WIP Waiting for importer
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@@ -55,19 +55,23 @@ public:
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struct BoneProperty
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{
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int ID;
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glm::vec3 Position;
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glm::quat Rotation;
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glm::vec3 Position;
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glm::quat Rotation;
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glm::vec3 Scale = glm::vec3(1);
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};
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int Index = 0;
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double Time = 0.0;
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std::map<int, Keyframe::BoneProperty> BoneProperties;
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//Keyframe::BoneProperty boneProperty;
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};
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std::string Name;
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double Duration;
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// unsigned int KeyFrameAmount;
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std::vector<Keyframe> Keyframes;
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//std::map<int, std::list<Keyframe>> BoneKeyFrames;
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};
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Skeleton() { }
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@@ -86,6 +90,10 @@ public:
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const Animation* GetAnimation(std::string name);
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std::vector<glm::mat4> GetFrameBones(const Animation* animation, double time, bool noRootMotion = false);
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void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, 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 AccumulateBoneTransforms2(bool noRootMotion, const Animation* animation, int keyframeIndex, float time, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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void PrintSkeleton();
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void PrintSkeleton(const Bone* parent, int depthCount);
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std::map<std::string, Animation> Animations;
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