Added BlendTree that stores and blends multiple animations
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@@ -40,15 +40,10 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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glm::mat4 boneTransform;
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if (parent.HasComponent("Animation")) {
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for (int i = 1; i <= 3; i++) {
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::Skeleton::AnimationData animationData;
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animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["Animation"]["AnimationName" + std::to_string(i)]);
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if (animationData.animation == nullptr) {
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continue;
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}
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animationData.time = (double)parent["Animation"]["Time" + std::to_string(i)];
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animationData.weight = (double)parent["Animation"]["Weight" + std::to_string(i)];
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::Skeleton::AnimationData animationData;
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animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(parent["Animation"]["AnimationName"]);
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if (animationData.animation != nullptr) {
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animationData.time = (double)parent["Animation"]["Time"];
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Animations.push_back(animationData);
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}
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}
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