Improved animation quality through new algorithm
Using "lazy" ruleset instead of 1:1 mapping from phones
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@ -12,7 +12,8 @@ enum class Shape {
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D, // Mouth wide open (b[u]t, m[y], sh[ou]ld...)
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D, // Mouth wide open (b[u]t, m[y], sh[ou]ld...)
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E, // h[ow]
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E, // h[ow]
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F, // Pout ([o]ff, sh[ow])
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F, // Pout ([o]ff, sh[ow])
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G // F, V
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G, // F, V
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EndSentinel
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};
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};
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class ShapeConverter : public EnumConverter<Shape> {
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class ShapeConverter : public EnumConverter<Shape> {
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@ -1,76 +1,149 @@
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#include "mouthAnimation.h"
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#include "mouthAnimation.h"
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#include "logging.h"
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#include "logging.h"
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#include <unordered_set>
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#include <unordered_map>
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#include <array>
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using std::map;
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using std::map;
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using std::unordered_set;
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using std::unordered_map;
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using std::vector;
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using boost::optional;
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Shape getShape(Phone phone) {
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using AnimationResult = Timeline<Shape>;
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switch (phone) {
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AnimationResult animateFixedSound(Shape shape, centiseconds duration) {
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return AnimationResult{ {centiseconds::zero(), duration, shape} };
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}
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// Diphtong vowels
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AnimationResult animateDiphtong(Shape first, Shape second, centiseconds duration) {
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return AnimationResult{
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{ centiseconds::zero(), duration, first },
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{ duration / 2, duration, second }
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};
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}
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// P, B
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AnimationResult animateBilabialStop(centiseconds duration, centiseconds leftDuration, optional<Shape> rightShape) {
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Shape openShape = rightShape.value_or(Shape::B);
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if (openShape == Shape::A) {
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openShape = Shape::B;
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}
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return AnimationResult{
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{ -leftDuration / 4, centiseconds::zero(), Shape::A },
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{ centiseconds::zero(), duration, openShape }
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};
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}
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// Sounds with no fixed mouth position.
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// Mapping specifies the shape to use for every right shape.
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AnimationResult animateFlexibleSound(std::array<Shape, 7> mapping, centiseconds duration, optional<Shape> rightShape) {
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constexpr int mapSize = std::tuple_size<decltype(mapping)>::value;
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static_assert(static_cast<int>(Shape::EndSentinel) == mapSize, "Shape definition has changed.");
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Shape right = rightShape.value_or(Shape::A);
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Shape shape = mapping[static_cast<int>(right)];
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return AnimationResult{ { centiseconds::zero(), duration, shape } };
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}
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AnimationResult animate(optional<Phone> phone, centiseconds duration, centiseconds leftDuration, optional<Shape> rightShape) {
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constexpr Shape A = Shape::A;
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constexpr Shape B = Shape::B;
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constexpr Shape C = Shape::C;
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constexpr Shape D = Shape::D;
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constexpr Shape E = Shape::E;
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constexpr Shape F = Shape::F;
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constexpr Shape G = Shape::G;
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if (!phone) {
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return animateFixedSound(A, duration);
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}
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switch (*phone) {
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case Phone::Unknown: return animateFixedSound(B, duration);
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case Phone::AO: return animateFixedSound(E, duration);
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case Phone::AA: return animateFixedSound(D, duration);
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case Phone::IY: return animateFixedSound(B, duration);
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case Phone::UW: return animateFixedSound(F, duration);
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case Phone::EH: return animateFixedSound(C, duration);
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case Phone::IH: return animateFixedSound(B, duration);
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case Phone::UH: return animateFixedSound(E, duration);
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case Phone::AH: return animateFixedSound(C, duration);
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case Phone::AE: return animateFixedSound(D, duration);
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case Phone::EY: return animateDiphtong(C, B, duration);
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case Phone::AY: return animateDiphtong(D, B, duration);
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case Phone::OW: return animateDiphtong(E, F, duration);
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case Phone::AW: return animateDiphtong(D, F, duration);
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case Phone::OY: return animateDiphtong(E, B, duration);
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case Phone::ER: return animateFixedSound(E, duration);
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case Phone::P:
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case Phone::P:
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case Phone::B:
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case Phone::B: return animateBilabialStop(duration, leftDuration, rightShape);
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case Phone::M:
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return Shape::A;
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case Phone::Unknown:
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case Phone::IY:
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case Phone::T:
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case Phone::T:
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case Phone::D:
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case Phone::D:
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case Phone::K:
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case Phone::K: return animateFlexibleSound({ B, B, B, B, B, F, B }, duration, rightShape);
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case Phone::G:
