setBonesAsQuaternions

actual fun setBonesAsQuaternions(instance: EntityInstance, quaternions: FloatArray, boneCount: Int, offset: Int)

Updates the bone transforms in the range [offset, offset + boneCount). The bones must be pre-allocated using Builder.skinning().

Parameters

instance

Instance of the component obtained from getInstance()

quaternions

bone transforms as quaternions (4 float per bone)

boneCount

the number of bones to set

offset

the offset of the first bone to set

expect fun setBonesAsQuaternions(instance: EntityInstance, quaternions: FloatArray, boneCount: Int, offset: Int)

Updates the bone transforms in the range [offset, offset + boneCount). The bones must be pre-allocated using Builder.skinning().

Parameters

instance

Instance of the component obtained from getInstance()

quaternions

bone transforms as quaternions (4 float per bone)

boneCount

the number of bones to set

offset

the offset of the first bone to set

actual fun setBonesAsQuaternions(instance: EntityInstance, quaternions: FloatArray, boneCount: Int, offset: Int)

Updates the bone transforms in the range [offset, offset + boneCount). The bones must be pre-allocated using Builder.skinning().

Parameters

instance

Instance of the component obtained from getInstance()

quaternions

bone transforms as quaternions (4 float per bone)

boneCount

the number of bones to set

offset

the offset of the first bone to set

actual fun setBonesAsQuaternions(instance: EntityInstance, quaternions: FloatArray, boneCount: Int, offset: Int)

Updates the bone transforms in the range [offset, offset + boneCount). The bones must be pre-allocated using Builder.skinning().

Parameters

instance

Instance of the component obtained from getInstance()

quaternions

bone transforms as quaternions (4 float per bone)

boneCount

the number of bones to set

offset

the offset of the first bone to set

actual fun setBonesAsQuaternions(instance: EntityInstance, quaternions: FloatArray, boneCount: Int, offset: Int)

Updates the bone transforms in the range [offset, offset + boneCount). The bones must be pre-allocated using Builder.skinning().

Parameters

instance

Instance of the component obtained from getInstance()

quaternions

bone transforms as quaternions (4 float per bone)

boneCount

the number of bones to set

offset

the offset of the first bone to set