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- void AnimationController::updateAnimation(const AnimationData *animationData, SceneNode *sceneNode)
- {
- Timer *timer = _getTimer(animationData, sceneNode);
- if(!timer)
- return;
- if(!_shaderProgram)
- return;
- double time = ((double)timer->elapsed() / 1000.0) * (animationData->ticksPerSecond());
- while(time > animationData->duration()) time -= animationData->duration();
- std::unordered_map<std::string, NodeAnimationData*> nodeAnimations = *( animationData->nodeAnimations() );
- _shaderProgram->use();
- _updateSceneNode(sceneNode, time, &nodeAnimations);
- _shaderProgram->unuse();
- }
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