add manual bone transform animation
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@@ -38,7 +38,30 @@ void grab_end(void* viewer);
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void apply_weights(void* asset, float* const weights, int count);
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void animate_weights(void* asset, float* data, int numWeights, int numFrames, float frameRate);
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void set_animation(
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void* asset,
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float* morphData,
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int numMorphWeights,
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float* boneData,
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const char** boneNames,
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const char** meshNames,
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int numBones,
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int numFrames,
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float frameLengthInMs
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);
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void set_bone_transform(
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void* asset,
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const char* boneName,
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const char* entityName,
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float transX,
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float transY,
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float transZ,
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float quatX,
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float quatY,
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float quatZ,
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float quatW
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);
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void play_animation(void* asset, int index, bool loop, bool reverse);
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void stop_animation(void* asset, int index);
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@@ -47,9 +70,9 @@ int get_animation_count(void* asset);
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void get_animation_name(void* asset, char* const outPtr, int index);
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void get_target_name(void* asset, const char* meshName, char* const outPtr, int index );
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void get_morph_target_name(void* asset, const char* meshName, char* const outPtr, int index );
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int get_target_name_count(void* asset, const char* meshName);
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int get_morph_target_name_count(void* asset, const char* meshName);
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void remove_asset(void* viewer, void* asset);
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