From 8391ae617846f92a6fa289e2278177545e41baa9 Mon Sep 17 00:00:00 2001 From: Nick Fisher Date: Sat, 1 Jun 2024 12:32:50 +0800 Subject: [PATCH] allow removing animation components and dont stash initial joint transforms when creating bone animations --- .../include/components/AnimationComponentManager.hpp | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/dart_filament/native/include/components/AnimationComponentManager.hpp b/dart_filament/native/include/components/AnimationComponentManager.hpp index 87bc5be1..81d8adb0 100644 --- a/dart_filament/native/include/components/AnimationComponentManager.hpp +++ b/dart_filament/native/include/components/AnimationComponentManager.hpp @@ -80,7 +80,6 @@ namespace flutter_filament struct AnimationComponent { std::variant target; - std::vector initialJointTransforms; std::vector gltfAnimations; std::vector morphAnimations; std::vector boneAnimations; @@ -112,15 +111,6 @@ namespace flutter_filament if (std::holds_alternative(target)) { auto instance = std::get(target); - // const auto joints = instance->getJointsAt(0); - - // for (int i = 0; i < instance->getJointCountAt(0); i++) - // { - // const auto joint = joints[i]; - // const auto &jointTransformInstance = _transformManager.getInstance(joint); - // const auto &jointTransform = _transformManager.getTransform(jointTransformInstance); - // animationComponent.initialJointTransforms.push_back(jointTransform); - // } componentInstance = addComponent(instance->getRoot()); } else