fix dynamic bone animations

This commit is contained in:
Nick Fisher
2023-04-28 20:53:16 +08:00
parent 62c4be0563
commit bbb3cb5727
13 changed files with 170 additions and 130 deletions

View File

@@ -659,7 +659,8 @@ class NativeLibrary {
int numFrames,
int numBones,
ffi.Pointer<ffi.Pointer<ffi.Char>> boneNames,
ffi.Pointer<ffi.Char> meshName,
ffi.Pointer<ffi.Pointer<ffi.Char>> meshName,
int numMeshTargets,
double frameLengthInMs,
) {
return _set_bone_animation(
@@ -670,6 +671,7 @@ class NativeLibrary {
numBones,
boneNames,
meshName,
numMeshTargets,
frameLengthInMs,
);
}
@@ -683,7 +685,8 @@ class NativeLibrary {
ffi.Int,
ffi.Int,
ffi.Pointer<ffi.Pointer<ffi.Char>>,
ffi.Pointer<ffi.Char>,
ffi.Pointer<ffi.Pointer<ffi.Char>>,
ffi.Int,
ffi.Float)>>('set_bone_animation');
late final _set_bone_animation = _set_bone_animationPtr.asFunction<
void Function(
@@ -693,7 +696,8 @@ class NativeLibrary {
int,
int,
ffi.Pointer<ffi.Pointer<ffi.Char>>,
ffi.Pointer<ffi.Char>,
ffi.Pointer<ffi.Pointer<ffi.Char>>,
int,
double)>();
void play_animation(