Well, unfinished texture filtering system + Added Better Audio Source Loading and fixed up some stuff within the rendering.

This commit is contained in:
Anemunt
2025-12-22 19:48:44 -05:00
parent ff3bf6ee21
commit 534d513be2
13 changed files with 366 additions and 24 deletions

View File

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