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

@@ -122,6 +122,43 @@ bool ScriptContext::GetRigidbodyVelocity(glm::vec3& outVelocity) const {
return engine->getRigidbodyVelocityFromScript(object->id, outVelocity);
}
bool ScriptContext::SetRigidbodyAngularVelocity(const glm::vec3& velocity) {
if (!engine || !object || !HasRigidbody()) return false;
return engine->setRigidbodyAngularVelocityFromScript(object->id, velocity);
}
bool ScriptContext::GetRigidbodyAngularVelocity(glm::vec3& outVelocity) const {
if (!engine || !object || !HasRigidbody()) return false;
return engine->getRigidbodyAngularVelocityFromScript(object->id, outVelocity);
}
bool ScriptContext::AddRigidbodyForce(const glm::vec3& force) {
if (!engine || !object || !HasRigidbody()) return false;
return engine->addRigidbodyForceFromScript(object->id, force);
}
bool ScriptContext::AddRigidbodyImpulse(const glm::vec3& impulse) {
if (!engine || !object || !HasRigidbody()) return false;
return engine->addRigidbodyImpulseFromScript(object->id, impulse);
}
bool ScriptContext::AddRigidbodyTorque(const glm::vec3& torque) {
if (!engine || !object || !HasRigidbody()) return false;
return engine->addRigidbodyTorqueFromScript(object->id, torque);
}
bool ScriptContext::AddRigidbodyAngularImpulse(const glm::vec3& impulse) {
if (!engine || !object || !HasRigidbody()) return false;
return engine->addRigidbodyAngularImpulseFromScript(object->id, impulse);
}
bool ScriptContext::SetRigidbodyRotation(const glm::vec3& rotDeg) {
if (!engine || !object || !HasRigidbody()) return false;
object->rotation = NormalizeEulerDegrees(rotDeg);
MarkDirty();
return engine->teleportPhysicsActorFromScript(object->id, object->position, object->rotation);
}
bool ScriptContext::TeleportRigidbody(const glm::vec3& pos, const glm::vec3& rotDeg) {
if (!engine || !object) return false;
object->position = pos;