Fixed BoneAttachment component
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@@ -448,6 +448,249 @@ glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animatio
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glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix)
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{
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glm::mat4 boneMatrix;
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std::vector<JointFrameTransform> JointTransforms;
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for (const AnimationData animationData : animations) {
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const Animation* animation = animationData.animation;
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const float time = animationData.time;
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JointFrameTransform jointTransform;
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jointTransform.Weight = animationData.weight;;
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if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
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std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
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Animation::Keyframe currentFrame;
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Animation::Keyframe nextFrame;
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if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
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for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
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if (time >= boneKeyFrames.at(index).Time) {
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currentFrame = boneKeyFrames.at(index);
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nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
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break;
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}
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}
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float progress;
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if (nextFrame.Index == 0) {
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nextFrame = currentFrame;
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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}
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
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jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
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jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
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jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
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// Flag for no root motion
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if (bone == RootBone && noRootMotion) {
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jointTransform.PositionInterp.x = 0;
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jointTransform.PositionInterp.z = 0;
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}
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JointTransforms.push_back(jointTransform);
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} else { // 1 keyframes for the current bone
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currentFrame = boneKeyFrames.at(0);
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jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
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jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
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jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
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JointTransforms.push_back(jointTransform);
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}
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} else { // 0 keyframes for the current bone
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}
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}
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glm::mat4 offset = GetOffsetTransform(bone, animationOffset);
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if (JointTransforms.size() == 0) {
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if (bone->Parent) {
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if (offset != glm::mat4(1)) {
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boneMatrix = offset * childMatrix;// *((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix));
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} else {
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boneMatrix = ((glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix)) * childMatrix;
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}
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} else {
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boneMatrix = offset * glm::inverse(bone->OffsetMatrix);
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}
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} else {
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glm::vec3 finalPosInterp;
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glm::quat finalRotInterp;
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glm::vec3 finalScaleInterp;
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float totalWeight = 0;
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for (JointFrameTransform jointTransform : JointTransforms) {
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totalWeight += jointTransform.Weight;
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}
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for (JointFrameTransform jointTransform : JointTransforms) {
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if (jointTransform.Weight == 1.0f) {
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finalPosInterp = jointTransform.PositionInterp;
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finalRotInterp = jointTransform.RotationInterp;
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finalScaleInterp = jointTransform.ScaleInterp;
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break;
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} else {
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finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
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finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
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finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
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}
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}
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if (offset != glm::mat4(1)) {
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boneMatrix = ((glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) + offset) * childMatrix;
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} else {
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boneMatrix = (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) * childMatrix;
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}
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}
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if (bone->Parent != nullptr) {
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return GetBoneTransform(noRootMotion, bone->Parent, animations, animationOffset, boneMatrix);
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} else {
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return boneMatrix;
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}
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}
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glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix)
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{
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glm::mat4 boneMatrix;
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std::vector<JointFrameTransform> JointTransforms;
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for (const AnimationData animationData : animations) {
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const Animation* animation = animationData.animation;
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const float time = animationData.time;
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JointFrameTransform jointTransform;
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jointTransform.Weight = animationData.weight;;
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if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
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std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
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Animation::Keyframe currentFrame;
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Animation::Keyframe nextFrame;
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if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
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for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
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if (time >= boneKeyFrames.at(index).Time) {
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currentFrame = boneKeyFrames.at(index);
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nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
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break;
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}
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}
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float progress;
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if (nextFrame.Index == 0) {
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nextFrame = currentFrame;
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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}
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
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jointTransform.PositionInterp = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
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jointTransform.RotationInterp = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
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jointTransform.ScaleInterp = currentBoneProperty.Scale * (1.f - progress) + nextBoneProperty.Scale * progress;
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// Flag for no root motion
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if (bone == RootBone && noRootMotion) {
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jointTransform.PositionInterp.x = 0;
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jointTransform.PositionInterp.z = 0;
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}
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JointTransforms.push_back(jointTransform);
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} else { // 1 keyframes for the current bone
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currentFrame = boneKeyFrames.at(0);
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jointTransform.PositionInterp = currentFrame.BoneProperties.Position;
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jointTransform.RotationInterp = currentFrame.BoneProperties.Rotation;
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jointTransform.ScaleInterp = currentFrame.BoneProperties.Scale;
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JointTransforms.push_back(jointTransform);
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}
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} else { // 0 keyframes for the current bone
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}
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}
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if (JointTransforms.size() <= 0) {
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if (bone->Parent) {
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boneMatrix = glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix * childMatrix;
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} else {
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boneMatrix = glm::inverse(bone->OffsetMatrix) * childMatrix;
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}
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} else if (JointTransforms.size() == 1) {
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boneMatrix = (glm::translate(JointTransforms.at(0).PositionInterp) * glm::toMat4(JointTransforms.at(0).RotationInterp) * glm::scale(JointTransforms.at(0).ScaleInterp)) * childMatrix;
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} else {
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glm::vec3 finalPosInterp;
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glm::quat finalRotInterp;
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glm::vec3 finalScaleInterp;
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float totalWeight = 0;
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for (JointFrameTransform jointTransform : JointTransforms) {
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totalWeight += jointTransform.Weight;
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}
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for (JointFrameTransform jointTransform : JointTransforms) {
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if (jointTransform.Weight == 1.0f) {
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finalPosInterp = jointTransform.PositionInterp;
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finalRotInterp = jointTransform.RotationInterp;
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finalScaleInterp = jointTransform.ScaleInterp;
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break;
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} else {
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finalPosInterp += jointTransform.PositionInterp * (jointTransform.Weight/totalWeight);
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finalRotInterp *= glm::slerp(glm::quat(), jointTransform.RotationInterp, (jointTransform.Weight/totalWeight));
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finalScaleInterp += jointTransform.ScaleInterp * (jointTransform.Weight/totalWeight);
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}
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}
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boneMatrix = (glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) * childMatrix;
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}
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if (bone->Parent != nullptr) {
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return GetBoneTransform(noRootMotion, bone->Parent, animations, boneMatrix);
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} else {
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return boneMatrix;
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}
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}
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int Skeleton::GetBoneID(std::string name)
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{
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if (m_BonesByName.find(name) == m_BonesByName.end()) {
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