@@ -7,6 +7,18 @@
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#include "Engine/Animations/AlphaBlend.h"
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#include "Engine/Animations/InverseKinematics.h"
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namespace
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{
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void BlendAdditiveWeightedRotation(Quaternion& base, Quaternion& additive, float weight)
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{
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// Pick a shortest path between rotation to fix blending artifacts
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additive *= weight;
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if (Quaternion::Dot(base, additive) < 0)
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additive *= -1;
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base += additive;
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}
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}
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int32 AnimGraphExecutor::GetRootNodeIndex(Animation* anim)
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{
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// TODO: cache the root node index (use dictionary with Animation* -> int32 for fast lookups)
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@@ -288,31 +300,46 @@ Variant AnimGraphExecutor::SampleAnimationsWithBlend(AnimGraphNode* node, bool l
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const auto mappingC = animC->GetMapping(_graph.BaseModel);
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Transform tmp, t;
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const auto emptyNodes = GetEmptyNodes();
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ASSERT(Math::Abs(alphaA + alphaB + alphaC - 1.0f) <= ANIM_GRAPH_BLEND_THRESHOLD); // Assumes weights are normalized
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for (int32 i = 0; i < nodes->Nodes.Count(); i++)
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{
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const int32 nodeToChannelA = mappingA->At(i);
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const int32 nodeToChannelB = mappingB->At(i);
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const int32 nodeToChannelC = mappingC->At(i);
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tmp = t = emptyNodes->Nodes[i];
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// Calculate the animated node transformations
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t = emptyNodes->Nodes[i];
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if (nodeToChannelA != -1)
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{
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// Override
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tmp = t;
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animA->Data.Channels[nodeToChannelA].Evaluate(animPosA, &tmp, false);
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Transform::Lerp(t, tmp, alphaA, t);
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t.Translation = tmp.Translation * alphaA;
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t.Orientation = tmp.Orientation * alphaA;
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t.Scale = tmp.Scale * alphaA;
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}
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nodes->Nodes[i] = t;
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}
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for (int32 i = 0; i < nodes->Nodes.Count(); i++)
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{
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const int32 nodeToChannelB = mappingB->At(i);
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const int32 nodeToChannelC = mappingC->At(i);
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t = nodes->Nodes[i];
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if (nodeToChannelB != -1)
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{
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// Additive
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tmp = emptyNodes->Nodes[i];
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animB->Data.Channels[nodeToChannelB].Evaluate(animPosB, &tmp, false);
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Transform::Lerp(t, tmp, alphaB, t);
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t.Translation += tmp.Translation * alphaB;
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t.Scale += tmp.Scale * alphaB;
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BlendAdditiveWeightedRotation(t.Orientation, tmp.Orientation, alphaB);
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}
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if (nodeToChannelC != -1)
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{
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// Additive
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tmp = emptyNodes->Nodes[i];
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animC->Data.Channels[nodeToChannelC].Evaluate(animPosC, &tmp, false);
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Transform::Lerp(t, tmp, alphaC, t);
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t.Translation += tmp.Translation * alphaC;
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t.Scale += tmp.Scale * alphaC;
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BlendAdditiveWeightedRotation(t.Orientation, tmp.Orientation, alphaC);
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}
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// Write blended transformation
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t.Orientation.Normalize();
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nodes->Nodes[i] = t;
|
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}
|
||||
|
||||
|
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