BoneAttachments now working and BlendTrees are created in the AnimationSystem
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@@ -62,7 +62,7 @@ public:
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std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
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glm::mat4 GetBoneTransform(int boneID);
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void PrintTree();
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@@ -72,6 +72,8 @@ private:
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Node* m_Root = nullptr;
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std::vector<glm::mat4> m_FinalPose;
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std::map<int, glm::mat4> m_FinalBoneTransforms;
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std::vector<glm::mat4> AccumulateFinalPose();
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BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
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