Fixed memory leaks and cleaned up Skeleton and BlendTree
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@@ -2,6 +2,10 @@
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BlendTree::BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton)
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{
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m_Skeleton = skeleton;
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auto itPair = ModelEntity.World->GetChildren(ModelEntity.ID);
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if (itPair.first == itPair.second) {
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return;
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@@ -16,7 +20,7 @@ BlendTree::BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton)
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m_Root = new Node();
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m_Root->Name = ModelEntity.Name();
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m_Root->Pose = skeleton->GetFrameBones(animation, (double)ModelEntity["Animation"]["Time"], (bool)ModelEntity["Animation"]["Additive"]);
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m_Root->Pose = m_Skeleton->GetFrameBones(animation, (double)ModelEntity["Animation"]["Time"], (bool)ModelEntity["Animation"]["Additive"]);
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m_Root->Parent = nullptr;
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m_Root->Type = NodeType::Animation;
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@@ -26,26 +30,27 @@ BlendTree::BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton)
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m_Root->Parent = nullptr;
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m_Root->Type = NodeType::Blend;
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m_Root->Weight = (double)ModelEntity["Blend"]["Weight"];
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m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["Blend"]["Pose1"], ModelEntity, skeleton);
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m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["Blend"]["Pose2"], ModelEntity, skeleton);
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m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["Blend"]["Pose1"], ModelEntity);
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m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["Blend"]["Pose2"], ModelEntity);
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} else if (ModelEntity.HasComponent("BlendOverride")) {
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m_Root = new Node();
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m_Root->Name = ModelEntity.Name();
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m_Root->Parent = nullptr;
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m_Root->Type = NodeType::Override;
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m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendOverride"]["Master"], ModelEntity, skeleton);
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m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendOverride"]["Slave"], ModelEntity, skeleton);
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m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendOverride"]["Master"], ModelEntity);
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m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendOverride"]["Slave"], ModelEntity);
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} else if (ModelEntity.HasComponent("BlendAdditive")) {
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m_Root = new Node();
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m_Root->Name = ModelEntity.Name();
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m_Root->Parent = nullptr;
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m_Root->Type = NodeType::Additive;
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m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendAdditive"]["Adder"], ModelEntity, skeleton);
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m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendAdditive"]["Receiver"], ModelEntity, skeleton);
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m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendAdditive"]["Adder"], ModelEntity);
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m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["BlendAdditive"]["Receiver"], ModelEntity);
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}
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m_FinalPose = AccumulateFinalPose();
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// PrintTree();
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@@ -62,15 +67,12 @@ BlendTree::~BlendTree()
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std::list<Node*> m_NodesToRemove;
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while (currentNode != nullptr) {
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currentNode = currentNode->Next();
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m_NodesToRemove.push_back(currentNode);
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currentNode = currentNode->Next();
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}
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for (auto it = m_NodesToRemove.begin(); it != m_NodesToRemove.end(); it++) {
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if ((*it) != nullptr) {
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delete (*it);
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(*it) = nullptr;
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}
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delete (*it);
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}
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}
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@@ -89,92 +91,26 @@ void BlendTree::PrintTree()
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currentNode = currentNode->Next();
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}
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}
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void BlendTree::FillTree(Node* parentNode, EntityWrapper parentEntity, Skeleton* skeleton)
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BlendTree::Node* BlendTree::FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity)
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{
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auto itPair = parentEntity.World->GetChildren(parentEntity.ID);
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if (itPair.first == itPair.second) {
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return; // no children
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}
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unsigned int childIndex = 0;
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for (auto it = itPair.first; it != itPair.second; ++it) {
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EntityWrapper childEntity = EntityWrapper(parentEntity.World, it->second);
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if(!childEntity.Valid()) {
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continue;
