fix up morph target animations and add stopAnimation function
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@@ -76,12 +76,12 @@ namespace polyvox {
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MorphAnimationBuffer(float* frameData,
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int numWeights,
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int numFrames,
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float frameLength) : frameData(frameData), numWeights(numWeights), numFrames(numFrames), frameLength(frameLength) {
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float frameLength) : frameData(frameData), numWeights(numWeights), numFrames(numFrames), frameLengthInMs(frameLength) {
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}
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int frameIndex = -1;
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int numFrames;
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float frameLength;
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float frameLengthInMs;
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time_point_t startTime;
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float* frameData;
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@@ -102,10 +102,32 @@ namespace polyvox {
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unique_ptr<vector<string>> getTargetNames(const char* meshName);
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unique_ptr<vector<string>> getAnimationNames();
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Manipulator<float>* manipulator;
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///
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/// Manually set the weights for all morph targets in the assets to the provided values.
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/// See [animateWeights] if you want to automatically
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///
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void applyWeights(float* weights, int count);
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void animateWeights(float* data, int numWeights, int length, float frameRate);
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///
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/// Update the asset's morph target weights every "frame" (which is an arbitrary length of time, i.e. this is not the same as a frame at the framerate of the underlying rendering framework).
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/// Accordingly:
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/// length(data) = numWeights * numFrames
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/// total_animation_duration_in_ms = number_of_frames * frameLengthInMs
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///
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void animateWeights(float* data, int numWeights, int numFrames, float frameLengthInMs);
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///
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/// Play an embedded animation (i.e. an animation node embedded in the GLTF asset). If [loop] is true, the animation will repeat indefinitely.
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///
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void playAnimation(int index, bool loop);
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///
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/// Immediately stop the currently playing animation. NOOP if no animation is playing.
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///
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void stopAnimation();
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bool setCamera(const char* nodeName);
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void destroySwapChain();
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void createSwapChain(void* surface);
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