AnimationSystem base WIP
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#include "Rendering/AnimationSystem.h"
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void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt)
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{
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if(!entity.HasComponent("Model")) {
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return;
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}
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Model* model = ResourceManager::Load<Model>(entity["Model"]["Resource"]);
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//Skeleton* skeleton = model->m_Skeleton;
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//auto animation == skeleton->GetAnimation(animation["Name"]);
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double animationSpeed = (double)animationComponent["Speed"];
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if( animationSpeed != 0.0) {
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double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
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if (!animationComponent["Loop"] && glm::abs(nextTime) > animation->Duration) {
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(double&)animationComponent["Time"] = glm::sign(nextTime) * animation->Duration;
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(double&)animationComponent["Speed"] = 0.0;
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Events::AnimationComplete e;
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e.Entity = entity;
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// e.Name = animationComponent->Name;
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m_EventBroker->Publish(e);
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} else {
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(double&)animationComponent["Time"] = nextTime;
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}
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}
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}
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