fix dynamic bone animations
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@@ -358,20 +358,20 @@ extern "C" {
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FLUTTER_PLUGIN_EXPORT void set_bone_animation(
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void* assetManager,
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EntityId asset,
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int length,
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const char** const boneNames,
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const char** const meshNames,
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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 meshName,
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float frameLengthInMs) {
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//std::packaged_task<void()> lambda([=]() mutable {
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((AssetManager*)assetManager)->setBoneAnimationBuffer(
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asset,
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length,
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boneNames,
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meshNames,
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frameData,
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numFrames,
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numFrames,
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numBones,
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boneNames,
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meshName,
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frameLengthInMs
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);
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//});
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@@ -417,7 +417,6 @@ extern "C" {
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bool reverse) {
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//std::packaged_task<void()> lambda([=]() mutable {
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std::cout << "Playing animation" << std::endl;
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((AssetManager*)assetManager)->playAnimation(asset, index, loop, reverse);
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//});
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// auto fut = _tp->add_task(lambda);
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