BoneAttachments now working and BlendTrees are created in the AnimationSystem

This commit is contained in:
viktorljung
2016-02-26 10:17:47 +01:00
parent c97d0d9381
commit af034673f6
13 changed files with 308 additions and 269 deletions
+12 -1
View File
@@ -76,6 +76,17 @@ BlendTree::~BlendTree()
}
}
glm::mat4 BlendTree::GetBoneTransform(int boneID)
{
if(m_FinalBoneTransforms.find(boneID) != m_FinalBoneTransforms.end()) {
return m_FinalBoneTransforms.at(boneID);
} else {
return glm::mat4(1);
}
}
void BlendTree::PrintTree()
{
Node* currentNode = m_Root;
@@ -213,7 +224,7 @@ std::vector<glm::mat4> BlendTree::AccumulateFinalPose()
std::map<int, glm::mat4> pose;
Blend(pose);
finalPose = m_Skeleton->GetFinalPose(pose);
m_Skeleton->GetFinalPose(pose, finalPose, m_FinalBoneTransforms);
return finalPose;
}