add support for multiple bone animations using quaternions

This commit is contained in:
Nick Fisher
2023-11-17 23:44:30 +08:00
parent f5d5a36f22
commit 572a945025
13 changed files with 1266 additions and 1254 deletions

View File

@@ -272,12 +272,9 @@ abstract class FilamentController {
FilamentEntity entity, MorphAnimationData animation);
///
/// Animates morph target weights/bone transforms (where each frame requires a duration of [frameLengthInMs].
/// [morphWeights] is a list of doubles in frame-major format.
/// 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.
/// for now we only allow animating a single bone (though multiple skinned targets are supported)
/// Starts animating a bone (joint) according to the specified [animation].
///
Future setBoneAnimation(FilamentEntity entity, BoneAnimationData animation);
Future addBoneAnimation(FilamentEntity entity, BoneAnimationData animation);
///
/// Sets the local joint transform for the bone at the given index in [entity] for the mesh under [meshName].