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Return id suitable for use with remover, per comments.
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3 changed files with 4 additions and 3 deletions
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@ -115,7 +115,7 @@ public:
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// adding one of the other handlers. While any handler may change a value in animStateDictionaryIn (or supply different values in animStateDictionaryOut)
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// a handler must not remove properties from animStateDictionaryIn, nor change property values that it does not intend to change.
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// It is not specified in what order multiple handlers are called.
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Q_INVOKABLE void addAnimationStateHandler(QScriptValue handler, QScriptValue propertiesList) { _rig->addAnimationStateHandler(handler, propertiesList); }
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Q_INVOKABLE QScriptValue addAnimationStateHandler(QScriptValue handler, QScriptValue propertiesList) { return _rig->addAnimationStateHandler(handler, propertiesList); }
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// Removes a handler previously added by addAnimationStateHandler.
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Q_INVOKABLE void removeAnimationStateHandler(QScriptValue handler) { _rig->removeAnimationStateHandler(handler); }
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// Processes a handler result. Not really for user code, but used by callAnimationStateHandler.
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@ -608,8 +608,9 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
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// Allow script to add/remove handlers and report results, from within their thread.
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// TODO: iterate multiple handlers, but with one shared arg.
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// TODO: fill the properties based on the union of requested properties. (Keep all properties objs and compute new union when add/remove handler.)
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void Rig::addAnimationStateHandler(QScriptValue handler, QScriptValue propertiesList) { // called in script thread
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QScriptValue Rig::addAnimationStateHandler(QScriptValue handler, QScriptValue propertiesList) { // called in script thread
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_stateHandlers = handler;
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return handler; // suitable for giving to removeAnimationStateHandler
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}
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void Rig::removeAnimationStateHandler(QScriptValue handler) { // called in script thread
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_stateHandlers = QScriptValue();
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@ -201,7 +201,7 @@ public:
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AnimNode::ConstPointer getAnimNode() const { return _animNode; }
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AnimSkeleton::ConstPointer getAnimSkeleton() const { return _animSkeleton; }
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bool disableHands {false}; // should go away with rig animation (and Rig::inverseKinematics)
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void addAnimationStateHandler(QScriptValue handler, QScriptValue propertiesList);
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QScriptValue addAnimationStateHandler(QScriptValue handler, QScriptValue propertiesList);
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void removeAnimationStateHandler(QScriptValue handler);
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void animationStateHandlerResult(QScriptValue handler, QScriptValue result);
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