restructure embedded animations to allow simultaneous play
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@@ -35,12 +35,12 @@ namespace polyvox {
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void updateAnimations();
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///
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/// Immediately stop the currently playing animation. NOOP if no animation is playing.
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/// Immediately stop the animation at the specified index. Noop if no animation is playing.
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///
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void stopAnimation();
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void stopAnimation(int index);
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///
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/// Play an embedded animation (i.e. an animation node embedded in the GLTF asset). If [loop] is true, the animation will repeat indefinitely.
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/// Play the embedded animation (i.e. animation node embedded in the GLTF asset) under the specified index. If [loop] is true, the animation will repeat indefinitely.
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///
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void playAnimation(int index, bool loop);
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@@ -69,15 +69,15 @@ namespace polyvox {
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FilamentAsset* _asset = nullptr;
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Engine* _engine = nullptr;
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NameComponentManager* _ncm;
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void updateMorphAnimation();
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void updateEmbeddedAnimation();
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void updateEmbeddedAnimations();
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Animator* _animator;
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// animation flags;
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bool isAnimating;
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unique_ptr<MorphAnimationStatus> _morphAnimationBuffer;
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unique_ptr<BoneAnimationStatus> _boneAnimationStatus;
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vector<EmbeddedAnimationStatus> _embeddedAnimationStatus;
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};
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}
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