rename AssetManager to SceneManager, add camera FOV/antialiasing methods, do symmetric AABB checking for collisions
This commit is contained in:
@@ -32,7 +32,7 @@
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#include <string>
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#include <chrono>
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#include "AssetManager.hpp"
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#include "SceneManager.hpp"
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#include "ThreadPool.hpp"
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using namespace std;
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@@ -82,6 +82,8 @@ namespace polyvox
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void setFrameInterval(float interval);
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bool setCamera(EntityId asset, const char *nodeName);
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void setMainCamera();
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void setCameraFov(double fovDegrees, double aspect);
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void createSwapChain(const void *surface, uint32_t width, uint32_t height);
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void destroySwapChain();
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@@ -131,11 +133,13 @@ namespace polyvox
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void setRecording(bool recording);
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void setRecordingOutputDirectory(const char* path);
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void setAntiAliasing(bool msaaEnabled, bool fxaaEnabled, bool taaEnabled);
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EntityId createGeometry(float* vertices, uint32_t numVertices, uint16_t* indices, uint32_t numIndices, const char* materialPath);
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AssetManager *const getAssetManager()
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SceneManager *const getSceneManager()
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{
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return (AssetManager *const)_assetManager;
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return (SceneManager *const)_sceneManager;
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}
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private:
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@@ -152,7 +156,7 @@ namespace polyvox
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SwapChain *_swapChain = nullptr;
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AssetManager *_assetManager = nullptr;
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SceneManager *_sceneManager = nullptr;
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NameComponentManager *_ncm = nullptr;
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@@ -57,7 +57,7 @@ extern "C"
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FLUTTER_PLUGIN_EXPORT const void *create_filament_viewer(const void *const context, const ResourceLoaderWrapper *const loader, void *const platform, const char *uberArchivePath);
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FLUTTER_PLUGIN_EXPORT void destroy_filament_viewer(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT ResourceLoaderWrapper *make_resource_loader(LoadFilamentResourceFromOwner loadFn, FreeFilamentResourceFromOwner freeFn, void *owner);
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FLUTTER_PLUGIN_EXPORT void *get_asset_manager(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void *get_scene_manager(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void create_render_target(const void *const viewer, intptr_t texture, uint32_t width, uint32_t height);
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FLUTTER_PLUGIN_EXPORT void clear_background_image(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void set_background_image(const void *const viewer, const char *path, bool fillHeight);
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@@ -73,8 +73,9 @@ extern "C"
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FLUTTER_PLUGIN_EXPORT EntityId add_light(const void *const viewer, uint8_t type, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows);
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FLUTTER_PLUGIN_EXPORT void remove_light(const void *const viewer, EntityId entityId);
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FLUTTER_PLUGIN_EXPORT void clear_lights(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT EntityId load_glb(void *assetManager, const char *assetPath, bool unlit);
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FLUTTER_PLUGIN_EXPORT EntityId load_gltf(void *assetManager, const char *assetPath, const char *relativePath);
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FLUTTER_PLUGIN_EXPORT EntityId load_glb(void *sceneManager, const char *assetPath, bool unlit);
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FLUTTER_PLUGIN_EXPORT EntityId load_gltf(void *sceneManager, const char *assetPath, const char *relativePath);
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FLUTTER_PLUGIN_EXPORT void set_main_camera(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT bool set_camera(const void *const viewer, EntityId asset, const char *nodeName);
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FLUTTER_PLUGIN_EXPORT void set_view_frustum_culling(const void *const viewer, bool enabled);
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FLUTTER_PLUGIN_EXPORT void render(
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@@ -94,19 +95,19 @@ extern "C"
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FLUTTER_PLUGIN_EXPORT void grab_update(const void *const viewer, float x, float y);
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FLUTTER_PLUGIN_EXPORT void grab_end(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void apply_weights(
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void *assetManager,
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void *sceneManager,
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EntityId asset,
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const char *const entityName,
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float *const weights,
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int count);
