Refactor Skeleton Mapping to be handled by Skinned Model instead of Animation asset
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@@ -88,7 +88,6 @@ public:
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/// <summary>
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/// Gets the root node reference.
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/// </summary>
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/// <returns>The root node.</returns>
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FORCE_INLINE SkeletonNode& RootNode()
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{
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ASSERT(Nodes.HasItems());
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@@ -98,7 +97,6 @@ public:
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/// <summary>
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/// Gets the root node reference.
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/// </summary>
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/// <returns>The root node.</returns>
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FORCE_INLINE const SkeletonNode& RootNode() const
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{
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ASSERT(Nodes.HasItems());
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@@ -108,7 +106,6 @@ public:
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/// <summary>
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/// Swaps the contents of object with the other object without copy operation. Performs fast internal data exchange.
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/// </summary>
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/// <param name="other">The other object.</param>
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void Swap(SkeletonData& other)
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{
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Nodes.Swap(other.Nodes);
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@@ -135,6 +132,14 @@ public:
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return -1;
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}
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uint64 GetMemoryUsage() const
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{
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uint64 result = Nodes.Capacity() * sizeof(SkeletonNode) + Bones.Capacity() * sizeof(SkeletonBone);
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for (const auto& e : Nodes)
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result += (e.Name.Length() + 1) * sizeof(Char);
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return result;
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}
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/// <summary>
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/// Releases data.
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/// </summary>
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