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debug of anim state machine tree traversal
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b91df1b2d4
commit
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8 changed files with 8 additions and 5 deletions
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@ -25,7 +25,7 @@ AnimBlendLinear::~AnimBlendLinear() {
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}
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const AnimPoseVec& AnimBlendLinear::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) {
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qCDebug(animation) << "in blend linear ++++++++++++++++" << _alphaVar << ": " << _alpha;
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_alpha = animVars.lookup(_alphaVar, _alpha);
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if (_children.size() == 0) {
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@ -47,7 +47,7 @@ static float calculateAlpha(const float speed, const std::vector<float>& charact
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}
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const AnimPoseVec& AnimBlendLinearMove::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) {
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qCDebug(animation) << "in blend linear move " << _alphaVar << ": " << _alpha;
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assert(_children.size() == _characteristicSpeeds.size());
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_desiredSpeed = animVars.lookup(_desiredSpeedVar, _desiredSpeed);
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@ -31,7 +31,7 @@ AnimClip::~AnimClip() {
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}
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const AnimPoseVec& AnimClip::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) {
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qCDebug(animation) << "anim clip is: " << _url;
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// lookup parameters from animVars, using current instance variables as defaults.
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_startFrame = animVars.lookup(_startFrameVar, _startFrame);
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_endFrame = animVars.lookup(_endFrameVar, _endFrame);
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@ -21,6 +21,7 @@ AnimDefaultPose::~AnimDefaultPose() {
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}
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const AnimPoseVec& AnimDefaultPose::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) {
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qCDebug(animation) << "in animation default pose";
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if (_skeleton) {
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_poses = _skeleton->getRelativeDefaultPoses();
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} else {
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@ -875,6 +875,7 @@ void AnimInverseKinematics::solveTargetWithSpline(const AnimContext& context, co
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//virtual
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const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimNode::Triggers& triggersOut) {
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qCDebug(animation) << "in animation ik node";
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// don't call this function, call overlay() instead
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assert(false);
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return _relativePoses;
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@ -33,6 +33,7 @@ AnimManipulator::~AnimManipulator() {
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}
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const AnimPoseVec& AnimManipulator::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) {
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qCDebug(animation) << "in anim manipulator node";
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return overlay(animVars, context, dt, triggersOut, _skeleton->getRelativeDefaultPoses());
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}
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@ -42,7 +42,7 @@ void AnimOverlay::buildBoneSet(BoneSet boneSet) {
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}
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const AnimPoseVec& AnimOverlay::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) {
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qCDebug(animation) << "in anim overlay node" << _alphaVar << ": " << _alpha;
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// lookup parameters from animVars, using current instance variables as defaults.
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// NOTE: switching bonesets can be an expensive operation, let's try to avoid it.
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auto prevBoneSet = _boneSet;
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@ -22,7 +22,7 @@ AnimStateMachine::~AnimStateMachine() {
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}
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const AnimPoseVec& AnimStateMachine::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) {
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qCDebug(animation) << "in anim state machine " << _currentState->getID() << ": " << _alpha;
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QString desiredStateID = animVars.lookup(_currentStateVar, _currentState->getID());
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if (_currentState->getID() != desiredStateID) {
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// switch states
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