allow removing animation components and dont stash initial joint transforms when creating bone animations
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@@ -80,7 +80,6 @@ namespace flutter_filament
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struct AnimationComponent
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struct AnimationComponent
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{
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{
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std::variant<FilamentInstance *, Entity> target;
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std::variant<FilamentInstance *, Entity> target;
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std::vector<math::mat4f> initialJointTransforms;
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std::vector<GltfAnimation> gltfAnimations;
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std::vector<GltfAnimation> gltfAnimations;
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std::vector<MorphAnimation> morphAnimations;
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std::vector<MorphAnimation> morphAnimations;
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std::vector<BoneAnimation> boneAnimations;
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std::vector<BoneAnimation> boneAnimations;
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@@ -112,15 +111,6 @@ namespace flutter_filament
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if (std::holds_alternative<FilamentInstance *>(target))
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if (std::holds_alternative<FilamentInstance *>(target))
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{
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{
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auto instance = std::get<FilamentInstance *>(target);
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auto instance = std::get<FilamentInstance *>(target);
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// const auto joints = instance->getJointsAt(0);
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// for (int i = 0; i < instance->getJointCountAt(0); i++)
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// {
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// const auto joint = joints[i];
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// const auto &jointTransformInstance = _transformManager.getInstance(joint);
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// const auto &jointTransform = _transformManager.getTransform(jointTransformInstance);
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// animationComponent.initialJointTransforms.push_back(jointTransform);
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// }
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componentInstance = addComponent(instance->getRoot());
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componentInstance = addComponent(instance->getRoot());
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}
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}
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else
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else
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