add priority/layer to load_glb_from_buffer

This commit is contained in:
Nick Fisher
2024-09-19 09:11:40 +08:00
parent a2618dab31
commit 9d5488b82d

View File

@@ -66,7 +66,7 @@ extern "C"
EMSCRIPTEN_KEEPALIVE void remove_light_ffi(void *const viewer, EntityId entityId);
EMSCRIPTEN_KEEPALIVE void clear_lights_ffi(void *const viewer);
EMSCRIPTEN_KEEPALIVE void load_glb_ffi(void *const sceneManager, const char *assetPath, int numInstances, bool keepData, void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void load_glb_from_buffer_ffi(void *const sceneManager, const uint8_t *const data, size_t length, int numInstances, bool keepData, void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void load_glb_from_buffer_ffi(void *const sceneManager, const uint8_t *const data, size_t length, int numInstances, bool keepData, int priority, int layer, void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void load_gltf_ffi(void *const sceneManager, const char *assetPath, const char *relativePath, bool keepData, void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void create_instance_ffi(void *const sceneManager, EntityId entityId, void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void remove_entity_ffi(void *const viewer, EntityId asset, void (*callback)());
@@ -101,7 +101,20 @@ extern "C"
void (*callback)(bool));
EMSCRIPTEN_KEEPALIVE void set_post_processing_ffi(void *const viewer, bool enabled);
EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose_ffi(void *const sceneManager, EntityId entityId, void(*callback)());
EMSCRIPTEN_KEEPALIVE void create_geometry_ffi(void *const sceneManager, float *vertices, int numVertices, float *normals, int numNormals, float *uvs, int numUvs, uint16_t *indices, int numIndices, int primitiveType, const char *materialPath, bool keepData, void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void create_geometry_ffi(
void *const sceneManager,
float *vertices,
int numVertices,
float *normals,
int numNormals,
float *uvs,
int numUvs,
uint16_t *indices,
int numIndices,
int primitiveType,
TMaterialInstance *materialInstance,
bool keepData,
void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void unproject_texture_ffi(void *const sceneManager, EntityId entity, uint8_t* out, uint32_t outWidth, uint32_t outHeight, void(*callback)());