Fixed memory leaks and cleaned up Skeleton and BlendTree

This commit is contained in:
viktorljung
2016-02-25 11:30:09 +01:00
parent 606a9bf94f
commit c97d0d9381
10 changed files with 606 additions and 545 deletions
+9 -4
View File
@@ -60,17 +60,22 @@ public:
BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton);
~BlendTree();
std::vector<glm::mat4> GetBoneTransforms(Skeleton* skeleton);
std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
void PrintTree();
private:
Skeleton* m_Skeleton = nullptr;
Node* m_Root = nullptr;
void FillTree(Node* parentNode, EntityWrapper parentEntity, Skeleton* skeleton);
BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity, Skeleton* skeleton);
std::vector<glm::mat4> m_FinalPose;
std::vector<glm::mat4> AccumulateFinalPose();
BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
void Blend(Skeleton* skeleton, std::map<int, glm::mat4>& pose);
void Blend(std::map<int, glm::mat4>& pose);
};
#endif
-3
View File
@@ -146,9 +146,6 @@ struct ModelJob : RenderJob
glm::vec4 Color;
const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr;
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
std::shared_ptr<::BlendTree> BlendTree = nullptr;
glm::vec4 DiffuseColor;
+9 -50
View File
@@ -68,34 +68,6 @@ public:
std::map<int, std::vector<Keyframe>> JointAnimations;
};
enum class BlendType
{
Additive,
Blend,
Override,
};
struct AnimationData
{
const Animation* animation;
BlendType blendType;
float time;
int level;
float weight;
};
struct JointFramePose {
BlendType Type;
int Level = 0;
glm::mat4 Pose = glm::mat4(0);
float Weight = 0.0f;
};
struct AnimationOffset {
const Animation* animation;
float time;
};
Skeleton() { }
~Skeleton();
@@ -106,36 +78,23 @@ public:
// Attach a new bone to the skeleton
// Returns: New bone index
int CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix);
int GetBoneID(std::string name);
std::vector<glm::mat4> GetFrameBones();
const Animation* GetAnimation(std::string name);
std::map<int, glm::mat4> GetFrameBones(const Animation* animation, double time, bool additive, bool noRootMotion = false);
void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, glm::mat4>& boneMatrices, bool additive, const Bone* bone, glm::mat4 parentMatrix);
const Animation* GetAnimation(std::string name);
glm::mat4 AdditiveBlend(const Bone* bone, AnimationOffset animationOffset, glm::mat4 targetPose);
std::map<std::string, Animation> Animations;
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix);
std::map<int, glm::mat4> BlendPoses(std::map<int, glm::mat4> pose1, std::map<int, glm::mat4> pose2, float weight);
std::map<int, glm::mat4> OverridePose(std::map<int, glm::mat4> overridePose, std::map<int, glm::mat4> targetPose);
std::map<int, glm::mat4> BlendPoseAdditive(std::map<int, glm::mat4> additivePose, std::map<int, glm::mat4> targetPose);
std::map<int, glm::mat4> BlendPoses(const std::map<int, glm::mat4>& pose1, const std::map<int, glm::mat4>& pose2, float weight);
std::map<int, glm::mat4> OverridePose(const std::map<int, glm::mat4>& overridePose, const std::map<int, glm::mat4>& targetPose);
std::map<int, glm::mat4> BlendPoseAdditive(const std::map<int, glm::mat4>& additivePose, const std::map<int, glm::mat4>& targetPose);
std::vector<glm::mat4> GetFinalPose(std::map<int, glm::mat4>& boneMatrices);
void AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void AdditiveBoneTransforms(const Animation* animation, double time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone);
std::map<std::string, Animation> Animations;
private:
glm::mat4 GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time);
glm::mat4 GetBonePose(const Bone* bone, const Animation* animation, double time, bool noRootMotion);
void AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void AdditiveBoneTransforms(const Animation* animation, double time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone);
void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
std::map<std::string, Bone*> m_BonesByName;