Improved movement animaitons

Added a SetBlendWeight event that sets the weight for all nodes with a name.
This commit is contained in:
viktorljung
2016-03-08 11:21:40 +01:00
parent c1f5cf65a7
commit 2ba245368b
13 changed files with 331 additions and 81 deletions
+6 -3
View File
@@ -75,7 +75,6 @@ public:
std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
glm::mat4 GetBoneTransform(int boneID);
bool IsValid() { return (m_Root == nullptr ? false : true); }
void PrintTree();
BlendTree::AutoBlendInfo AutoBlendStep(AutoBlendInfo blendInfo);
@@ -84,16 +83,20 @@ public:
EntityWrapper GetSubTreeRoot(std::string nodeName);
std::vector<EntityWrapper> GetSingleLevelRoots(std::string name);
std::vector<EntityWrapper> GetEntitesByName(std::string name);
void SetWeightByName(std::string name, double weight);
private:
Skeleton* m_Skeleton = nullptr;
Node* m_Root = nullptr;
std::vector<glm::mat4> m_FinalPose;
std::map<int, glm::mat4> m_FinalBoneTransforms;
std::vector<BlendTree::Node*> FindNodesByName(std::string name);
std::vector<glm::mat4> AccumulateFinalPose();
BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
std::vector<BlendTree::Node*> FindNodesByName(std::string name);
void Blend(std::map<int, Skeleton::PoseData>& pose);
};