upgrade to Filament 1.21.0
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@@ -194,24 +194,68 @@ public:
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const char* getExtras(utils::Entity entity = {}) const noexcept;
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/**
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* Lazily creates the animation engine or returns it from the cache.
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* Returns the animation engine.
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*
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* The animator is owned by the asset and should not be manually deleted.
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* The first time this is called, it must be called before FilamentAsset::releaseSourceData().
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* Must be called after loadResources or asyncBeginLoad, otherwise returns null.
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* If the asset is instanced, this returns a "primary" animator that controls all instances.
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* To animate each instance individually, use \see FilamentInstance.
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*/
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Animator* getAnimator() noexcept;
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Animator* getAnimator() const noexcept;
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/**
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* Updates the morphing weights in the given entity.
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* Gets the number of skins.
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*/
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void setMorphWeights(utils::Entity entity, const float* weights, size_t count);
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size_t getSkinCount() const noexcept;
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/**
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* Gets the number of morphing in the given entity.
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* Gets the skin name at skin index.
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*/
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int getMorphTargetCount(utils::Entity entity) noexcept;
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const char* getSkinNameAt(size_t skinIndex) const noexcept;
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/**
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* Gets the number of joints at skin index.
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*/
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size_t getJointCountAt(size_t skinIndex) const noexcept;
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/**
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* Gets joints at skin index.
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*/
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const utils::Entity* getJointsAt(size_t skinIndex) const noexcept;
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/**
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* Gets the morph target name at the given index in the given entity.
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*/
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const char* getMorphTargetNameAt(utils::Entity entity, size_t targetIndex) const noexcept;
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/**
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* Returns the number of morph targets in the given entity.
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*/
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size_t getMorphTargetCountAt(utils::Entity entity) const noexcept;
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/**
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* Returns the number of material variants in the asset.
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*/
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size_t getMaterialVariantCount() const noexcept;
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/**
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* Returns the name of the given material variant, or null if it is out of bounds.
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*/
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const char* getMaterialVariantName(size_t variantIndex) const noexcept;
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/**
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* Applies the given material variant to all primitives that it affects.
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*
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* This is efficient because it merely swaps around persistent MaterialInstances. If you change
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* a material parameter while a certain variant is active, the updated value will be remembered
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* after you re-apply that variant.
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*
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* If the asset is instanced, this affects all instances in the same way.
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* To set the variant on an individual instance, use FilamentInstance::applyMaterialVariant.
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*
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* Ignored if variantIndex is out of bounds.
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*/
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void applyMaterialVariant(size_t variantIndex) noexcept;
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/**
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* Lazily creates a single LINES renderable that draws the transformed bounding-box hierarchy
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@@ -228,7 +272,6 @@ public:
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* Reclaims CPU-side memory for URI strings, binding lists, and raw animation data.
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*
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* This should only be called after ResourceLoader::loadResources().
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* If using Animator, this should be called after getAnimator().
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* If this is an instanced asset, this prevents creation of new instances.
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*/
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void releaseSourceData() noexcept;
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