BoneAttachments now working and BlendTrees are created in the AnimationSystem
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@@ -6,27 +6,9 @@
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#include "../GLM.h"
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#include <glm/gtx/matrix_decompose.hpp>
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#include <imgui/imgui.h>
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#include "../Core/EntityWrapper.h"
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//struct Bone
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//{
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// Bone(std::string name, glm::mat4 offsetMatrix)
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// : Name(name)
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// , OffsetMatrix(offsetMatrix)
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// { }
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//
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// ~Bone()
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// {
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// for (auto kv : Children) {
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// delete kv.second;
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// }
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// }
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//
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// std::string Name;
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// glm::mat4 OffsetMatrix;
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// glm::mat4 LocalMatrix;
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//
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// std::map<std::string, Bone*> Children;
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//};
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class BlendTree;
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class Skeleton
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{
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@@ -75,6 +57,8 @@ public:
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std::map<int, Bone*> Bones;
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std::unordered_map<EntityWrapper, std::shared_ptr<BlendTree>> BlendTrees;
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// Attach a new bone to the skeleton
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// Returns: New bone index
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int CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix);
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@@ -86,13 +70,13 @@ public:
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std::map<int, glm::mat4> BlendPoses(const std::map<int, glm::mat4>& pose1, const std::map<int, glm::mat4>& pose2, float weight);
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std::map<int, glm::mat4> OverridePose(const std::map<int, glm::mat4>& overridePose, const std::map<int, glm::mat4>& targetPose);
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std::map<int, glm::mat4> BlendPoseAdditive(const std::map<int, glm::mat4>& additivePose, const 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 GetFinalPose(std::map<int, glm::mat4>& boneMatrices, std::vector<glm::mat4>& finalPose, std::map<int, glm::mat4>& boneTransforms);
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std::map<std::string, Animation> Animations;
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private:
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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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void AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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void AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::map<int, glm::mat4>& boneTransforms, 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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void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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