EMotionFX
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
This commit is contained in:
@@ -28,12 +28,12 @@ namespace EMotionFX
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AZ_CLASS_ALLOCATOR_DECL
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//
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enum
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enum : uint16
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{
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OUTPUTPORT_RESULT = 0
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};
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enum
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enum : uint16
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{
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PORTID_OUTPUT_POSE = 0
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};
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@@ -32,7 +32,7 @@ namespace EMotionFX
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AZ_RTTI(AnimGraphMotionNode, "{B8B8AAE6-E532-4BF8-898F-3D40AA41BC82}", AnimGraphNode)
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AZ_CLASS_ALLOCATOR_DECL
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enum
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enum : uint16
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{
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INPUTPORT_PLAYSPEED = 0,
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INPUTPORT_INPLACE = 1,
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@@ -41,7 +41,7 @@ namespace EMotionFX
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OUTPUTPORT_MOTION = 1
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};
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enum
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enum : uint16
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{
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PORTID_INPUT_PLAYSPEED = 0,
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PORTID_INPUT_INPLACE = 1,
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@@ -26,7 +26,7 @@ namespace EMotionFX
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using WeightedMaskEntry = AZStd::pair<AZStd::string, float>;
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enum
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enum : uint16
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{
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INPUTPORT_POSE_A = 0,
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INPUTPORT_POSE_B = 1,
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@@ -34,7 +34,7 @@ namespace EMotionFX
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OUTPUTPORT_POSE = 0
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};
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enum
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enum : uint16
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{
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PORTID_INPUT_POSE_A = 0,
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PORTID_INPUT_POSE_B = 1,
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@@ -49,7 +49,7 @@ namespace EMotionFX
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AZ_RTTI(BlendTreeBlendNNode, "{CBFFDE41-008D-45A1-AC2A-E9A25C8CE62A}", AnimGraphNode)
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AZ_CLASS_ALLOCATOR_DECL
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enum
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enum : uint16
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{
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INPUTPORT_POSE_0 = 0,
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INPUTPORT_POSE_1 = 1,
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@@ -65,7 +65,7 @@ namespace EMotionFX
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OUTPUTPORT_POSE = 0
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};
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enum
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enum : uint16
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{
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PORTID_INPUT_POSE_0 = 0,
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PORTID_INPUT_POSE_1 = 1,
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@@ -26,7 +26,7 @@ namespace EMotionFX
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AZ_CLASS_ALLOCATOR_DECL
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//
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enum
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enum : uint16
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{
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INPUTPORT_X = 0,
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INPUTPORT_Y = 1,
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@@ -34,7 +34,7 @@ namespace EMotionFX
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OUTPUTPORT_BOOL = 1
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};
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enum
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enum : uint16
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{
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PORTID_INPUT_X = 0,
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PORTID_INPUT_Y = 1,
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@@ -27,7 +27,7 @@ namespace EMotionFX
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AZ_RTTI(BlendTreeTwoLinkIKNode, "{0C3E8B7F-F810-47A6-B1A9-27BD4E4B5500}", AnimGraphNode)
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AZ_CLASS_ALLOCATOR_DECL
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enum
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enum : uint16
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{
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INPUTPORT_POSE = 0,
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INPUTPORT_GOALPOS = 1,
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@@ -37,7 +37,7 @@ namespace EMotionFX
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OUTPUTPORT_POSE = 0
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};
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enum
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enum : uint16
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{
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PORTID_INPUT_POSE = 0,
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PORTID_INPUT_GOALPOS = 1,
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+1
-1
@@ -26,7 +26,7 @@ namespace EMStudio
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const size_t numGroupNodes = nodeGroup->GetNumNodes();
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for (size_t j = 0; j < numGroupNodes; ++j)
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{
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const uint16 nodeIndex = nodeGroup->GetNode(j);
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const uint16 nodeIndex = nodeGroup->GetNode(static_cast<uint16>(j));
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const EMotionFX::Node* node = actor->GetSkeleton()->GetNode(nodeIndex);
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m_nodes.emplace_back(node->GetNameString());
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}
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@@ -126,8 +126,8 @@ namespace EMotionFX
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blendNNode->SetName(blendNNodeName);
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blendTree->AddChildNode(blendNNode);
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const int motionNodeCount = 5;
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for (AZ::u32 i = 0; i < motionNodeCount; ++i)
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const uint16 motionNodeCount = 5;
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for (uint16 i = 0; i < motionNodeCount; ++i)
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{
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AnimGraphMotionNode* motionNode = aznew AnimGraphMotionNode();
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motionNode->SetName(AZStd::string::format("Motion %i (%s)", i, blendNNodeName).c_str());
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@@ -172,7 +172,7 @@ namespace EMotionFX
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finalNode->AddConnection(blendNNode, BlendTreeBlendNNode::PORTID_OUTPUT_POSE, BlendTreeFinalNode::PORTID_INPUT_POSE);
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// Creates 5x blend N nodes as input for the blend N node created here. Each of these five blend N nodes have 5x input motions.
