fixed Blend Additive
problem mesh was just exploding + code should be faster
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@@ -1070,38 +1070,26 @@ void AnimGraphExecutor::ProcessGroupAnimation(Box* boxBase, Node* nodeBase, Valu
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else
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{
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const auto nodes = node->GetNodes(this);
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const auto nodesA = static_cast<AnimGraphImpulse*>(valueA.AsPointer);
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const auto nodesB = static_cast<AnimGraphImpulse*>(valueB.AsPointer);
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const auto& baseNodes = _graph.BaseModel.Get()->GetNodes();
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Transform t, tA, tB;
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const auto basePoseNodes = static_cast<AnimGraphImpulse*>(valueA.AsPointer);
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const auto blendPoseNodes = static_cast<AnimGraphImpulse*>(valueB.AsPointer);
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const auto& refrenceNodes = _graph.BaseModel.Get()->GetNodes();
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Transform t, basePoseTransform, blendPoseTransform, refrenceTransform;
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for (int32 i = 0; i < nodes->Nodes.Count(); i++)
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{
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tA = nodesA->Nodes[i];
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tB = nodesB->Nodes[i];
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const auto& baseNode = baseNodes[i];
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basePoseTransform = basePoseNodes->Nodes[i];
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blendPoseTransform = blendPoseNodes->Nodes[i];
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refrenceTransform = refrenceNodes[i].LocalTransform;
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t.Translation = tA.Translation + (tB.Translation - baseNode.LocalTransform.Translation) * alpha;
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// base + (blend - refrence) = transform
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t.Translation = basePoseTransform.Translation + (blendPoseTransform.Translation - refrenceTransform.Translation);
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auto diff = Quaternion::Invert(refrenceTransform.Orientation) * blendPoseTransform.Orientation;
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t.Orientation = basePoseTransform.Orientation * diff;
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t.Scale = basePoseTransform.Scale + (blendPoseTransform.Scale - refrenceTransform.Scale);
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//auto baseOrientation = tA.Orientation;
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//Quaternion additiveOrientation = alpha * (tB.Orientation - baseNode.LocalTransform.Orientation);
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//t.Orientation = baseOrientation + additiveOrientation;
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auto m1 = Matrix::RotationQuaternion(tA.Orientation);
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auto m2 = Matrix::RotationQuaternion(alpha * tB.Orientation);
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auto m3 = Matrix::RotationQuaternion(alpha * baseNode.LocalTransform.Orientation);
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Matrix m4;
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Matrix::Subtract(m2, m3, m4);
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Matrix m5;
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Matrix::Add(m1, m4, m5);
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t.SetRotation(m5);
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t.Orientation.Normalize();
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t.Scale = tA.Scale * tB.Scale;
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//nodes->Nodes[i] = t;
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Transform::Lerp(tA, t, alpha, nodes->Nodes[i]);
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//lerp base and transform
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Transform::Lerp(basePoseTransform, t, alpha, nodes->Nodes[i]);
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}
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Transform::Lerp(nodesA->RootMotion, nodesA->RootMotion + nodesB->RootMotion, alpha, nodes->RootMotion);
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Transform::Lerp(basePoseNodes->RootMotion, basePoseNodes->RootMotion + blendPoseNodes->RootMotion, alpha, nodes->RootMotion);
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value = nodes;
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}
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}
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