43 std::execution::par_unseq,
48 auto& pose = pose_group.get<pose_component>(entity_id);
49 auto& scene = pose_group.get<scene_component>(entity_id);
51 auto& skeletal_mesh = static_cast<scene::skeletal_mesh&>(*scene.object);
52 for (std::size_t i = 0; i < skeletal_mesh.get_skeleton()->get_bone_count(); ++i)
54 const auto bone_index = static_cast<bone_index_type>(i);
55 const auto& previous_transform = pose.previous_pose.get_relative_transform(bone_index);
56 const auto& current_transform = pose.current_pose.get_relative_transform(bone_index);
59 bone_transform_type interpolated_transform;
60 interpolated_transform.translation = math::lerp(previous_transform.translation, current_transform.translation, alpha);
61 interpolated_transform.rotation = math::nlerp(previous_transform.rotation, current_transform.rotation, alpha);
62 interpolated_transform.scale = math::lerp(previous_transform.scale, current_transform.scale, alpha);
65 skeletal_mesh.get_pose().set_relative_transform(static_cast<bone_index_type>(i), interpolated_transform);
69 skeletal_mesh.get_pose().update();
animation_system(entity::registry ®istry)
void update(float t, float dt) override
Perform's a system's update() function.
void interpolate(float alpha)
Abstract base class for updatable systems.
entity::registry & registry
Registry on which the system operate.
entt::registry registry
Component registry type.