Added code to evaluate node ordering for spanning tree of blend tree.
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//
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// Created by martin on 12.11.21.
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//
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#ifndef ANIMTESTBED_ANIMSAMPLERNODE_H
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#define ANIMTESTBED_ANIMSAMPLERNODE_H
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#include "../AnimNode.h"
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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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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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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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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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}
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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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virtual void CollectNodeOrdering(
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std::vector<AnimNode*>& anim_nodes) override {
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anim_nodes.push_back(this);
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};
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virtual void DrawDebugUi();
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};
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#endif //ANIMTESTBED_ANIMSAMPLERNODE_H
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