add texture methods (including unproject)
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@@ -4,6 +4,7 @@
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#include <vector>
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#include <memory>
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#include <map>
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#include <set>
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#include <filament/Scene.h>
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#include <filament/Camera.h>
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@@ -168,7 +169,11 @@ namespace thermion_filament
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void playAnimation(EntityId e, int index, bool loop, bool reverse, bool replaceActive, float crossfade = 0.3f, float startOffset = 0.0f);
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void stopAnimation(EntityId e, int index);
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void setMorphTargetWeights(const char *const entityName, float *weights, int count);
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void loadTexture(EntityId entity, const char *resourcePath, int renderableIndex);
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Texture* createTexture(const uint8_t* data, size_t length, const char* name);
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bool applyTexture(EntityId entityId, Texture *texture, const char* slotName, int materialIndex);
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void destroyTexture(Texture* texture);
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void setAnimationFrame(EntityId entity, int animationIndex, int animationFrame);
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bool hide(EntityId entity, const char *meshName);
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bool reveal(EntityId entity, const char *meshName);
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@@ -226,29 +231,16 @@ namespace thermion_filament
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void setLayerEnabled(int layer, bool enabled);
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///
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/// Creates an entity with the specified geometry/material and adds to the scene.
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/// Creates an entity with the specified geometry/material/normals and adds to the scene.
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/// If [keepData] is true, stores
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///
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EntityId createGeometry(
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float *vertices,
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uint32_t numVertices,
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uint16_t *indices,
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uint32_t numIndices,
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filament::RenderableManager::PrimitiveType primitiveType = RenderableManager::PrimitiveType::TRIANGLES,
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const char *materialPath = nullptr,
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bool keepData = false
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);
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///
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/// Creates an entity with the specified geometry/material/normals and adds to the scene.
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/// If [keepData] is true, stores
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///
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EntityId createGeometryWithNormals(
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float *vertices,
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uint32_t numVertices,
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float *normals,
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uint32_t numNormals,
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float *uvs,
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uint32_t numUvs,
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uint16_t *indices,
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uint32_t numIndices,
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filament::RenderableManager::PrimitiveType primitiveType = RenderableManager::PrimitiveType::TRIANGLES,
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@@ -313,9 +305,9 @@ namespace thermion_filament
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_instances;
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tsl::robin_map<EntityId, gltfio::FilamentAsset *> _assets;
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tsl::robin_map<EntityId, unique_ptr<CustomGeometry>> _geometry;
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tsl::robin_map<EntityId, unique_ptr<HighlightOverlay>> _highlighted;
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tsl::robin_map<EntityId, unique_ptr<HighlightOverlay>> _highlighted;
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tsl::robin_map<EntityId, std::tuple<math::float3, bool, math::quatf, bool, float>> _transformUpdates;
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std::set<Texture*> _textures;
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AnimationComponentManager *_animationComponentManager = nullptr;
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CollisionComponentManager *_collisionComponentManager = nullptr;
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