Animation looping fix
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@@ -13,9 +13,7 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
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return;
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}
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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if(skeleton == nullptr) {
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return;
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}
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@@ -96,6 +96,7 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
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float progress;
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if (nextFrame.Index == 0) {
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nextFrame = currentFrame;
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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@@ -227,6 +228,7 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
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float progress;
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if (nextFrame.Index == 0) {
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nextFrame = currentFrame;
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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@@ -347,6 +349,7 @@ glm::mat4 Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animati
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float progress;
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if (nextFrame.Index == 0) {
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nextFrame = currentFrame;
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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@@ -400,6 +403,7 @@ glm::mat4 Skeleton::GetBoneTransform(const Bone* bone, const Animation* animatio
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float progress;
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if (nextFrame.Index == 0) {
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nextFrame = currentFrame;
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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