add animation fading and revert to platform channel handler

This commit is contained in:
Nick Fisher
2023-08-08 10:44:10 +08:00
parent 6a9a1a0795
commit 44aa3109bc
16 changed files with 1038 additions and 855 deletions

View File

@@ -17,7 +17,7 @@ namespace polyvox {
class AssetManager {
public:
AssetManager(ResourceLoaderWrapper* loader,
AssetManager(const ResourceLoaderWrapper* const loader,
NameComponentManager *ncm,
Engine *engine,
Scene *scene);
@@ -40,7 +40,6 @@ namespace polyvox {
size_t getLightEntityCount(EntityId e) const noexcept;
void updateAnimations();
bool setMorphAnimationBuffer(
EntityId entityId,
const char* entityName,
@@ -59,7 +58,7 @@ namespace polyvox {
const char** const meshName,
int numMeshTargets,
float frameLengthInMs);
void playAnimation(EntityId e, int index, bool loop, bool reverse);
void playAnimation(EntityId e, int index, bool loop, bool reverse, float crossfade = 0.3f);
void stopAnimation(EntityId e, int index);
void setMorphTargetWeights(const char* const entityName, float *weights, int count);
void loadTexture(EntityId entity, const char* resourcePath, int renderableIndex);
@@ -69,7 +68,7 @@ namespace polyvox {
private:
AssetLoader* _assetLoader = nullptr;
ResourceLoaderWrapper* _resourceLoaderWrapper;
const ResourceLoaderWrapper* const _resourceLoaderWrapper;
NameComponentManager* _ncm = nullptr;
Engine* _engine;
Scene* _scene;

View File

@@ -44,8 +44,7 @@ typedef int32_t EntityId;
namespace polyvox {
class FilamentViewer {
public:
// FilamentViewer(void* layer, LoadResource loadResource, FreeResource freeResource);
FilamentViewer(void* context, ResourceLoaderWrapper* resourceLoaderWrapper);
FilamentViewer(const void* context, const ResourceLoaderWrapper* const resourceLoaderWrapper);
~FilamentViewer();
void loadSkybox(const char* const skyboxUri);
@@ -64,7 +63,7 @@ namespace polyvox {
bool setCamera(EntityId asset, const char* nodeName);
void createSwapChain(void* surface, uint32_t width, uint32_t height);
void createSwapChain(const void* surface, uint32_t width, uint32_t height);
void destroySwapChain();
void createRenderTarget(uint32_t glTextureId, uint32_t width,uint32_t height);
@@ -108,7 +107,7 @@ namespace polyvox {
math::mat4f _cameraPosition;
math::mat4f _cameraRotation;
ResourceLoaderWrapper* _resourceLoaderWrapper;
const ResourceLoaderWrapper* const _resourceLoaderWrapper;
Scene* _scene;
View* _view;