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FLUTTER_PLUGIN_EXPORT void set_morph_target_weights(
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void *assetManager,
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void *sceneManager,
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EntityId asset,
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const char *const entityName,
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const float *const morphData,
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int numWeights);
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FLUTTER_PLUGIN_EXPORT bool set_morph_animation(
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void *assetManager,
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void *sceneManager,
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EntityId asset,
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const char *const entityName,
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const float *const morphData,
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@@ -116,10 +117,10 @@ extern "C"
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float frameLengthInMs);
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FLUTTER_PLUGIN_EXPORT void reset_to_rest_pose(
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void *assetManager,
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void *sceneManager,
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EntityId asset);
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FLUTTER_PLUGIN_EXPORT void add_bone_animation(
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void *assetManager,
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void *sceneManager,
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EntityId asset,
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const float *const frameData,
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int numFrames,
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@@ -129,28 +130,28 @@ extern "C"
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float frameLengthInMs,
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bool isModelSpace);
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FLUTTER_PLUGIN_EXPORT bool set_bone_transform(
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void *assetManager,
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void *sceneManager,
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EntityId asset,
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const char *entityName,
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const float *const transform,
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const char *boneName);
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FLUTTER_PLUGIN_EXPORT void play_animation(void *assetManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
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FLUTTER_PLUGIN_EXPORT void set_animation_frame(void *assetManager, EntityId asset, int animationIndex, int animationFrame);
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FLUTTER_PLUGIN_EXPORT void stop_animation(void *assetManager, EntityId asset, int index);
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FLUTTER_PLUGIN_EXPORT int get_animation_count(void *assetManager, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void get_animation_name(void *assetManager, EntityId asset, char *const outPtr, int index);
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FLUTTER_PLUGIN_EXPORT float get_animation_duration(void *assetManager, EntityId asset, int index);
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FLUTTER_PLUGIN_EXPORT void get_morph_target_name(void *assetManager, EntityId asset, const char *meshName, char *const outPtr, int index);
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FLUTTER_PLUGIN_EXPORT int get_morph_target_name_count(void *assetManager, EntityId asset, const char *meshName);
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FLUTTER_PLUGIN_EXPORT void play_animation(void *sceneManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
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FLUTTER_PLUGIN_EXPORT void set_animation_frame(void *sceneManager, EntityId asset, int animationIndex, int animationFrame);
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FLUTTER_PLUGIN_EXPORT void stop_animation(void *sceneManager, EntityId asset, int index);
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FLUTTER_PLUGIN_EXPORT int get_animation_count(void *sceneManager, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void get_animation_name(void *sceneManager, EntityId asset, char *const outPtr, int index);
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FLUTTER_PLUGIN_EXPORT float get_animation_duration(void *sceneManager, EntityId asset, int index);
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FLUTTER_PLUGIN_EXPORT void get_morph_target_name(void *sceneManager, EntityId asset, const char *meshName, char *const outPtr, int index);
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FLUTTER_PLUGIN_EXPORT int get_morph_target_name_count(void *sceneManager, EntityId asset, const char *meshName);
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FLUTTER_PLUGIN_EXPORT void remove_entity(const void *const viewer, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void clear_entities(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT bool set_material_color(void *assetManager, EntityId asset, const char *meshName, int materialIndex, const float r, const float g, const float b, const float a);
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FLUTTER_PLUGIN_EXPORT void transform_to_unit_cube(void *assetManager, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void queue_position_update(void *assetManager, EntityId asset, float x, float y, float z, bool relative);
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FLUTTER_PLUGIN_EXPORT void queue_rotation_update(void *assetManager, EntityId asset, float rads, float x, float y, float z, float w, bool relative);
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FLUTTER_PLUGIN_EXPORT void set_position(void *assetManager, EntityId asset, float x, float y, float z);
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FLUTTER_PLUGIN_EXPORT void set_rotation(void *assetManager, EntityId asset, float rads, float x, float y, float z, float w);
