decouple assets from viewer to allow independent addition/removal/animation/etc
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@@ -32,7 +32,7 @@ interface FilamentInterop : Library {
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fun load_gltf(viewer:Pointer, uri:String, relativeResourcePath:String) : Pointer;
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fun set_camera(viewer:Pointer, nodeName:String) : Boolean;
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fun set_camera(viewer:Pointer, asset:Pointer, nodeName:String) : Boolean;
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fun render(viewer:Pointer);
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@@ -50,21 +50,19 @@ interface FilamentInterop : Library {
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fun grab_end(viewer:Pointer)
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fun apply_weights(viewer:Pointer, weights:FloatArray, size:Int);
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fun apply_weights(asset:Pointer, weights:FloatArray, size:Int);
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fun animate_weights(viewer:Pointer, frames:FloatArray, numWeights:Int, numFrames:Int, frameRate:Float);
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fun animate_weights(asset:Pointer, frames:FloatArray, numWeights:Int, numFrames:Int, frameRate:Float);
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fun get_target_names(viewer:Pointer, meshName:String, outLen:IntByReference) : Pointer;
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fun get_target_names(asset:Pointer, meshName:String, outLen:IntByReference) : Pointer;
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fun get_animation_names(viewer:Pointer, outLen:IntByReference) : Pointer;
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fun get_animation_names(asset:Pointer, outLen:IntByReference) : Pointer;
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fun play_animation(viewer:Pointer, index:Int, loop:Boolean);
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fun play_animation(asset:Pointer, index:Int, loop:Boolean);
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fun free_pointer(ptr:Pointer, size:Int);
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fun release_source_assets(viewer:Pointer);
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fun remove_asset(viewer:Pointer);
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fun remove_asset(viewer:Pointer, asset:Pointer);
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fun remove_skybox(viewer:Pointer);
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