add animation fading and revert to platform channel handler
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@@ -17,7 +17,7 @@ namespace polyvox {
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class AssetManager {
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public:
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AssetManager(ResourceLoaderWrapper* loader,
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AssetManager(const ResourceLoaderWrapper* const loader,
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NameComponentManager *ncm,
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Engine *engine,
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Scene *scene);
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@@ -40,7 +40,6 @@ namespace polyvox {
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size_t getLightEntityCount(EntityId e) const noexcept;
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void updateAnimations();
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bool setMorphAnimationBuffer(
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EntityId entityId,
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const char* entityName,
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@@ -59,7 +58,7 @@ namespace polyvox {
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const char** const meshName,
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int numMeshTargets,
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float frameLengthInMs);
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void playAnimation(EntityId e, int index, bool loop, bool reverse);
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void playAnimation(EntityId e, int index, bool loop, bool reverse, float crossfade = 0.3f);
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void stopAnimation(EntityId e, int index);
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void setMorphTargetWeights(const char* const entityName, float *weights, int count);
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void loadTexture(EntityId entity, const char* resourcePath, int renderableIndex);
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@@ -69,7 +68,7 @@ namespace polyvox {
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private:
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AssetLoader* _assetLoader = nullptr;
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ResourceLoaderWrapper* _resourceLoaderWrapper;
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const ResourceLoaderWrapper* const _resourceLoaderWrapper;
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NameComponentManager* _ncm = nullptr;
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Engine* _engine;
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Scene* _scene;
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