Minor fix to node input splitting. Not sure it is a good idea anymore, though...
parent
ef74f39cf4
commit
306a2cb4d8
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@ -392,18 +392,9 @@ void AnimGraph::MarkActiveNodes() {
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m_nodes[i]->m_state = AnimNodeEvalState::Deactivated;
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}
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const std::vector<NodeInput> graph_output_anim_inputs = m_node_anim_inputs[0];
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for (size_t i = 0, n = graph_output_anim_inputs.size(); i < n; i++) {
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const NodeInput& graph_input = graph_output_anim_inputs[i];
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AnimNode* node = graph_input.m_node;
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if (node != nullptr) {
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node->m_state = AnimNodeEvalState::Activated;
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}
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}
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const std::vector<NodeInput> graph_output_data_inputs = m_node_data_inputs[0];
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for (size_t i = 0, n = graph_output_data_inputs.size(); i < n; i++) {
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const NodeInput& graph_input = graph_output_data_inputs[i];
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const std::vector<NodeInput> graph_output_inputs = m_node_inputs[0];
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for (size_t i = 0, n = graph_output_inputs.size(); i < n; i++) {
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const NodeInput& graph_input = graph_output_inputs[i];
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AnimNode* node = graph_input.m_node;
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if (node != nullptr) {
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node->m_state = AnimNodeEvalState::Activated;
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@ -416,10 +407,11 @@ void AnimGraph::MarkActiveNodes() {
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int node_index = getAnimNodeIndex(node);
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node->MarkActiveInputs(m_node_anim_inputs[node_index]);
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for (size_t j = 0, nj = m_node_data_inputs[node_index].size(); j < nj; j++) {
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const NodeInput& data_input = m_node_data_inputs[node_index][j];
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if (data_input.m_node != nullptr) {
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data_input.m_node->m_state = AnimNodeEvalState::Activated;
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// Non-animation data inputs are always active.
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for (size_t j = 0, nj = m_node_inputs[node_index].size(); j < nj; j++) {
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const NodeInput& input = m_node_inputs[node_index][j];
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if (input.m_node != nullptr && input.m_type != SocketType::SocketTypeAnimation) {
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input.m_node->m_state = AnimNodeEvalState::Activated;
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}
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}
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}
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@ -84,6 +84,7 @@ struct AnimNodeResource {
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struct NodeInput {
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AnimNode* m_node;
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SocketType m_type = SocketType::SocketTypeUndefined;
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std::string m_input_name;
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};
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@ -611,8 +612,8 @@ struct AnimGraph {
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std::vector<AnimNode*> m_nodes;
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std::vector<AnimNode*> m_eval_ordered_nodes;
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std::vector<std::vector<NodeInput> > m_node_inputs;
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std::vector<std::vector<NodeInput> > m_node_anim_inputs;
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std::vector<std::vector<NodeInput> > m_node_data_inputs;
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NodeSocketAccessorBase* m_socket_accessor;
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char* m_input_buffer = nullptr;
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char* m_output_buffer = nullptr;
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@ -681,10 +682,10 @@ struct AnimGraph {
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result.m_nodes.push_back(node);
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assert(node_resource.m_socket_accessor != nullptr);
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result.m_node_inputs.push_back(std::vector<NodeInput>());
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std::vector<NodeInput>& node_inputs = result.m_node_inputs.back();
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result.m_node_anim_inputs.push_back(std::vector<NodeInput>());
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result.m_node_data_inputs.push_back(std::vector<NodeInput>());
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std::vector<NodeInput>& node_anim_inputs = result.m_node_anim_inputs.back();
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std::vector<NodeInput>& node_data_inputs = result.m_node_data_inputs.back();
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for (int j = 0, n = node_resource.m_socket_accessor->m_inputs.size();
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j < n;
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@ -694,12 +695,13 @@ struct AnimGraph {
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NodeInput input;
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input.m_node = nullptr;
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input.m_type = input_socket.m_type;
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input.m_input_name = input_socket.m_name;
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node_inputs.push_back(input);
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if (input_socket.m_type == SocketType::SocketTypeAnimation) {
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node_anim_inputs.push_back(input);
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} else {
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node_data_inputs.push_back(input);
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}
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}
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}
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@ -829,13 +831,21 @@ struct AnimGraph {
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size_t target_node_index = result.getAnimNodeIndex(target_node);
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std::vector<NodeInput>& node_inputs =
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result.m_node_anim_inputs[target_node_index];
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result.m_node_inputs[target_node_index];
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for (int j = 0, n = node_inputs.size(); j < n; j++) {
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if (node_inputs[j].m_input_name == target_socket->m_name) {
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node_inputs[j].m_node = source_node;
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}
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}
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std::vector<NodeInput>& node_anim_inputs =
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result.m_node_anim_inputs[target_node_index];
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for (int j = 0, n = node_anim_inputs.size(); j < n; j++) {
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if (node_anim_inputs[j].m_input_name == target_socket->m_name) {
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node_anim_inputs[j].m_node = source_node;
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}
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}
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if (target_node_accessor != result.m_socket_accessor) {
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delete target_node_accessor;
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}
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