update external headers
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@@ -41,9 +41,11 @@ class Engine;
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class IndexBuffer;
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class Material;
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class MaterialInstance;
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class MorphTargetBuffer;
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class Renderer;
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class SkinningBuffer;
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class VertexBuffer;
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class Texture;
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class FEngine;
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class FRenderPrimitive;
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@@ -105,8 +107,8 @@ public:
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* Clients can specify bones either using this quat-vec3 pair, or by using 4x4 matrices.
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*/
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struct Bone {
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math::quatf unitQuaternion = { 1, 0, 0, 0 };
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math::float3 translation = { 0, 0, 0 };
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math::quatf unitQuaternion = { 1.f, 0.f, 0.f, 0.f };
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math::float3 translation = { 0.f, 0.f, 0.f };
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float reserved = 0;
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};
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@@ -300,9 +302,6 @@ public:
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/**
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* Controls if the renderable has vertex morphing targets, false by default.
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*
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* This is required to enable GPU morphing for up to 4 attributes. The attached VertexBuffer
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* must provide data in the appropriate VertexAttribute slots (\c MORPH_POSITION_0 etc).
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*
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* See also RenderableManager::setMorphWeights(), which can be called on a per-frame basis
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* to advance the animation.
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*/
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@@ -456,12 +455,16 @@ public:
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/**
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* Updates the vertex morphing weights on a renderable, all zeroes by default.
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*
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* This is specified using a 4-tuple, one float per morph target. If the renderable has fewer
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* than 4 morph targets, then clients should fill the unused components with zeroes.
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*
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* The renderable must be built with morphing enabled, see Builder::morphing().
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*/
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void setMorphWeights(Instance instance, math::float4 const& weights) noexcept;
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void setMorphWeights(Instance instance, float const* weights, size_t count) noexcept;
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/**
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* Associates a MorphTargetBuffer to the given primitive.
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*/
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void setMorphTargetBufferAt(Instance instance,
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size_t primitiveIndex, MorphTargetBuffer* morphTargetBuffer) noexcept;
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/**
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* Gets the bounding box used for frustum culling.
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