fixed Blend Additive

problem mesh was just exploding
+ code should be faster
This commit is contained in:
NoriteSC
2023-12-09 23:41:17 +01:00
parent 306dd43b18
commit 0cb064bfb3

View File

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