update headers to Filament v1.25.0
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@@ -20,7 +20,7 @@
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#include <gltfio/FilamentAsset.h>
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#include <gltfio/FilamentInstance.h>
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namespace gltfio {
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namespace filament::gltfio {
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struct FFilamentAsset;
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struct FFilamentInstance;
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@@ -56,6 +56,32 @@ public:
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*/
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void updateBoneMatrices();
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/**
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* Applies a blended transform to the union of nodes affected by two animations.
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* Used for cross-fading from a previous skinning-based animation or rigid body animation.
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*
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* First, this stashes the current transform hierarchy into a transient memory buffer.
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*
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* Next, this applies previousAnimIndex / previousAnimTime to the actual asset by internally
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* calling applyAnimation().
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*
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* Finally, the stashed local transforms are lerped (via the scale / translation / rotation
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* components) with their live counterparts, and the results are pushed to the asset.
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*
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* To achieve a cross fade effect with skinned models, clients will typically call animator
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* methods in this order: (1) applyAnimation (2) applyCrossFade (3) updateBoneMatrices. The
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* animation that clients pass to applyAnimation is the "current" animation corresponding to
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* alpha=1, while the "previous" animation passed to applyCrossFade corresponds to alpha=0.
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*/
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void applyCrossFade(size_t previousAnimIndex, float previousAnimTime, float alpha);
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/**
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* Pass the identity matrix into all bone nodes, useful for returning to the T pose.
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*
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* NOTE: this operation is independent of \c animation.
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*/
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void resetBoneMatrices();
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/** Returns the number of \c animation definitions in the glTF asset. */
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size_t getAnimationCount() const;
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@@ -88,6 +114,6 @@ private:
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AnimatorImpl* mImpl;
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};
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} // namespace gltfio
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} // namespace filament::gltfio
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#endif // GLTFIO_ANIMATOR_H
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