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Added skeletal animation system #58

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contribution by Majid Anjidani

@@ -14,6 +14,7 @@ class Mesh
{
public:
Mesh(std::string identifier, Vertex vertices[], int vertSize, unsigned int indices[], int indexSize);
void reasign(std::string identifier, Vertex vertices[], int vertSize, unsigned int indices[], int indexSize); //Added by Majid

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*reassign

m_meshData = std::make_shared<MeshData>(vertices, vertSize, indices, indexSize);
m_meshCache[identifier] = m_meshData;
}
}
void Mesh::reasign(std::string identifier, Vertex vertices[], int vertSize, unsigned int indices[], int indexSize) //Added by Majid
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need to find out why reasign was added, as its not really used for animation from what i see

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In fact, I want to add skeletal animation to your Engine, but after some work, I figure out that the animations apply to the entities implemented by some shaders. I use "reasign" and also "recreateMesh" to apply animations (change mesh vertexes) but It should be implemented by shader. I will work on it in the future and try to implement it through shader

#endif
}

void MeshData::recreateMesh(Vertex *vertices, int vertSize, unsigned int *indices, int indexSize) //Added by Majid
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same as this, what was recreateMesh added for, is it useful?

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3 participants