use boneName instead of boneIndex for setBoneTransform

This commit is contained in:
Nick Fisher
2023-11-18 00:28:31 +08:00
parent 572a945025
commit 0c698d16e3
8 changed files with 45 additions and 39 deletions

View File

@@ -62,10 +62,10 @@ namespace polyvox
/// @param entityId
/// @param entityName
/// @param skinIndex
/// @param boneIndex
/// @param boneName
/// @param transform
/// @return
bool setBoneTransform(EntityId entityId, const char *entityName, int skinIndex, int boneIndex, math::mat4f transform);
bool setBoneTransform(EntityId entityId, const char *entityName, int skinIndex, const char* boneName, math::mat4f transform);
/// @brief Set frame data to animate the given bones/entities.
/// @param entity

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@@ -127,7 +127,7 @@ extern "C"
EntityId asset,
const char *entityName,
const float *const transform,
int boneIndex);
const char *boneName);
FLUTTER_PLUGIN_EXPORT void play_animation(void *assetManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
FLUTTER_PLUGIN_EXPORT void set_animation_frame(void *assetManager, EntityId asset, int animationIndex, int animationFrame);
FLUTTER_PLUGIN_EXPORT void stop_animation(void *assetManager, EntityId asset, int index);

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@@ -389,10 +389,10 @@ namespace polyvox
}
}
bool AssetManager::setBoneTransform(EntityId entityId, const char *entityName, int32_t skinIndex, int32_t boneIndex, math::mat4f localTransform)
bool AssetManager::setBoneTransform(EntityId entityId, const char *entityName, int32_t skinIndex, const char* boneName, math::mat4f localTransform)
{
Log("Setting transform for bone %d/skin %d for mesh target %s", boneIndex, skinIndex, entityName);
Log("Setting transform for bone %s/skin %d for mesh target %s", boneName, skinIndex, entityName);
const auto &pos = _entityIdLookup.find(entityId);
if (pos == _entityIdLookup.end())
@@ -411,6 +411,25 @@ namespace polyvox
TransformManager &transformManager = _engine->getTransformManager();
const auto &filamentInstance = sceneAsset.asset->getInstance();
int numJoints = filamentInstance->getJointCountAt(skinIndex);
auto joints = filamentInstance->getJointsAt(skinIndex);
int boneIndex = -1;
for (int i = 0; i < numJoints; i++)
{
const char *jointName = _ncm->getName(_ncm->getInstance(joints[i]));
if (strcmp(jointName, boneName) == 0)
{
boneIndex = i;
break;
}
}
if(boneIndex == -1) {
Log("Failed to find bone %s", boneName);
return false;
}
utils::Entity joint = filamentInstance->getJointsAt(skinIndex)[boneIndex];
if (joint.isNull())

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@@ -344,7 +344,7 @@ extern "C"
EntityId entityId,
const char *entityName,
const float *const transform,
int boneIndex)
const char* boneName)
{
auto matrix = math::mat4f(
@@ -362,7 +362,7 @@ extern "C"
transform[13],
transform[14],
transform[15]);
return ((AssetManager *)assetManager)->setBoneTransform(entityId, entityName, 0, boneIndex, matrix);
return ((AssetManager *)assetManager)->setBoneTransform(entityId, entityName, 0, boneName, matrix);
}
FLUTTER_PLUGIN_EXPORT void play_animation(

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@@ -27,6 +27,9 @@ class MorphAnimationData {
Iterable<double> getData(String morphName) sync* {
int index = morphTargets.indexOf(morphName);
if (index == -1) {
throw Exception("No data for morph $morphName");
}
for (int i = 0; i < numFrames; i++) {
yield data[(i * numMorphTargets) + index];
}

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@@ -280,7 +280,7 @@ abstract class FilamentController {
/// Sets the local joint transform for the bone at the given index in [entity] for the mesh under [meshName].
///
Future setBoneTransform(
FilamentEntity entity, String meshName, int boneIndex, Matrix4 data);
FilamentEntity entity, String meshName, String boneName, Matrix4 data);
///
/// Removes/destroys the specified entity from the scene.

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@@ -1161,16 +1161,20 @@ class FilamentControllerFFI extends FilamentController {
}
@override
Future setBoneTransform(FilamentEntity entity, String meshName, int boneIndex,
Matrix4 data) async {
Future setBoneTransform(FilamentEntity entity, String meshName,
String boneName, Matrix4 data) async {
var ptr = calloc<Float>(16);
for (int i = 0; i < 16; i++) {
ptr.elementAt(i).value = data.storage[i];
}
set_bone_transform(_assetManager!, entity,
meshName.toNativeUtf8().cast<Char>(), ptr, boneIndex);
var meshNamePtr = meshName.toNativeUtf8(allocator: calloc).cast<Char>();
var boneNamePtr = boneName.toNativeUtf8(allocator: calloc).cast<Char>();
set_bone_transform(_assetManager!, entity, meshNamePtr, ptr, boneNamePtr);
calloc.free(ptr);
calloc.free(meshNamePtr);
calloc.free(boneNamePtr);
}
}

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@@ -387,15 +387,19 @@ external void add_bone_animation(
);
@ffi.Native<
ffi.Bool Function(ffi.Pointer<ffi.Void>, EntityId,
ffi.Pointer<ffi.Char>, ffi.Pointer<ffi.Float>, ffi.Int)>(
ffi.Bool Function(
ffi.Pointer<ffi.Void>,
EntityId,
ffi.Pointer<ffi.Char>,
ffi.Pointer<ffi.Float>,
ffi.Pointer<ffi.Char>)>(
symbol: 'set_bone_transform', assetId: 'flutter_filament_plugin')
external bool set_bone_transform(
ffi.Pointer<ffi.Void> assetManager,
int asset,
ffi.Pointer<ffi.Char> entityName,
ffi.Pointer<ffi.Float> transform,
int boneIndex,
ffi.Pointer<ffi.Char> boneName,
);
@ffi.Native<
@@ -1049,30 +1053,6 @@ external bool set_morph_animation_ffi(
double frameLengthInMs,
);
@ffi.Native<
ffi.Void Function(
ffi.Pointer<ffi.Void>,
EntityId,
ffi.Pointer<ffi.Float>,
ffi.Int,
ffi.Int,
ffi.Pointer<ffi.Pointer<ffi.Char>>,
ffi.Pointer<ffi.Pointer<ffi.Char>>,
ffi.Int,
ffi.Float)>(
symbol: 'set_bone_animation_ffi', assetId: 'flutter_filament_plugin')
external void set_bone_animation_ffi(
ffi.Pointer<ffi.Void> assetManager,
int asset,
ffi.Pointer<ffi.Float> frameData,
int numFrames,
int numBones,
ffi.Pointer<ffi.Pointer<ffi.Char>> boneNames,
ffi.Pointer<ffi.Pointer<ffi.Char>> meshName,
int numMeshTargets,
double frameLengthInMs,
);
@ffi.Native<
ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId, ffi.Int, ffi.Bool,
ffi.Bool, ffi.Bool, ffi.Float)>(