separate Gltf/Morph/BoneAnimationComponentManager definitions

move gltf animation instantiation to GltfAnimationComponentManager (this helps ensure we are creating the component on the correct entity)
This commit is contained in:
Nick Fisher
2025-05-20 14:57:26 +08:00
parent d61723dee2
commit 1fb68b20e9
24 changed files with 629 additions and 354 deletions

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@@ -129,7 +129,7 @@ extern "C"
const float *const morphData,
int numWeights);
EMSCRIPTEN_KEEPALIVE void AnimationManager_setGltfAnimationFrame(
EMSCRIPTEN_KEEPALIVE bool AnimationManager_setGltfAnimationFrame(
TAnimationManager *tAnimationManager,
TSceneAsset *tSceneAsset,
int animationIndex,

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@@ -301,7 +301,7 @@ namespace thermion
void AnimationManager_resetToRestPoseRenderThread(TAnimationManager *tAnimationManager, EntityId entityId, uint32_t requestId, VoidCallback onComplete);
void GltfAssetLoader_createRenderThread(TEngine *tEngine, TMaterialProvider *tMaterialProvider, void (*callback)(TGltfAssetLoader *));
void GltfResourceLoader_createRenderThread(TEngine *tEngine, const char* relativeResourcePath, void (*callback)(TGltfResourceLoader *));
void GltfResourceLoader_createRenderThread(TEngine *tEngine, void (*callback)(TGltfResourceLoader *));
void GltfResourceLoader_destroyRenderThread(TEngine *tEngine, TGltfResourceLoader *tResourceLoader, uint32_t requestId, VoidCallback onComplete);
void GltfResourceLoader_loadResourcesRenderThread(TGltfResourceLoader *tGltfResourceLoader, TFilamentAsset *tFilamentAsset, void (*callback)(bool));
void GltfResourceLoader_addResourceDataRenderThread(TGltfResourceLoader *tGltfResourceLoader, const char *uri, uint8_t *data, size_t length, uint32_t requestId, VoidCallback onComplete);

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@@ -0,0 +1,19 @@
#pragma once
#include <chrono>
namespace thermion
{
using namespace std::chrono;
typedef std::chrono::time_point<std::chrono::high_resolution_clock> time_point_t;
struct Animation
{
time_point_t start = time_point_t::max();
float startOffset;
bool loop = false;
bool reverse = false;
float durationInSecs = 0;
};
}

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@@ -1,157 +0,0 @@
#pragma once
#include <chrono>
#include <variant>
#include <filament/Engine.h>
#include <filament/RenderableManager.h>
#include <filament/Renderer.h>
#include <filament/Scene.h>
#include <filament/Texture.h>
#include <filament/TransformManager.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <math/mat3.h>
#include <math/norm.h>
#include <gltfio/Animator.h>
#include <gltfio/math.h>
#include <utils/SingleInstanceComponentManager.h>
#include "Log.hpp"
template class std::vector<float>;
namespace thermion
{
using namespace filament;
using namespace filament::gltfio;
using namespace utils;
using namespace std::chrono;
typedef std::chrono::time_point<std::chrono::high_resolution_clock> time_point_t;
struct Animation
{
time_point_t start = time_point_t::max();
float startOffset;
bool loop = false;
bool reverse = false;
float durationInSecs = 0;
};
/// @brief
/// The status of an animation embedded in a glTF object.
/// @param index refers to the index of the animation in the animations property of the underlying object.
///
struct GltfAnimation : Animation
{
int index = -1;
};
//
// The status of a morph target animation created dynamically at runtime (not glTF embedded).
//
struct MorphAnimation : Animation
{
int lengthInFrames;
float frameLengthInMs = 0;
std::vector<float> frameData;
std::vector<int> morphIndices;
};
struct BoneAnimation : Animation {
int lengthInFrames;
size_t boneIndex;
size_t skinIndex = 0;
float frameLengthInMs = 0;
std::vector<math::mat4f> frameData;
float fadeOutInSecs = 0;
float fadeInInSecs = 0;
float maxDelta = 1.0f;
};
/// @brief
///
///
struct BoneAnimationComponent
{
FilamentInstance * target;
std::vector<BoneAnimation> animations;
};
/// @brief
///
///
struct MorphAnimationComponent
{
std::vector<MorphAnimation> animations;
};
/// @brief
///
///
struct GltfAnimationComponent
{
FilamentInstance * target;
// the index of the last active glTF animation,
// used to cross-fade
int fadeGltfAnimationIndex = -1;
float fadeDuration = 0.0f;
float fadeOutAnimationStart = 0.0f;
std::vector<GltfAnimation> animations;
};
class GltfAnimationComponentManager : public utils::SingleInstanceComponentManager<GltfAnimationComponent> {
public:
GltfAnimationComponentManager(
filament::TransformManager &transformManager,
filament::RenderableManager &renderableManager) :
mTransformManager(transformManager), mRenderableManager(renderableManager) {};
~GltfAnimationComponentManager() = default;
void addAnimationComponent(FilamentInstance *target);
void removeAnimationComponent(FilamentInstance *target);
void update();
private:
filament::TransformManager &mTransformManager;
filament::RenderableManager &mRenderableManager;
};
class BoneAnimationComponentManager : public utils::SingleInstanceComponentManager<BoneAnimationComponent> {
public:
BoneAnimationComponentManager(
filament::TransformManager &transformManager,
filament::RenderableManager &renderableManager) :
mTransformManager(transformManager), mRenderableManager(renderableManager) {};
~BoneAnimationComponentManager() {};
void addAnimationComponent(FilamentInstance *target);
void removeAnimationComponent(FilamentInstance *target);
void update();
private:
filament::TransformManager &mTransformManager;
filament::RenderableManager &mRenderableManager;
};
class MorphAnimationComponentManager : public utils::SingleInstanceComponentManager<MorphAnimationComponent> {
public:
MorphAnimationComponentManager(
filament::TransformManager &transformManager,
filament::RenderableManager &renderableManager) :
mTransformManager(transformManager), mRenderableManager(renderableManager) {};
~MorphAnimationComponentManager() {};
void addAnimationComponent(Entity entity);
void removeAnimationComponent(Entity entity);
void update();
private:
filament::TransformManager &mTransformManager;
filament::RenderableManager &mRenderableManager;
};
}

