BlendTree now working but has some memory leaks
This commit is contained in:
@@ -26,7 +26,8 @@ public:
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Node* Parent = nullptr;
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Node* Child[2] = { nullptr, nullptr };
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NodeType Type;
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std::vector<glm::mat4> Pose;
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std::map<int, glm::mat4> Pose;
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//std::vector<glm::mat4> Pose;
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float Weight = 0.f;
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Node* Next() {
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@@ -69,7 +70,7 @@ private:
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void FillTree(Node* parentNode, EntityWrapper parentEntity, Skeleton* skeleton);
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BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity, Skeleton* skeleton);
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void Blend(Skeleton* skeleton, std::vector<glm::mat4>& pose);
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void Blend(Skeleton* skeleton, std::map<int, glm::mat4>& pose);
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};
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#endif
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@@ -111,7 +111,7 @@ public:
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std::vector<glm::mat4> GetFrameBones();
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std::vector<glm::mat4> GetFrameBones(const Animation* animation, double time, bool additive, bool noRootMotion = false);
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std::map<int, glm::mat4> GetFrameBones(const Animation* animation, double time, bool additive, bool noRootMotion = false);
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void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, glm::mat4>& boneMatrices, bool additive, const Bone* bone, glm::mat4 parentMatrix);
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const Animation* GetAnimation(std::string name);
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@@ -124,11 +124,17 @@ public:
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glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix);
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std::vector<glm::mat4> BlendPoses(std::vector<glm::mat4> pose1, std::vector<glm::mat4> pose2, float weight);
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std::vector<glm::mat4> OverridePose(std::vector<glm::mat4> overridePose, std::vector<glm::mat4> targetPose);
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std::map<int, glm::mat4> BlendPoses(std::map<int, glm::mat4> pose1, std::map<int, glm::mat4> pose2, float weight);
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std::map<int, glm::mat4> OverridePose(std::map<int, glm::mat4> overridePose, std::map<int, glm::mat4> targetPose);
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std::map<int, glm::mat4> BlendPoseAdditive(std::map<int, glm::mat4> additivePose, std::map<int, glm::mat4> targetPose);
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std::vector<glm::mat4> GetFinalPose(std::map<int, glm::mat4>& boneMatrices);
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void AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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void AdditiveBoneTransforms(const Animation* animation, double time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone);
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private:
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glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
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glm::mat4 GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time);
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glm::mat4 GetBonePose(const Bone* bone, const Animation* animation, double time, bool noRootMotion);
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std::map<std::string, Bone*> m_BonesByName;
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@@ -2,5 +2,4 @@
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<BlendOverride xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BlendOverride.xsd">
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<Master></Master>
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<Slave></Slave>
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<Weight>1.0</Weight>
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</BlendOverride>
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@@ -7,7 +7,6 @@
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<xs:all>
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<xs:element name="Master" type="t:string" minOccurs="0"/>
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<xs:element name="Slave" type="t:string" minOccurs="0"/>
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<xs:element name="Weight" type="t:double" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -65,11 +65,10 @@
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</Entity>
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<Entity name="Assault">
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<Components>
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<c:Blend>
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<Pose1>BlendOverride</Pose1>
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<Pose2>AimAdditive</Pose2>
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<Weight>1</Weight>
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</c:Blend>
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<c:BlendAdditive>
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<Adder>AimAdditive</Adder>
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<Receiver>BlendOverride</Receiver>
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</c:BlendAdditive>
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<c:Model>
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<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
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</c:Model>
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@@ -93,9 +92,8 @@
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<Entity name="AimAdditive">
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<Components>
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<c:Animation>
