use child entity for morph animations rather than name

This commit is contained in:
Nick Fisher
2024-05-17 14:37:25 +08:00
parent 8b1a1974b1
commit f487be82b1
3 changed files with 24 additions and 24 deletions

View File

@@ -77,8 +77,8 @@ extern "C"
EMSCRIPTEN_KEEPALIVE void stop_animation_ffi(void *const sceneManager, EntityId asset, int index);
EMSCRIPTEN_KEEPALIVE void get_animation_count_ffi(void *const sceneManager, EntityId asset, void (*callback)(int));
EMSCRIPTEN_KEEPALIVE void get_animation_name_ffi(void *const sceneManager, EntityId asset, char *const outPtr, int index, void (*callback)());
EMSCRIPTEN_KEEPALIVE void get_morph_target_name_ffi(void *const sceneManager, EntityId asset, const char *meshName, char *const outPtr, int index, void (*callback)());
EMSCRIPTEN_KEEPALIVE void get_morph_target_name_count_ffi(void *const sceneManager, EntityId asset, const char *meshName, void (*callback)(int32_t));
EMSCRIPTEN_KEEPALIVE void get_morph_target_name_ffi(void *const sceneManager, EntityId assetEntity, EntityId childEntity, char *const outPtr, int index, void (*callback)());
EMSCRIPTEN_KEEPALIVE void get_morph_target_name_count_ffi(void *const sceneManager, EntityId asset, EntityId childEntity, void (*callback)(int32_t));
EMSCRIPTEN_KEEPALIVE void set_morph_target_weights_ffi(void *const sceneManager,
EntityId asset,
const float *const morphData,