Well, unfinished texture filtering system + Added Better Audio Source Loading and fixed up some stuff within the rendering.
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10
src/Engine.h
10
src/Engine.h
@@ -13,6 +13,7 @@
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#include "AudioSystem.h"
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#include "PackageManager.h"
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#include "../include/Window/Window.h"
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#include <unordered_map>
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void window_size_callback(GLFWwindow* window, int width, int height);
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@@ -98,6 +99,9 @@ private:
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float fileBrowserIconScale = 1.0f; // 0.5 to 2.0 range
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bool showEnvironmentWindow = true;
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bool showCameraWindow = true;
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bool hierarchyShowTexturePreview = false;
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bool hierarchyPreviewNearest = false;
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std::unordered_map<std::string, bool> texturePreviewFilterOverrides;
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bool isPlaying = false;
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bool isPaused = false;
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bool showViewOutput = true;
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@@ -235,7 +239,13 @@ public:
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// Script-accessible physics helpers
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bool setRigidbodyVelocityFromScript(int id, const glm::vec3& velocity);
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bool getRigidbodyVelocityFromScript(int id, glm::vec3& outVelocity);
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bool setRigidbodyAngularVelocityFromScript(int id, const glm::vec3& velocity);
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bool getRigidbodyAngularVelocityFromScript(int id, glm::vec3& outVelocity);
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bool teleportPhysicsActorFromScript(int id, const glm::vec3& position, const glm::vec3& rotationDeg);
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bool addRigidbodyForceFromScript(int id, const glm::vec3& force);
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bool addRigidbodyImpulseFromScript(int id, const glm::vec3& impulse);
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bool addRigidbodyTorqueFromScript(int id, const glm::vec3& torque);
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bool addRigidbodyAngularImpulseFromScript(int id, const glm::vec3& impulse);
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// Audio control exposed to scripts
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bool playAudioFromScript(int id);
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bool stopAudioFromScript(int id);
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