AdditiveBlend now working, needs cleanup
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@@ -76,9 +76,9 @@ public:
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};
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struct JointFrameTransform {
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glm::vec3 PositionInterp = glm::vec3(0);
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glm::quat RotationInterp = glm::quat();
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glm::vec3 ScaleInterp = glm::vec3(0);
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glm::vec3 Position = glm::vec3(0);
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glm::quat Rotation = glm::quat();
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glm::vec3 Scale = glm::vec3(0);
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float Weight;
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};
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@@ -108,7 +108,7 @@ public:
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void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
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void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
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glm::mat4 AdditiveBlend(JointFrameTransform addTransform, JointFrameTransform transform);
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glm::mat4 AdditiveBlend(glm::mat4 differencePose, glm::mat4 targetPose);
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void PrintSkeleton();
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void PrintSkeleton(const Bone* parent, int depthCount);
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