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FLUTTER_PLUGIN_EXPORT void set_scale(void *assetManager, EntityId asset, float scale);
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FLUTTER_PLUGIN_EXPORT bool set_material_color(void *sceneManager, EntityId asset, const char *meshName, int materialIndex, const float r, const float g, const float b, const float a);
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FLUTTER_PLUGIN_EXPORT void transform_to_unit_cube(void *sceneManager, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void queue_position_update(void *sceneManager, EntityId asset, float x, float y, float z, bool relative);
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FLUTTER_PLUGIN_EXPORT void queue_rotation_update(void *sceneManager, EntityId asset, float rads, float x, float y, float z, float w, bool relative);
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FLUTTER_PLUGIN_EXPORT void set_position(void *sceneManager, EntityId asset, float x, float y, float z);
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FLUTTER_PLUGIN_EXPORT void set_rotation(void *sceneManager, EntityId asset, float rads, float x, float y, float z, float w);
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FLUTTER_PLUGIN_EXPORT void set_scale(void *sceneManager, EntityId asset, float scale);
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// Camera methods
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FLUTTER_PLUGIN_EXPORT void move_camera_to_asset(const void *const viewer, EntityId asset);
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@@ -169,25 +170,29 @@ extern "C"
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FLUTTER_PLUGIN_EXPORT double get_camera_culling_far(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT const double *const get_camera_culling_projection_matrix(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT const double *const get_camera_frustum(const void *const viewer);
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FLUTTER_PLUGIN_EXPORT void set_camera_fov(const void *const viewer, float fovInDegrees, float aspect);
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FLUTTER_PLUGIN_EXPORT void set_camera_focal_length(const void *const viewer, float focalLength);
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FLUTTER_PLUGIN_EXPORT void set_camera_focus_distance(const void *const viewer, float focusDistance);
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FLUTTER_PLUGIN_EXPORT void set_camera_manipulator_options(const void *const viewer, _ManipulatorMode mode, double orbitSpeedX, double orbitSpeedY, double zoomSpeed);
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FLUTTER_PLUGIN_EXPORT int hide_mesh(void *assetManager, EntityId asset, const char *meshName);
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FLUTTER_PLUGIN_EXPORT int reveal_mesh(void *assetManager, EntityId asset, const char *meshName);
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FLUTTER_PLUGIN_EXPORT int hide_mesh(void *sceneManager, EntityId asset, const char *meshName);
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FLUTTER_PLUGIN_EXPORT int reveal_mesh(void *sceneManager, EntityId asset, const char *meshName);
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FLUTTER_PLUGIN_EXPORT void set_post_processing(void *const viewer, bool enabled);
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FLUTTER_PLUGIN_EXPORT void set_antialiasing(void *const viewer, bool msaa, bool fxaa, bool taa);
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FLUTTER_PLUGIN_EXPORT void pick(void *const viewer, int x, int y, EntityId *entityId);
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FLUTTER_PLUGIN_EXPORT const char *get_name_for_entity(void *const assetManager, const EntityId entityId);
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FLUTTER_PLUGIN_EXPORT EntityId find_child_entity_by_name(void *const assetManager, const EntityId parent, const char* name);
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FLUTTER_PLUGIN_EXPORT int get_entity_count(void *const assetManager, const EntityId target, bool renderableOnly);
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FLUTTER_PLUGIN_EXPORT const char* get_entity_name_at(void *const assetManager, const EntityId target, int index, bool renderableOnly);
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FLUTTER_PLUGIN_EXPORT const char *get_name_for_entity(void *const sceneManager, const EntityId entityId);
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FLUTTER_PLUGIN_EXPORT EntityId find_child_entity_by_name(void *const sceneManager, const EntityId parent, const char* name);
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FLUTTER_PLUGIN_EXPORT int get_entity_count(void *const sceneManager, const EntityId target, bool renderableOnly);
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FLUTTER_PLUGIN_EXPORT const char* get_entity_name_at(void *const sceneManager, const EntityId target, int index, bool renderableOnly);
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FLUTTER_PLUGIN_EXPORT void set_recording(void *const viewer, bool recording);
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FLUTTER_PLUGIN_EXPORT void set_recording_output_directory(void *const viewer, const char* outputDirectory);
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FLUTTER_PLUGIN_EXPORT void ios_dummy();
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FLUTTER_PLUGIN_EXPORT void flutter_filament_free(void *ptr);
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FLUTTER_PLUGIN_EXPORT void add_collision_component(void *const assetManager, EntityId entityId, void (*callback)(const EntityId entityId), bool affectsCollidingTransform);
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FLUTTER_PLUGIN_EXPORT void add_collision_component(void *const sceneManager, EntityId entityId, void (*callback)(const EntityId entityId1, const EntityId entityId2), bool affectsCollidingTransform);
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FLUTTER_PLUGIN_EXPORT void mark_nontransformable_collidable(void *const sceneManager, EntityId entityId);
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FLUTTER_PLUGIN_EXPORT void unmark_nontransformable_collidable(void *const sceneManager, EntityId entityId);
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FLUTTER_PLUGIN_EXPORT EntityId create_geometry(void *const viewer, float* vertices, int numVertices, uint16_t* indices, int numIndices, const char* materialPath);
