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

@@ -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)>(