add setBoneTransform method
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@@ -73,6 +73,8 @@ namespace polyvox {
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bool hide(EntityId entity, const char* meshName);
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bool reveal(EntityId entity, const char* meshName);
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const char* getNameForEntity(EntityId entityId);
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bool setBoneTransform(EntityId entityId, const char* entityName, int skinIndex, int boneIndex, math::mat4f transform);
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private:
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AssetLoader* _assetLoader = nullptr;
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@@ -96,9 +98,7 @@ namespace polyvox {
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inline void updateTransform(SceneAsset& asset);
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inline void setBoneTransform(SceneAsset& asset, int frameNumber);
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inline void setBoneTransformFromAnimation(SceneAsset& asset, int frameNumber);
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};
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}
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@@ -125,6 +125,13 @@ FLUTTER_PLUGIN_EXPORT void set_bone_animation(
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const char** const meshName,
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int numMeshTargets,
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float frameLengthInMs);
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FLUTTER_PLUGIN_EXPORT bool set_bone_transform(
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void* assetManager,
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EntityId asset,
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const char* entityName,
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const float* const transform,
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int boneIndex
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);
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FLUTTER_PLUGIN_EXPORT void play_animation(void* assetManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
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FLUTTER_PLUGIN_EXPORT void set_animation_frame(void* assetManager, EntityId asset, int animationIndex, int animationFrame);
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FLUTTER_PLUGIN_EXPORT void stop_animation(void* assetManager, EntityId asset, int index);
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