/// <summary>
        /// Update this animation controller.
        /// </summary>
        /// <param name="animationUpdateData">See commentary in MyAnimationUpdateData</param>
        public void Update(ref MyAnimationUpdateData animationUpdateData)
        {
            if (animationUpdateData.CharacterBones == null)
            {
                return; // safety
            }
            if (animationUpdateData.Controller == null)
            {
                animationUpdateData.Controller = this;
            }
            ResultBonesPool.FreeAll(); // free all previous bone allocations, return them to pool
                                       // (this is a safe place to do that, nobody should use them by this time)

            // Set the first layer.
            if (m_layers.Count > 0)
            {
                m_layers[0].Update(ref animationUpdateData);
            }
            // Other layers can replace some transforms or add them
            for (int i = 1; i < m_layers.Count; i++)
            {
                var currentLayer = m_layers[i];
                MyAnimationUpdateData animationUpdateDataLast = animationUpdateData;
                animationUpdateData.LayerBoneMask = null;
                animationUpdateData.BonesResult   = null;
                m_layers[i].Update(ref animationUpdateData);
                if (animationUpdateData.BonesResult == null)
                {
                    animationUpdateData = animationUpdateDataLast; // restore backup
                    continue;
                }

                int boneCount     = animationUpdateData.BonesResult.Count;
                var bonesLast     = animationUpdateDataLast.BonesResult;
                var bones         = animationUpdateData.BonesResult;
                var bonesBindPose = animationUpdateDataLast.CharacterBones;

                if (currentLayer.Mode == MyAnimationStateMachine.MyBlendingMode.Replace)
                {
                    for (int j = 0; j < boneCount; j++)
                    {
                        if (animationUpdateData.LayerBoneMask[j] == false)
                        {
                            bones[j].Translation = bonesLast[j].Translation;
                            bones[j].Rotation    = bonesLast[j].Rotation;
                        }
                    }
                }
                else if (currentLayer.Mode == MyAnimationStateMachine.MyBlendingMode.Add)
                {
                    for (int j = 0; j < boneCount; j++)
                    {
                        if (animationUpdateData.LayerBoneMask[j])
                        {
                            // add result to current
                            Vector3    addTranslation;
                            Quaternion addRotation;
                            bonesBindPose[j].GetCompleteTransform(ref bones[j].Translation, ref bones[j].Rotation,
                                                                  out addTranslation, out addRotation);
                            bones[j].Translation = bonesLast[j].Translation + addTranslation;
                            bones[j].Rotation    = bonesLast[j].Rotation * addRotation;
                            // TODO: Check this math :)
                        }
                        else
                        {
                            // unaffected, copy last result (deep copy because we allocate from pool and bone is currenlty class)
                            bones[j].Translation = bonesLast[j].Translation;
                            bones[j].Rotation    = bonesLast[j].Rotation;
                        }
                    }
                }
                ResultBonesPool.Free(animationUpdateDataLast.BonesResult);
            }
        }
示例#2
0
        /// <summary>
        /// Update this animation controller.
        /// </summary>
        /// <param name="animationUpdateData">See commentary in MyAnimationUpdateData</param>
        public void Update(ref MyAnimationUpdateData animationUpdateData)
        {
            FrameCounter++;
            if (animationUpdateData.CharacterBones == null || !ResultBonesPool.IsValid())
            {
                return; // safety
            }
            if (animationUpdateData.Controller == null)
            {
                animationUpdateData.Controller = this;
            }
            ResultBonesPool.FreeAll(); // free all previous bone allocations, return them to pool
                                       // (this is a safe place to do that, nobody should use them by this time)

            Variables.SetValue(MyAnimationVariableStorageHints.StrIdRandomStable, MyRandom.Instance.NextFloat());

            // Set the first layer.
            if (m_layers.Count > 0)
            {
                ResultBonesPool.SetDefaultPose(null);
                m_layers[0].Update(ref animationUpdateData);
            }
            // Other layers can replace some transforms or add them
            for (int i = 1; i < m_layers.Count; i++)
            {
                var currentLayer = m_layers[i];
                MyAnimationUpdateData animationUpdateDataLast = animationUpdateData;
                animationUpdateData.LayerBoneMask = null;
                animationUpdateData.BonesResult   = null;
                ResultBonesPool.SetDefaultPose(currentLayer.Mode == MyAnimationStateMachine.MyBlendingMode.Replace
                    ? animationUpdateDataLast.BonesResult
                    : null);
                m_layers[i].Update(ref animationUpdateData);
                if (animationUpdateData.BonesResult == null ||
                    m_layers[i].CurrentNode == null ||  // optimization
                    ((MyAnimationStateMachineNode)m_layers[i].CurrentNode).RootAnimationNode == null || // optimization
                    ((MyAnimationStateMachineNode)m_layers[i].CurrentNode).RootAnimationNode is MyAnimationTreeNodeDummy) // optimization
                {
                    animationUpdateData = animationUpdateDataLast;                                                        // restore backup
                    continue;
                }

                int boneCount     = animationUpdateData.BonesResult.Count;
                var bonesLast     = animationUpdateDataLast.BonesResult;
                var bones         = animationUpdateData.BonesResult;
                var bonesBindPose = animationUpdateDataLast.CharacterBones;

                if (currentLayer.Mode == MyAnimationStateMachine.MyBlendingMode.Replace)
                {
                    for (int j = 0; j < boneCount; j++)
                    {
                        if (animationUpdateData.LayerBoneMask[j] == false)
                        {
                            bones[j].Translation = bonesLast[j].Translation;
                            bones[j].Rotation    = bonesLast[j].Rotation;
                        }
                    }
                }
                else if (currentLayer.Mode == MyAnimationStateMachine.MyBlendingMode.Add)
                {
                    for (int j = 0; j < boneCount; j++)
                    {
                        if (animationUpdateData.LayerBoneMask[j])
                        {
                            // add result to current
                            Vector3    addTranslation;
                            Quaternion addRotation;
                            bonesBindPose[j].GetCompleteTransform(ref bones[j].Translation, ref bones[j].Rotation,
                                                                  out addTranslation, out addRotation);
                            bones[j].Translation = bonesLast[j].Translation + addTranslation;
                            bones[j].Rotation    = bonesLast[j].Rotation * addRotation;
                        }
                        else
                        {
                            // unaffected, copy last result (deep copy because we allocate from pool and bone is currenlty class)
                            bones[j].Translation = bonesLast[j].Translation;
                            bones[j].Rotation    = bonesLast[j].Rotation;
                        }
                    }
                }
                ResultBonesPool.Free(animationUpdateDataLast.BonesResult);
            }
        }