Cleanup
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@@ -104,7 +104,7 @@ public:
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std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
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std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
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void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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//void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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@@ -17,7 +17,7 @@
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<Components>
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<c:DirectionalLight/>
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<c:Model>
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<Resource>Models/DirectionalLightWidget.mesh</Resource>
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<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="2.42800021" Z="-2.80000019"/>
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@@ -31,21 +31,21 @@
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<c:Animation>
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<AnimationName1>Run</AnimationName1>
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<Weight1>0.5</Weight1>
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<Time1>0.052207647453917483</Time1>
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<Time1>0.44037772975435119</Time1>
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<Speed1>1</Speed1>
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<Speed2>1</Speed2>
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<AnimationName2>Strafe Right</AnimationName2>
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<AnimationName2>StrafeRight</AnimationName2>
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<Weight2>0.5</Weight2>
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<Time2>0.90342197388335332</Time2>
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<AnimationName3>Reload Switch</AnimationName3>
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<Time3>0.11766622175243757</Time3>
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<Time2>0.62650761653875175</Time2>
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<AnimationName3>ReloadSwitch</AnimationName3>
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<Time3>0.88913372073808805</Time3>
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<Speed3>1</Speed3>
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</c:Animation>
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<c:AnimationOffset>
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<AnimationName>Aim</AnimationName>
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<AnimationName>AimRifle</AnimationName>
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</c:AnimationOffset>
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<c:Model>
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<Resource>Models/Characters/Assault/HelloCube.mesh</Resource>
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<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
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<Color A="1" B="0.984313726" G="1" R="1"/>
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<Transparent>true</Transparent>
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</c:Model>
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@@ -53,23 +53,7 @@
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<Position X="-0.690088332" Y="0" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:BoneAttachment>
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<BoneName>R_Arm_Weapon_Joint</BoneName>
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</c:BoneAttachment>
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<c:Model>
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<Resource>Models/WepTest.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0.14501974" Y="1.07601345" Z="-0.237269819"/>
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<Orientation X="1.05669272" Y="0.762659967" Z="-0.223463327"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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@@ -80,6 +80,7 @@ std::vector<glm::mat4> Skeleton::GetFrameBones(std::vector<AnimationData> animat
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}
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return finalMatrices;
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}
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/*
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void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
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{
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@@ -153,6 +154,7 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
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AccumulateBoneTransforms(noRootMotion, animation, time, boneMatrices, child, boneMatrix);
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}
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}
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*/
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void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
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{
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