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////  Created by Bradley Austin Davis on 2017/04/27//  Copyright 2013-2017 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #ifndef hifi_MySkeletonModel_h#define hifi_MySkeletonModel_h #include <avatars-renderer/SkeletonModel.h>#include <AnimUtil.h>#include "MyAvatar.h" /// A skeleton loaded from a model.class MySkeletonModel : public SkeletonModel {    Q_OBJECT private:    using Parent = SkeletonModel; public:    MySkeletonModel(Avatar* owningAvatar, QObject* parent = nullptr);    void updateRig(float deltaTime, glm::mat4 parentTransform) override; private:    void updateFingers();     CriticallyDampedSpringPoseHelper _smoothHipsHelper;  // sensor frame    bool _prevIsFlying { false };    float _flyIdleTimer { 0.0f };     float _prevIsEstimatingHips { false };     std::map<int, int> _jointRotationFrameOffsetMap;}; #endif // hifi_MySkeletonModel_h