add maxDelta to blend between glTF and dynamic bone animations
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@@ -82,6 +82,7 @@ namespace flutter_filament
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std::vector<math::mat4f> frameData;
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float fadeOutInSecs = 0;
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float fadeInInSecs = 0;
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float maxDelta = 1.0f;
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};
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struct AnimationComponent
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@@ -290,11 +291,13 @@ namespace flutter_filament
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// if we're fading in, this will be 0.0 at the start of the fade and 1.0 at the end
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auto fadeDelta = elapsedInSecs / animationStatus.fadeInInSecs;
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// if we're fading out, this will be 1.0 at the start of the fade and 0.0 at the end
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// // if we're fading out, this will be 1.0 at the start of the fade and 0.0 at the end
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if(fadeDelta > 1.0f) {
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fadeDelta = 1 - ((elapsedInSecs - animationStatus.durationInSecs - animationStatus.fadeInInSecs) / animationStatus.fadeOutInSecs);
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}
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fadeDelta = std::clamp(fadeDelta, 0.0f, animationStatus.maxDelta);
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auto jointTransform = _transformManager.getInstance(joint);
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// linearly interpolate this animation between its current (interpolated) frame and the current transform (i.e. as set by the gltf frame)
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