add support for multiple bone animations using quaternions
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@@ -66,17 +66,6 @@ FLUTTER_PLUGIN_EXPORT bool set_morph_animation_ffi(
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int numMorphTargets,
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int numFrames,
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float frameLengthInMs);
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FLUTTER_PLUGIN_EXPORT
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FLUTTER_PLUGIN_EXPORT void set_bone_animation_ffi(
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void* const assetManager,
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EntityId asset,
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const float* const frameData,
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int numFrames,
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int numBones,
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const char** const boneNames,
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const char** const meshName,
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int numMeshTargets,
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float frameLengthInMs);
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FLUTTER_PLUGIN_EXPORT void play_animation_ffi(void* const assetManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
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FLUTTER_PLUGIN_EXPORT void set_animation_frame_ffi(void* const assetManager, EntityId asset, int animationIndex, int animationFrame);
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FLUTTER_PLUGIN_EXPORT void stop_animation_ffi(void* const assetManager, EntityId asset, int index);
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