use decompose/composeMatrix for transforms and add mouse controls for rotation
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@@ -39,7 +39,7 @@ namespace polyvox
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inline void updateTransform(EntityId e);
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void setScale(EntityId e, float scale);
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void setPosition(EntityId e, float x, float y, float z, bool relative);
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void setRotation(EntityId e, float rads, float x, float y, float z);
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void setRotation(EntityId e, float rads, float x, float y, float z, float w, bool relative);
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const utils::Entity *getCameraEntities(EntityId e);
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size_t getCameraEntityCount(EntityId e);
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const utils::Entity *getLightEntities(EntityId e) const noexcept;
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@@ -119,7 +119,5 @@ namespace polyvox
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SceneAsset asset,
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const char *entityName);
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inline void updateTransform(SceneAsset &asset);
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};
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}
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@@ -147,7 +147,7 @@ extern "C"
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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 set_position(void *assetManager, EntityId asset, float x, float y, float z, bool relative);
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FLUTTER_PLUGIN_EXPORT void set_rotation(void *assetManager, EntityId asset, float rads, float x, float y, float z);
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FLUTTER_PLUGIN_EXPORT void set_rotation(void *assetManager, EntityId asset, float rads, float x, float y, float z, float w, bool relative);
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FLUTTER_PLUGIN_EXPORT void set_scale(void *assetManager, EntityId asset, float scale);
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// Camera methods
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@@ -86,14 +86,6 @@ namespace polyvox {
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// a slot to preload textures
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filament::Texture* texture = nullptr;
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// initialized to identity
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math::mat4f position;
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// initialized to identity
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math::mat4f rotation;
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float mScale = 1;
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SceneAsset(
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FilamentAsset* asset
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) : asset(asset) {}
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