WIP animation based root bone transform calculation.
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//
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// Created by martin on 21.11.21.
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//
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#include "AnimNodes/AnimSamplerNode.h"
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#include "catch.hpp"
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TEST_CASE("AnimSamplerNode", "[AnimSamplerNode]") {
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SkinnedMesh skinned_mesh;
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skinned_mesh.LoadSkeleton("../media/MixamoYBot-skeleton.ozz");
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int anim_idx = 0;
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skinned_mesh.LoadAnimation("../media/Walking-loop.ozz");
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float walking_markers[] = {0.293, 0.762};
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skinned_mesh.m_animation_sync_track[anim_idx] = SyncTrack::CreateFromMarkers(skinned_mesh.m_animations[anim_idx]->duration(), 2, walking_markers);
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AnimationController anim_controller(&skinned_mesh);
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AnimSamplerNode test_node (&anim_controller);
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}
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