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#pragma once
#include "Runtime/mecanim/defs.h"
#include "Runtime/mecanim/memory.h"
#include "Runtime/mecanim/types.h"
#include "Runtime/mecanim/bind.h"
#include "Runtime/Math/Simd/float4.h"
#include "Runtime/mecanim/skeleton/skeleton.h"
#include "Runtime/mecanim/human/human.h"
#include "Runtime/mecanim/animation/clipmuscle.h"
#include "Runtime/mecanim/animation/curvedata.h"
#include "Runtime/mecanim/statemachine/statemachine.h"
#include "Runtime/Serialize/Blobification/offsetptr.h"
#include "Runtime/Serialize/TransferFunctions/SerializeTransfer.h"
#include "Runtime/Animation/MecanimArraySerialization.h"
typedef UInt32 BindingHash;
namespace mecanim
{
static const uint32_t DISABLED_SYNCED_LAYER_IN_NON_PRO = 0xffffffff;
struct ValueArrayConstant;
typedef int ProcessString(mecanim::String const&);
namespace animation
{
struct ClipMuscleConstant;
struct AvatarConstant;
struct ControllerConstant;
enum LayerBlendingMode
{
kLayerBlendingModeOverride,
kLayerBlendingModeAdditive
};
struct LayerConstant
{
DEFINE_GET_TYPESTRING(LayerConstant)
LayerConstant():m_IKPass(true), m_SyncedLayerAffectsTiming(false), m_LayerBlendingMode(kLayerBlendingModeOverride){}
uint32_t m_StateMachineIndex;
uint32_t m_StateMachineMotionSetIndex;
human::HumanPoseMask m_BodyMask;
OffsetPtr<skeleton::SkeletonMask> m_SkeletonMask;
uint32_t m_Binding;
uint32_t m_LayerBlendingMode; //LayerBlendingMode
float m_DefaultWeight;
bool m_IKPass;
bool m_SyncedLayerAffectsTiming;
template<class TransferFunction>
inline void Transfer (TransferFunction& transfer)
{
TRANSFER(m_StateMachineIndex);
TRANSFER(m_StateMachineMotionSetIndex);
TRANSFER(m_BodyMask);
TRANSFER(m_SkeletonMask);
TRANSFER(m_Binding);
TRANSFER((int&)m_LayerBlendingMode);
TRANSFER(m_DefaultWeight);
TRANSFER(m_IKPass);
TRANSFER(m_SyncedLayerAffectsTiming);
transfer.Align();
}
};
struct ControllerConstant
{
DEFINE_GET_TYPESTRING(ControllerConstant)
ControllerConstant(): m_LayerCount(0),
m_StateMachineCount(0) {}
uint32_t m_LayerCount;
OffsetPtr< OffsetPtr<LayerConstant> > m_LayerArray;
uint32_t m_StateMachineCount;
OffsetPtr< OffsetPtr<statemachine::StateMachineConstant> > m_StateMachineArray;
OffsetPtr<ValueArrayConstant> m_Values;
OffsetPtr<ValueArray> m_DefaultValues;
template<class TransferFunction>
inline void Transfer (TransferFunction& transfer)
{
TRANSFER_BLOB_ONLY(m_LayerCount);
MANUAL_ARRAY_TRANSFER2( OffsetPtr<mecanim::animation::LayerConstant>, m_LayerArray, m_LayerCount);
TRANSFER_BLOB_ONLY(m_StateMachineCount);
MANUAL_ARRAY_TRANSFER2( OffsetPtr<mecanim::statemachine::StateMachineConstant>, m_StateMachineArray, m_StateMachineCount);
TRANSFER(m_Values);
TRANSFER(m_DefaultValues);
}
static void InitializeClass();
};
struct SkeletonTQSMap
{
SkeletonTQSMap() : m_TIndex(-1), m_QIndex(-1), m_SIndex(-1) {};
int32_t m_TIndex;
int32_t m_QIndex;
int32_t m_SIndex;
};
struct ClipBindings
{
ClipBindings () : m_PositionIndex(0), m_QuaternionIndex(0), m_ScaleIndex(0), m_FloatIndex(0), m_IntIndex(0), m_IntegerRemap(0) {}
// Maps from the curve float array of the clip to the ValueArrayConstant.
