initial work to re-implement FFI with background thread render loop
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@@ -1,11 +1,10 @@
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//
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// Frame weights for the morph targets specified in [morphNames] attached to mesh [meshName].
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// morphData is laid out as numFrames x numMorphTargets
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// where the weights are in the same order as [morphNames].
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// [morphNames] must be provided but is not used directly; this is only used to check that the eventual asset being animated contains the same morph targets in the same order.
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// A wrapper for morph target animation data.
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// [data] is laid out as numFrames x numMorphTargets (where each morph target is ordered according to [animatedMorphNames]).
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// [data] frame data for the morph weights used to animate the morph targets [animatedMorphNames] in mesh [meshName].
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// the morph targets specified in [morphNames] attached to mesh [meshName].
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// [animatedMorphNames] must be provided but is not used directly; this is only used to check that the eventual asset being animated contains the same morph targets in the same order.
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//
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import 'dart:typed_data';
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class MorphAnimationData {
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final String meshName;
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final List<String> animatedMorphNames;
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