add manual bone transform animation

This commit is contained in:
Nick Fisher
2022-12-15 16:56:57 +08:00
parent 39bb2da9dc
commit d47808a593
18 changed files with 1422 additions and 500 deletions

View File

@@ -106,13 +106,15 @@ SceneAsset *SceneAssetLoader::fromGlb(const char *uri) {
Log("Resources loaded.");
const Entity *entities = asset->getEntities();
RenderableManager &rm = _engine->getRenderableManager();
// why did I need to explicitly enable culling?
for (int i = 0; i < asset->getEntityCount(); i++) {
Entity e = entities[i];
auto inst = rm.getInstance(e);
// check this
rm.setCulling(inst, true);
}
auto entityInstance = rm.getInstance(entities[i]);
rm.setCulling(entityInstance, true);
}
FilamentInstance* inst = asset->getInstance();
inst->getAnimator()->updateBoneMatrices();