// This allows us to bring the curve float array into a ValueArray that has the same layout between all clips.
int16_t* m_PositionIndex;
int16_t* m_QuaternionIndex;
int16_t* m_ScaleIndex;
int16_t* m_FloatIndex;
int16_t* m_IntIndex;
// Points directly to AnimationClipBindingConstant pptrCurveMapping.
int32_t* m_IntegerRemap;
};
struct AnimationSet
{
struct Clip
{
Clip() : m_Clip(0), m_TotalUsedOptimizedCurveCount(0), m_ClipIndex(-1) {}
// The referenced constant clip
ClipMuscleConstant* m_Clip;
int32_t m_ClipIndex;
// The amount of ConstantClip curves that need to be sampled (Constant curves are often ignored during binding if they are determined to have no impact)
uint32_t m_TotalUsedOptimizedCurveCount;
// Binding indices to index from the curve float[] to the ValueArray
ClipBindings m_Bindings;
};
AnimationSet() : m_MaxBlendState(0),
m_LayerCount(0),
m_ClipPerLayer(0),
m_ClipConstant(0),
m_AdditionalCount(0),
m_AdditionalIndexArray(0),
m_DynamicFullValuesConstant(0),
m_DynamicValuesMaskArray(0),
m_GravityWeightIndex(-1),
m_IntegerRemapStride(-1)
{}
uint32_t m_MaxBlendState;
uint32_t m_LayerCount;
uint32_t* m_ClipPerLayer;
Clip** m_ClipConstant;
uint32_t m_AdditionalCount;
int32_t* m_AdditionalIndexArray;
mecanim::ValueArrayConstant* m_DynamicFullValuesConstant;
mecanim::ValueArrayMask** m_DynamicValuesMaskArray;
int32_t m_GravityWeightIndex;
int32_t m_IntegerRemapStride;
};
struct ControllerBindingConstant
{
ControllerBindingConstant(): m_DynamicValuesDefault(0),
m_SkeletonTQSMap(0),
m_RootMotionLayerMask(0),
m_Avatar(0),
m_Controller(0),
m_DynamicValuesConstant(0),
m_AnimationSet(0) {}
ValueArrayConstant* m_DynamicValuesConstant;
ValueArray* m_DynamicValuesDefault;
SkeletonTQSMap* m_SkeletonTQSMap;
bool* m_RootMotionLayerMask;
AvatarConstant const* m_Avatar;
ControllerConstant const* m_Controller;
AnimationSet const* m_AnimationSet;
};
struct AnimationSetMemory
{
AnimationSetMemory() : m_LayerCount(0), m_ClipPerLayer(0), m_ClipMemory(0), m_ClipOutput(0) {}
uint32_t m_LayerCount;
uint32_t* m_ClipPerLayer;
ClipMemory*** m_ClipMemory;
ClipOutput* m_ClipOutput;
};
template<bool dynamic>
struct BlendingState
{
BlendingState():
m_DynamicValuesBlending(0),
m_MotionBlending(0),
m_HumanPoseBlending(0),
m_BlendFactor(0)
{}
ValueArray** m_DynamicValuesBlending;
MotionOutput** m_MotionBlending;
human::HumanPose** m_HumanPoseBlending;
float* m_BlendFactor;
uint32_t m_Size;
};
template<>
struct BlendingState<false>
{
BlendingState(): m_BlendFactor(0) {}
OffsetPtr<ValueArray> m_DynamicValuesBlending;
OffsetPtr<ValueArrayMask> m_DynamicValuesBlendingMask;
OffsetPtr<MotionOutput> m_MotionBlending;
OffsetPtr<human::HumanPose> m_HumanPoseBlending;
float m_BlendFactor;
};
struct BlendingClip
{
BlendingClip() : m_ClipIndex(-1), m_LayerIndex(-1), m_Weight(0), m_PrevTime(0), m_Time(0), m_Reverse(false) {}
int m_ClipIndex;