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case Phone::G: return animateFlexibleSound({ B, B, C, C, E, F, B }, duration, rightShape);
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case Phone::CH:
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case Phone::CH:
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case Phone::JH:
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case Phone::JH: return animateFlexibleSound({ B, B, B, B, B, F, B }, duration, rightShape);
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case Phone::F:
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case Phone::V: return animateFixedSound(G, duration);
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case Phone::TH:
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case Phone::TH:
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case Phone::DH:
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case Phone::DH:
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case Phone::S:
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case Phone::S:
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case Phone::Z:
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case Phone::Z:
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case Phone::SH:
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case Phone::SH:
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case Phone::ZH:
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case Phone::ZH: return animateFlexibleSound({ B, B, B, B, B, F, B }, duration, rightShape);
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case Phone::N:
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case Phone::HH: return animateFlexibleSound({ B, B, C, D, E, F, B }, duration, rightShape);
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case Phone::M: return animateFixedSound(A, duration);
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case Phone::N: return animateFlexibleSound({ B, B, C, C, C, F, B }, duration, rightShape);
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case Phone::NG:
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case Phone::NG:
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case Phone::R:
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case Phone::L: return animateFlexibleSound({ B, B, C, D, E, F, B }, duration, rightShape);
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case Phone::Y:
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case Phone::R: return animateFlexibleSound({ B, B, B, B, B, F, B }, duration, rightShape);
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return Shape::B;
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case Phone::Y: return animateFixedSound(B, duration);
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case Phone::W: return animateFixedSound(F, duration);
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case Phone::EH:
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case Phone::IH:
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case Phone::AH:
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case Phone::EY:
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case Phone::HH:
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case Phone::L:
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return Shape::C;
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case Phone::AA:
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case Phone::AE:
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case Phone::AY:
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case Phone::AW:
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return Shape::D;
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case Phone::AO:
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case Phone::UH:
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case Phone::OW:
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case Phone::ER:
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return Shape::E;
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case Phone::UW:
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case Phone::OY:
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case Phone::W:
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return Shape::F;
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case Phone::F:
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case Phone::V:
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return Shape::G;
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default:
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default:
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throw std::runtime_error("Unexpected Phone value.");
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throw std::invalid_argument("Unexpected phone.");
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}
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}
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}
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}
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ContinuousTimeline<Shape> animate(const BoundedTimeline<Phone> &phones) {
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ContinuousTimeline<Shape> animate(const BoundedTimeline<Phone> &phones) {
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ContinuousTimeline<Shape> shapes(phones.getRange(), Shape::A);
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// Convert phones to continuous timeline so that silences show up when iterating
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ContinuousTimeline<optional<Phone>> continuousPhones(phones.getRange(), boost::none);
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for (const auto& timedPhone : phones) {
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for (const auto& timedPhone : phones) {
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Timed<Shape> timedShape(timedPhone.getTimeRange(), getShape(timedPhone.getValue()));
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continuousPhones.set(timedPhone.getTimeRange(), timedPhone.getValue());
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}
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ContinuousTimeline<Shape> shapes(phones.getRange(), Shape::A);
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// Iterate phones in *reverse* order so we can access the right-hand result
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optional<Shape> lastShape;
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centiseconds cutoff = shapes.getRange().getEnd();
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for (auto it = continuousPhones.rbegin(); it != continuousPhones.rend(); ++it) {
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// Animate one phone
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optional<Phone> phone = it->getValue();
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centiseconds duration = it->getTimeRange().getLength();
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centiseconds leftDuration = std::next(it) != continuousPhones.rend()
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? std::next(it)->getTimeRange().getLength()
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: centiseconds::zero();
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Timeline<Shape> result = animate(phone, duration, leftDuration, lastShape);
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// Result timing is relative to phone. Make absolute.
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result.shift(it->getStart());
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// New shapes must not overwrite existing shapes
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result.clear(cutoff, shapes.getRange().getEnd());
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// Copy to target timeline
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for (const auto& timedShape : result) {
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shapes.set(timedShape);
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shapes.set(timedShape);
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}
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}
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lastShape = result.empty() ? optional<Shape>() : result.begin()->getValue();
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if (!result.empty()) {
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cutoff = result.begin()->getStart();
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}
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}
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for (const auto& timedShape : shapes) {
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for (const auto& timedShape : shapes) {
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logging::logTimedEvent("shape", timedShape);
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logging::logTimedEvent("shape", timedShape);
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}
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}
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