Improved movement animaitons
Added a SetBlendWeight event that sets the weight for all nodes with a name.
This commit is contained in:
@@ -7,6 +7,7 @@
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#include "../Game/Events/EDashAbility.h"
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#include "InputHandler.h"
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#include "Rendering/EAutoAnimationBlend.h"
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#include "Rendering/ESetBlendWeight.h"
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template <typename EventContext>
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class FirstPersonInputController : public InputController<EventContext>
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@@ -45,7 +46,6 @@ protected:
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bool m_Crouching = false;
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//assault dash membervariables - needed to calculate the doubletap- and dashlogic
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double m_AssaultDashDoubleTapDeltaTime = 0.0;
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double m_DashEffectResetTimer = 0.0;
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//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
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//and its very unlikely that someone wants to change that value
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const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
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@@ -137,6 +137,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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}
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aeb.RootNode = playerModel;
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aeb.Start = true;
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aeb.SingleLevelBlend = true;
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m_EventBroker->Publish(aeb);
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} else if (val < 0) {
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Events::AutoAnimationBlend aeb;
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@@ -148,6 +149,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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}
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aeb.RootNode = playerModel;
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aeb.Start = true;
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aeb.SingleLevelBlend = true;
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aeb.Reverse = true;
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m_EventBroker->Publish(aeb);
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} else {
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@@ -169,6 +171,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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aeb.Duration = 0.1;
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aeb.NodeName = "Right";
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aeb.RootNode = playerModel;
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aeb.SingleLevelBlend = true;
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aeb.Start = true;
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m_EventBroker->Publish(aeb);
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} else if (val < 0) {
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@@ -176,6 +179,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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aeb.Duration = 0.1;
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aeb.NodeName = "Left";
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aeb.RootNode = playerModel;
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aeb.SingleLevelBlend = true;
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aeb.Start = true;
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m_EventBroker->Publish(aeb);
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} else {
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@@ -186,16 +190,28 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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}
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}
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if (glm::length2(m_Movement) > 0) {
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m_Movement = glm::normalize(m_Movement);
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if (glm::length2(m_Movement) < 0.1f) {
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if (m_PlayerEntity.Valid()) {
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EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.2;
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aeb.NodeName = "Idle";
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aeb.RootNode = playerModel;
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m_EventBroker->Publish(aeb);
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}
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}
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} else {
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if (m_PlayerEntity.Valid()) {
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EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.1;
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aeb.NodeName = "Idle";
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aeb.Duration = 0.2;
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aeb.NodeName = "MovementBlend";
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aeb.RootNode = playerModel;
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m_EventBroker->Publish(aeb);
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}
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@@ -203,6 +219,29 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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}
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}
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if (glm::length2(m_Movement) > 0) {
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m_Movement = glm::normalize(m_Movement);
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if (m_PlayerEntity.Valid()) {
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EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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glm::vec2 direction = glm::normalize(glm::vec2(m_Movement.x, m_Movement.z));
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double weight = glm::abs(glm::dot(glm::vec2(1, 0), direction));
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LOG_INFO("Weight %f", weight);
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Events::SetBlendWeight sbw;
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sbw.NodeName = "MovementBlend";
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sbw.Weight = weight;
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sbw.RootNode = playerModel;
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m_EventBroker->Publish(sbw);
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}
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}
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}
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if (e.Command == "Forward" || e.Command == "Right") {
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if (e.Value != 0) {
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m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward");
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@@ -288,17 +327,10 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
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template <typename EventContext>
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void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID) {
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m_AssaultDashDoubleTapDeltaTime += dt;
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m_DashEffectResetTimer += dt;
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assaultDashCoolDownTimer -= dt;
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//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
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if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
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m_PlayerIsDashing = true;
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if (m_DashEffectResetTimer > 0.05) {
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Events::DashAbility e;
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e.Player = playerID;
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m_EventBroker->Publish(e);
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m_DashEffectResetTimer = 0.0;
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}
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} else {
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m_PlayerIsDashing = false;
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}
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@@ -310,6 +342,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
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assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
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m_AssaultDashDoubleTapped = true;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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Events::DashAbility e;
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e.Player = playerID;
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m_EventBroker->Publish(e);
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@@ -13,6 +13,8 @@
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#include "../Core/EntityWrapper.h"
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#include "Rendering/AutoBlendQueue.h"
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#include "../Input/EInputCommand.h"
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#include "../Core/EEntityDeleted.h"
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#include "Rendering/ESetBlendWeight.h"
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#include "imgui/imgui.h"
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class AnimationSystem : public ImpureSystem
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@@ -28,6 +30,13 @@ private:
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EventRelay<AnimationSystem, Events::AutoAnimationBlend> m_EAutoAnimationBlend;
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bool OnAutoAnimationBlend(Events::AutoAnimationBlend& e);
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EventRelay<AnimationSystem, Events::EntityDeleted> m_EEntityDeleted;
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bool OnEntityDeleted(Events::EntityDeleted& e);
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EventRelay<AnimationSystem, Events::SetBlendWeight> m_ESetBlendWeight;
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bool OnSetBlendWeight(Events::SetBlendWeight& e);
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std::unordered_map<EntityWrapper, AutoBlendQueue> m_AutoBlendQueues;
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};
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@@ -37,6 +37,8 @@ public:
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std::shared_ptr<BlendTree> GetBlendTree();
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AutoBlendQueue::AutoBlendJob& GetActiveBlendJob();
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bool Empty() { return m_BlendQueue.empty(); }
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private:
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std::list<AutoblendNode> m_BlendQueue;
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@@ -75,7 +75,6 @@ public:
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std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
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glm::mat4 GetBoneTransform(int boneID);
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bool IsValid() { return (m_Root == nullptr ? false : true); }
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void PrintTree();
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BlendTree::AutoBlendInfo AutoBlendStep(AutoBlendInfo blendInfo);
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@@ -84,16 +83,20 @@ public:
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EntityWrapper GetSubTreeRoot(std::string nodeName);
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std::vector<EntityWrapper> GetSingleLevelRoots(std::string name);
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std::vector<EntityWrapper> GetEntitesByName(std::string name);
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void SetWeightByName(std::string name, double weight);
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private:
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Skeleton* m_Skeleton = nullptr;
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Node* m_Root = nullptr;
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std::vector<glm::mat4> m_FinalPose;
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std::map<int, glm::mat4> m_FinalBoneTransforms;
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std::vector<BlendTree::Node*> FindNodesByName(std::string name);
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std::vector<glm::mat4> AccumulateFinalPose();
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BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
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std::vector<BlendTree::Node*> FindNodesByName(std::string name);
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void Blend(std::map<int, Skeleton::PoseData>& pose);
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};
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@@ -18,7 +18,6 @@ struct AutoAnimationBlend : Event
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bool Reverse = false;
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bool Restart = false;
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bool SingleLevelBlend = false;
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double Weight = -1.0;
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EntityWrapper AnimationEntity = EntityWrapper::Invalid;
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@@ -0,0 +1,20 @@
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#ifndef Events_SetBlendWeight_h__
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#define Events_SetBlendWeight_h__
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#include "../Core/EventBroker.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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//Sets the blend weight for all nodes with "NodeName"
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struct SetBlendWeight : Event
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{
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EntityWrapper RootNode = EntityWrapper::Invalid;
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std::string NodeName;
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double Weight;
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};
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}
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#endif
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