int m_LayerIndex;
float m_Weight;
float m_PrevTime;
float m_Time;
bool m_Reverse;
};
struct ControllerMemory
{
DEFINE_GET_TYPESTRING(ControllerMemory)
ControllerMemory(): m_StateMachineCount(0),
m_LayerCount(0) {}
uint32_t m_StateMachineCount;
OffsetPtr< OffsetPtr<statemachine::StateMachineMemory> > m_StateMachineMemory;
uint32_t m_LayerCount;
OffsetPtr<BlendingState<false> > m_InteruptedTransitionsBlendingStateArray;
OffsetPtr<float> m_LayerWeights;
OffsetPtr<ValueArray> m_Values;
template<class TransferFunction>
inline void Transfer (TransferFunction& transfer)
{
TRANSFER_BLOB_ONLY(m_StateMachineCount);
MANUAL_ARRAY_TRANSFER2( OffsetPtr<mecanim::statemachine::StateMachineMemory>, m_StateMachineMemory, m_StateMachineCount);
TRANSFER_BLOB_ONLY(m_LayerCount);
MANUAL_ARRAY_TRANSFER2( BlendingState<false>, m_InteruptedTransitionsBlendingStateArray, m_LayerCount);
MANUAL_ARRAY_TRANSFER2( float, m_LayerWeights, m_LayerCount);
TRANSFER(m_Values);
}
};
struct ControllerWorkspace
{
ControllerWorkspace() : m_StateMachineWorkspace(0),
m_StateMachineOutput(0),
m_BlendingState(0),
m_BlendingClipCount(0),
m_BlendingClipArray(0),
m_ValueArrayStart(0),
m_ValueArrayStop(0),
m_ReadMask(0),
m_BlendMask(0),
m_DefaultMask(0),
m_DoIK(false),
m_DoWrite(false) {}
statemachine::StateMachineWorkspace** m_StateMachineWorkspace;
statemachine::StateMachineOutput** m_StateMachineOutput;
uint32_t m_StateMachineCount;
float* m_MotionSetTimingWeightArray;
BlendingState<true>* m_BlendingState;
BlendingState<false> m_BlendingStateWs;
int m_BlendingClipCount;
BlendingClip* m_BlendingClipArray;
ValueArray *m_ValueArrayStart;
ValueArray *m_ValueArrayStop;
ValueArrayMask *m_ReadMask;
ValueArrayMask *m_BlendMask;
ValueArrayMask *m_DefaultMask;
bool m_DoIK;
bool m_DoWrite;
};
struct ExposedTransform
{
DEFINE_GET_TYPESTRING(ExposedTransform);
// For SkinnedMeshRenderer, the following two indices are different
// - 'skeletonIndex'
// corresponds to the SkinnedMeshRenderer itself
// - 'skeletonIndexForUpdateTransform'
// corresponds to the root bone of the SkinnedMeshRenderer
uint32_t skeletonIndex;
uint32_t skeletonIndexForUpdateTransform;
BindingHash transformPath; // flattened path
template<class TransferFunction>
inline void Transfer (TransferFunction& transfer)
{
TRANSFER(skeletonIndex);
TRANSFER(skeletonIndexForUpdateTransform);
TRANSFER(transformPath);
}
};
struct AvatarConstant
{
DEFINE_GET_TYPESTRING(AvatarConstant)
AvatarConstant() : m_SkeletonNameIDCount(0),
m_HumanSkeletonIndexCount(0),
m_HumanSkeletonReverseIndexCount(0),
m_RootMotionBoneIndex(-1),
m_RootMotionBoneX(math::xformIdentity()),
m_RootMotionSkeletonIndexCount(0) {}
OffsetPtr<skeleton::Skeleton> m_AvatarSkeleton;
OffsetPtr<skeleton::SkeletonPose> m_AvatarSkeletonPose;
OffsetPtr<skeleton::SkeletonPose> m_DefaultPose; // The default pose when model is imported.
