fix!: replace queuePosition/Rotation with queueTransforms
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@@ -109,8 +109,9 @@ namespace thermion_filament
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void setScale(EntityId e, float scale);
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void setPosition(EntityId e, float x, float y, float z);
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void setRotation(EntityId e, float rads, float x, float y, float z, float w);
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void queuePositionUpdate(EntityId e, float x, float y, float z, bool relative);
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void queueRotationUpdate(EntityId e, float rads, float x, float y, float z, float w, bool relative);
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void queueTransformUpdates(EntityId* entities, math::mat4* transforms, int numEntities);
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void queueRelativePositionUpdateWorldAxis(EntityId entity, float viewportCoordX, float viewportCoordY, float x, float y, float z);
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void queueRelativePositionUpdateFromViewportVector(EntityId entityId, float viewportCoordX, float viewportCoordY);
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const utils::Entity *getCameraEntities(EntityId e);
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@@ -171,7 +172,10 @@ namespace thermion_filament
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std::unique_ptr<std::vector<math::mat4f>> getBoneRestTranforms(EntityId entityId, int skinIndex);
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void resetBones(EntityId entityId);
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bool setTransform(EntityId entityId, math::mat4f transform);
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bool setTransform(EntityId entityId, math::mat4 transform);
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bool updateBoneMatrices(EntityId entityId);
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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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@@ -337,7 +341,7 @@ namespace thermion_filament
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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, std::tuple<math::float3, bool, math::quatf, bool, float>> _transformUpdates;
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tsl::robin_map<EntityId, math::mat4> _transformUpdates;
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std::set<Texture*> _textures;
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std::vector<Camera*> _cameras;
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