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@ -1234,6 +1234,39 @@ typedef struct
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int bones_texture_height;
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} Armature;
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void initialize_animated_properties(Arena *arena, Armature *armature) {
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armature->bones_texture = sg_make_image(&(sg_image_desc) {
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.width = armature->bones_texture_width,
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.height = armature->bones_texture_height,
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.pixel_format = SG_PIXELFORMAT_RGBA8,
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.usage = SG_USAGE_STREAM,
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});
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armature->current_poses = PushArray(arena, Transform, armature->bones_length);
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armature->anim_blended_poses = PushArray(arena, Transform, armature->bones_length);
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for(int i = 0; i < armature->bones_length; i++)
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{
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armature->anim_blended_poses[i] = (Transform){.scale = V3(1,1,1), .rotation = Make_Q(1,0,0,1)};
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}
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}
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// sokol stuff needs to be cleaned up, because it's not allocated and managed on the gamestate arena...
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// this cleans up the animated properties, not the images and vertex buffers, as those are loaded
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// before the gamestate is created, and the purpose of this is to allow you to delete/recreate
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// the gamestate without leaking resources.
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void cleanup_armature(Armature *armature) {
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sg_destroy_image(armature->bones_texture);
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armature->bones_texture = (sg_image){0};
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}
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// still points to the source armature's vertex data, but all animation data is duplicated.
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// the armature is allocated onto the arena
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Armature *duplicate_armature(Arena *arena, Armature *source) {
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Armature *ret = PushArrayZero(arena, Armature, 1);
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*ret = *source;
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initialize_animated_properties(arena, ret);
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return ret;
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}
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// armature_name is used for debugging purposes, it has to effect on things
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Armature load_armature(Arena *arena, String8 binary_file, String8 armature_name)
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{
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@ -1293,12 +1326,6 @@ Armature load_armature(Arena *arena, String8 binary_file, String8 armature_name)
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}
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}
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to_return.current_poses = PushArray(arena, Transform, to_return.bones_length);
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to_return.anim_blended_poses = PushArray(arena, Transform, to_return.bones_length);
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for(int i = 0; i < to_return.bones_length; i++)
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{
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to_return.anim_blended_poses[i] = (Transform){.scale = V3(1,1,1), .rotation = Make_Q(1,0,0,1)};
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}
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ser_u64(&ser, &to_return.animations_length);
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//Log("Armature %.*s has %llu animations\n", S8VArg(armature_name), to_return.animations_length);
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@ -1374,12 +1401,7 @@ Armature load_armature(Arena *arena, String8 binary_file, String8 armature_name)
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to_return.bones_texture_height = (int)to_return.bones_length;
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//Log("Armature %.*s has bones texture size (%d, %d)\n", S8VArg(armature_name), to_return.bones_texture_width, to_return.bones_texture_height);
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to_return.bones_texture = sg_make_image(&(sg_image_desc) {
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.width = to_return.bones_texture_width,
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.height = to_return.bones_texture_height,
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.pixel_format = SG_PIXELFORMAT_RGBA8,
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.usage = SG_USAGE_STREAM,
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});
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initialize_animated_properties(arena, &to_return);
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// a sanity check
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SLICE_ITER(Bone, to_return.bones)
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@ -2298,6 +2320,12 @@ void transition_to_room(GameState *gs, ThreeDeeLevel *level, u64 new_roomid)
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// no crash or anything bad if called on an already cleaned up gamestate
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void cleanup_gamestate(GameState *gs) {
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if(gs) {
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ENTITIES_ITER(gs->entities) {
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if(it->armature) {
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cleanup_armature(it->armature);
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it->armature = 0;
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}
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}
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if(gs->arena) {
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ArenaRelease(gs->arena);
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}
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@ -5550,6 +5578,72 @@ void flush_all_drawn_things(ShadowMats shadow)
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}
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}
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void animate_armature(Armature *it, float dt) {
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// progress the animation, then blend the two animations if necessary, and finally
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// output into anim_blended_poses
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Armature *cur = it;
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float seed = (float)((int64_t)cur % 1024); // offset into elapsed time to make all of their animations out of phase
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float along_current_animation = 0.0;
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if (cur->currently_playing_isnt_looping)
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{
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along_current_animation = (float)cur->cur_animation_time;
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cur->cur_animation_time += dt;
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}
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else
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{
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along_current_animation = (float)elapsed_time + seed;
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}
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if (cur->go_to_animation.size > 0)
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{
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if (S8Match(cur->go_to_animation, cur->currently_playing_animation, 0))
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{
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}
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else
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{
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memcpy(cur->current_poses, cur->anim_blended_poses, cur->bones_length * sizeof(*cur->current_poses));
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cur->currently_playing_animation = cur->go_to_animation;
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cur->animation_blend_t = 0.0f;
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cur->go_to_animation = (String8){0};
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if (cur->next_animation_isnt_looping)
