getInverseBindMatrix method

Future<Matrix4> getInverseBindMatrix(
  1. ThermionEntity parent,
  2. int boneIndex, {
  3. 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);
}