add support for multiple bone animations using quaternions
This commit is contained in:
@@ -1,5 +1,7 @@
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import 'dart:typed_data';
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import 'package:vector_math/vector_math_64.dart';
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///
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/// Specifies frame data (i.e. weights) to animate the morph targets contained in [morphTargets] under a mesh named [mesh].
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/// [data] is laid out as numFrames x numMorphTargets.
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@@ -40,7 +42,7 @@ class MorphAnimationData {
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class BoneAnimationData {
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final String boneName;
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final List<String> meshNames;
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final Float32List frameData;
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final List<Quaternion> frameData;
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double frameLengthInMs;
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BoneAnimationData(
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this.boneName, this.meshNames, this.frameData, this.frameLengthInMs);
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@@ -272,12 +272,9 @@ abstract class FilamentController {
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FilamentEntity entity, MorphAnimationData animation);
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///
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/// Animates morph target weights/bone transforms (where each frame requires a duration of [frameLengthInMs].
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/// [morphWeights] is a list of doubles in frame-major format.
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/// Each frame is [numWeights] in length, and each entry is the weight to be applied to the morph target located at that index in the mesh primitive at that frame.
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/// for now we only allow animating a single bone (though multiple skinned targets are supported)
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/// Starts animating a bone (joint) according to the specified [animation].
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///
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Future setBoneAnimation(FilamentEntity entity, BoneAnimationData animation);
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Future addBoneAnimation(FilamentEntity entity, BoneAnimationData animation);
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///
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/// Sets the local joint transform for the bone at the given index in [entity] for the mesh under [meshName].
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@@ -691,41 +691,40 @@ class FilamentControllerFFI extends FilamentController {
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}
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@override
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Future setBoneAnimation(
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Future addBoneAnimation(
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FilamentEntity entity, BoneAnimationData animation) async {
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if (_viewer == null) {
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throw Exception("No viewer available, ignoring");
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}
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// var data = calloc<Float>(animation.frameData.length);
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// int offset = 0;
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// var numFrames = animation.frameData.length ~/ 7;
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// var boneNames = calloc<Pointer<Char>>(1);
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// boneNames.elementAt(0).value =
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// animation.boneName.toNativeUtf8().cast<Char>();
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// var meshNames = calloc<Pointer<Char>>(animation.meshNames.length);
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// for (int i = 0; i < animation.meshNames.length; i++) {
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// meshNames.elementAt(i).value =
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// animation.meshNames[i].toNativeUtf8().cast<Char>();
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// }
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var numFrames = animation.frameData.length;
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// for (int i = 0; i < animation.frameData.length; i++) {
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// data.elementAt(offset).value = animation.frameData[i];
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// offset += 1;
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// }
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var meshNames = calloc<Pointer<Char>>(animation.meshNames.length);
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for (int i = 0; i < animation.meshNames.length; i++) {
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meshNames.elementAt(i).value =
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animation.meshNames[i].toNativeUtf8().cast<Char>();
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}
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// await _channel.invokeMethod("setBoneAnimation", [
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// _assetManager!,
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// asset,
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// data,
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// numFrames,
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// 1,
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// boneNames,
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// meshNames,
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// animation.meshNames.length,
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// animation.frameLengthInMs
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// ]);
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// calloc.free(data);
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var data = calloc<Float>(numFrames * 4);
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for (int i = 0; i < numFrames; i++) {
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data.elementAt(i * 4).value = animation.frameData[i].w;
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data.elementAt((i * 4) + 1).value = animation.frameData[i].x;
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data.elementAt((i * 4) + 2).value = animation.frameData[i].y;
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data.elementAt((i * 4) + 3).value = animation.frameData[i].z;
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}
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add_bone_animation(
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_assetManager!,
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entity,
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data,
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numFrames,
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animation.boneName.toNativeUtf8().cast<Char>(),
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meshNames,
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animation.meshNames.length,
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animation.frameLengthInMs);
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calloc.free(data);
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calloc.free(meshNames);
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}
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@override
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@@ -370,20 +370,18 @@ external bool set_morph_animation(
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EntityId,
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ffi.Pointer<ffi.Float>,
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ffi.Int,
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ffi.Int,
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ffi.Pointer<ffi.Pointer<ffi.Char>>,
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ffi.Pointer<ffi.Char>,
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ffi.Pointer<ffi.Pointer<ffi.Char>>,
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ffi.Int,
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ffi.Float)>(
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symbol: 'set_bone_animation', assetId: 'flutter_filament_plugin')
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external void set_bone_animation(
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symbol: 'add_bone_animation', assetId: 'flutter_filament_plugin')
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external void add_bone_animation(
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ffi.Pointer<ffi.Void> assetManager,
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int asset,
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ffi.Pointer<ffi.Float> frameData,
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int numFrames,
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int numBones,
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ffi.Pointer<ffi.Pointer<ffi.Char>> boneNames,
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ffi.Pointer<ffi.Pointer<ffi.Char>> meshName,
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ffi.Pointer<ffi.Char> boneName,
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ffi.Pointer<ffi.Pointer<ffi.Char>> meshNames,
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int numMeshTargets,
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double frameLengthInMs,
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);
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