add support for multiple bone animations using quaternions

This commit is contained in:
Nick Fisher
2023-11-17 23:44:30 +08:00
parent f5d5a36f22
commit 572a945025
13 changed files with 1266 additions and 1254 deletions
+27 -28
View File
@@ -691,41 +691,40 @@ class FilamentControllerFFI extends FilamentController {
}
@override
Future setBoneAnimation(
Future addBoneAnimation(
FilamentEntity entity, BoneAnimationData animation) async {
if (_viewer == null) {
throw Exception("No viewer available, ignoring");
}
// var data = calloc<Float>(animation.frameData.length);
// int offset = 0;
// var numFrames = animation.frameData.length ~/ 7;
// var boneNames = calloc<Pointer<Char>>(1);
// boneNames.elementAt(0).value =
// animation.boneName.toNativeUtf8().cast<Char>();
// var meshNames = calloc<Pointer<Char>>(animation.meshNames.length);
// for (int i = 0; i < animation.meshNames.length; i++) {
// meshNames.elementAt(i).value =
// animation.meshNames[i].toNativeUtf8().cast<Char>();
// }
var numFrames = animation.frameData.length;
// for (int i = 0; i < animation.frameData.length; i++) {
// data.elementAt(offset).value = animation.frameData[i];
// offset += 1;
// }
var meshNames = calloc<Pointer<Char>>(animation.meshNames.length);
for (int i = 0; i < animation.meshNames.length; i++) {
meshNames.elementAt(i).value =
animation.meshNames[i].toNativeUtf8().cast<Char>();
}
// await _channel.invokeMethod("setBoneAnimation", [
// _assetManager!,
// asset,
// data,
// numFrames,
// 1,
// boneNames,
// meshNames,
// animation.meshNames.length,
// animation.frameLengthInMs
// ]);
// calloc.free(data);
var data = calloc<Float>(numFrames * 4);
for (int i = 0; i < numFrames; i++) {
data.elementAt(i * 4).value = animation.frameData[i].w;
data.elementAt((i * 4) + 1).value = animation.frameData[i].x;
data.elementAt((i * 4) + 2).value = animation.frameData[i].y;
data.elementAt((i * 4) + 3).value = animation.frameData[i].z;
}
add_bone_animation(
_assetManager!,
entity,
data,
numFrames,
animation.boneName.toNativeUtf8().cast<Char>(),
meshNames,
animation.meshNames.length,
animation.frameLengthInMs);
calloc.free(data);
calloc.free(meshNames);
}
@override