Comments (1)
After digging in a bit, I came with a prototype:
@@ -79,16 +86,24 @@ export default class CVSnapshots extends CTweenMachine
const models = this.getGraphComponents(CVModel2);
models.forEach(model => {
- this.updateComponentTarget(model.transform, !!features["models"]);
this.updateComponentTarget(model, !!features["models"]);
});
const lights = this.getGraphComponents(CLight);
lights.forEach(light => {
- this.updateComponentTarget(light.transform, !!features["lights"]);
this.updateComponentTarget(light, !!features["lights"])
});
+
+ const transforms = this.getGraphComponents(CVNode);
+ for(let transform of transforms){
+ let node = transform.node
+ if(!isNVNode(node)) continue;
+ if(node.camera) continue;
+
+ this.updateComponentTarget(transform, !!features["transforms"]);
+ }
+
The downside is: this introduces another tour "feature" users have to keep in mind, which I very much dislike. Especially since the concept of "transform" being a thing of its own, more or less separated from the underlying data object, while sound from a technical perspective (everybody does it internally) is not intuitive at all for non-technical users.
Leaving this here for later reference but I think I might be able to propose something better in the near future : I'm trying to optimize how the states
array gets stored because it gets stupidly large on scenes with multiple objects, a large features set and many tour steps, which is very much the types of scenes I am working on.
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Related Issues (20)
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