fix dynamic bone animations

This commit is contained in:
Nick Fisher
2023-04-27 16:32:32 +08:00
parent d1e15b53c5
commit 62c4be0563
16 changed files with 538 additions and 520 deletions

View File

@@ -57,29 +57,16 @@ bool set_morph_animation(
int numFrames,
float frameLengthInMs);
void set_bone_animation(
void set_bone_animation(
void* assetManager,
EntityId asset,
int length,
const char** const boneNames,
const char** const meshNames,
const float* const frameData,
int numFrames,
int numBones,
const char** const boneNames,
const char* const meshName,
float frameLengthInMs);
// void set_bone_transform(
// EntityId asset,
// const char* boneName,
// const char* entityName,
// float transX,
// float transY,
// float transZ,
// float quatX,
// float quatY,
// float quatZ,
// float quatW
// );
void play_animation(void* assetManager, EntityId asset, int index, bool loop, bool reverse);
void set_animation_frame(void* assetManager, EntityId asset, int animationIndex, int animationFrame);
void stop_animation(void* assetManager, EntityId asset, int index);