2nd pass on additive blend math.

This commit is contained in:
Chandler Cox
2023-12-08 00:59:41 -06:00
parent 91033a6468
commit a6a94d5f77

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@@ -1076,11 +1076,28 @@ void AnimGraphExecutor::ProcessGroupAnimation(Box* boxBase, Node* nodeBase, Valu
tA = nodesA->Nodes[i];
tB = nodesB->Nodes[i];
auto t = tB;
auto originalOrientation = (1 - alpha) * tA.Orientation;
auto additiveOrientation = alpha * t.Orientation;
if (Quaternion::Dot(originalOrientation, additiveOrientation) < 0)
t.Orientation *= -1;
// Get Base pose nodes
auto baseNode = _graph.BaseModel.Get()->GetNodes()[i];
t.Translation = tA.Translation + (tB.Translation - baseNode.LocalTransform.Translation) * alpha;
//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]);
}
Transform::Lerp(nodesA->RootMotion, nodesA->RootMotion + nodesB->RootMotion, alpha, nodes->RootMotion);