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@@ -0,0 +1,35 @@
#pragma once
#include <chrono>
#include <vector>
#include <gltfio/FilamentInstance.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <math/mat3.h>
#include <math/norm.h>
#include "Log.hpp"
namespace thermion
{
using namespace filament;
using namespace std::chrono;
typedef std::chrono::time_point<std::chrono::high_resolution_clock> time_point_t;
struct Animation
{
time_point_t start = time_point_t::max();
float startOffset;
bool loop = false;
bool reverse = false;
float durationInSecs = 0;
};
}

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@@ -0,0 +1,68 @@
#pragma once
#include <filament/Engine.h>
#include <filament/RenderableManager.h>
#include <filament/Renderer.h>
#include <filament/Scene.h>
#include <filament/Texture.h>
#include <filament/TransformManager.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <math/mat3.h>
#include <math/norm.h>
#include <gltfio/Animator.h>
#include <gltfio/math.h>
#include <utils/SingleInstanceComponentManager.h>
#include "Log.hpp"
#include "components/Animation.hpp"
namespace thermion
{
using namespace filament;
using namespace filament::gltfio;
using namespace utils;
struct BoneAnimation : Animation {
int lengthInFrames;
size_t boneIndex;
size_t skinIndex = 0;
float frameLengthInMs = 0;
std::vector<math::mat4f> frameData;
float fadeOutInSecs = 0;
float fadeInInSecs = 0;
float maxDelta = 1.0f;
};
/// @brief
///
///
struct BoneAnimationComponent
{
filament::gltfio::FilamentInstance * target;
std::vector<BoneAnimation> animations;
};
class BoneAnimationComponentManager : public utils::SingleInstanceComponentManager<BoneAnimationComponent> {
public:
BoneAnimationComponentManager(
filament::TransformManager &transformManager,
filament::RenderableManager &renderableManager) :
mTransformManager(transformManager), mRenderableManager(renderableManager) {};
~BoneAnimationComponentManager() {};
void addAnimationComponent(FilamentInstance *target);
void removeAnimationComponent(FilamentInstance *target);
void update();
private:
filament::TransformManager &mTransformManager;
filament::RenderableManager &mRenderableManager;
};
}

