Transition walking-zombie look good.
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@@ -23,10 +23,9 @@ void AnimSamplerNode::SetAnimation(ozz::animation::Animation* animation, const S
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void AnimSamplerNode::Evaluate(
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ozz::vector<ozz::math::SoaTransform>* local_matrices) {
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ozz::animation::SamplingJob sampling_job;
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float ratio = m_sync_track.CalcRatioFromSyncTime(m_anim_ratio);
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sampling_job.animation = m_animation;
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sampling_job.cache = &m_sampling_cache;
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sampling_job.ratio = ratio;
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sampling_job.ratio = m_anim_ratio;
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sampling_job.output = make_span(*local_matrices);
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if (!sampling_job.Run()) {
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ozz::log::Err() << "Error sampling animation." << std::endl;
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@@ -38,10 +38,9 @@ struct AnimSamplerNode : public AnimNode {
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m_current_time += dt;
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if (!m_override_ratio) {
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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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m_anim_ratio = m_sync_track.CalcRatioFromSyncTime(m_current_time);
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} else {
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m_anim_ratio = fmodf((float)m_current_time / m_sync_track.m_duration, 1.0f);
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m_anim_ratio = fmodf((float)m_current_time / m_animation->duration(), 1.0f);
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}
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}
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@@ -49,7 +49,9 @@ void BlendNode::Evaluate(ozz::vector<ozz::math::SoaTransform>* local_matrices) {
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}
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void BlendNode::DrawDebugUi() {
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ImGui::SliderFloat("Weight", &m_weight, 0.f, 1.f);
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if (ImGui::SliderFloat("Weight", &m_weight, 0.f, 1.f)) {
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m_sync_track = SyncTrack::Blend(m_weight, m_input_A->m_sync_track, m_input_B->m_sync_track);
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}
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ImGui::Checkbox("Sync Inputs", &m_sync_inputs);
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ImGui::Text("SyncTrack");
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@@ -45,20 +45,11 @@ struct BlendNode : public AnimNode {
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virtual void UpdateTime(float dt) {
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if (m_is_time_synced) {
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float current_time_absolute = fmodf(m_current_time * m_sync_track.m_duration + dt, 1.0f);
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float current_sync_time = m_sync_track.CalcSyncFromAbsTime(current_time_absolute);
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m_current_time = m_sync_track.CalcRatioFromSyncTime(current_sync_time);
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m_current_time = fmodf(m_current_time + dt, m_sync_track.m_duration);
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float current_sync_time = m_sync_track.CalcSyncFromAbsTime(m_current_time);
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float time_absolute_A = fmodf (m_input_A->m_current_time * m_input_A->m_sync_track.m_duration, 1.0f);
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float sync_time_A = m_input_A->m_sync_track.CalcSyncFromAbsTime(time_absolute_A);
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float m_ratio_A = m_input_A->m_sync_track.CalcSyncFromAbsTime(sync_time_A);
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float time_absolute_B = fmodf (m_input_B->m_current_time * m_input_B->m_sync_track.m_duration, 1.0f);
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float sync_time_B = m_input_B->m_sync_track.CalcSyncFromAbsTime(time_absolute_B);
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float m_ratio_B = m_input_B->m_sync_track.CalcSyncFromAbsTime(sync_time_B);
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m_input_A->UpdateTime(current_sync_time);
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m_input_B->UpdateTime(current_sync_time);
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m_input_A->UpdateTime(current_sync_time - m_input_A->m_current_time);
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m_input_B->UpdateTime(current_sync_time - m_input_B->m_current_time);
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} else {
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m_current_time += dt;
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m_input_A->UpdateTime(dt);
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