allow setting animations for multiple targets
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@@ -659,33 +659,38 @@ class FilamentControllerFFI extends FilamentController {
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dataPtr.elementAt(i).value = animation.data[i];
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}
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// the morph targets in [animation] might be a subset of those that actually exist in the mesh (and might not have the same order)
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// we don't want to reorder the data (?? or do we? this is probably more efficient for the backend?)
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// so let's get the actual list of morph targets from the mesh and pass the relevant indices to the native side.
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var meshMorphTargets =
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await getMorphTargetNames(entity, animation.meshName);
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Pointer<Int> idxPtr = calloc<Int>(animation.morphTargets.length);
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for (int i = 0; i < animation.numMorphTargets; i++) {
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var index = meshMorphTargets.indexOf(animation.morphTargets[i]);
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if (index == -1) {
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calloc.free(dataPtr);
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calloc.free(idxPtr);
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throw Exception(
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"Morph target ${animation.morphTargets[i]} is specified in the animation but could not be found in the mesh ${animation.meshName} under entity $entity");
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}
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idxPtr.elementAt(i).value = index;
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}
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set_morph_animation(
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_assetManager!,
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entity,
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animation.meshName.toNativeUtf8().cast<Char>(),
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dataPtr,
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idxPtr,
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animation.numMorphTargets,
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animation.numFrames,
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(animation.frameLengthInMs));
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for (var meshName in animation.meshNames) {
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// the morph targets in [animation] might be a subset of those that actually exist in the mesh (and might not have the same order)
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// we don't want to reorder the data (?? or do we? this is probably more efficient for the backend?)
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// so let's get the actual list of morph targets from the mesh and pass the relevant indices to the native side.
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var meshMorphTargets = await getMorphTargetNames(entity, meshName);
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for (int i = 0; i < animation.numMorphTargets; i++) {
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var index = meshMorphTargets.indexOf(animation.morphTargets[i]);
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if (index == -1) {
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calloc.free(dataPtr);
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calloc.free(idxPtr);
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throw Exception(
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"Morph target ${animation.morphTargets[i]} is specified in the animation but could not be found in the mesh $meshName under entity $entity");
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}
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idxPtr.elementAt(i).value = index;
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}
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var meshNamePtr = meshName.toNativeUtf8(allocator: calloc).cast<Char>();
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set_morph_animation(
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_assetManager!,
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entity,
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meshNamePtr,
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dataPtr,
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idxPtr,
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animation.numMorphTargets,
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animation.numFrames,
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(animation.frameLengthInMs));
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calloc.free(meshNamePtr);
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}
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calloc.free(dataPtr);
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calloc.free(idxPtr);
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}
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@@ -1171,10 +1176,14 @@ class FilamentControllerFFI extends FilamentController {
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var meshNamePtr = meshName.toNativeUtf8(allocator: calloc).cast<Char>();
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var boneNamePtr = boneName.toNativeUtf8(allocator: calloc).cast<Char>();
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set_bone_transform(_assetManager!, entity, meshNamePtr, ptr, boneNamePtr);
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var result = set_bone_transform(
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_assetManager!, entity, meshNamePtr, ptr, boneNamePtr);
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calloc.free(ptr);
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calloc.free(meshNamePtr);
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calloc.free(boneNamePtr);
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if (!result) {
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throw Exception("Failed to set bone transform. See logs for details");
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}
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}
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}
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