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@@ -0,0 +1,74 @@
#pragma once
#include <filament/Engine.h>
#include <filament/RenderableManager.h>
#include <filament/Renderer.h>
#include <filament/Scene.h>
#include <filament/Texture.h>
#include <filament/TransformManager.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <math/mat3.h>
#include <math/norm.h>
#include <gltfio/Animator.h>
#include <gltfio/math.h>
#include <utils/SingleInstanceComponentManager.h>
#include "Log.hpp"
#include "scene/GltfSceneAssetInstance.hpp"
#include "components/Animation.hpp"
template class std::vector<float>;
namespace thermion
{
using namespace filament;
using namespace filament::gltfio;
using namespace utils;
using namespace std::chrono;
/// @brief
/// The status of an animation embedded in a glTF object.
/// @param index refers to the index of the animation in the animations property of the underlying object.
///
struct GltfAnimation : Animation
{
int index = -1;
};
/// @brief
///
///
struct GltfAnimationComponent
{
filament::gltfio::FilamentInstance * target;
// the index of the last active glTF animation,
// used to cross-fade
int fadeGltfAnimationIndex = -1;
float fadeDuration = 0.0f;
float fadeOutAnimationStart = 0.0f;
std::vector<GltfAnimation> animations;
};
class GltfAnimationComponentManager : public utils::SingleInstanceComponentManager<GltfAnimationComponent> {
public:
GltfAnimationComponentManager(
filament::TransformManager &transformManager,
filament::RenderableManager &renderableManager) :
mTransformManager(transformManager), mRenderableManager(renderableManager) {};
~GltfAnimationComponentManager() = default;
void addAnimationComponent(FilamentInstance *target);
void removeAnimationComponent(FilamentInstance *target);
bool addGltfAnimation(FilamentInstance *target, int index, bool loop, bool reverse, bool replaceActive, float crossfade, float startOffset);
// GltfAnimationComponent getAnimationComponentInstance(FilamentInstance *target);
void update();
private:
filament::TransformManager &mTransformManager;
filament::RenderableManager &mRenderableManager;
};
}

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@@ -0,0 +1,67 @@
#pragma once
#include <filament/Engine.h>
#include <filament/RenderableManager.h>
#include <filament/Renderer.h>
#include <filament/Scene.h>
#include <filament/Texture.h>
#include <filament/TransformManager.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <math/mat3.h>
#include <math/norm.h>
#include <gltfio/Animator.h>
#include <gltfio/math.h>
#include <utils/SingleInstanceComponentManager.h>
#include "Log.hpp"
#include "components/Animation.hpp"
namespace thermion
{
using namespace filament;
using namespace filament::gltfio;
using namespace utils;
using namespace std::chrono;
//
// The status of a morph target animation created dynamically at runtime (not glTF embedded).
//
struct MorphAnimation : Animation
{
int lengthInFrames;
float frameLengthInMs = 0;
std::vector<float> frameData;
std::vector<int> morphIndices;
};
/// @brief
///
///
struct MorphAnimationComponent
{
std::vector<MorphAnimation> animations;
};
class MorphAnimationComponentManager : public utils::SingleInstanceComponentManager<MorphAnimationComponent> {
public:
MorphAnimationComponentManager(
filament::TransformManager &transformManager,
filament::RenderableManager &renderableManager) :
mTransformManager(transformManager), mRenderableManager(renderableManager) {};
~MorphAnimationComponentManager() {};
void addAnimationComponent(Entity entity);
void removeAnimationComponent(Entity entity);
void update();
private:
filament::TransformManager &mTransformManager;
filament::RenderableManager &mRenderableManager;
};
}

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@@ -9,10 +9,12 @@
#include "c_api/APIBoundaryTypes.h"
#include "components/CollisionComponentManager.hpp"
#include "components/AnimationComponentManager.hpp"
#include "GltfSceneAssetInstance.hpp"
#include "GltfSceneAsset.hpp"
#include "SceneAsset.hpp"
#include "components/GltfAnimationComponentManager.hpp"
#include "components/MorphAnimationComponentManager.hpp"
#include "components/BoneAnimationComponentManager.hpp"
#include "scene/GltfSceneAssetInstance.hpp"
#include "scene/GltfSceneAsset.hpp"
#include "scene/SceneAsset.hpp"
namespace thermion
{

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@@ -14,7 +14,6 @@
#include <utils/NameComponentManager.h>
#include "scene/GltfSceneAssetInstance.hpp"
#include "components/AnimationComponentManager.hpp"
#include "components/CollisionComponentManager.hpp"
#include "scene/SceneAsset.hpp"