ADD: Floating origin system
This commit is contained in:
@@ -4,6 +4,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <core/types.h>
|
||||
#include <core/world.h>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
@@ -123,7 +124,7 @@ public:
|
||||
// Simple world-space IBL reflection volumes (axis-aligned boxes).
|
||||
struct IBLVolume
|
||||
{
|
||||
glm::vec3 center{0.0f, 0.0f, 0.0f};
|
||||
WorldVec3 center_world{0.0, 0.0, 0.0};
|
||||
glm::vec3 halfExtents{10.0f, 10.0f, 10.0f};
|
||||
IBLPaths paths{}; // HDRI paths for this volume
|
||||
bool enabled{true};
|
||||
@@ -149,7 +150,7 @@ public:
|
||||
Node *node = nullptr;
|
||||
RenderObject::OwnerType ownerType = RenderObject::OwnerType::None;
|
||||
std::string ownerName;
|
||||
glm::vec3 worldPos{0.0f};
|
||||
WorldVec3 worldPos{0.0, 0.0, 0.0};
|
||||
glm::mat4 worldTransform{1.0f};
|
||||
uint32_t indexCount = 0;
|
||||
uint32_t firstIndex = 0;
|
||||
@@ -242,6 +243,13 @@ public:
|
||||
const glm::mat4 &transform = glm::mat4(1.f),
|
||||
bool preloadTextures = false);
|
||||
|
||||
uint32_t loadGLTFAsync(const std::string &sceneName,
|
||||
const std::string &modelRelativePath,
|
||||
const WorldVec3 &translationWorld,
|
||||
const glm::quat &rotation,
|
||||
const glm::vec3 &scale,
|
||||
bool preloadTextures = false);
|
||||
|
||||
// Preload textures for an already-loaded scene instance so they are
|
||||
// available before the object becomes visible (visibility-driven loading).
|
||||
void preloadInstanceTextures(const std::string &instanceName);
|
||||
|
||||
Reference in New Issue
Block a user