Fixed memory leaks and cleaned up Skeleton and BlendTree
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@@ -60,17 +60,22 @@ public:
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BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton);
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~BlendTree();
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std::vector<glm::mat4> GetBoneTransforms(Skeleton* skeleton);
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std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
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void PrintTree();
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private:
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Skeleton* m_Skeleton = nullptr;
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Node* m_Root = nullptr;
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void FillTree(Node* parentNode, EntityWrapper parentEntity, Skeleton* skeleton);
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BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity, Skeleton* skeleton);
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std::vector<glm::mat4> m_FinalPose;
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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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void Blend(Skeleton* skeleton, std::map<int, glm::mat4>& pose);
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void Blend(std::map<int, glm::mat4>& pose);
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};
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#endif
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