use child entity for morph animations rather than name
This commit is contained in:
@@ -82,7 +82,7 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void get_instances(void *sceneManager, EntityId entityId, EntityId *out);
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EMSCRIPTEN_KEEPALIVE void set_main_camera(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE EntityId get_main_camera(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE bool set_camera(const void *const viewer, EntityId asset, const char *nodeName);
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EMSCRIPTEN_KEEPALIVE bool set_camera(const void *const viewer, EntityId entity, const char *nodeName);
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EMSCRIPTEN_KEEPALIVE void set_view_frustum_culling(const void *const viewer, bool enabled);
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EMSCRIPTEN_KEEPALIVE void render(
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const void *const viewer,
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@@ -102,18 +102,18 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void grab_end(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE void apply_weights(
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void *sceneManager,
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EntityId asset,
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EntityId entity,
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const char *const entityName,
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float *const weights,
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int count);
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EMSCRIPTEN_KEEPALIVE bool set_morph_target_weights(
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void *sceneManager,
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EntityId asset,
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EntityId entity,
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const float *const morphData,
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int numWeights);
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EMSCRIPTEN_KEEPALIVE bool set_morph_animation(
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void *sceneManager,
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EntityId asset,
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EntityId entity,
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const float *const morphData,
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const int *const morphIndices,
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int numMorphTargets,
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@@ -125,7 +125,7 @@ extern "C"
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EntityId asset);
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EMSCRIPTEN_KEEPALIVE void add_bone_animation(
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void *sceneManager,
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EntityId asset,
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EntityId entity,
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const float *const frameData,
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int numFrames,
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const char *const boneName,
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@@ -135,27 +135,27 @@ extern "C"
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bool isModelSpace);
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EMSCRIPTEN_KEEPALIVE bool set_bone_transform(
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void *sceneManager,
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EntityId asset,
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EntityId entity,
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const char *entityName,
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const float *const transform,
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const char *boneName);
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EMSCRIPTEN_KEEPALIVE void play_animation(void *sceneManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
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EMSCRIPTEN_KEEPALIVE void set_animation_frame(void *sceneManager, EntityId asset, int animationIndex, int animationFrame);
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EMSCRIPTEN_KEEPALIVE void stop_animation(void *sceneManager, EntityId asset, int index);
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EMSCRIPTEN_KEEPALIVE void play_animation(void *sceneManager, EntityId entity, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
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EMSCRIPTEN_KEEPALIVE void set_animation_frame(void *sceneManager, EntityId entity, int animationIndex, int animationFrame);
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EMSCRIPTEN_KEEPALIVE void stop_animation(void *sceneManager, EntityId entity, int index);
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EMSCRIPTEN_KEEPALIVE int get_animation_count(void *sceneManager, EntityId asset);
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EMSCRIPTEN_KEEPALIVE void get_animation_name(void *sceneManager, EntityId asset, char *const outPtr, int index);
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EMSCRIPTEN_KEEPALIVE float get_animation_duration(void *sceneManager, EntityId asset, int index);
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EMSCRIPTEN_KEEPALIVE void get_morph_target_name(void *sceneManager, EntityId asset, const char *meshName, char *const outPtr, int index);
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EMSCRIPTEN_KEEPALIVE int get_morph_target_name_count(void *sceneManager, EntityId asset, const char *meshName);
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EMSCRIPTEN_KEEPALIVE void get_animation_name(void *sceneManager, EntityId entity, char *const outPtr, int index);
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EMSCRIPTEN_KEEPALIVE float get_animation_duration(void *sceneManager, EntityId entity, int index);
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EMSCRIPTEN_KEEPALIVE void get_morph_target_name(void *sceneManager, EntityId assetEntity, EntityId childEntity, char *const outPtr, int index);
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EMSCRIPTEN_KEEPALIVE int get_morph_target_name_count(void *sceneManager, EntityId assetEntity, EntityId childEntity);
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EMSCRIPTEN_KEEPALIVE void remove_entity(const void *const viewer, EntityId asset);
