Added BlendTree that stores and blends multiple animations

This commit is contained in:
viktorljung
2016-02-22 15:58:38 +01:00
parent 3c9c95cff4
commit abd36c81f8
20 changed files with 641 additions and 453 deletions
@@ -40,15 +40,10 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
glm::mat4 boneTransform;
if (parent.HasComponent("Animation")) {
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["Animation"]["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)parent["Animation"]["Time" + std::to_string(i)];
animationData.weight = (double)parent["Animation"]["Weight" + std::to_string(i)];
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["Animation"]["AnimationName"]);
if (animationData.animation != nullptr) {
animationData.time = (double)parent["Animation"]["Time"];
Animations.push_back(animationData);
}
}