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<AnimationName>AimRifle</AnimationName>
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<Time>0.13031392561420052</Time>
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<Speed>0.5</Speed>
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<AnimationName>AimRifleA</AnimationName>
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<Time>1</Time>
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<Additive>true</Additive>
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</c:Animation>
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<c:Transform/>
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@@ -106,57 +104,79 @@
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<Components>
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<c:BlendOverride>
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<Master>ShootRifleAnimation</Master>
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<Slave>BlendWalkRun</Slave>
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<Weight>0</Weight>
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<Slave>MovementBlend</Slave>
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</c:BlendOverride>
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<c:Transform/>
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</Components>
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<Children>
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<Entity name="BlendWalkRun">
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<Components>
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<c:Blend>
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<Pose1>RunAnimtaion</Pose1>
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<Pose2>WalkAnimation</Pose2>
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<Weight>1</Weight>
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</c:Blend>
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<c:Transform/>
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</Components>
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<Children>
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<Entity name="RunAnimtaion">
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<Components>
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<c:Animation>
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<AnimationName>Run</AnimationName>
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<Time>0.26062785122840193</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity name="WalkAnimation">
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<Components>
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<c:Animation>
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<AnimationName>Walk</AnimationName>
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<Time>0.26101654028221088</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity name="ShootRifleAnimation">
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<Components>
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<c:Animation>
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<AnimationName>ShootFastRifle</AnimationName>
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<Time>0.061012901418647347</Time>
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<AnimationName>ShootFastRifleU</AnimationName>
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<Time>0.10655260153188972</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity name="MovementBlend">
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<Components>
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<c:Blend>
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<Pose1>BlendWalkRun</Pose1>
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<Pose2>StrafeAnimation</Pose2>
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<Weight>1</Weight>
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</c:Blend>
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<c:Transform/>
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</Components>
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<Children>
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<Entity name="StrafeAnimation">
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<Components>
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<c:Animation>
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<AnimationName>StrafeRightF</AnimationName>
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<Time>0.16490204151743337</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity name="BlendWalkRun">
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<Components>
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<c:Blend>
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<Pose1>RunAnimtaion</Pose1>
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<Pose2>WalkAnimation</Pose2>
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<Weight>0.43000054359436035</Weight>
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</c:Blend>
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<c:Transform/>
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</Components>
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<Children>
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<Entity name="RunAnimtaion">
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<Components>
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<c:Animation>
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<AnimationName>RunF</AnimationName>
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<Time>0.9239205116676299</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity name="WalkAnimation">
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<Components>
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<c:Animation>
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<AnimationName>WalkF</AnimationName>
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<Time>0.15333325334317904</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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</Children>
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@@ -130,6 +130,7 @@ void BlendTree::FillTree(Node* parentNode, EntityWrapper parentEntity, Skeleton*
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node->Name = childEntity.Name();
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node->Parent = parentNode;
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node->Type = NodeType::Blend;
