Synced animations looks good.
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@@ -10,26 +10,47 @@
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struct AnimSamplerNode : public AnimNode {
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AnimSamplerNode(AnimationController* animation_controller)
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: AnimNode(animation_controller),
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m_anim_ratio(0.f),
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m_override_ratio(false){};
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m_override_ratio(false),
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m_anim_ratio(0.f) {
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assert(m_current_time < 100.0f);
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m_anim_node_type = AnimNodeType::AnimSampler;
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};
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virtual ~AnimSamplerNode() {}
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ozz::animation::Animation* m_animation;
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float m_anim_ratio;
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bool m_override_ratio;
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float m_anim_ratio;
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ozz::animation::SamplingCache m_sampling_cache;
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void SetAnimation(ozz::animation::Animation* animation);
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virtual void Update(float dt) override {
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virtual void UpdateIsSynced(bool is_synced) override {
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m_is_time_synced = is_synced;
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}
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virtual void EvalAnimDuration() override {
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m_anim_duration = m_animation->duration();
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}
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virtual void UpdateTime(float dt) override {
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m_current_time += dt;
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if (!m_override_ratio) {
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const float duration = m_animation->duration();
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m_anim_ratio = fmodf((float)m_current_time / duration, 1.0f);
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if (m_is_time_synced) {
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m_anim_ratio = fmodf((float)m_current_time, 1.0f);
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m_current_time = m_anim_ratio;
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} else {
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const float duration = m_animation->duration();
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m_anim_ratio = fmodf((float)m_current_time / duration, 1.0f);
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}
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}
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if (m_anim_ratio < 0.f) {
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m_anim_ratio += 1.0f;
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}
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}
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virtual void Evaluate(
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ozz::vector<ozz::math::SoaTransform>* local_matrices) override;
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