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

View File

@@ -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);