esp::sim::BatchPlayerImplementation class

Base classes

class esp::gfx::replay::AbstractPlayerImplementation
Backend implementation for Player.

Constructors, destructors, conversion operators

BatchPlayerImplementation(gfx_batch::Renderer& renderer, Mn::UnsignedInt sceneId)

Private functions

auto loadAndCreateRenderAssetInstance(const esp::assets::AssetInfo& assetInfo, const esp::assets::RenderAssetInstanceCreationInfo& creation) -> gfx::replay::NodeHandle override
void deleteAssetInstance(gfx::replay::NodeHandle node) override
void deleteAssetInstances(const std::unordered_map<gfx::replay::RenderAssetInstanceKey, gfx::replay::NodeHandle>&) override
void setNodeTransform(gfx::replay::NodeHandle node, const Mn::Vector3& translation, const Mn::Quaternion& rotation) override
void setNodeTransform(gfx::replay::NodeHandle node, const Mn::Matrix4& transform) override
auto hackGetNodeTransform(gfx::replay::NodeHandle node) const -> Mn::Matrix4 override
void changeLightSetup(const esp::gfx::LightSetup& lights) override
void createRigInstance(int, const std::vector<std::string>&) override
void deleteRigInstance(int) override
void setRigPose(int, const std::vector<gfx::replay::Transform>&) override