using Unity.Entities; using Unity.Mathematics; internal struct BoneTag : IComponentData { } internal struct RootTag : IComponentData { } internal struct BoneEntity : IBufferElementData { public Entity Value; } internal struct RootEntity : IComponentData { public Entity Value; } internal struct BindPose : IBufferElementData { public float4x4 Value; } internal struct AnimateBlendShape : IComponentData { public float From; public float To; public float Frequency; public float PhaseShift; } internal struct AnimateRotation : IComponentData { public quaternion From; public quaternion To; public float Frequency; public float PhaseShift; } internal struct AnimateScale : IComponentData { public float3 From; public float3 To; public float Frequency; public float PhaseShift; } internal struct AnimatePosition : IComponentData { public float3 From; public float3 To; public float Frequency; public float PhaseShift; }