uint32_t m_SkeletonNameIDCount;
OffsetPtr<uint32_t> m_SkeletonNameIDArray; // CRC(name)
OffsetPtr<human::Human> m_Human;
uint32_t m_HumanSkeletonIndexCount;
OffsetPtr<int32_t> m_HumanSkeletonIndexArray;
// needed to update human pose and additonal bones in optimize mode
// decided to put the info in constant for perf and memory reason vs doing masking at runtime
uint32_t m_HumanSkeletonReverseIndexCount;
OffsetPtr<int32_t> m_HumanSkeletonReverseIndexArray;
int32_t m_RootMotionBoneIndex;
math::xform m_RootMotionBoneX;
OffsetPtr<skeleton::Skeleton> m_RootMotionSkeleton;
OffsetPtr<skeleton::SkeletonPose> m_RootMotionSkeletonPose;
uint32_t m_RootMotionSkeletonIndexCount;
OffsetPtr<int32_t> m_RootMotionSkeletonIndexArray;
template<class TransferFunction>
inline void Transfer (TransferFunction& transfer)
{
transfer.SetVersion(3);
TRANSFER(m_AvatarSkeleton);
TRANSFER(m_AvatarSkeletonPose);
TRANSFER(m_DefaultPose);
TRANSFER_BLOB_ONLY(m_SkeletonNameIDCount);
MANUAL_ARRAY_TRANSFER2(uint32_t,m_SkeletonNameIDArray,m_SkeletonNameIDCount);
TRANSFER(m_Human);
TRANSFER_BLOB_ONLY(m_HumanSkeletonIndexCount);
MANUAL_ARRAY_TRANSFER2(int32_t,m_HumanSkeletonIndexArray,m_HumanSkeletonIndexCount);
TRANSFER_BLOB_ONLY(m_HumanSkeletonReverseIndexCount);
MANUAL_ARRAY_TRANSFER2(int32_t,m_HumanSkeletonReverseIndexArray,m_HumanSkeletonReverseIndexCount);
TRANSFER(m_RootMotionBoneIndex);
TRANSFER(m_RootMotionBoneX);
TRANSFER(m_RootMotionSkeleton);
TRANSFER(m_RootMotionSkeletonPose);
TRANSFER_BLOB_ONLY(m_RootMotionSkeletonIndexCount);
MANUAL_ARRAY_TRANSFER2(int32_t,m_RootMotionSkeletonIndexArray,m_RootMotionSkeletonIndexCount);
transfer.Align();
if (transfer.IsVersionSmallerOrEqual (1))
{
if(m_RootMotionBoneIndex != -1)
{
mecanim::memory::Allocator *alloc = reinterpret_cast<mecanim::memory::Allocator *>(transfer.GetUserData());
m_RootMotionSkeleton = skeleton::CreateSkeleton(m_AvatarSkeleton->m_Count,m_AvatarSkeleton->m_AxesCount,*alloc);
skeleton::SkeletonCopy(m_AvatarSkeleton.Get(),m_RootMotionSkeleton.Get());
m_RootMotionSkeletonPose = skeleton::CreateSkeletonPose(m_RootMotionSkeleton.Get(),*alloc);
skeleton::SkeletonPoseCopy(m_AvatarSkeletonPose.Get(),m_RootMotionSkeletonPose.Get());
m_RootMotionSkeletonIndexCount = m_AvatarSkeleton->m_Count;
m_RootMotionSkeletonIndexArray = alloc->ConstructArray<mecanim::int32_t>(m_RootMotionSkeletonIndexCount);
for(int i = 0; i < m_RootMotionSkeletonIndexCount; i++)
{
m_RootMotionSkeletonIndexArray[i] = i;
}
}
}
if (transfer.IsVersionSmallerOrEqual (2))
{
if(isHuman())
{
mecanim::memory::Allocator *alloc = reinterpret_cast<mecanim::memory::Allocator *>(transfer.GetUserData());
m_HumanSkeletonReverseIndexCount = m_AvatarSkeleton->m_Count;
m_HumanSkeletonReverseIndexArray = alloc->ConstructArray<mecanim::int32_t>(m_HumanSkeletonReverseIndexCount);
skeleton::SkeletonBuildReverseIndexArray(m_HumanSkeletonReverseIndexArray.Get(),m_HumanSkeletonIndexArray.Get(),m_Human->m_Skeleton.Get(),m_AvatarSkeleton.Get());
}
}
}
bool isHuman() const { return !m_Human.IsNull() && m_Human->GetTypeString() != 0 && m_Human->m_Skeleton->m_Count > 0; };
