setBonesAsQuaternions

actual fun setBonesAsQuaternions(engine: Engine, bones: FloatArray, boneCount: Int, offset: Int)

Updates bone transforms in the range [offset, offset + boneCount) using quaternion+translation format.

Each bone is specified as a quaternion (4 floats: x, y, z, w) followed by a translation (3 floats: x, y, z). This format is more compact than 4x4 matrices (7 floats per bone vs 16).

Parameters

engine

The engine

bones

Array of quaternions and translations (7 floats per bone: qx, qy, qz, qw, tx, ty, tz)

boneCount

Number of bones to set

offset

Offset in elements (not bytes) in the SkinningBuffer (default: 0)

expect fun setBonesAsQuaternions(engine: Engine, bones: FloatArray, boneCount: Int, offset: Int)

Updates bone transforms in the range [offset, offset + boneCount) using quaternion+translation format.

Each bone is specified as a quaternion (4 floats: x, y, z, w) followed by a translation (3 floats: x, y, z). This format is more compact than 4x4 matrices (7 floats per bone vs 16).

Parameters

engine

The engine

bones

Array of quaternions and translations (7 floats per bone: qx, qy, qz, qw, tx, ty, tz)

boneCount

Number of bones to set

offset

Offset in elements (not bytes) in the SkinningBuffer (default: 0)

actual fun setBonesAsQuaternions(engine: Engine, bones: FloatArray, boneCount: Int, offset: Int)

Updates bone transforms in the range [offset, offset + boneCount) using quaternion+translation format.

Each bone is specified as a quaternion (4 floats: x, y, z, w) followed by a translation (3 floats: x, y, z). This format is more compact than 4x4 matrices (7 floats per bone vs 16).

Parameters

engine

The engine

bones

Array of quaternions and translations (7 floats per bone: qx, qy, qz, qw, tx, ty, tz)

boneCount

Number of bones to set

offset

Offset in elements (not bytes) in the SkinningBuffer (default: 0)

actual fun setBonesAsQuaternions(engine: Engine, bones: FloatArray, boneCount: Int, offset: Int)

Updates bone transforms in the range [offset, offset + boneCount) using quaternion+translation format.

Each bone is specified as a quaternion (4 floats: x, y, z, w) followed by a translation (3 floats: x, y, z). This format is more compact than 4x4 matrices (7 floats per bone vs 16).

Parameters

engine

The engine

bones

Array of quaternions and translations (7 floats per bone: qx, qy, qz, qw, tx, ty, tz)

boneCount

Number of bones to set

offset

Offset in elements (not bytes) in the SkinningBuffer (default: 0)

actual fun setBonesAsQuaternions(engine: Engine, bones: FloatArray, boneCount: Int, offset: Int)

Updates bone transforms in the range [offset, offset + boneCount) using quaternion+translation format.

Each bone is specified as a quaternion (4 floats: x, y, z, w) followed by a translation (3 floats: x, y, z). This format is more compact than 4x4 matrices (7 floats per bone vs 16).

Parameters

engine

The engine

bones

Array of quaternions and translations (7 floats per bone: qx, qy, qz, qw, tx, ty, tz)

boneCount

Number of bones to set

offset

Offset in elements (not bytes) in the SkinningBuffer (default: 0)