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{
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cur->cur_animation_time = 0.0;
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cur->currently_playing_isnt_looping = true;
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}
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else
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{
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cur->currently_playing_isnt_looping = false;
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}
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}
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cur->next_animation_isnt_looping = false;
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}
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if (cur->animation_blend_t < 1.0f)
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{
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cur->animation_blend_t += dt / ANIMATION_BLEND_TIME;
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Animation *to_anim = get_anim_by_name(cur, cur->currently_playing_animation);
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assert(to_anim);
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for (u64 i = 0; i < cur->bones_length; i++)
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{
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Transform *output_transform = &cur->anim_blended_poses[i];
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Transform from_transform = cur->current_poses[i];
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Transform to_transform = get_animated_bone_transform(&to_anim->tracks[i], along_current_animation, cur->currently_playing_isnt_looping);
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*output_transform = lerp_transforms(from_transform, cur->animation_blend_t, to_transform);
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}
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}
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else
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{
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Animation *cur_anim = get_anim_by_name(cur, cur->currently_playing_animation);
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for (u64 i = 0; i < cur->bones_length; i++)
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{
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cur->anim_blended_poses[i] = get_animated_bone_transform(&cur_anim->tracks[i], along_current_animation, cur->currently_playing_isnt_looping);
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}
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}
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}
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typedef struct
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{
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float text_scale;
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@ -5816,9 +5910,13 @@ void frame(void)
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{
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assert(it->is_npc);
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Transform draw_with = entity_transform(it);
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if(!it->armature) {
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it->armature = duplicate_armature(gs.arena, &player_armature);
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}
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{
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Armature *to_use = &player_armature;
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Armature *to_use = it->armature;
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animate_armature(to_use, dt);
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// if9!
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@ -5850,73 +5948,6 @@ void frame(void)
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}
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}
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// progress the animation, then blend the two animations if necessary, and finally
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// output into anim_blended_poses
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ARR_ITER(Armature *, armatures)
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{
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Armature *cur = *it;
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float seed = (float)((int64_t)cur % 1024); // offset into elapsed time to make all of their animations out of phase
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float along_current_animation = 0.0;
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if (cur->currently_playing_isnt_looping)
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{
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along_current_animation = (float)cur->cur_animation_time;
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cur->cur_animation_time += dt;
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}
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else
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{
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along_current_animation = (float)elapsed_time + seed;
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}
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if (cur->go_to_animation.size > 0)
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{
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if (S8Match(cur->go_to_animation, cur->currently_playing_animation, 0))
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{
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}
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else
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{
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memcpy(cur->current_poses, cur->anim_blended_poses, cur->bones_length * sizeof(*cur->current_poses));
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cur->currently_playing_animation = cur->go_to_animation;
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cur->animation_blend_t = 0.0f;
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cur->go_to_animation = (String8){0};
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if (cur->next_animation_isnt_looping)
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{
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cur->cur_animation_time = 0.0;
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cur->currently_playing_isnt_looping = true;
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}
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else
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{
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cur->currently_playing_isnt_looping = false;
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}
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}
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cur->next_animation_isnt_looping = false;
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}
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if (cur->animation_blend_t < 1.0f)
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{
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cur->animation_blend_t += dt / ANIMATION_BLEND_TIME;
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Animation *to_anim = get_anim_by_name(cur, cur->currently_playing_animation);
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assert(to_anim);
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for (u64 i = 0; i < cur->bones_length; i++)
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{
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Transform *output_transform = &cur->anim_blended_poses[i];
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Transform from_transform = cur->current_poses[i];
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Transform to_transform = get_animated_bone_transform(&to_anim->tracks[i], along_current_animation, cur->currently_playing_isnt_looping);
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*output_transform = lerp_transforms(from_transform, cur->animation_blend_t, to_transform);
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}
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}
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else
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{
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Animation *cur_anim = get_anim_by_name(cur, cur->currently_playing_animation);
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for (u64 i = 0; i < cur->bones_length; i++)
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{
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cur->anim_blended_poses[i] = get_animated_bone_transform(&cur_anim->tracks[i], along_current_animation, cur->currently_playing_isnt_looping);
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}
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}
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}
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flush_all_drawn_things(shadow);
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// draw the 3d render
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