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(double&)childEntity["Blend"]["Weight"] = glm::clamp((float)(double)childEntity["Blend"]["Weight"], 0.f, 1.f);
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node->Weight = (double)childEntity["Blend"]["Weight"];
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parentNode->Child[childIndex] = node;
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childIndex++;
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@@ -183,6 +184,7 @@ BlendTree::Node* BlendTree::FillTreeByName(Node* parentNode, std::string name, E
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node->Name = childEntity.Name();
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node->Parent = parentNode;
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node->Type = NodeType::Blend;
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(double&)childEntity["Blend"]["Weight"] = glm::clamp((float)(double)childEntity["Blend"]["Weight"], 0.f, 1.f);
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node->Weight = (double)childEntity["Blend"]["Weight"];
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node->Child[0] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose1"], childEntity, skeleton);
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node->Child[1] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose2"], childEntity, skeleton);
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@@ -208,7 +210,7 @@ BlendTree::Node* BlendTree::FillTreeByName(Node* parentNode, std::string name, E
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return nullptr;
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}
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void BlendTree::Blend(Skeleton* skeleton, std::vector<glm::mat4>& pose)
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void BlendTree::Blend(Skeleton* skeleton, std::map<int, glm::mat4>& pose)
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{
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Node* currentNode;
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Node* start = m_Root;
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@@ -220,30 +222,37 @@ void BlendTree::Blend(Skeleton* skeleton, std::vector<glm::mat4>& pose)
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LOG_INFO("\n\n");
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while (m_Root->Pose.size() == 0) {
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if(currentNode->Pose.size() == 0) {
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if(currentNode->Child[0]->Pose.size() != 0 && currentNode->Child[1]->Pose.size() != 0) {
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if (currentNode->Child[0] != nullptr && currentNode->Child[1] != nullptr) {
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if (currentNode->Child[0]->Pose.size() != 0 && currentNode->Child[1]->Pose.size() != 0) {
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switch (currentNode->Type) {
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case BlendTree::NodeType::Additive:
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currentNode->Pose = skeleton->BlendPoses(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose, currentNode->Weight);
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break;
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case BlendTree::NodeType::Blend:
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currentNode->Pose = skeleton->BlendPoses(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose, currentNode->Weight);
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break;
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case BlendTree::NodeType::Override:
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currentNode->Pose = skeleton->OverridePose(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
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break;
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case BlendTree::NodeType::Animation:
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// do nothing
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break;
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switch (currentNode->Type) {
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case BlendTree::NodeType::Additive:
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currentNode->Pose = skeleton->BlendPoseAdditive(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
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break;
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case BlendTree::NodeType::Blend:
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currentNode->Pose = skeleton->BlendPoses(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose, currentNode->Weight);
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break;
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case BlendTree::NodeType::Override:
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currentNode->Pose = skeleton->OverridePose(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
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break;
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case BlendTree::NodeType::Animation:
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// do nothing
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break;
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}
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LOG_INFO("Blending %s and %s", currentNode->Child[0]->Name.c_str(), currentNode->Child[1]->Name.c_str());
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}
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} else if (currentNode->Child[0] != nullptr) {
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if (currentNode->Child[0]->Pose.size() != 0) {
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currentNode->Pose = currentNode->Child[0]->Pose;
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}
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} else if (currentNode->Child[1] != nullptr) {
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if (currentNode->Child[1]->Pose.size() != 0) {
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currentNode->Pose = currentNode->Child[1]->Pose;
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}
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LOG_INFO("Blending %s and %s", currentNode->Child[0]->Name.c_str(), currentNode->Child[1]->Name.c_str());
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}
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}
