add support for multiple bone animations using quaternions
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@@ -321,18 +321,17 @@ extern "C"
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return ((AssetManager *)assetManager)->setMorphAnimationBuffer(asset, entityName, morphData, morphIndices, numMorphTargets, numFrames, frameLengthInMs);
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}
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FLUTTER_PLUGIN_EXPORT void set_bone_animation(
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FLUTTER_PLUGIN_EXPORT void add_bone_animation(
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void *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 boneName,
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const char **const meshNames,
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int numMeshTargets,
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float frameLengthInMs)
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{
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((AssetManager *)assetManager)->setBoneAnimationBuffer(asset, frameData, numFrames, numBones, boneNames, meshNames, numMeshTargets, frameLengthInMs);
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((AssetManager *)assetManager)->addBoneAnimation(asset, frameData, numFrames, boneName, meshNames, numMeshTargets, frameLengthInMs);
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}
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FLUTTER_PLUGIN_EXPORT void set_post_processing(void *const viewer, bool enabled)
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@@ -366,33 +365,6 @@ extern "C"
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return ((AssetManager *)assetManager)->setBoneTransform(entityId, entityName, 0, boneIndex, matrix);
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}
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// void set_bone_transform(
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// EntityId asset,
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// const char* boneName,
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// const char* entityName,
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// float transX,
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// float transY,
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// float transZ,
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// float quatX,
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// float quatY,
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// float quatZ,
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// float quatW
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// ) {
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// ((AssetManager*)assetManager)->setBoneTransform(
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// boneName,
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// entityName,
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// transX,
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// transY,
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// transZ,
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// quatX,
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// quatY,
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// quatZ,
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// quatW,
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// false
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// );
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// }
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FLUTTER_PLUGIN_EXPORT void play_animation(
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void *assetManager,
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EntityId asset,
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