static void InitializeClass();
};
struct AvatarInput
{
AvatarInput() : m_GotoStateInfos(0), m_DeltaTime(0), m_TargetIndex(-1), m_TargetTime(1), m_FeetPivotActive(1), m_StabilizeFeet(false), m_ForceStateTime(false), m_StateTime(0), m_LayersAffectMassCenter(false) {}
statemachine::GotoStateInfo* m_GotoStateInfos;
float m_DeltaTime;
int m_TargetIndex;
float m_TargetTime;
float m_FeetPivotActive;
bool m_StabilizeFeet;
bool m_ForceStateTime;
float m_StateTime;
bool m_LayersAffectMassCenter;
};
struct AvatarMemory
{
DEFINE_GET_TYPESTRING(AvatarMemory)
AvatarMemory() : m_AvatarX(math::xformIdentity()),
m_LeftFootX(math::xformIdentity()),
m_RightFootX(math::xformIdentity()),
m_Pivot(math::float4::zero()),
m_PivotWeight(0.5),
m_FirstEval(1),
m_SkeletonPoseOutputReady(0) {}
OffsetPtr<ControllerMemory> m_ControllerMemory;
math::xform m_AvatarX;
math::xform m_LeftFootX;
math::xform m_RightFootX;
math::float4 m_Pivot;
float m_PivotWeight;
UInt8 m_FirstEval;
UInt8 m_SkeletonPoseOutputReady;
template<class TransferFunction>
inline void Transfer (TransferFunction& transfer)
{
TRANSFER(m_ControllerMemory);
TRANSFER(m_AvatarX);
TRANSFER(m_LeftFootX);
TRANSFER(m_RightFootX);
TRANSFER(m_Pivot);
TRANSFER(m_PivotWeight);
TRANSFER(m_FirstEval);
TRANSFER(m_SkeletonPoseOutputReady);
transfer.Align();
}
};
struct AvatarWorkspace
{
AvatarWorkspace() : m_BodySkeletonPoseWs(0),
m_BodySkeletonPoseWsA(0),
m_BodySkeletonPoseWsB(0),
m_RootMotionSkeletonPoseWsA(0),
m_RootMotionSkeletonPoseWsB(0),
m_HumanPoseWs(0),
m_ControllerWorkspace(0),
m_LeftFootSpeedT(0),
m_LeftFootSpeedQ(0),
m_RightFootSpeedT(0),
m_RightFootSpeedQ(0),
m_IKOnFeet(false)
{}
skeleton::SkeletonPose* m_BodySkeletonPoseWs;
skeleton::SkeletonPose* m_BodySkeletonPoseWsA;
skeleton::SkeletonPose* m_BodySkeletonPoseWsB;
skeleton::SkeletonPose* m_RootMotionSkeletonPoseWsA;
skeleton::SkeletonPose* m_RootMotionSkeletonPoseWsB;
human::HumanPose* m_HumanPoseWs;
ControllerWorkspace* m_ControllerWorkspace;
math::xform m_AvatarX;
float m_LeftFootSpeedT;
float m_LeftFootSpeedQ;
float m_RightFootSpeedT;
float m_RightFootSpeedQ;
bool m_IKOnFeet;
};
struct AvatarOutput
{
AvatarOutput() : m_DynamicValuesOutput(0),
m_SkeletonPoseOutput(0),
m_MotionOutput(0),
m_HumanPoseBaseOutput(0),
m_HumanPoseOutput(0) {}
ValueArray* m_DynamicValuesOutput;
skeleton::SkeletonPose* m_SkeletonPoseOutput;
MotionOutput* m_MotionOutput;
human::HumanPose* m_HumanPoseBaseOutput;
human::HumanPose* m_HumanPoseOutput;
};
AvatarConstant* CreateAvatarConstant( skeleton::Skeleton* skeleton,
skeleton::SkeletonPose* skeletonPose,
skeleton::SkeletonPose* defaultPose,
human::Human* human,
skeleton::Skeleton* rootMotionSkeleton,
int rootMotionIndex,
math::xform const& rootMotionX,
memory::Allocator& alloc);
void DestroyAvatarConstant(AvatarConstant* constant, memory::Allocator& alloc);
void InitializeAvatarConstant(AvatarConstant * constant, memory::Allocator& alloc);
void ClearAvatarConstant(AvatarConstant * constant, memory::Allocator& alloc);
ControllerConstant* CreateControllerConstant( uint32_t LayerCount, LayerConstant** layerArray,
