rename (asset to entity)
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@@ -70,8 +70,8 @@ namespace polyvox
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void rotateIbl(const math::mat3f & matrix);
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void removeAsset(EntityId asset);
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void clearAssets();
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void removeEntity(EntityId asset);
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void clearEntities();
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void updateViewportAndCameraProjection(int height, int width, float scaleFactor);
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void render(
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@@ -142,8 +142,8 @@ extern "C"
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FLUTTER_PLUGIN_EXPORT float get_animation_duration(void *assetManager, EntityId asset, int index);
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FLUTTER_PLUGIN_EXPORT void get_morph_target_name(void *assetManager, EntityId asset, const char *meshName, char *const outPtr, int index);
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FLUTTER_PLUGIN_EXPORT int get_morph_target_name_count(void *assetManager, EntityId asset, const char *meshName);
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FLUTTER_PLUGIN_EXPORT void remove_asset(const void *const viewer, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void clear_assets(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void remove_entity(const void *const viewer, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void clear_entities(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT bool set_material_color(void *assetManager, EntityId asset, const char *meshName, int materialIndex, const float r, const float g, const float b, const float a);
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FLUTTER_PLUGIN_EXPORT void transform_to_unit_cube(void *assetManager, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void queue_position_update(void *assetManager, EntityId asset, float x, float y, float z, bool relative);
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@@ -40,8 +40,8 @@ FLUTTER_PLUGIN_EXPORT void remove_light_ffi(void* const viewer, EntityId entityI
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FLUTTER_PLUGIN_EXPORT void clear_lights_ffi(void* const viewer);
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FLUTTER_PLUGIN_EXPORT EntityId load_glb_ffi(void* const assetManager, const char *assetPath, bool unlit);
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FLUTTER_PLUGIN_EXPORT EntityId load_gltf_ffi(void* const assetManager, const char *assetPath, const char *relativePath);
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FLUTTER_PLUGIN_EXPORT void remove_asset_ffi(void* const viewer, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void clear_assets_ffi(void* const viewer);
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FLUTTER_PLUGIN_EXPORT void remove_entity_ffi(void* const viewer, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void clear_entities_ffi(void* const viewer);
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FLUTTER_PLUGIN_EXPORT bool set_camera_ffi(void* const viewer, EntityId asset, const char *nodeName);
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FLUTTER_PLUGIN_EXPORT void apply_weights_ffi(
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void* const assetManager,
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@@ -103,7 +103,7 @@ public:
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*
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* This removes all the asset entities from the Scene, but does not destroy them.
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*/
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void removeAsset();
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void removeEntity();
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/**
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* Sets or changes the current scene's IBL to allow the UI manipulate it.
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