<NME> SkeletonDebug.h
<BEF> ADDFILE
<MSG> Add Skeletons (animations do no work just yet)

<DFF> @@ -0,0 +1,59 @@
+/*******************************
+Copyright (c) 2016-2017 Gr�goire Angerand
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+**********************************/
+#ifndef YAVE_OBJECTS_SKELETONDEBUG_H
+#define YAVE_OBJECTS_SKELETONDEBUG_H
+
+#include <yave/assets/AssetPtr.h>
+#include <yave/meshs/SkinnedMesh.h>
+#include <yave/animations/SkeletonInstance.h>
+
+#include "Transformable.h"
+#include "Renderable.h"
+
+namespace yave {
+
+class SkeletonDebug : public Renderable {
+
+	public:
+		SkeletonDebug(const AssetPtr<SkinnedMesh>& mesh) : SkeletonDebug(mesh->triangle_buffer().device(), mesh) {
+		}
+
+		SkeletonDebug(SkeletonDebug&& other);
+		SkeletonDebug& operator=(SkeletonDebug&& other) = delete;
+
+		void render(const FrameToken&, CmdBufferRecorderBase& recorder, const SceneData& scene_data) const override;
+
+	private:
+		SkeletonDebug(DevicePtr dptr, const AssetPtr<SkinnedMesh>& mesh);
+
+		AssetPtr<SkinnedMesh> _mesh;
+
+		TypedUniformBuffer<math::Transform<>, MemoryFlags::CpuVisible> _bone_transforms;
+		DescriptorSet _descriptor_set;
+
+		mutable AssetPtr<Material> _material;
+
+};
+
+}
+
+#endif // YAVE_OBJECTS_SKELETONDEBUG_H

Add Skeletons (animations do no work just yet)