Added LockTranslationNode.
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//
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// Created by martin on 16.11.21.
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//
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#ifndef ANIMTESTBED_LOCKBONES_H
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#define ANIMTESTBED_LOCKBONES_H
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#include "../AnimNode.h"
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struct LockTranslationNode : public AnimNode {
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LockTranslationNode(AnimationController* animation_controller)
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: AnimNode(animation_controller),
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m_input(nullptr),
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m_locked_bone_index(0),
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m_lock_x(false),
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m_lock_y(false),
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m_lock_z(false) {}
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virtual ~LockTranslationNode() {}
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AnimNode* m_input;
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int m_locked_bone_index;
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bool m_lock_x;
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bool m_lock_y;
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bool m_lock_z;
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virtual void Reset() { m_current_time = 0.f; }
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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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m_input->UpdateIsSynced(m_is_time_synced);
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}
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virtual void EvalAnimDuration() override {
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m_anim_duration = m_input->m_anim_duration;
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}
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virtual void UpdateTime(float dt) { m_input->UpdateTime(dt); }
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virtual void Evaluate(
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ozz::vector<ozz::math::SoaTransform>* local_matrices) override;
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virtual void GetInputNodes(
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std::vector<AnimNode*>& input_nodes) const override {
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input_nodes.push_back(m_input);
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};
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virtual void DrawDebugUi() override;
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};
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#endif //ANIMTESTBED_LOCKBONES_H
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