add manual bone transform animation
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21
lib/animations/Untitled-1.cpp
Normal file
21
lib/animations/Untitled-1.cpp
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// boneMatrices[1] = math::mat4f(1.0, 0.0, 0.0, 0.0, 0.0, 0.26, -0.97, 0.0, 0.0, 0.97, 0.26, 0.0, 0.0, 0.0, 0.0, 1.0);
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// Log("Asset instance count : %d asset entity count %d, skin count %d skin name %s joint count @ 0 %d ",
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// _asset->getAssetInstanceCount(),
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// _asset->getEntityCount(),
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// ,
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// filamentInstance->getSkinNameAt(0), filamentInstance->getJointCountAt(0));
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// for(int i =0; i < numJoints; i++) {
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// auto nameInst = _ncm->getInstance(joints[i]);
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// const char* jointName = _ncm->getName(nameInst);
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// if(strcmp(jointName, boneName) == 0) {
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// Log("Set transform for joint %s", jointName);
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// // auto boneInst = rm.getInstance(joints[i]);
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// }
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// }
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// bool transformed = false;
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// if(!transformed) {
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// Log("Failed to find bone %s", boneName);
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// }
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// Entity root = _asset->getRoot();
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