Getting somewhere with proc anim
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@ -20,6 +20,9 @@ namespace animationStation {
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scale: Vec3,
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scale: Vec3,
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}
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}
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/**
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* Animation Register defines a basic animation for a bone.
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*/
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interface AnimationRegister {
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interface AnimationRegister {
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//? If I ever feel like making longer animations, I can use this.
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//? If I ever feel like making longer animations, I can use this.
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// frames: { [key: number]: AnimationPoint; } = {};
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// frames: { [key: number]: AnimationPoint; } = {};
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@ -28,9 +31,42 @@ namespace animationStation {
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end: AnimationPoint;
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end: AnimationPoint;
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}
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}
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let animationRepository: = {};
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/**
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* BoneTRSStartEnd is the start and end of a bone's animation point in an animation.
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*/
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type BoneTRSStartEnd = { [boneName: string]: AnimationRegister; };
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/**
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* Animation encapsulates the Bone Animation's for a single animation in one container.
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*/
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type Animation = { [animationName: string]: BoneTRSStartEnd; };
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/**
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* ModelRepo holds all the animations, for all registered models.
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*/
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type ModelRepo = { [modelName: string]: Animation; };
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/**
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* Worker Animation Point is a piece of data which is used to reduce pressure
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* on the garbage collector by reusing it's memory address over and over.
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*/
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let workerAnimationPoint: AnimationPoint = {
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translation: vector.create3d(0, 0, 0),
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rotation: vector.create3d(0, 0, 0),
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scale: vector.create3d(1, 1, 1)
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};
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/**
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* Animation Repository holds all the animations for all bones on all models.
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*/
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class AnimationRepository {
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models: { [modelName: string]: Animation; } = {};
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getStart(entity: ObjectRef): {
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};
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}
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let playerAnimationState: { [key: string]: PlayerAnimationState; } = {};
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let playerAnimationState: { [key: string]: PlayerAnimationState; } = {};
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let animationRepository = new AnimationRepository();
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/**
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/**
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