Open jonlepage opened 2 years ago
Sorry for the late reply :bow: Thank you for the detailed description of your circumstance.
I remembered I just followed how the API design goes in the original tweakpane APIs when I implement this but let me check this again. Honestly I'm also bothered by the interface (I want to get the result in Array format).
Also I'm 80% sure that I did no mouse sensitivity stuff when I do this, which is worth considering I believe.
you are not alone, I was interested in it to make a plugin and I also found that the API was very restrictive and not very intuitive. I am not a fan of technologies and architecture choosed by the API. Feel free to update if you found a solution, i will update my dirty code on my side :)
hi friend, thanks for this awesome controller ! Its would be awesome if you can found a hack to allow prefixed variable. ex:
I suppose if you not allowed this yet is may related to architecture limitation of plugins API ?
My user case is because in usage of a game engine rendering (webgl), we need use a custom update loop with
requestAnimationFrame
where is run in loop and will apply data like.So in this kind of case , the update run like this, and the gui should mutate private "._xyz" value instead of setter values ".xyz".
if the Gui apply euler data on setter in same time as the game update, every math break and go weird. Is there a way to use param like
euler: { _x: 0.0, _y: 0.0, _z: 0.0 }
instead ofeuler: { x: 0.0, y: 0.0, z: 0.0 }
I add a dirty temp hack on my side to make this work, but i should not really not hack my engine to make it work with a gui, is really not a good idea 🤣 so i add a custom object in hight level, where the update use it instead the low level .
i also have another question ,is there a way to reduce the mouse sensibility ? i tried add a very low value in step like
step: 0.001
without success !Sorry for pock you and for the inconvenience and thanks you @0b5vr for any time you can give :)