BlendTree now working but has some memory leaks
This commit is contained in:
@@ -130,6 +130,7 @@ void BlendTree::FillTree(Node* parentNode, EntityWrapper parentEntity, Skeleton*
|
||||
node->Name = childEntity.Name();
|
||||
node->Parent = parentNode;
|
||||
node->Type = NodeType::Blend;
|
||||
(double&)childEntity["Blend"]["Weight"] = glm::clamp((float)(double)childEntity["Blend"]["Weight"], 0.f, 1.f);
|
||||
node->Weight = (double)childEntity["Blend"]["Weight"];
|
||||
parentNode->Child[childIndex] = node;
|
||||
childIndex++;
|
||||
@@ -183,6 +184,7 @@ BlendTree::Node* BlendTree::FillTreeByName(Node* parentNode, std::string name, E
|
||||
node->Name = childEntity.Name();
|
||||
node->Parent = parentNode;
|
||||
node->Type = NodeType::Blend;
|
||||
(double&)childEntity["Blend"]["Weight"] = glm::clamp((float)(double)childEntity["Blend"]["Weight"], 0.f, 1.f);
|
||||
node->Weight = (double)childEntity["Blend"]["Weight"];
|
||||
node->Child[0] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose1"], childEntity, skeleton);
|
||||
node->Child[1] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose2"], childEntity, skeleton);
|
||||
@@ -208,7 +210,7 @@ BlendTree::Node* BlendTree::FillTreeByName(Node* parentNode, std::string name, E
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void BlendTree::Blend(Skeleton* skeleton, std::vector<glm::mat4>& pose)
|
||||
void BlendTree::Blend(Skeleton* skeleton, std::map<int, glm::mat4>& pose)
|
||||
{
|
||||
Node* currentNode;
|
||||
Node* start = m_Root;
|
||||
@@ -220,30 +222,37 @@ void BlendTree::Blend(Skeleton* skeleton, std::vector<glm::mat4>& pose)
|
||||
LOG_INFO("\n\n");
|
||||
while (m_Root->Pose.size() == 0) {
|
||||
if(currentNode->Pose.size() == 0) {
|
||||
if(currentNode->Child[0]->Pose.size() != 0 && currentNode->Child[1]->Pose.size() != 0) {
|
||||
if (currentNode->Child[0] != nullptr && currentNode->Child[1] != nullptr) {
|
||||
if (currentNode->Child[0]->Pose.size() != 0 && currentNode->Child[1]->Pose.size() != 0) {
|
||||
|
||||
switch (currentNode->Type) {
|
||||
case BlendTree::NodeType::Additive:
|
||||
currentNode->Pose = skeleton->BlendPoses(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose, currentNode->Weight);
|
||||
break;
|
||||
case BlendTree::NodeType::Blend:
|
||||
currentNode->Pose = skeleton->BlendPoses(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose, currentNode->Weight);
|
||||
break;
|
||||
case BlendTree::NodeType::Override:
|
||||
currentNode->Pose = skeleton->OverridePose(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
|
||||
break;
|
||||
case BlendTree::NodeType::Animation:
|
||||
// do nothing
|
||||
break;
|
||||
switch (currentNode->Type) {
|
||||
case BlendTree::NodeType::Additive:
|
||||
currentNode->Pose = skeleton->BlendPoseAdditive(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
|
||||
break;
|
||||
case BlendTree::NodeType::Blend:
|
||||
currentNode->Pose = skeleton->BlendPoses(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose, currentNode->Weight);
|
||||
break;
|
||||
case BlendTree::NodeType::Override:
|
||||
currentNode->Pose = skeleton->OverridePose(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
|
||||
break;
|
||||
case BlendTree::NodeType::Animation:
|
||||
// do nothing
|
||||
break;
|
||||
}
|
||||
|
||||
LOG_INFO("Blending %s and %s", currentNode->Child[0]->Name.c_str(), currentNode->Child[1]->Name.c_str());
|
||||
}
|
||||
} else if (currentNode->Child[0] != nullptr) {
|
||||
if (currentNode->Child[0]->Pose.size() != 0) {
|
||||
currentNode->Pose = currentNode->Child[0]->Pose;
|
||||
}
|
||||
} else if (currentNode->Child[1] != nullptr) {
|
||||
if (currentNode->Child[1]->Pose.size() != 0) {
|
||||
currentNode->Pose = currentNode->Child[1]->Pose;
|
||||
}
|
||||
|
||||
|
||||
LOG_INFO("Blending %s and %s", currentNode->Child[0]->Name.c_str(), currentNode->Child[1]->Name.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
currentNode = currentNode->Next();
|
||||
|
||||
if (currentNode == nullptr) {
|
||||
@@ -257,17 +266,20 @@ void BlendTree::Blend(Skeleton* skeleton, std::vector<glm::mat4>& pose)
|
||||
|
||||
std::vector<glm::mat4> BlendTree::GetBoneTransforms(Skeleton* skeleton)
|
||||
{
|
||||
std::vector<glm::mat4> finalPose;
|
||||
if (skeleton == nullptr || m_Root == nullptr) {
|
||||
std::vector<glm::mat4> pose;
|
||||
for (auto& b : skeleton->Bones) {
|
||||
pose.push_back(glm::mat4(1));
|
||||
|
||||
for (int i = 0; i < skeleton->Bones.size(); i++) {
|
||||
finalPose.push_back(glm::mat4(1));
|
||||
}
|
||||
return pose;
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
std::vector<glm::mat4> pose;
|
||||
std::map<int, glm::mat4> pose;
|
||||
Blend(skeleton, pose);
|
||||
|
||||
return pose;
|
||||
finalPose = skeleton->GetFinalPose(pose);
|
||||
|
||||
return finalPose;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user