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}
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if (childEntity.HasComponent("Animation")) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(childEntity["Animation"]["AnimationName"]);
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if(animation == nullptr) {
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continue;
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}
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Node* node = new Node();
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node->Name = childEntity.Name();
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node->Pose = skeleton->GetFrameBones(animation, (double)childEntity["Animation"]["Time"], (bool)childEntity["Animation"]["Additive"]);
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node->Parent = parentNode;
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node->Type = NodeType::Animation;
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parentNode->Child[childIndex] = node;
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childIndex++;
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FillTree(node, childEntity, skeleton);
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} else if (childEntity.HasComponent("Blend")) {
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Node* node = new Node();
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node->Name = childEntity.Name();
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node->Parent = parentNode;
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node->Type = NodeType::Blend;
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(double&)childEntity["Blend"]["Weight"] = glm::clamp((float)(double)childEntity["Blend"]["Weight"], 0.f, 1.f);
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node->Weight = (double)childEntity["Blend"]["Weight"];
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parentNode->Child[childIndex] = node;
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childIndex++;
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FillTree(node, childEntity, skeleton);
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} else if (childEntity.HasComponent("BlendOverride")) {
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Node* node = new Node();
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node->Name = childEntity.Name();
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node->Parent = parentNode;
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node->Type = NodeType::Override;
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parentNode->Child[childIndex] = node;
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childIndex++;
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FillTree(node, childEntity, skeleton);
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} else if (childEntity.HasComponent("BlendAdditive")) {
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Node* node = new Node();
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node->Name = childEntity.Name();
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node->Parent = parentNode;
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node->Type = NodeType::Additive;
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parentNode->Child[childIndex] = node;
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childIndex++;
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FillTree(node, childEntity, skeleton);
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}
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}
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}
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BlendTree::Node* BlendTree::FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity, Skeleton* skeleton)
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{
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EntityWrapper childEntity = parentEntity.FirstChildByName(name);
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EntityWrapper childEntity = parentEntity.FirstChildByName(name); // Make first level child by name
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if (!childEntity.Valid()) {
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return nullptr;
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}
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if (childEntity.HasComponent("Animation")) {
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const Skeleton::Animation* animation = skeleton->GetAnimation(childEntity["Animation"]["AnimationName"]);
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const Skeleton::Animation* animation = m_Skeleton->GetAnimation(childEntity["Animation"]["AnimationName"]);
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if (animation == nullptr) {
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return nullptr;
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}
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Node* node = new Node();
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node->Name = childEntity.Name();
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node->Pose = skeleton->GetFrameBones(animation, (double)childEntity["Animation"]["Time"], (bool)childEntity["Animation"]["Additive"]);
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node->Pose = m_Skeleton->GetFrameBones(animation, (double)childEntity["Animation"]["Time"], (bool)childEntity["Animation"]["Additive"]);
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node->Parent = parentNode;
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node->Type = NodeType::Animation;
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return node;
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@@ -186,31 +122,32 @@ BlendTree::Node* BlendTree::FillTreeByName(Node* parentNode, std::string name, E
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node->Type = NodeType::Blend;
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(double&)childEntity["Blend"]["Weight"] = glm::clamp((float)(double)childEntity["Blend"]["Weight"], 0.f, 1.f);
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node->Weight = (double)childEntity["Blend"]["Weight"];
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node->Child[0] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose1"], childEntity, skeleton);
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node->Child[1] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose2"], childEntity, skeleton);
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node->Child[0] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose1"], childEntity);
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node->Child[1] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose2"], childEntity);
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return node;
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} else if (childEntity.HasComponent("BlendOverride")) {
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Node* node = new Node();
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node->Name = childEntity.Name();
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node->Parent = parentNode;
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node->Type = NodeType::Override;
