Fixed BoneAttachment component and optimized animation code a bit
This commit is contained in:
+157
-248
@@ -29,6 +29,32 @@ Skeleton::~Skeleton()
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}
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}
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void Skeleton::CalculateFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion /*= false*/)
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{
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if (animations.size() <= 0 || animationOffset.animation == nullptr) {
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for (auto& b : Bones) {
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m_BoneLocalTransforms[b.first] = glm::mat4(1);
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m_BoneTransforms[b.first] = glm::mat4(1);
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}
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} else {
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AccumulateBoneTransforms(noRootMotion, animations, animationOffset, RootBone, glm::mat4(1));
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}
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}
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void Skeleton::CalculateFrameBones(std::vector<AnimationData> animations, bool noRootMotion /*= false*/)
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{
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if (animations.size() <= 0) {
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for (auto& b : Bones) {
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m_BoneLocalTransforms[b.first] = glm::mat4(1);
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m_BoneTransforms[b.first] = glm::mat4(1);
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}
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} else {
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AccumulateBoneTransforms(noRootMotion, animations, RootBone, glm::mat4(1));
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}
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}
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const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
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{
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auto it = Animations.find(name);
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@@ -39,252 +65,10 @@ const Skeleton::Animation* Skeleton::GetAnimation(std::string name)
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}
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}
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std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion /*= false*/)
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{
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if (animations.size() <= 0) {
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std::vector<glm::mat4> finalMatrices;
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for (auto& b : Bones) {
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finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
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}
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return finalMatrices;
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}
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std::map<int, glm::mat4> frameBones;
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AccumulateBoneTransforms(true, animations, frameBones, RootBone, glm::mat4(1));
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std::vector<glm::mat4> finalMatrices;
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for (auto &kv : frameBones) {
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finalMatrices.push_back(kv.second);
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}
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return finalMatrices;
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}
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std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion /*= false*/)
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{
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if (animations.size() <= 0 || animationOffset.animation == nullptr) {
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std::vector<glm::mat4> finalMatrices;
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for (auto& b : Bones) {
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finalMatrices.push_back(glm::mat4(1));//b.second->OffsetMatrix);
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}
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return finalMatrices;
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}
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std::map<int, glm::mat4> frameBones;
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AccumulateBoneTransforms(true, animations, animationOffset, frameBones, RootBone, glm::mat4(1));
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std::vector<glm::mat4> finalMatrices;
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for (auto &kv : frameBones) {
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finalMatrices.push_back(kv.second);
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}
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return finalMatrices;
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}
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/*
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void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
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void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, const Bone* bone, glm::mat4 parentMatrix)
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{
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glm::mat4 boneMatrix;
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Animation::Keyframe currentFrame;
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Animation::Keyframe nextFrame;
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if(animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
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std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
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if(boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
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for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
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if (time >= boneKeyFrames.at(index).Time) {
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currentFrame = boneKeyFrames.at(index);
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nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
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break;
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}
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}
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float progress;
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if(nextFrame.Index == 0) {
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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}
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
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glm::vec3 positionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
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glm::quat rotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
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glm::vec3 scaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
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// Flag for no root motion
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if (bone == RootBone && noRootMotion) {
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positionInterp.x = 0;
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positionInterp.z = 0;
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}
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boneMatrix = parentMatrix *(glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
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boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
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} else { // 1 keyframes for the current bone
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currentFrame = boneKeyFrames.at(0);
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boneMatrix = parentMatrix *(glm::translate(currentFrame.BoneProperties.Position) * glm::toMat4(currentFrame.BoneProperties.Rotation) * glm::scale(currentFrame.BoneProperties.Scale));
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boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
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}
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} else { // 0 keyframes for the current bone
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// LOG_INFO("%s Has no keyframe", bone->Name.c_str());
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if (bone->Parent) {
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boneMatrix = parentMatrix * glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix;
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boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
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} else {
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boneMatrix = glm::inverse(bone->OffsetMatrix);
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boneMatrices[bone->ID] = parentMatrix;
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}
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}
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for (auto &child : bone->Children) {
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AccumulateBoneTransforms(noRootMotion, animation, time, boneMatrices, child, boneMatrix);
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}
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}
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*/
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void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
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{
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glm::mat4 boneMatrix;
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std::vector<JointFrameTransform> JointTransforms;
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for (const AnimationData animationData : animations) {
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const Animation* animation = animationData.animation;
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const float time = animationData.time;
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JointFrameTransform jointTransform;
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jointTransform.Weight = animationData.weight;;
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if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
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std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
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Animation::Keyframe currentFrame;
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Animation::Keyframe nextFrame;
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if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
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for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
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if (time >= boneKeyFrames.at(index).Time) {
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currentFrame = boneKeyFrames.at(index);
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nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
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break;
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}
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}
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float progress;
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if (nextFrame.Index == 0) {
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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}
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
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jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
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jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
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jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
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// Flag for no root motion
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if (bone == RootBone && noRootMotion) {
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jointTransform.PositionInterp.x = 0;
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jointTransform.PositionInterp.z = 0;
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}
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JointTransforms.push_back(jointTransform);
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} else { // 1 keyframes for the current bone
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currentFrame = boneKeyFrames.at(0);
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jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
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jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
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jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
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JointTransforms.push_back(jointTransform);
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}
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} else { // 0 keyframes for the current bone
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}
