use decompose/composeMatrix for transforms and add mouse controls for rotation
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@@ -5,6 +5,7 @@ import 'dart:ui' as ui;
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import 'package:flutter/widgets.dart';
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import 'package:flutter_filament/animations/animation_data.dart';
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import 'package:flutter_filament/entities/entity_transform_controller.dart';
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import 'package:vector_math/vector_math_64.dart';
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// a handle that can be safely passed back to the rendering layer to manipulate an Entity
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@@ -467,7 +468,14 @@ abstract class FilamentController {
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/// Sets the rotation for [entity] to [rads] around the axis {x,y,z}.
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///
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Future setRotation(
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FilamentEntity entity, double rads, double x, double y, double z);
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FilamentEntity entity, double rads, double x, double y, double z,
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{bool relative = false});
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///
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/// Sets the rotation for [entity] to the specified quaternion.
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///
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Future setRotationQuat(FilamentEntity entity, Quaternion rotation,
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{bool relative = false});
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///
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/// Reveal the node [meshName] under [entity]. Only applicable if [hide] had previously been called; this is a no-op otherwise.
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@@ -528,5 +536,6 @@ abstract class FilamentController {
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// Stream get keyboardFocusRequested;
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// void requestKeyboardFocus();
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void control(FilamentEntity entity, {double? translationSpeed});
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Future<EntityTransformController> control(FilamentEntity entity,
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{double? translationSpeed, String? forwardAnimation});
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}
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