using KINEMATION.KAnimationCore.Runtime.Core; using Unity.Collections; using UnityEngine.Animations; namespace KINEMATION.MagicBlend.Runtime { public struct BlendStreamAtom { [ReadOnly] public TransformStreamHandle handle; [ReadOnly] public float baseWeight; [ReadOnly] public float additiveWeight; [ReadOnly] public float localWeight; public KTransform meshStreamPose; public AtomPose activePose; public AtomPose cachedPose; public AtomPose GetBlendedAtomPose(float blendWeight) { return AtomPose.Lerp(cachedPose, activePose, blendWeight); } } }