expose addAnimationComponent and dont add by default on loadGlb
This commit is contained in:
@@ -610,12 +610,18 @@ abstract class FilamentController {
|
||||
///
|
||||
Future setRecordingOutputDirectory(String outputDirectory);
|
||||
|
||||
// Stream get keyboardFocusRequested;
|
||||
// void requestKeyboardFocus();
|
||||
|
||||
///
|
||||
/// Attach the keyboard/mouse to [entity].
|
||||
///
|
||||
Future<EntityTransformController> control(FilamentEntity entity,
|
||||
{double? translationSpeed, String? forwardAnimation});
|
||||
|
||||
///
|
||||
/// An [entity] will only be animatable after an animation component is attached.
|
||||
/// Any calls to [playAnimation]/[setBoneAnimation]/[setMorphAnimation] will have no visual effect until [addAnimationComponent] has been called on the instance.
|
||||
///
|
||||
Future addAnimationComponent(FilamentEntity entity);
|
||||
|
||||
///
|
||||
/// Makes [collidableEntity] collidable with
|
||||
/// (a) any entity whose transform is being controlled (via [control]) or
|
||||
|
||||
Reference in New Issue
Block a user