Create the assetanimation, parsing all of the animation data
A bone in the animation, storing everything it needs
All the bone transforms/rotations/scales for a sc
Access the animation channels to find a match with the bone, then store its animation data
Converts an aiMatrix to a mat4
Converts a aiQuatKey[] to quat[].
* Converts a aiVectorKey[] to vec3f[].
Recurse the bone hierarchy, filling up the bone transforms along the way
Get a bone number by matching name bones in mesh
Returns the animation as an addible component.
Called by gameobject animation components to get an animation pose
Recurse the node hierarchy, parsing it into a usable bone hierarchy
Shutdown the animation bone/pose data
A single animation track, storing its bones and poses
Stores the animation skeleton/bones, stores the animations poses, and makes this information accessible to gameobjects