add skeleton:get_color(), skeleton:set_color(...)

This commit is contained in:
MihailRis 2024-07-20 21:15:04 +03:00
parent 0c4cdeaa87
commit 52c39d25d0
5 changed files with 40 additions and 1 deletions

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@ -141,6 +141,20 @@ rig:set_texture(key: str, value: str)
-- Returns the bone index by name or nil
rig:index(name: str) -> int
-- Checks the visibility status of a bone by index
-- or the skeleton if no index is specified
rig:is_visible([optional] index: int) -> bool
-- Sets the visibility status of a bone by index
-- or the skeleton if no index is specified
rig:set_visible([optional] index: int, status: bool)
-- Returns the color of the entity
rig:get_color() -> vec3
-- Sets the color of the entity
rig:set_color(color: vec3)
```
## Component events

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@ -150,6 +150,12 @@ rig:is_visible([optional] index: int) -> bool
-- Устанавливает статус видимости кости по индексу
-- или всего скелета, если индекс не указан
rig:set_visible([optional] index: int, status: bool)
-- Возвращает цвет сущности
rig:get_color() -> vec3
-- Устанавливает цвет сущности
rig:set_color(color: vec3)
```
## События компонента

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@ -112,6 +112,22 @@ static int l_set_visible(lua::State* L) {
return 0;
}
static int l_get_color(lua::State* L) {
if (auto entity = get_entity(L, 1)) {
auto& skeleton = entity->getSkeleton();
return lua::pushvec(L, skeleton.tint);
}
return 0;
}
static int l_set_color(lua::State* L) {
if (auto entity = get_entity(L, 1)) {
auto& skeleton = entity->getSkeleton();
skeleton.tint = lua::tovec3(L, 2);
}
return 0;
}
const luaL_Reg skeletonlib [] = {
{"get_model", lua::wrap<l_get_model>},
{"set_model", lua::wrap<l_set_model>},
@ -122,5 +138,7 @@ const luaL_Reg skeletonlib [] = {
{"index", lua::wrap<l_index>},
{"is_visible", lua::wrap<l_is_visible>},
{"set_visible", lua::wrap<l_set_visible>},
{"get_color", lua::wrap<l_get_color>},
{"set_color", lua::wrap<l_set_color>},
{NULL, NULL}
};

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@ -99,7 +99,7 @@ void SkeletonConfig::render(
}
model = modelOverride.model ? modelOverride.model : model;
if (model) {
batch.draw(skeleton.calculated.matrices[i], glm::vec3(1.0f), model,
batch.draw(skeleton.calculated.matrices[i], skeleton.tint, model,
&skeleton.textures);
}
}

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@ -75,6 +75,7 @@ namespace rigging {
std::unordered_map<std::string, std::string> textures;
std::vector<ModelReference> modelOverrides;
bool visible;
glm::vec3 tint {1.0f, 1.0f, 1.0f};
Skeleton(const SkeletonConfig* config);
};