add maxDelta to blend between glTF and dynamic bone animations
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@@ -429,9 +429,10 @@ extern "C"
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int numFrames,
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float frameLengthInMs,
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float fadeOutInSecs,
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float fadeInInSecs)
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float fadeInInSecs,
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float maxDelta)
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{
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((SceneManager *)sceneManager)->addBoneAnimation(asset, skinIndex, boneIndex, frameData, numFrames, frameLengthInMs, fadeOutInSecs, fadeInInSecs);
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((SceneManager *)sceneManager)->addBoneAnimation(asset, skinIndex, boneIndex, frameData, numFrames, frameLengthInMs, fadeOutInSecs, fadeInInSecs, maxDelta);
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}
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EMSCRIPTEN_KEEPALIVE void set_post_processing(void *const viewer, bool enabled)
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@@ -1024,7 +1024,9 @@ namespace flutter_filament
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const float *const frameData,
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int numFrames,
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float frameLengthInMs,
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float fadeOutInSecs, float fadeInInSecs)
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float fadeOutInSecs,
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float fadeInInSecs,
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float maxDelta)
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{
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std::lock_guard lock(_mutex);
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@@ -1072,7 +1074,6 @@ namespace flutter_filament
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}
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animation.frameLengthInMs = frameLengthInMs;
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animation.start = std::chrono::high_resolution_clock::now();
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animation.reverse = false;
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animation.durationInSecs = (frameLengthInMs * numFrames) / 1000.0f;
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@@ -1080,6 +1081,7 @@ namespace flutter_filament
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animation.frameLengthInMs = frameLengthInMs;
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animation.fadeOutInSecs = fadeOutInSecs;
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animation.fadeInInSecs = fadeInInSecs;
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animation.maxDelta = maxDelta;
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animation.skinIndex = skinIndex;
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if(!_animationComponentManager->hasComponent(instance->getRoot())) {
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Log("ERROR: specified entity is not animatable (has no animation component attached).");
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