Working skeletal animations!!!
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@@ -100,16 +100,17 @@ public:
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int GetBoneID(std::string name);
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std::vector<glm::mat4> GetFrameBones(std::string animationName, double time, bool noRootMotion = false);
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void AccumulateBoneTransforms(bool noRootMotion, Animation::Keyframe ¤tFrame, Animation::Keyframe &nextFrame, float progress, std::map<int, glm::mat4> &boneMatrices, Bone* bone, glm::mat4 parentMatrix);
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const Animation* GetAnimation(std::string name);
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std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
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void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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void PrintSkeleton();
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void PrintSkeleton(Bone* parent, int depthCount);
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void PrintSkeleton(const Bone* parent, int depthCount);
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std::map<std::string, Animation> Animations;
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private:
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std::map<std::string, Bone*> m_BonesByName;
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int GetKeyframe(Animation& animation, double time);
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int GetKeyframe(const Animation& animation, double time);
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};
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}
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