| 118 | } |
| 119 | |
| 120 | BF_EXPORT void BF_CALLTYPE ModelDef_SetTextures(ModelDef* modelDef, int32 meshIdx, int32 primitivesIdx, char** paths, int32 pathCount) |
| 121 | { |
| 122 | auto& prims = modelDef->mMeshes[meshIdx].mPrimitives[primitivesIdx]; |
| 123 | prims.mTexPaths.Clear(); |
| 124 | for (int i = 0; i < pathCount; i++) |
| 125 | prims.mTexPaths.Add(paths[i]); |
| 126 | } |
| 127 | |
| 128 | BF_EXPORT bool BF_CALLTYPE ModelDef_RayIntersect(ModelDef* modelDef, const Matrix4& worldMtx, const Vector3& origin, const Vector3& vec, Vector3& outIntersect, float& outDistance) |
| 129 | { |