internal: pass NameComponentManager to GltfSceneAsset, used for finding child entities by name

This commit is contained in:
Nick Fisher
2024-12-12 14:20:12 +08:00
parent 6c236da675
commit 0ad73d06e0
4 changed files with 37 additions and 5 deletions

View File

@@ -11,6 +11,9 @@
#include <gltfio/FilamentAsset.h>
#include <gltfio/MaterialProvider.h>
#include <utils/NameComponentManager.h>
#include "scene/GltfSceneAssetInstance.hpp"
#include "components/AnimationComponentManager.hpp"
#include "components/CollisionComponentManager.hpp"
@@ -29,11 +32,13 @@ namespace thermion
gltfio::FilamentAsset *asset,
gltfio::AssetLoader *assetLoader,
Engine *engine,
utils::NameComponentManager* ncm,
MaterialInstance **materialInstances = nullptr,
size_t materialInstanceCount = 0,
int instanceIndex = -1) : _asset(asset),
_assetLoader(assetLoader),
_engine(engine),
_ncm(ncm),
_materialInstances(materialInstances),
_materialInstanceCount(materialInstanceCount)
{
@@ -150,6 +155,7 @@ namespace thermion
}
Entity findEntityByName(const char* name) override {
TRACE("Searching for entity with name %s", name);
Entity entities[1];
auto found = _asset->getEntitiesByName(name, entities, 1);
return entities[0];
@@ -159,6 +165,7 @@ namespace thermion
gltfio::FilamentAsset *_asset;
gltfio::AssetLoader *_assetLoader;
Engine *_engine;
utils::NameComponentManager *_ncm;
MaterialInstance **_materialInstances = nullptr;
size_t _materialInstanceCount = 0;
std::vector<std::unique_ptr<GltfSceneAssetInstance>> _instances;

View File

@@ -11,6 +11,8 @@
#include <gltfio/FilamentInstance.h>
#include <gltfio/MaterialProvider.h>
#include <utils/NameComponentManager.h>
#include "scene/SceneAsset.hpp"
namespace thermion
@@ -24,9 +26,11 @@ namespace thermion
GltfSceneAssetInstance(
gltfio::FilamentInstance *instance,
Engine *engine,
utils::NameComponentManager* ncm,
MaterialInstance **materialInstances = nullptr,
size_t materialInstanceCount = 0,
int instanceIndex = -1) : _instance(instance),
int instanceIndex = -1) : _ncm(ncm),
_instance(instance),
_materialInstances(materialInstances),
_materialInstanceCount(materialInstanceCount)
{
@@ -102,7 +106,22 @@ namespace thermion
}
Entity findEntityByName(const char* name) override {
return Entity(); // not currently implemented
TRACE("Searching for entity with name %s", name);
for(int i = 0; i < getChildEntityCount(); i++) {
auto entity = getChildEntities()[i];
auto nameInstance = _ncm->getInstance(entity);
auto entityName = _ncm->getName(nameInstance);
if (strcmp(entityName, name) == 0) {
TRACE("Found entity name : %s", entityName);
return entity;
}
TRACE("Skipping entity : %s", entityName);
}
return Entity();
}
SceneAsset *getInstanceByEntity(utils::Entity entity) override {
@@ -139,6 +158,7 @@ namespace thermion
private:
filament::Engine *_engine;
utils::NameComponentManager *_ncm;
gltfio::FilamentInstance *_instance;
MaterialInstance **_materialInstances = nullptr;
size_t _materialInstanceCount = 0;

View File

@@ -22,7 +22,7 @@ namespace thermion
Log("No instances available for reuse. When loading the asset, you must pre-allocate the number of instances you wish to make available for use. Try increasing this number.");
return std::nullptr_t();
}
Log("Creating instance %d", instanceNumber);
TRACE("Creating instance %d", instanceNumber);
auto instance = _asset->getAssetInstances()[instanceNumber];
instance->recomputeBoundingBoxes();
instance->getAnimator()->updateBoneMatrices();
@@ -49,6 +49,7 @@ namespace thermion
std::unique_ptr<GltfSceneAssetInstance> sceneAssetInstance = std::make_unique<GltfSceneAssetInstance>(
instance,
_engine,
_ncm,
materialInstances,
materialInstanceCount
);

View File

@@ -285,7 +285,9 @@ namespace thermion
auto sceneAsset = std::make_unique<GltfSceneAsset>(
asset,
_assetLoader,
_engine);
_engine,
_ncm
);
auto filamentInstance = asset->getInstance();
size_t entityCount = filamentInstance->getEntityCount();
@@ -372,7 +374,9 @@ namespace thermion
auto sceneAsset = std::make_unique<GltfSceneAsset>(
asset,
_assetLoader,
_engine);
_engine,
_ncm
);
auto sceneAssetInstance = sceneAsset->createInstance();
if(addToScene) {