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node->Child[0] = FillTreeByName(node, (std::string)childEntity["BlendOverride"]["Master"], childEntity, skeleton);
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node->Child[1] = FillTreeByName(node, (std::string)childEntity["BlendOverride"]["Slave"], childEntity, skeleton);
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node->Child[0] = FillTreeByName(node, (std::string)childEntity["BlendOverride"]["Master"], childEntity);
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node->Child[1] = FillTreeByName(node, (std::string)childEntity["BlendOverride"]["Slave"], childEntity);
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return node;
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} else if (childEntity.HasComponent("BlendAdditive")) {
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Node* node = new Node();
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node->Name = childEntity.Name();
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node->Parent = parentNode;
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node->Type = NodeType::Additive;
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node->Child[0] = FillTreeByName(node, (std::string)childEntity["BlendAdditive"]["Adder"], childEntity, skeleton);
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node->Child[1] = FillTreeByName(node, (std::string)childEntity["BlendAdditive"]["Receiver"], childEntity, skeleton);
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node->Child[0] = FillTreeByName(node, (std::string)childEntity["BlendAdditive"]["Adder"], childEntity);
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node->Child[1] = FillTreeByName(node, (std::string)childEntity["BlendAdditive"]["Receiver"], childEntity);
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return node;
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}
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return nullptr;
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}
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void BlendTree::Blend(Skeleton* skeleton, std::map<int, glm::mat4>& pose)
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void BlendTree::Blend(std::map<int, glm::mat4>& pose)
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{
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Node* currentNode;
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Node* start = m_Root;
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@@ -219,7 +156,7 @@ void BlendTree::Blend(Skeleton* skeleton, std::map<int, glm::mat4>& pose)
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}
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currentNode = start;
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LOG_INFO("\n\n");
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while (m_Root->Pose.size() == 0) {
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if(currentNode->Pose.size() == 0) {
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if (currentNode->Child[0] != nullptr && currentNode->Child[1] != nullptr) {
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@@ -227,20 +164,18 @@ void BlendTree::Blend(Skeleton* skeleton, std::map<int, glm::mat4>& pose)
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switch (currentNode->Type) {
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case BlendTree::NodeType::Additive:
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currentNode->Pose = skeleton->BlendPoseAdditive(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
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currentNode->Pose = m_Skeleton->BlendPoseAdditive(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
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break;
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case BlendTree::NodeType::Blend:
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currentNode->Pose = skeleton->BlendPoses(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose, currentNode->Weight);
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currentNode->Pose = m_Skeleton->BlendPoses(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose, currentNode->Weight);
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break;
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case BlendTree::NodeType::Override:
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currentNode->Pose = skeleton->OverridePose(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
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currentNode->Pose = m_Skeleton->OverridePose(currentNode->Child[0]->Pose, currentNode->Child[1]->Pose);
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break;
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case BlendTree::NodeType::Animation:
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// do nothing
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break;
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}
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LOG_INFO("Blending %s and %s", currentNode->Child[0]->Name.c_str(), currentNode->Child[1]->Name.c_str());
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}
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} else if (currentNode->Child[0] != nullptr) {
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if (currentNode->Child[0]->Pose.size() != 0) {
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@@ -264,21 +199,21 @@ void BlendTree::Blend(Skeleton* skeleton, std::map<int, glm::mat4>& pose)
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pose = m_Root->Pose;
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}
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std::vector<glm::mat4> BlendTree::GetBoneTransforms(Skeleton* skeleton)
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std::vector<glm::mat4> BlendTree::AccumulateFinalPose()
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{
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std::vector<glm::mat4> finalPose;
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if (skeleton == nullptr || m_Root == nullptr) {
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if (m_Skeleton == nullptr || m_Root == nullptr) {
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for (int i = 0; i < skeleton->Bones.size(); i++) {
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for (int i = 0; i < m_Skeleton->Bones.size(); i++) {
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finalPose.push_back(glm::mat4(1));
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}
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return finalPose;
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}
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std::map<int, glm::mat4> pose;
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Blend(skeleton, pose);
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Blend(pose);
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finalPose = skeleton->GetFinalPose(pose);
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finalPose = m_Skeleton->GetFinalPose(pose);
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return finalPose;
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}
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