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FLUTTER_PLUGIN_EXPORT void set_parent(void *const assetManager, EntityId child, EntityId parent);
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FLUTTER_PLUGIN_EXPORT void set_parent(void *const sceneManager, EntityId child, EntityId parent);
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#ifdef __cplusplus
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}
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@@ -19,15 +19,15 @@ namespace polyvox
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using namespace filament;
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using namespace filament::gltfio;
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class AssetManager
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class SceneManager
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{
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public:
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AssetManager(const ResourceLoaderWrapper *const loader,
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SceneManager(const ResourceLoaderWrapper *const loader,
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NameComponentManager *ncm,
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Engine *engine,
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Scene *scene,
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const char *uberArchivePath);
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~AssetManager();
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~SceneManager();
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EntityId loadGltf(const char *uri, const char *relativeResourcePath);
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EntityId loadGlb(const char *uri, bool unlit);
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FilamentAsset *getAssetByEntityId(EntityId entityId);
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@@ -103,8 +103,11 @@ namespace polyvox
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const char *entityName);
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int getEntityCount(EntityId entity, bool renderableOnly);
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const char* getEntityNameAt(EntityId entity, int index, bool renderableOnly);
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void addCollisionComponent(EntityId entity, void (*onCollisionCallback)(EntityId entityId), bool affectsCollidingTransform);
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void addCollisionComponent(EntityId entity, void (*onCollisionCallback)(const EntityId entityId1, const EntityId entityId2), bool affectsCollidingTransform);
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void removeCollisionComponent(EntityId entityId);
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void markNonTransformableCollidable(EntityId entity);
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void unmarkNonTransformableCollidable(EntityId entity);
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void checkNonTransformableCollisions();
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void setParent(EntityId child, EntityId parent);
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private:
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@@ -122,6 +125,7 @@ namespace polyvox
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vector<SceneAsset> _assets;
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tsl::robin_map<EntityId, int> _entityIdLookup;
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tsl::robin_map<EntityId, std::tuple<math::float3,bool,math::quatf,bool,float>> _transformUpdates;
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std::vector<EntityId> _nonTransformableCollidableEntities;
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CollisionComponentManager* _collisionComponentManager = nullptr;
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@@ -12,14 +12,14 @@
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namespace polyvox
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{
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typedef void(*CollisionCallback)(int32_t entityId) ;
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typedef void(*CollisionCallback)(int32_t entityId1, int32_t entityId2) ;
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class CollisionComponentManager : public utils::SingleInstanceComponentManager<filament::Aabb, CollisionCallback, bool> {
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const filament::TransformManager& _transformManager;
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public:
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CollisionComponentManager(const filament::TransformManager& transformManager) : _transformManager(transformManager) {}
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std::vector<filament::math::float3> collides(filament::Aabb sourceBox) {
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std::vector<filament::math::float3> collides(EntityId transformingEntityId, filament::Aabb sourceBox) {
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auto sourceCorners = sourceBox.getCorners();
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std::vector<filament::math::float3> collisionAxes;
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for(auto it = begin(); it < end(); it++) {
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@@ -27,52 +27,63 @@ class CollisionComponentManager : public utils::SingleInstanceComponentManager<f
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auto targetXformInstance = _transformManager.getInstance(entity);
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auto targetXform = _transformManager.getWorldTransform(targetXformInstance);
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auto targetBox = elementAt<0>(it).transform(targetXform);
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auto targetCorners = targetBox.getCorners();
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// Log("Checking collision for entity %d with aabb extent %f %f %f against source entity %d with aabb extent %f %f %f", entity, targetBox.extent().x, targetBox.extent().y, targetBox.extent().z, transformingEntityId, sourceBox.extent().x, sourceBox.extent().y, sourceBox.extent().z);
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bool collided = false;
