getInverseBindMatrix method
Future<Matrix4>
getInverseBindMatrix(
- ThermionEntity parent,
- int boneIndex, {
- int skinIndex = 0,
override
Implementation
Future<Matrix4> getInverseBindMatrix(ThermionEntity parent, int boneIndex,
{int skinIndex = 0}) async {
final ptr = allocator<Float>(16);
get_inverse_bind_matrix(_sceneManager!, parent, skinIndex, boneIndex, ptr);
var data = List<double>.filled(16, 0.0);
for (int i = 0; i < 16; i++) {
data[i] = ptr[i];
}
allocator.free(ptr);
return Matrix4.fromList(data);
}