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

@@ -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(