Improved movement animaitons
Added a SetBlendWeight event that sets the weight for all nodes with a name.
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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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