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fixed memory leak caused by bone length scale computation
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58146063db
commit
bc696d6db6
1 changed files with 35 additions and 31 deletions
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@ -124,41 +124,45 @@ void AnimClip::copyFromNetworkAnim() {
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_anim.resize(animFrameCount);
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// find the size scale factor for translation in the animation.
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const int avatarHipsParentIndex = avatarSkeleton->getParentIndex(avatarSkeleton->nameToJointIndex("Hips"));
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const int animHipsParentIndex = animSkeleton.getParentIndex(animSkeleton.nameToJointIndex("Hips"));
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const AnimPose& avatarHipsAbsoluteDefaultPose = avatarSkeleton->getAbsoluteDefaultPose(avatarSkeleton->nameToJointIndex("Hips"));
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const AnimPose& animHipsAbsoluteDefaultPose = animSkeleton.getAbsoluteDefaultPose(animSkeleton.nameToJointIndex("Hips"));
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// the get the units and the heights for the animation and the avatar
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const float avatarUnitScale = extractScale(avatarSkeleton->getGeometryOffset()).y;
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const float animationUnitScale = extractScale(animModel.offset).y;
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const float avatarHeightInMeters = avatarUnitScale * avatarHipsAbsoluteDefaultPose.trans().y;
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const float animHeightInMeters = animationUnitScale * animHipsAbsoluteDefaultPose.trans().y;
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// get the parent scales for the avatar and the animation
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float avatarHipsParentScale = 1.0f;
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if (avatarHipsParentIndex >= 0) {
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const AnimPose& avatarHipsParentAbsoluteDefaultPose = avatarSkeleton->getAbsoluteDefaultPose(avatarHipsParentIndex);
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avatarHipsParentScale = avatarHipsParentAbsoluteDefaultPose.scale().y;
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}
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float animHipsParentScale = 1.0f;
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if (animHipsParentIndex >= 0) {
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const AnimPose& animationHipsParentAbsoluteDefaultPose = animSkeleton.getAbsoluteDefaultPose(animHipsParentIndex);
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animHipsParentScale = animationHipsParentAbsoluteDefaultPose.scale().y;
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}
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const float EPSILON = 0.0001f;
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float boneLengthScale = 1.0f;
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// compute the ratios for the units, the heights in meters, and the parent scales
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if ((fabsf(animHeightInMeters) > EPSILON) && (animationUnitScale > EPSILON) && (animHipsParentScale > EPSILON)) {
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const float avatarToAnimationHeightRatio = avatarHeightInMeters / animHeightInMeters;
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const float unitsRatio = 1.0f / (avatarUnitScale / animationUnitScale);
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const float parentScaleRatio = 1.0f / (avatarHipsParentScale / animHipsParentScale);
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const int avatarHipsIndex = avatarSkeleton->nameToJointIndex("Hips");
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const int animHipsIndex = animSkeleton.nameToJointIndex("Hips");
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if (avatarHipsIndex != -1 && animHipsIndex != -1) {
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const int avatarHipsParentIndex = avatarSkeleton->getParentIndex(avatarHipsIndex);
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const int animHipsParentIndex = animSkeleton.getParentIndex(animHipsIndex);
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boneLengthScale = avatarToAnimationHeightRatio * unitsRatio * parentScaleRatio;
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const AnimPose& avatarHipsAbsoluteDefaultPose = avatarSkeleton->getAbsoluteDefaultPose(avatarHipsIndex);
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const AnimPose& animHipsAbsoluteDefaultPose = animSkeleton.getAbsoluteDefaultPose(animHipsIndex);
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// the get the units and the heights for the animation and the avatar
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const float avatarUnitScale = extractScale(avatarSkeleton->getGeometryOffset()).y;
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const float animationUnitScale = extractScale(animModel.offset).y;
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const float avatarHeightInMeters = avatarUnitScale * avatarHipsAbsoluteDefaultPose.trans().y;
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const float animHeightInMeters = animationUnitScale * animHipsAbsoluteDefaultPose.trans().y;
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// get the parent scales for the avatar and the animation
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float avatarHipsParentScale = 1.0f;
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if (avatarHipsParentIndex != -1) {
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const AnimPose& avatarHipsParentAbsoluteDefaultPose = avatarSkeleton->getAbsoluteDefaultPose(avatarHipsParentIndex);
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avatarHipsParentScale = avatarHipsParentAbsoluteDefaultPose.scale().y;
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}
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float animHipsParentScale = 1.0f;
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if (animHipsParentIndex != -1) {
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const AnimPose& animationHipsParentAbsoluteDefaultPose = animSkeleton.getAbsoluteDefaultPose(animHipsParentIndex);
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animHipsParentScale = animationHipsParentAbsoluteDefaultPose.scale().y;
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}
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const float EPSILON = 0.0001f;
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// compute the ratios for the units, the heights in meters, and the parent scales
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if ((fabsf(animHeightInMeters) > EPSILON) && (animationUnitScale > EPSILON) && (animHipsParentScale > EPSILON)) {
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const float avatarToAnimationHeightRatio = avatarHeightInMeters / animHeightInMeters;
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const float unitsRatio = 1.0f / (avatarUnitScale / animationUnitScale);
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const float parentScaleRatio = 1.0f / (avatarHipsParentScale / animHipsParentScale);
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boneLengthScale = avatarToAnimationHeightRatio * unitsRatio * parentScaleRatio;
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}
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}
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for (int frame = 0; frame < animFrameCount; frame++) {
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const HFMAnimationFrame& animFrame = animModel.animationFrames[frame];
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