separate Gltf/Morph/BoneAnimationComponentManager definitions
move gltf animation instantiation to GltfAnimationComponentManager (this helps ensure we are creating the component on the correct entity)
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#pragma once
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#include <filament/Engine.h>
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#include <filament/RenderableManager.h>
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#include <filament/Renderer.h>
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#include <filament/Scene.h>
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#include <filament/Texture.h>
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#include <filament/TransformManager.h>
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#include <math/vec3.h>
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#include <math/vec4.h>
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#include <math/mat3.h>
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#include <math/norm.h>
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#include <gltfio/Animator.h>
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#include <gltfio/math.h>
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#include <utils/SingleInstanceComponentManager.h>
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#include "Log.hpp"
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#include "components/Animation.hpp"
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namespace thermion
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{
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using namespace filament;
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using namespace filament::gltfio;
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using namespace utils;
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using namespace std::chrono;
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//
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// The status of a morph target animation created dynamically at runtime (not glTF embedded).
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//
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struct MorphAnimation : Animation
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{
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int lengthInFrames;
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float frameLengthInMs = 0;
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std::vector<float> frameData;
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std::vector<int> morphIndices;
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};
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/// @brief
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///
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///
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struct MorphAnimationComponent
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{
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std::vector<MorphAnimation> animations;
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};
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class MorphAnimationComponentManager : public utils::SingleInstanceComponentManager<MorphAnimationComponent> {
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public:
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MorphAnimationComponentManager(
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filament::TransformManager &transformManager,
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filament::RenderableManager &renderableManager) :
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mTransformManager(transformManager), mRenderableManager(renderableManager) {};
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~MorphAnimationComponentManager() {};
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void addAnimationComponent(Entity entity);
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void removeAnimationComponent(Entity entity);
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void update();
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private:
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filament::TransformManager &mTransformManager;
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filament::RenderableManager &mRenderableManager;
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};
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}
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