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currentNode = currentNode->Next();
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if (currentNode == nullptr) {
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@@ -257,17 +266,20 @@ void BlendTree::Blend(Skeleton* skeleton, std::vector<glm::mat4>& pose)
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std::vector<glm::mat4> BlendTree::GetBoneTransforms(Skeleton* skeleton)
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{
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std::vector<glm::mat4> finalPose;
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if (skeleton == nullptr || m_Root == nullptr) {
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std::vector<glm::mat4> pose;
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for (auto& b : skeleton->Bones) {
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pose.push_back(glm::mat4(1));
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for (int i = 0; i < skeleton->Bones.size(); i++) {
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finalPose.push_back(glm::mat4(1));
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}
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return pose;
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return finalPose;
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}
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std::vector<glm::mat4> pose;
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std::map<int, glm::mat4> pose;
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Blend(skeleton, pose);
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return pose;
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finalPose = skeleton->GetFinalPose(pose);
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return finalPose;
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}
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@@ -49,25 +49,26 @@ std::vector<glm::mat4> Skeleton::GetFrameBones()
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}
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return finalMatrices;
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}
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std::vector<glm::mat4> Skeleton::GetFrameBones(const Animation* animation, const double time, bool additive, bool noRootMotion /*= false*/)
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std::map<int, glm::mat4> Skeleton::GetFrameBones(const Animation* animation, const double time, bool additive, bool noRootMotion /*= false*/)
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{
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if (animation == nullptr) {
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std::vector<glm::mat4> finalMatrices;
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std::map<int, glm::mat4> finalMatrices;
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for (auto& b : Bones) {
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finalMatrices.push_back(glm::mat4(1));
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finalMatrices[b.second->ID] = glm::mat4(1);
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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, animation, time, frameBones, additive, 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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if(!additive) {
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AccumulateBoneTransforms(true, animation, time, frameBones, additive, RootBone, glm::mat4(1));
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} else {
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AdditiveBoneTransforms(animation, time, frameBones, RootBone);
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}
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return finalMatrices;
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return frameBones;
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}
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void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, glm::mat4>& boneMatrices, bool additive, const Bone* bone, glm::mat4 parentMatrix)
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@@ -77,7 +78,7 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
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}
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glm::mat4 boneMatrix;
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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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@@ -118,21 +119,21 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
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position.z = 0;
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}
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boneMatrix = parentMatrix * (glm::translate(position) * glm::toMat4(rotation) * glm::scale(scale));
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boneMatrices[bone->ID] = boneMatrix *bone->OffsetMatrix;
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boneMatrix = (glm::translate(position) * glm::toMat4(rotation) * glm::scale(scale));
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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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boneMatrix = (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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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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//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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//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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@@ -142,22 +143,36 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
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}
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glm::mat4 Skeleton::AdditiveBlend(const Bone* bone, AnimationOffset animationOffset, glm::mat4 targetPose)
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void Skeleton::AdditiveBoneTransforms(const Animation* animation, double time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone)
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{
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AnimationOffset refOffset = animationOffset;
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refOffset.time = 0.5f; // reference pose is at 0.5s for now
