyId, value, _blendWeight);
    }

    // When ended. Probably should move to it's own method so we can call it when the clip is ended early.
    if (isClipStateBitSet(CLIP_IS_MARKED_FOR_REMOVAL_BIT) || !isClipStateBitSet(CLIP_IS_STARTED_BIT))
    {
        onEnd();
        return true;
    }

    return false;
}