Improved movement animaitons
Added a SetBlendWeight event that sets the weight for all nodes with a name.
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@@ -2,11 +2,8 @@
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BlendTree::BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton)
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{
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m_Skeleton = skeleton;
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if (ModelEntity.HasComponent("Animation")) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(ModelEntity["Animation"]["AnimationName"]);
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if (animation == nullptr) {
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@@ -270,7 +267,7 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
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currentNode = currentNode->Parent;
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if (blendInfo.SingleBlend) {
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break;
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return blendInfo;;
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}
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}
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} else if(goalNodes.size() >= 2) {
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@@ -331,6 +328,9 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
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lastNode = currentNode;
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currentNode = currentNode->Parent;
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if (blendInfo.SingleBlend) {
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return blendInfo;
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}
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}
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}
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@@ -427,6 +427,55 @@ EntityWrapper BlendTree::GetSubTreeRoot(std::string nodeName)
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return subTreeRoots.front()->Entity;
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}
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std::vector<EntityWrapper> BlendTree::GetSingleLevelRoots(std::string name)
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{
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std::vector<Node*> nodes = FindNodesByName(name);
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std::vector<EntityWrapper> entities;
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for (auto it = nodes.begin(); it != nodes.end(); it++) {
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Node* currentNode = (*it)->Parent;
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if(currentNode->Entity.Valid()) {
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entities.push_back(currentNode->Entity);
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}
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}
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return entities;
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}
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std::vector<EntityWrapper> BlendTree::GetEntitesByName(std::string name)
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{
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std::vector<Node*> nodes = FindNodesByName(name);
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std::vector<EntityWrapper> entities;
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for (auto it = nodes.begin(); it != nodes.end(); it++) {
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Node* currentNode = (*it);
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if (currentNode->Entity.Valid()) {
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entities.push_back(currentNode->Entity);
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}
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}
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return entities;
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}
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void BlendTree::SetWeightByName(std::string name, double weight)
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{
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std::vector<Node*> nodes = FindNodesByName(name);
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for (auto node : nodes) {
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EntityWrapper entity = node->Entity;
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if(entity.HasComponent("Blend")) {
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entity["Blend"]["Weight"] = weight;
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node->Weight = weight;
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}
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}
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}
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void BlendTree::Blend(std::map<int, Skeleton::PoseData>& pose)
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{
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Node* currentNode;
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