AutoAnimationBlend now working correctly for unique nodes

This commit is contained in:
viktorljung
2016-03-02 17:06:51 +01:00
parent 8422742a9e
commit 1aefa1dec6
9 changed files with 240 additions and 309 deletions
+2 -2
View File
@@ -238,7 +238,7 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
return blendInfo;
}
void BlendTree::Blend(std::map<int, glm::mat4>& pose)
void BlendTree::Blend(std::map<int, Skeleton::PoseData>& pose)
{
Node* currentNode;
Node* start = m_Root;
@@ -301,7 +301,7 @@ std::vector<glm::mat4> BlendTree::AccumulateFinalPose()
return finalPose;
}
std::map<int, glm::mat4> pose;
std::map<int, Skeleton::PoseData> pose;
Blend(pose);
m_Skeleton->GetFinalPose(pose, finalPose, m_FinalBoneTransforms);