ADD: Update Docs
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@@ -147,10 +147,13 @@ void SceneManager::update_scene()
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_camera_position_local = world_to_local(mainCamera.position_world, _origin_world);
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// Simple per-frame dt (seconds) for animations
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static auto lastFrameTime = std::chrono::steady_clock::now();
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auto now = std::chrono::steady_clock::now();
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float dt = std::chrono::duration<float>(now - lastFrameTime).count();
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lastFrameTime = now;
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if (_lastFrameTime.time_since_epoch().count() == 0)
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{
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_lastFrameTime = now;
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}
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float dt = std::chrono::duration<float>(now - _lastFrameTime).count();
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_lastFrameTime = now;
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if (dt < 0.f)
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{
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dt = 0.f;
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@@ -159,6 +162,7 @@ void SceneManager::update_scene()
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{
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dt = 0.1f;
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}
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_deltaTime = dt;
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auto tagOwner = [&](RenderObject::OwnerType type, const std::string &name,
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size_t opaqueBegin, size_t transpBegin)
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@@ -888,3 +892,29 @@ bool SceneManager::setGLTFInstanceAnimationLoop(const std::string &instanceName,
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it->second.animation.animationLoop = loop;
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return true;
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}
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void SceneManager::setSunlightDirection(const glm::vec3& dir)
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{
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glm::vec3 normalized = glm::normalize(dir);
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sceneData.sunlightDirection = glm::vec4(normalized, sceneData.sunlightDirection.w);
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}
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glm::vec3 SceneManager::getSunlightDirection() const
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{
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return glm::vec3(sceneData.sunlightDirection);
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}
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void SceneManager::setSunlightColor(const glm::vec3& color, float intensity)
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{
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sceneData.sunlightColor = glm::vec4(color, intensity);
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}
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glm::vec3 SceneManager::getSunlightColor() const
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{
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return glm::vec3(sceneData.sunlightColor);
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}
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float SceneManager::getSunlightIntensity() const
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{
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return sceneData.sunlightColor.w;
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}
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