uint32_t stateMachineCount, statemachine::StateMachineConstant** stateMachineConstant,
ValueArrayConstant* values, ValueArray* defaultValues,
memory::Allocator& alloc);
void DestroyControllerConstant(ControllerConstant* controller, memory::Allocator& alloc);
void InitializeControllerConstant(ControllerConstant * controller, memory::Allocator& alloc);
void ClearControllerConstant(ControllerConstant * controller, memory::Allocator& alloc);
LayerConstant* CreateLayerConstant(mecanim::uint32_t stateMachineIndex, mecanim::uint32_t motionSetIndex, memory::Allocator& alloc);
void DestroyLayerConstant(LayerConstant* constant, memory::Allocator& alloc);
ControllerMemory* CreateControllerMemory(ControllerConstant const* controller, AvatarConstant const *avatar, AnimationSet const *animationSet, const ValueArrayConstant* dynamicValueConstant, memory::Allocator& alloc);
void DestroyControllerMemory(ControllerMemory* memory, memory::Allocator& alloc);
ControllerWorkspace* CreateControllerWorkspace(ControllerConstant const* controller, AvatarConstant const *avatar, AnimationSet const *animationSet, const ValueArrayConstant* dynamicValueConstant, memory::Allocator& alloc);
void DestroyControllerWorkspace(ControllerWorkspace* workspace, memory::Allocator& alloc);
AvatarInput* CreateAvatarInput(AvatarConstant const* constant, memory::Allocator& alloc);
void DestroyAvatarInput(AvatarInput* input, memory::Allocator& alloc);
AvatarMemory* CreateAvatarMemory(AvatarConstant const* constant, memory::Allocator& alloc);
void DestroyAvatarMemory(AvatarMemory* memory, memory::Allocator& alloc);
AvatarWorkspace* CreateAvatarWorkspace(AvatarConstant const* constant, memory::Allocator& alloc);
void DestroyAvatarWorkspace(AvatarWorkspace* workspace, memory::Allocator& alloc);
AvatarOutput* CreateAvatarOutput(AvatarConstant const* constant, bool hasTransformHierarchy, memory::Allocator& alloc);
void DestroyAvatarOutput(AvatarOutput* output, memory::Allocator& alloc);
AnimationSet* CreateAnimationSet(ControllerConstant const* controller, memory::Allocator& alloc);
void DestroyAnimationSet(AnimationSet* animationSet, memory::Allocator& alloc);
AnimationSetMemory* CreateAnimationSetMemory(AnimationSet const* animationSet, bool allowConstantCurveOptimization, memory::Allocator& alloc);
void DestroyAnimationSetMemory(AnimationSetMemory* animationSetMemory, memory::Allocator& alloc);
void UpdateLeafNodeDuration(const ControllerConstant &controllerConstant, const AnimationSet &animationSet, ControllerMemory &controllerMemory);
void SetIKOnFeet( bool left,
AvatarConstant const &avatar,
const AvatarInput &input,
AvatarMemory &memory,
AvatarWorkspace &workspace,
AvatarOutput &output);
void EvaluateAvatarSM( AvatarConstant const* constant,
AvatarInput const* input,
AvatarOutput * output,
AvatarMemory * memory,
AvatarWorkspace * workspace,
ControllerConstant const* controllerConstant);
void EvaluateAvatarLayers( ControllerBindingConstant const* controllerBindingConstant,
AvatarInput const* input,
AvatarOutput *output,
AvatarMemory *memory,
AvatarWorkspace *workspace,
AnimationSetMemory* animationSetMemory);
