reorder morph animations according to actual mesh morph targets
This commit is contained in:
@@ -570,7 +570,7 @@ class FilamentControllerFFI extends FilamentController {
|
||||
|
||||
@override
|
||||
Future setMorphAnimationData(
|
||||
FilamentEntity asset, MorphAnimationData animation) async {
|
||||
FilamentEntity entity, MorphAnimationData animation) async {
|
||||
if (_viewer == null) {
|
||||
throw Exception("No viewer available, ignoring");
|
||||
}
|
||||
@@ -580,14 +580,27 @@ class FilamentControllerFFI extends FilamentController {
|
||||
dataPtr.elementAt(i).value = animation.data[i];
|
||||
}
|
||||
|
||||
Pointer<Int> idxPtr = calloc<Int>(animation.animatedMorphIndices.length);
|
||||
// the morph targets in [animation] might be a subset of those that actually exist in the mesh (and might not have the same order)
|
||||
// we don't want to reorder the data (?? or do we? this is probably more efficient for the backend?)
|
||||
// so let's get the actual list of morph targets from the mesh and pass the relevant indices to the native side.
|
||||
var meshMorphTargets =
|
||||
await getMorphTargetNames(entity, animation.meshName);
|
||||
|
||||
Pointer<Int> idxPtr = calloc<Int>(animation.morphTargets.length);
|
||||
for (int i = 0; i < animation.numMorphTargets; i++) {
|
||||
idxPtr.elementAt(i).value = animation.animatedMorphIndices[i];
|
||||
var index = meshMorphTargets.indexOf(animation.morphTargets[i]);
|
||||
if (index == -1) {
|
||||
calloc.free(dataPtr);
|
||||
calloc.free(idxPtr);
|
||||
throw Exception(
|
||||
"Morph target ${animation.morphTargets[i]} is specified in the animation but could not be found in the mesh ${animation.meshName} under entity ${entity}");
|
||||
}
|
||||
idxPtr.elementAt(i).value = index;
|
||||
}
|
||||
|
||||
_lib.set_morph_animation(
|
||||
_assetManager!,
|
||||
asset,
|
||||
entity,
|
||||
animation.meshName.toNativeUtf8().cast<Char>(),
|
||||
dataPtr,
|
||||
idxPtr,
|
||||
|
||||
Reference in New Issue
Block a user