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// iterate over every vertex in the source AABB
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// iterate over every vertex in the source/target AABB
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for(int i = 0; i < 8; i++) {
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// if the vertex has insersected with the target AABB
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auto intersecting = sourceCorners.vertices[i];
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auto min = targetBox.min;
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auto max = targetBox.max;
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// if the vertex has insersected with the target/source AABB
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if(targetBox.contains(sourceCorners.vertices[i]) < 0) {
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collided = true;
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auto affectsCollidingTransform = elementAt<2>(it);
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if(affectsCollidingTransform) {
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auto intersecting = sourceCorners.vertices[i];
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auto min = targetBox.min;
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auto max = targetBox.max;
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float xmin = min.x - intersecting.x;
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float ymin = min.y - intersecting.y;
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float zmin = min.z - intersecting.z;
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float xmax = intersecting.x - max.x;
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float ymax = intersecting.y - max.y;
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float zmax = intersecting.z - max.z;
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auto maxD = std::max(xmin,std::max(ymin,std::max(zmin,std::max(xmax,std::max(ymax,zmax)))));
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filament::math::float3 axis;
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if(maxD == xmin) {
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axis = {-1.0f,0.0f, 0.0f};
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} else if(maxD == ymin) {
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axis = {0.0f,-1.0f, 0.0f};
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} else if(maxD == zmin) {
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axis = {0.0f,0.0f, -1.0f};
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} else if(maxD == xmax) {
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axis = {1.0f,0.0f, 0.0f};
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} else if(maxD == ymax) {
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axis = {0.0f,1.0f, 0.0f};
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} else {
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axis = { 0.0f, 0.0f, 1.0f};
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}
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collisionAxes.push_back(axis);
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}
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break;
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// Log("targetBox %f %f %f contains source vertex %f %f %f", targetBox.extent().x, targetBox.extent().y, targetBox.extent().z, sourceCorners.vertices[i].x, sourceCorners.vertices[i].y, sourceCorners.vertices[i].z);
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} else if(sourceBox.contains(targetCorners.vertices[i]) < 0) {
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// Log("sourceBox %f %f %f contains target vertex %f %f %f", sourceBox.extent().x, sourceBox.extent().y, sourceBox.extent().z, targetCorners.vertices[i].x, targetCorners.vertices[i].y, targetCorners.vertices[i].z);
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collided = true;
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intersecting = targetCorners.vertices[i];
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min = sourceBox.min;
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max = sourceBox.max;
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} else {
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continue;
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}
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auto affectsTransform = elementAt<2>(it);
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if(affectsTransform) {
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float xmin = min.x - intersecting.x;
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float ymin = min.y - intersecting.y;
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float zmin = min.z - intersecting.z;
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float xmax = intersecting.x - max.x;
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float ymax = intersecting.y - max.y;
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float zmax = intersecting.z - max.z;
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auto maxD = std::max(xmin,std::max(ymin,std::max(zmin,std::max(xmax,std::max(ymax,zmax)))));
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filament::math::float3 axis;
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if(maxD == xmin) {
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axis = {-1.0f,0.0f, 0.0f};
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} else if(maxD == ymin) {
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axis = {0.0f,-1.0f, 0.0f};
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} else if(maxD == zmin) {
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axis = {0.0f,0.0f, -1.0f};
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} else if(maxD == xmax) {
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axis = {1.0f,0.0f, 0.0f};
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} else if(maxD == ymax) {
|
||||
axis = {0.0f,1.0f, 0.0f};
|
||||
} else {
|
||||
axis = { 0.0f, 0.0f, 1.0f};
|
||||
}
|
||||
collisionAxes.push_back(axis);
|
||||
}
|
||||
break;
|
||||
}
|
||||
if(collided) {
|
||||
auto callback = elementAt<1>(it);
|
||||
if(callback) {
|
||||
callback(utils::Entity::smuggle(entity));
|
||||
callback(utils::Entity::smuggle(entity), transformingEntityId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user