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}
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if(JointTransforms.size() <= 0) {
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if (bone->Parent) {
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boneMatrix = parentMatrix * glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix;
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boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
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} else {
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boneMatrix = glm::inverse(bone->OffsetMatrix);
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boneMatrices[bone->ID] = parentMatrix;
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}
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} else if (JointTransforms.size() == 1) {
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boneMatrix = parentMatrix *(glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp));
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boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
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} else {
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glm::vec3 finalPosInterp;
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glm::quat finalRotInterp;
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glm::vec3 finalScaleInterp;
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float totalWeight = 0;
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for (JointFrameTransform jointTransform : JointTransforms) {
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totalWeight += jointTransform.Weight;
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}
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for (JointFrameTransform jointTransform : JointTransforms)
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{
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if(jointTransform.Weight == 1.0f) {
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finalPosInterp = jointTransform.PositionInterp;
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finalRotInterp = jointTransform.RotationInterp;
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finalScaleInterp = jointTransform.ScaleInterp;
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break;
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} else {
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finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
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finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
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finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
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}
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}
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boneMatrix = parentMatrix *(glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
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boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
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}
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for (auto &child : bone->Children) {
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AccumulateBoneTransforms(noRootMotion, animations, boneMatrices, child, boneMatrix);
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}
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}
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void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
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{
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glm::mat4 boneMatrix;
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std::vector<JointFrameTransform> JointTransforms;
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for (const AnimationData animationData : animations) {
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@@ -363,10 +147,12 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
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boneMatrix = parentMatrix *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
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}
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boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
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m_BoneLocalTransforms[bone->ID] = boneMatrix * bone->OffsetMatrix;
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m_BoneTransforms[bone->ID] = boneMatrix;
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} else {
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boneMatrix = offset * glm::inverse(bone->OffsetMatrix);
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boneMatrices[bone->ID] = parentMatrix;
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m_BoneLocalTransforms[bone->ID] = parentMatrix;
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m_BoneTransforms[bone->ID] = boneMatrix;
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}
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} else {
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@@ -401,15 +187,138 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
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} else {
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boneMatrix = parentMatrix * (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
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}
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boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
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m_BoneLocalTransforms[bone->ID] = boneMatrix * bone->OffsetMatrix;
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m_BoneTransforms[bone->ID] = boneMatrix;
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}
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for (auto &child : bone->Children) {
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AccumulateBoneTransforms(noRootMotion, animations, animationOffset, boneMatrices, child, boneMatrix);
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AccumulateBoneTransforms(noRootMotion, animations, animationOffset, child, boneMatrix);
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}
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}
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void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, const Bone* bone, glm::mat4 parentMatrix)
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{
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glm::mat4 boneMatrix;
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std::vector<JointFrameTransform> JointTransforms;
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for (const AnimationData animationData : animations) {
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const Animation* animation = animationData.animation;
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const float time = animationData.time;
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JointFrameTransform jointTransform;
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jointTransform.Weight = animationData.weight;;
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if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
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std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
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Animation::Keyframe currentFrame;
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Animation::Keyframe nextFrame;
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if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
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for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
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if (time >= boneKeyFrames.at(index).Time) {
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currentFrame = boneKeyFrames.at(index);
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nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
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break;
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}
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}
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float progress;
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if (nextFrame.Index == 0) {
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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}
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
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jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
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jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
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jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
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// Flag for no root motion
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if (bone == RootBone && noRootMotion) {
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jointTransform.PositionInterp.x = 0;
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jointTransform.PositionInterp.z = 0;
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}
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JointTransforms.push_back(jointTransform);
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} else { // 1 keyframes for the current bone
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currentFrame = boneKeyFrames.at(0);
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jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
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jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
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jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
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JointTransforms.push_back(jointTransform);
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}
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} else { // 0 keyframes for the current bone
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}
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}
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if (JointTransforms.size() <= 0) {
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if (bone->Parent) {
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boneMatrix = parentMatrix * glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix;
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m_BoneLocalTransforms[bone->ID] = boneMatrix * bone->OffsetMatrix;
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m_BoneTransforms[bone->ID] = boneMatrix;
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} else {
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boneMatrix = glm::inverse(bone->OffsetMatrix);
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m_BoneLocalTransforms[bone->ID] = parentMatrix;
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m_BoneTransforms[bone->ID] = boneMatrix;
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}
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} else if (JointTransforms.size() == 1) {
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boneMatrix = parentMatrix *(glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp));
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m_BoneLocalTransforms[bone->ID] = boneMatrix * bone->OffsetMatrix;
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m_BoneTransforms[bone->ID] = boneMatrix;
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} else {
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glm::vec3 finalPosInterp;
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glm::quat finalRotInterp;
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glm::vec3 finalScaleInterp;
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float totalWeight = 0;
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for (JointFrameTransform jointTransform : JointTransforms) {
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totalWeight += jointTransform.Weight;
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}
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for (JointFrameTransform jointTransform : JointTransforms) {
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if (jointTransform.Weight == 1.0f) {
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finalPosInterp = jointTransform.PositionInterp;
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finalRotInterp = jointTransform.RotationInterp;
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finalScaleInterp = jointTransform.ScaleInterp;
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break;
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} else {
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finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
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finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
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finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
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}
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}
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boneMatrix = parentMatrix *(glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp));
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m_BoneLocalTransforms[bone->ID] = boneMatrix * bone->OffsetMatrix;
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m_BoneTransforms[bone->ID] = boneMatrix;
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}
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for (auto &child : bone->Children) {
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AccumulateBoneTransforms(noRootMotion, animations, child, boneMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user