WIP animation based root bone transform calculation.
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@@ -11,7 +11,8 @@ struct AnimSamplerNode : public AnimNode {
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AnimSamplerNode(AnimationController* animation_controller)
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: AnimNode(animation_controller),
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m_override_ratio(false),
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m_anim_ratio(0.f) {
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m_anim_ratio(0.f),
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m_root_bone_index(0) {
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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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@@ -21,26 +22,40 @@ struct AnimSamplerNode : public AnimNode {
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bool m_override_ratio;
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float m_anim_ratio;
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float m_anim_ratio_prev;
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bool m_root_bone_index;
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ozz::vector<ozz::math::SoaTransform> m_local_matrices;
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ozz::vector<ozz::math::SoaTransform> m_root_output;
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ozz::animation::SamplingCache m_sampling_cache;
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void SetAnimation(ozz::animation::Animation* animation, const SyncTrack& sync_track);
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void SetAnimation(
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ozz::animation::Animation* animation,
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const SyncTrack& sync_track);
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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 UpdateSyncTrack() override {
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}
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virtual void UpdateSyncTrack() override {}
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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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if (m_is_time_synced) {
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m_anim_ratio = m_sync_track.CalcRatioFromSyncTime(m_current_time);
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float prev_sync_time = m_current_time - dt;
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if (m_current_time < 0) {
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prev_sync_time += m_sync_track.m_num_intervals;
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}
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m_anim_ratio_prev = m_sync_track.CalcRatioFromSyncTime(prev_sync_time);
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} else {
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m_anim_ratio = fmodf((float)m_current_time / m_animation->duration(), 1.0f);
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m_anim_ratio =
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fmodf((float)m_current_time / m_animation->duration(), 1.0f);
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m_anim_ratio_prev = fmodf((float)m_current_time / m_animation->duration(), 1.0f);
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if (m_anim_ratio_prev < 0) {
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m_anim_ratio_prev += 1.0f;
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}
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}
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}
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@@ -50,9 +65,11 @@ struct AnimSamplerNode : public AnimNode {
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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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ozz::vector<ozz::math::SoaTransform>* local_matrices,
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ozz::math::Transform* root_transform) override;
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virtual void GetInputNodes(std::vector<AnimNode*>& input_nodes) const override{};
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virtual void GetInputNodes(
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std::vector<AnimNode*>& input_nodes) const override{};
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virtual void DrawDebugUi();
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};
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