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glm::mat4 refPose = GetOffsetTransform(bone, refOffset);
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glm::mat4 srcPose = GetOffsetTransform(bone, animationOffset);
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glm::mat4 differencePose = srcPose * glm::inverse(refPose);
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glm::mat4 finalPose = differencePose * targetPose;
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return finalPose;
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||||
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
|
||||
glm::mat4 refPose = GetAdditiveBonePose(bone, animation, 0.0);
|
||||
glm::mat4 srcPose = GetAdditiveBonePose(bone, animation, time);
|
||||
glm::mat4 boneMatrix = srcPose * glm::inverse(refPose);
|
||||
boneMatrices[bone->ID] = boneMatrix;
|
||||
}
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
AdditiveBoneTransforms(animation, time, boneMatrices, child);
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset)
|
||||
{
|
||||
const Animation* animation = animationOffset.animation;
|
||||
float time = animationOffset.time;
|
||||
|
||||
|
||||
glm::mat4 Skeleton::AdditiveBlend(const Bone* bone, AnimationOffset animationOffset, glm::mat4 targetPose)
|
||||
{
|
||||
/*
|
||||
AnimationOffset refOffset = animationOffset;
|
||||
refOffset.time = 0.5f; // reference pose is at 0.5s for now
|
||||
glm::mat4 refPose = GetAdditiveBonePose(bone, refOffset);
|
||||
glm::mat4 srcPose = GetAdditiveBonePose(bone, animationOffset);
|
||||
glm::mat4 differencePose = srcPose * glm::inverse(refPose);
|
||||
glm::mat4 finalPose = differencePose * targetPose;*/
|
||||
return glm::mat4();
|
||||
}
|
||||
|
||||
glm::mat4 Skeleton::GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time)
|
||||
{
|
||||
glm::vec3 position = glm::vec3(0);
|
||||
glm::quat rotation = glm::quat();
|
||||
glm::vec3 scale = glm::vec3(1);
|
||||
@@ -559,51 +574,107 @@ return boneMatrix;
|
||||
}
|
||||
|
||||
|
||||
std::vector<glm::mat4> Skeleton::BlendPoses(std::vector<glm::mat4> pose1, std::vector<glm::mat4> pose2, float weight)
|
||||
std::map<int, glm::mat4> Skeleton::BlendPoses(std::map<int, glm::mat4> pose1, std::map<int, glm::mat4> pose2, float weight)
|
||||
{
|
||||
std::vector<glm::mat4> finalPose;
|
||||
std::map<int, glm::mat4> finalPose;
|
||||
|
||||
if(pose1.size() != pose2.size()) {
|
||||
LOG_ERROR("Number of bones does not match");
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
for (int i = 0; i < pose1.size(); i++) {
|
||||
for (auto& b : Bones) {
|
||||
int boneID = b.second->ID;
|
||||
glm::mat4 blendedPose = glm::mat4(0);
|
||||
|
||||
blendedPose += pose1[i] * weight;
|
||||
|
||||
blendedPose += pose2[i] * (1.f - weight);
|
||||
|
||||
finalPose.push_back(blendedPose);
|
||||
if(pose1.find(boneID) != pose1.end() && pose2.find(boneID) != pose2.end()) {
|
||||
blendedPose += pose1.at(boneID) * weight;
|
||||
blendedPose += pose2.at(boneID) * (1.f - weight);
|
||||
finalPose[boneID] = blendedPose;
|
||||
} else if(pose1.find(boneID) != pose1.end()) {
|
||||
finalPose[boneID] = pose1.at(boneID);
|
||||
} else if (pose2.find(boneID) != pose2.end()) {
|
||||
finalPose[boneID] = pose2.at(boneID);
|
||||
}
|
||||
}
|
||||
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
|
||||
std::vector<glm::mat4> Skeleton::OverridePose(std::vector<glm::mat4> overridePose, std::vector<glm::mat4> targetPose)
|
||||
std::map<int, glm::mat4> Skeleton::OverridePose(std::map<int, glm::mat4> overridePose, std::map<int, glm::mat4> targetPose)
|
||||
{
|
||||
std::vector<glm::mat4> finalPose;
|
||||
std::map<int, glm::mat4> finalPose;
|
||||
|
||||
if (overridePose.size() != targetPose.size()) {
|
||||
LOG_ERROR("Number of bones does not match");
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
for (int i = 0; i < targetPose.size(); i++) {
|
||||
if(overridePose[i] != glm::mat4(1)) {
|
||||
finalPose.push_back(overridePose[i]);
|
||||
} else {
|
||||
finalPose.push_back(targetPose[i]);
|
||||
for (auto& b : Bones) {
|
||||
int boneID = b.second->ID;
|
||||
if (overridePose.find(boneID) != overridePose.end()) {
|
||||
finalPose[boneID] = overridePose.at(boneID);
|
||||
} else if (targetPose.find(boneID) != targetPose.end()) {
|
||||
finalPose[boneID] = targetPose.at(boneID);
|
||||
}
|
||||
}
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
//finalPose.push_back(overridePose[i]);
|
||||
|
||||
std::map<int, glm::mat4> Skeleton::BlendPoseAdditive(std::map<int, glm::mat4> additivePose, std::map<int, glm::mat4> targetPose)
|
||||
{
|
||||
std::map<int, glm::mat4> finalPose;
|
||||
|
||||
for (auto& b : Bones) {
|
||||
int boneID = b.second->ID;
|
||||
glm::mat4 blendedPose = glm::mat4(1);
|
||||
|
||||
if (additivePose.find(boneID) != additivePose.end() && targetPose.find(boneID) != targetPose.end()) {
|
||||
blendedPose = additivePose.at(boneID) * targetPose.at(boneID);
|
||||
finalPose[boneID] = blendedPose;
|
||||
|
||||
} else if (additivePose.find(boneID) != additivePose.end()) {
|
||||
finalPose[boneID] = additivePose.at(boneID);
|
||||
} else if (targetPose.find(boneID) != targetPose.end()) {
|
||||
finalPose[boneID] = targetPose.at(boneID);
|
||||
}
|
||||
}
|
||||
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
std::vector<glm::mat4> Skeleton::GetFinalPose(std::map<int, glm::mat4>& boneMatrices)
|
||||
{
|
||||
std::vector<glm::mat4> finalPose;
|
||||
|
||||
AccumulateFinalPose(boneMatrices, RootBone, glm::mat4(1));
|
||||
|
||||
|
||||
for(auto& b : boneMatrices) {
|
||||
finalPose.push_back(b.second);
|
||||
}
|
||||
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
void Skeleton::AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
|
||||
{
|
||||
|
||||
glm::mat4 boneMatrix;
|
||||
|
||||
|
||||
if (boneMatrices.find(bone->ID) != boneMatrices.end()) {
|
||||
|
||||
boneMatrix = parentMatrix * boneMatrices.at(bone->ID);
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
|
||||
} else {
|
||||
if (bone->Parent) {
|
||||
boneMatrix = parentMatrix * (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix);
|
||||
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
|
||||
} else {
|
||||
boneMatrix = glm::inverse(bone->OffsetMatrix);
|
||||
boneMatrices[bone->ID] = parentMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto &child : bone->Children) {
|
||||
AccumulateFinalPose(boneMatrices, child, boneMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
int Skeleton::GetBoneID(std::string name)
|
||||
{
|
||||
if (m_BonesByName.find(name) == m_BonesByName.end()) {
|
||||
|
||||
Reference in New Issue
Block a user