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EMSCRIPTEN_KEEPALIVE void clear_entities(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE bool set_material_color(void *sceneManager, EntityId asset, const char *meshName, int materialIndex, const float r, const float g, const float b, const float a);
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EMSCRIPTEN_KEEPALIVE bool set_material_color(void *sceneManager, EntityId entity, const char *meshName, int materialIndex, const float r, const float g, const float b, const float a);
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EMSCRIPTEN_KEEPALIVE void transform_to_unit_cube(void *sceneManager, EntityId asset);
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EMSCRIPTEN_KEEPALIVE void queue_position_update(void *sceneManager, EntityId asset, float x, float y, float z, bool relative);
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EMSCRIPTEN_KEEPALIVE void queue_rotation_update(void *sceneManager, EntityId asset, float rads, float x, float y, float z, float w, bool relative);
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EMSCRIPTEN_KEEPALIVE void set_position(void *sceneManager, EntityId asset, float x, float y, float z);
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EMSCRIPTEN_KEEPALIVE void set_rotation(void *sceneManager, EntityId asset, float rads, float x, float y, float z, float w);
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EMSCRIPTEN_KEEPALIVE void set_scale(void *sceneManager, EntityId asset, float scale);
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EMSCRIPTEN_KEEPALIVE void queue_position_update(void *sceneManager, EntityId entity, float x, float y, float z, bool relative);
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EMSCRIPTEN_KEEPALIVE void queue_rotation_update(void *sceneManager, EntityId entity, float rads, float x, float y, float z, float w, bool relative);
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EMSCRIPTEN_KEEPALIVE void set_position(void *sceneManager, EntityId entity, float x, float y, float z);
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EMSCRIPTEN_KEEPALIVE void set_rotation(void *sceneManager, EntityId entity, float rads, float x, float y, float z, float w);
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EMSCRIPTEN_KEEPALIVE void set_scale(void *sceneManager, EntityId entity, float scale);
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// Camera methods
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EMSCRIPTEN_KEEPALIVE void move_camera_to_asset(const void *const viewer, EntityId asset);
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@@ -179,8 +179,8 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void set_camera_focus_distance(const void *const viewer, float focusDistance);
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EMSCRIPTEN_KEEPALIVE void set_camera_manipulator_options(const void *const viewer, _ManipulatorMode mode, double orbitSpeedX, double orbitSpeedY, double zoomSpeed);
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EMSCRIPTEN_KEEPALIVE int hide_mesh(void *sceneManager, EntityId asset, const char *meshName);
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EMSCRIPTEN_KEEPALIVE int reveal_mesh(void *sceneManager, EntityId asset, const char *meshName);
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EMSCRIPTEN_KEEPALIVE int hide_mesh(void *sceneManager, EntityId entity, const char *meshName);
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EMSCRIPTEN_KEEPALIVE int reveal_mesh(void *sceneManager, EntityId entity, const char *meshName);
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EMSCRIPTEN_KEEPALIVE void set_post_processing(void *const viewer, bool enabled);
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EMSCRIPTEN_KEEPALIVE void set_antialiasing(void *const viewer, bool msaa, bool fxaa, bool taa);
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EMSCRIPTEN_KEEPALIVE void filament_pick(void *const viewer, int x, int y, void (*callback)(EntityId entityId, int x, int y));
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@@ -77,8 +77,8 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void stop_animation_ffi(void *const sceneManager, EntityId asset, int index);
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EMSCRIPTEN_KEEPALIVE void get_animation_count_ffi(void *const sceneManager, EntityId asset, void (*callback)(int));
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EMSCRIPTEN_KEEPALIVE void get_animation_name_ffi(void *const sceneManager, EntityId asset, char *const outPtr, int index, void (*callback)());
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EMSCRIPTEN_KEEPALIVE void get_morph_target_name_ffi(void *const sceneManager, EntityId asset, const char *meshName, char *const outPtr, int index, void (*callback)());
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EMSCRIPTEN_KEEPALIVE void get_morph_target_name_count_ffi(void *const sceneManager, EntityId asset, const char *meshName, void (*callback)(int32_t));
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EMSCRIPTEN_KEEPALIVE void get_morph_target_name_ffi(void *const sceneManager, EntityId assetEntity, EntityId childEntity, char *const outPtr, int index, void (*callback)());
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EMSCRIPTEN_KEEPALIVE void get_morph_target_name_count_ffi(void *const sceneManager, EntityId asset, EntityId childEntity, void (*callback)(int32_t));
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EMSCRIPTEN_KEEPALIVE void set_morph_target_weights_ffi(void *const sceneManager,
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EntityId asset,
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const float *const morphData,
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@@ -60,7 +60,7 @@ namespace flutter_filament
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unique_ptr<vector<string>> getAnimationNames(EntityId entity);
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float getAnimationDuration(EntityId entity, int animationIndex);
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unique_ptr<vector<string>> getMorphTargetNames(EntityId entity, const char *name);
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unique_ptr<vector<string>> getMorphTargetNames(EntityId assetEntityId, EntityId childEntity);
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void transformToUnitCube(EntityId e);
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inline void updateTransform(EntityId e);
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void setScale(EntityId e, float scale);
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