Updated ozz-animation to version 0.14.1 @35b2efd4
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@@ -4,6 +4,7 @@ add_executable(load_from_file
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load_from_file.cc)
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target_link_libraries(load_from_file
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ozz_animation)
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target_copy_shared_libraries(load_from_file)
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set_target_properties(load_from_file
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PROPERTIES FOLDER "howtos")
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add_test(NAME load_from_file COMMAND load_from_file "${ozz_media_directory}/bin/pab_skeleton.ozz")
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@@ -18,6 +19,7 @@ add_executable(custom_skeleton_importer
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custom_skeleton_importer.cc)
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target_link_libraries(custom_skeleton_importer
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ozz_animation_offline)
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target_copy_shared_libraries(custom_skeleton_importer)
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set_target_properties(custom_skeleton_importer
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PROPERTIES FOLDER "howtos")
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add_test(NAME custom_skeleton_importer COMMAND custom_skeleton_importer)
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@@ -28,6 +30,7 @@ add_executable(custom_animation_importer
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custom_animation_importer.cc)
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target_link_libraries(custom_animation_importer
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ozz_animation_offline)
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target_copy_shared_libraries(custom_animation_importer)
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set_target_properties(custom_animation_importer
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PROPERTIES FOLDER "howtos")
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add_test(NAME custom_animation_importer COMMAND custom_animation_importer)
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@@ -25,13 +25,12 @@
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// //
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//----------------------------------------------------------------------------//
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#include <cstdlib>
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#include "ozz/animation/offline/raw_skeleton.h"
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#include "ozz/animation/offline/skeleton_builder.h"
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#include "ozz/animation/runtime/skeleton.h"
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#include <cstdlib>
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// Code for ozz-animation HowTo: "How to write a custon skeleton importer?"
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int main(int argc, char const* argv[]) {
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@@ -52,7 +51,7 @@ int main(int argc, char const* argv[]) {
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// Setup root joints name.
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root.name = "root";
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// Setup root joints bind-pose/rest transformation, in joint local-space.
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// Setup root joints rest pose transformation, in joint local-space.
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// This is the default skeleton posture (most of the time a T-pose). It's
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// used as a fallback when there's no animation for a joint.
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root.transform.translation = ozz::math::Float3(0.f, 1.f, 0.f);
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