// // Created by martin on 19.11.21. // #include "BlendSpace1D.h" #include #include #include "../SkinnedMesh.h" BlendSpace1D::BlendSpace1D(AnimationController* animation_controller) : AnimNode(animation_controller), m_input_0(nullptr), m_weight_0(0.f), m_input_1(nullptr), m_weight_1(0.f), m_weight(0.f), m_sync_inputs(false) { m_anim_node_type = AnimNodeType::Blend; const SkinnedMesh* skinned_mesh = m_animation_controller->m_skinned_mesh; const int num_soa_joints = skinned_mesh->m_skeleton.num_soa_joints(); const int num_joints = skinned_mesh->m_skeleton.num_joints(); m_local_matrices_0.resize(num_soa_joints); m_local_matrices_1.resize(num_soa_joints); } void BlendSpace1D::Evaluate(ozz::vector* local_matrices) { const SkinnedMesh* skinned_mesh = m_animation_controller->m_skinned_mesh; m_input_0->Evaluate(&m_local_matrices_0); m_input_1->Evaluate(&m_local_matrices_1); // perform blend ozz::animation::BlendingJob::Layer layers[2]; layers[0].transform = make_span(m_local_matrices_0); layers[0].weight = (1.0f - m_normalized_weight); layers[1].transform = make_span(m_local_matrices_1); layers[1].weight = (m_normalized_weight); ozz::animation::BlendingJob blend_job; blend_job.threshold = ozz::animation::BlendingJob().threshold; blend_job.layers = layers; blend_job.bind_pose = skinned_mesh->m_skeleton.joint_bind_poses(); blend_job.output = make_span(*local_matrices); if (!blend_job.Run()) { ozz::log::Err() << "Error blending animations." << std::endl; } } void BlendSpace1D::DrawDebugUi() { float min_weight = m_input_weights[0]; float max_weight = m_input_weights.back(); if (ImGui::SliderFloat("Weight", &m_weight, min_weight, max_weight)) { m_sync_track = SyncTrack::Blend(m_weight, m_input_0->m_sync_track, m_input_1->m_sync_track); } ImGui::Checkbox("Sync Inputs", &m_sync_inputs); ImGui::Text("SyncTrack"); m_sync_track.DrawDebugUi(); }