allow removing animation components and dont stash initial joint transforms when creating bone animations

This commit is contained in:
Nick Fisher
2024-06-01 12:32:50 +08:00
parent 188fc6b5dc
commit 8391ae6178

View File

@@ -80,7 +80,6 @@ namespace flutter_filament
struct AnimationComponent
{
std::variant<FilamentInstance *, Entity> target;
std::vector<math::mat4f> initialJointTransforms;
std::vector<GltfAnimation> gltfAnimations;
std::vector<MorphAnimation> morphAnimations;
std::vector<BoneAnimation> boneAnimations;
@@ -112,15 +111,6 @@ namespace flutter_filament
if (std::holds_alternative<FilamentInstance *>(target))
{
auto instance = std::get<FilamentInstance *>(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