renaming/refactoring and allow creating new cameras
This commit is contained in:
@@ -362,7 +362,7 @@ extern "C"
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auto fut = _rl->add_task(lambda);
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}
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EMSCRIPTEN_KEEPALIVE void load_gltf_render_thread(void *const sceneManager,
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EMSCRIPTEN_KEEPALIVE void load_gltf_render_thread(TSceneManager *sceneManager,
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const char *path,
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const char *relativeResourcePath,
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bool keepData,
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@@ -382,7 +382,7 @@ extern "C"
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auto fut = _rl->add_task(lambda);
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}
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EMSCRIPTEN_KEEPALIVE void load_glb_render_thread(void *const sceneManager,
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EMSCRIPTEN_KEEPALIVE void load_glb_render_thread(TSceneManager *sceneManager,
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const char *path,
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int numInstances,
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bool keepData,
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@@ -402,7 +402,7 @@ extern "C"
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auto fut = _rl->add_task(lambda);
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}
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EMSCRIPTEN_KEEPALIVE void load_glb_from_buffer_render_thread(void *const sceneManager,
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EMSCRIPTEN_KEEPALIVE void load_glb_from_buffer_render_thread(TSceneManager *sceneManager,
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const uint8_t *const data,
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size_t length,
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int numInstances,
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@@ -619,7 +619,7 @@ extern "C"
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}
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EMSCRIPTEN_KEEPALIVE void
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get_morph_target_name_render_thread(void *sceneManager, EntityId assetEntity,
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get_morph_target_name_render_thread(TSceneManager *sceneManager, EntityId assetEntity,
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EntityId childEntity, char *const outPtr, int index, void (*callback)())
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{
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std::packaged_task<void()> lambda([=]
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@@ -635,7 +635,7 @@ extern "C"
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}
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EMSCRIPTEN_KEEPALIVE void
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get_morph_target_name_count_render_thread(void *sceneManager, EntityId assetEntity,
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get_morph_target_name_count_render_thread(TSceneManager *sceneManager, EntityId assetEntity,
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EntityId childEntity, void (*callback)(int))
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{
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std::packaged_task<int()> lambda([=]
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@@ -652,7 +652,7 @@ extern "C"
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auto fut = _rl->add_task(lambda);
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}
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EMSCRIPTEN_KEEPALIVE void set_animation_frame_render_thread(void *const sceneManager,
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EMSCRIPTEN_KEEPALIVE void set_animation_frame_render_thread(TSceneManager *sceneManager,
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EntityId asset,
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int animationIndex,
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int animationFrame)
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@@ -662,7 +662,7 @@ extern "C"
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auto fut = _rl->add_task(lambda);
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}
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EMSCRIPTEN_KEEPALIVE void stop_animation_render_thread(void *const sceneManager,
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EMSCRIPTEN_KEEPALIVE void stop_animation_render_thread(TSceneManager *sceneManager,
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EntityId asset, int index)
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{
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std::packaged_task<void()> lambda(
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@@ -671,7 +671,7 @@ extern "C"
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auto fut = _rl->add_task(lambda);
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}
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EMSCRIPTEN_KEEPALIVE void get_animation_count_render_thread(void *const sceneManager,
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EMSCRIPTEN_KEEPALIVE void get_animation_count_render_thread(TSceneManager *sceneManager,
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EntityId asset,
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void (*callback)(int))
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{
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@@ -689,7 +689,7 @@ extern "C"
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auto fut = _rl->add_task(lambda);
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}
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EMSCRIPTEN_KEEPALIVE void get_animation_name_render_thread(void *const sceneManager,
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EMSCRIPTEN_KEEPALIVE void get_animation_name_render_thread(TSceneManager *sceneManager,
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EntityId asset,
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char *const outPtr,
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int index,
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@@ -718,7 +718,7 @@ extern "C"
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}
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EMSCRIPTEN_KEEPALIVE void
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get_name_for_entity_render_thread(void *const sceneManager, const EntityId entityId, void (*callback)(const char *))
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get_name_for_entity_render_thread(TSceneManager *sceneManager, const EntityId entityId, void (*callback)(const char *))
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{
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std::packaged_task<const char *()> lambda(
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[=]
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@@ -734,7 +734,7 @@ extern "C"
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auto fut = _rl->add_task(lambda);
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}
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void set_morph_target_weights_render_thread(void *const sceneManager,
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void set_morph_target_weights_render_thread(TSceneManager *sceneManager,
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EntityId asset,
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const float *const morphData,
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int numWeights,
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@@ -754,7 +754,7 @@ extern "C"
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}
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EMSCRIPTEN_KEEPALIVE void set_bone_transform_render_thread(
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void *sceneManager,
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TSceneManager *sceneManager,
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EntityId asset,
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int skinIndex,
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int boneIndex,
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@@ -775,7 +775,7 @@ extern "C"
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auto fut = _rl->add_task(lambda);
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}
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EMSCRIPTEN_KEEPALIVE void update_bone_matrices_render_thread(void *sceneManager,
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EMSCRIPTEN_KEEPALIVE void update_bone_matrices_render_thread(TSceneManager *sceneManager,
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EntityId entity, void (*callback)(bool))
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{
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std::packaged_task<void()> lambda(
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@@ -791,7 +791,7 @@ extern "C"
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auto fut = _rl->add_task(lambda);
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}
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EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose_render_thread(void *const sceneManager, EntityId entityId, void (*callback)())
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EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose_render_thread(TSceneManager *sceneManager, EntityId entityId, void (*callback)())
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{
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std::packaged_task<void()> lambda(
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[=]
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@@ -807,7 +807,7 @@ extern "C"
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}
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EMSCRIPTEN_KEEPALIVE void create_geometry_render_thread(
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void *const sceneManager,
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TSceneManager *sceneManager,
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float *vertices,
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int numVertices,
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float *normals,
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