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for (AZ::u32 i = 0; i < 5; ++i)
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for (uint16 i = 0; i < 5; ++i)
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{
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BlendTreeBlendNNode* inputNode = CreateBlendNNode(testBlendTree, parameterNode, AZStd::string::format("InputBlendNode%i", i).c_str());
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blendNNode->AddConnection(inputNode, AnimGraphMotionNode::PORTID_OUTPUT_POSE, i);
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@@ -51,8 +51,8 @@ namespace EMotionFX
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m_blendTree->AddChildNode(finalNode);
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finalNode->AddConnection(m_blendNNode, BlendTreeBlendNNode::PORTID_OUTPUT_POSE, BlendTreeFinalNode::PORTID_INPUT_POSE);
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const int motionNodeCount = 3;
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for (int i = 0; i < motionNodeCount; ++i)
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const uint16 motionNodeCount = 3;
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for (uint16 i = 0; i < motionNodeCount; ++i)
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{
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AnimGraphMotionNode* motionNode = aznew AnimGraphMotionNode();
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m_blendTree->AddChildNode(motionNode);
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@@ -213,7 +213,7 @@ namespace EMotionFX
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finalNode->AddConnection(m_blendNNode, BlendTreeBlendNNode::PORTID_OUTPUT_POSE, BlendTreeFinalNode::PORTID_INPUT_POSE);
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ASSERT_TRUE(param.m_motionNodeCount <= 10) << "The blend N node only has 10 pose inputs.";
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for (AZ::u32 i = 0; i < param.m_motionNodeCount; ++i)
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for (uint16 i = 0; i < param.m_motionNodeCount; ++i)
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{
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AnimGraphMotionNode* motionNode = aznew AnimGraphMotionNode();
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m_blendTree->AddChildNode(motionNode);
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@@ -173,7 +173,7 @@ namespace EMotionFX
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m_blendTree->AddChildNode(m_basePoseNode);
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m_maskNode->AddConnection(m_basePoseNode, BlendTreeTestInputNode::OUTPUTPORT_RESULT, BlendTreeMaskNode::INPUTPORT_BASEPOSE);
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for (AZ::u32 i = 0; i < m_numMaskInputNodes; ++i)
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for (uint16 i = 0; i < m_numMaskInputNodes; ++i)
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{
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BlendTreeTestInputNode* inputNode = aznew BlendTreeTestInputNode(static_cast<float>(i));
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m_blendTree->AddChildNode(inputNode);
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@@ -53,8 +53,8 @@ namespace EMotionFX
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m_blendTree->AddChildNode(finalNode);
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finalNode->AddConnection(m_blendNNode, BlendTreeBlendNNode::PORTID_OUTPUT_POSE, BlendTreeFinalNode::PORTID_INPUT_POSE);
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const int motionNodeCount = 2;
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for (int i = 0; i < motionNodeCount; ++i)
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const uint16 motionNodeCount = 2;
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for (uint16 i = 0; i < motionNodeCount; ++i)
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{
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AnimGraphMotionNode* motionNode = aznew AnimGraphMotionNode();
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m_blendTree->AddChildNode(motionNode);
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@@ -46,8 +46,8 @@ namespace EMotionFX
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m_blendTree->AddChildNode(finalNode);
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finalNode->AddUnitializedConnection(m_blendNNode, BlendTreeBlendNNode::PORTID_OUTPUT_POSE, BlendTreeFinalNode::PORTID_INPUT_POSE);
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const int motionNodeCount = 3;
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for (int i = 0; i < motionNodeCount; ++i)
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const uint16 motionNodeCount = 3;
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for (uint16 i = 0; i < motionNodeCount; ++i)
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{
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AnimGraphMotionNode* motionNode = aznew AnimGraphMotionNode();
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m_blendTree->AddChildNode(motionNode);
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