void EvaluateAvatarX( AvatarConstant const* constant,
AvatarInput const* input,
AvatarOutput *output,
AvatarMemory *memory,
AvatarWorkspace *workspace);
void EvaluateAvatarRetarget( AvatarConstant const* constant,
AvatarInput const* input,
AvatarOutput *output,
AvatarMemory *memory,
AvatarWorkspace *workspace,
ControllerConstant const* controllerConstant);
void EvaluateAvatarIK( AvatarConstant const* constant,
AvatarInput const* input,
AvatarOutput *output,
AvatarMemory *memory,
AvatarWorkspace *workspace,
ControllerConstant const* controllerConstant);
void EvaluateAvatarEnd( AvatarConstant const* constant,
AvatarInput const* input,
AvatarOutput *output,
AvatarMemory *memory,
AvatarWorkspace *workspace,
ControllerConstant const* controllerConstant);
void ValuesFromClip( mecanim::ValueArray const &valuesDefault,
mecanim::animation::ClipMuscleConstant const &cst,
mecanim::animation::ClipOutput const &out,
const ClipBindings& bindings,
int32_t integerRemapStride,
mecanim::ValueArray &values,
mecanim::ValueArrayMask &mask);
void DeltasFromClip( mecanim::animation::ClipMuscleConstant const &cst,
const ClipBindings& bindings,
const ValueArrayMask& mask,
mecanim::ValueArray &starts,
mecanim::ValueArray &stops);
void SkeletonPoseFromValue(skeleton::Skeleton const &skeleton, skeleton::SkeletonPose const &defaultPose, ValueArray const &values, SkeletonTQSMap const *skeletonTQSMap, skeleton::SkeletonPose &pose,int32_t const *humanReverseIndex,bool skipRoot);
void SkeletonPoseFromValue(skeleton::Skeleton const &skeleton, skeleton::SkeletonPose const &defaultPose, ValueArray const &values, SkeletonTQSMap const *skeletonTQSMap, int32_t const *indexArray, skeleton::SkeletonPose &pose,int index, int stopIndex);
void ValueFromSkeletonPose(skeleton::Skeleton const &skeleton, skeleton::SkeletonPose const &pose, SkeletonTQSMap const *skeletonTQSMap, ValueArray &values);
void ValueFromSkeletonPose(skeleton::Skeleton const &skeleton, skeleton::SkeletonPose const &pose, SkeletonTQSMap const *skeletonTQSMap, int32_t const *indexArray, ValueArray &values, int index, int stopIndex);
}
}
template<>
class SerializeTraits< mecanim::animation::BlendingState<false> > : public SerializeTraitsBase< mecanim::animation::BlendingState<false> >
{
public:
typedef mecanim::animation::BlendingState<false> value_type;
inline static const char* GetTypeString (void*) { return "BlendingState<1>"; }
inline static bool IsAnimationChannel () { return false; }
inline static bool MightContainPPtr () { return true; }
inline static bool AllowTransferOptimization () { return false; }
template<class TransferFunction> inline
static void Transfer (value_type& data, TransferFunction& transfer)
{
transfer.Transfer(data.m_DynamicValuesBlending, "m_DynamicValuesBlending");
transfer.Transfer(data.m_DynamicValuesBlendingMask, "m_DynamicValuesBlendingMask");
transfer.Transfer(data.m_MotionBlending, "m_MotionBlending");
transfer.Transfer(data.m_HumanPoseBlending, "m_HumanPoseBlending");
transfer.Transfer(data.m_BlendFactor, "m_BlendFactor");
}
};
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