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//-----------------------------------------------------------------------------
// Name: bonetransform.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/quaternions.h>
#include <vector>
struct BoneTransform {
quaternion rotation;
vec3 origin;
BoneTransform(const mat4 &other);
BoneTransform();
const BoneTransform& operator=(const mat4 &other);
mat4 GetMat4() const;
void LoadIdentity();
};
BoneTransform invert(const BoneTransform& transform);
BoneTransform operator*( const BoneTransform& a,
const BoneTransform& b );
vec3 operator*( const BoneTransform& a,
const vec3& b );
bool operator==( const BoneTransform& a,
const BoneTransform& b );
BoneTransform operator*( const quaternion& a, const BoneTransform& b );
BoneTransform mix(const BoneTransform &a,
const BoneTransform &b,
float alpha);
BoneTransform ApplyParentRotations(const std::vector<BoneTransform> &matrices,
int id,
const std::vector<int> &parents);
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