View File

@@ -3,43 +3,38 @@
#include "ResourceBuffer.hpp"
#include <stddef.h>
typedef int32_t EntityId;
void* create_filament_viewer(void *context, ResourceLoaderWrapper* loader);
const void* create_filament_viewer(const void* const context, const ResourceLoaderWrapper* const loader);
ResourceLoaderWrapper* make_resource_loader(LoadResourceFromOwner loadFn, FreeResourceFromOwner freeFn, void* owner);
void delete_filament_viewer(void *viewer);
void* get_asset_manager(void* viewer);
void create_render_target(void *viewer, uint32_t textureId, uint32_t width, uint32_t height);
void clear_background_image(void *viewer);
void set_background_image(void *viewer, const char *path);
void set_background_image_position(void *viewer, float x, float y, bool clamp);
void set_background_color(void *viewer, const float r, const float g, const float b, const float a);
void load_skybox(void *viewer, const char *skyboxPath);
void load_ibl(void *viewer, const char *iblPath, float intensity);
void remove_skybox(void *viewer);
void remove_ibl(void *viewer);
EntityId add_light(void *viewer, uint8_t type, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows);
void remove_light(void *viewer, EntityId entityId);
void clear_lights(void *viewer);
void delete_filament_viewer(const void* const viewer);
void* get_asset_manager(const void* const viewer);
void create_render_target(const void* const viewer, uint32_t textureId, uint32_t width, uint32_t height);
void clear_background_image(const void* const viewer);
void set_background_image(const void* const viewer, const char *path);
void set_background_image_position(const void* const viewer, float x, float y, bool clamp);
void set_background_color(const void* const viewer, const float r, const float g, const float b, const float a);
void load_skybox(const void* const viewer, const char *skyboxPath);
void load_ibl(const void* const viewer, const char *iblPath, float intensity);
void remove_skybox(const void* const viewer);
void remove_ibl(const void* const viewer);
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);
void remove_light(const void* const viewer, EntityId entityId);
void clear_lights(const void* const viewer);
EntityId load_glb(void *assetManager, const char *assetPath, bool unlit);
EntityId load_gltf(void *assetManager, const char *assetPath, const char *relativePath);
bool set_camera(void *viewer, EntityId asset, const char *nodeName);
void render(void *viewer, uint64_t frameTimeInNanos);
void create_swap_chain(void *viewer, void *surface, uint32_t width, uint32_t height);
void destroy_swap_chain(void *viewer);
void set_frame_interval(void *viewer, float interval);
void* get_renderer(void *viewer);
void update_viewport_and_camera_projection(void *viewer, int width, int height, float scaleFactor);
void scroll_begin(void *viewer);
void scroll_update(void *viewer, float x, float y, float z);
void scroll_end(void *viewer);
void grab_begin(void *viewer, float x, float y, bool pan);
void grab_update(void *viewer, float x, float y);
void grab_end(void *viewer);
bool set_camera(const void* const viewer, EntityId asset, const char *nodeName);
void render(const void* const viewer, uint64_t frameTimeInNanos);
void create_swap_chain(const void* const viewer, const void* const surface, uint32_t width, uint32_t height);
void destroy_swap_chain(const void* const viewer);
void set_frame_interval(const void* const viewer, float interval);
void update_viewport_and_camera_projection(const void* const viewer, int width, int height, float scaleFactor);
void scroll_begin(const void* const viewer);
void scroll_update(const void* const viewer, float x, float y, float z);
void scroll_end(const void* const viewer);
void grab_begin(const void* const viewer, float x, float y, bool pan);
void grab_update(const void* const viewer, float x, float y);
void grab_end(const void* const viewer);
void apply_weights(
void* assetManager,
EntityId asset,
@@ -47,7 +42,6 @@ void apply_weights(
float *const weights,
int count
);
void set_morph_target_weights(
void* assetManager,
EntityId asset,
@@ -55,7 +49,6 @@ void set_morph_target_weights(
const float *const morphData,
int numWeights
);
bool set_morph_animation(
void* assetManager,
EntityId asset,
@@ -64,7 +57,6 @@ bool set_morph_animation(
int numMorphWeights,
int numFrames,
float frameLengthInMs);
void set_bone_animation(
void* assetManager,
EntityId asset,
@@ -76,29 +68,30 @@ void set_bone_animation(
int numMeshTargets,
float frameLengthInMs);
void play_animation(void* assetManager, EntityId asset, int index, bool loop, bool reverse);
void play_animation(void* assetManager, EntityId asset, int index, bool loop, bool reverse, float crossfade);
void set_animation_frame(void* assetManager, EntityId asset, int animationIndex, int animationFrame);
void stop_animation(void* assetManager, EntityId asset, int index);
int get_animation_count(void* assetManager, EntityId asset);
void get_animation_name(void* assetManager, EntityId asset, char *const outPtr, int index);
void get_morph_target_name(void* assetManager, EntityId asset, const char *meshName, char *const outPtr, int index);
int get_morph_target_name_count(void* assetManager, EntityId asset, const char *meshName);
void remove_asset(void *viewer, EntityId asset);
void clear_assets(void *viewer);
void remove_asset(const void* const viewer, EntityId asset);
void clear_assets(const void* const viewer);
void load_texture(void* assetManager, EntityId asset, const char *assetPath, int renderableIndex);
void set_texture(void* assetManager, EntityId asset);
void transform_to_unit_cube(void* assetManager, EntityId asset);
void set_position(void* assetManager, EntityId asset, float x, float y, float z);
void set_rotation(void* assetManager, EntityId asset, float rads, float x, float y, float z);
void set_scale(void* assetManager, EntityId asset, float scale);
void set_camera_exposure(void *viewer, float aperture, float shutterSpeed, float sensitivity);
void set_camera_position(void *viewer, float x, float y, float z);
void set_camera_rotation(void *viewer, float rads, float x, float y, float z);
void set_camera_model_matrix(void *viewer, const float *const matrix);
void set_camera_focal_length(void *viewer, float focalLength);
void set_camera_focus_distance(void *viewer, float focusDistance);
void set_camera_exposure(const void* const viewer, float aperture, float shutterSpeed, float sensitivity);
void set_camera_position(const void* const viewer, float x, float y, float z);
void set_camera_rotation(const void* const viewer, float rads, float x, float y, float z);
void set_camera_model_matrix(const void* const viewer, const float *const matrix);
void set_camera_focal_length(const void* const viewer, float focalLength);
void set_camera_focus_distance(const void* const viewer, float focusDistance);
int hide_mesh(void* assetManager, EntityId asset, const char* meshName);
int reveal_mesh(void* assetManager, EntityId asset, const char* meshName);
void ios_dummy();
#endif

View File

@@ -51,14 +51,14 @@ extern "C" {
};
ResourceBuffer load(const char* uri) {
ResourceBuffer load(const char* uri) const {
if(mLoadResourceFromOwner) {
return mLoadResourceFromOwner(uri, mOwner);
}
return mLoadResource(uri);
}
void free(ResourceBuffer rb) {
void free(ResourceBuffer rb) const {
if(mFreeResourceFromOwner) {
mFreeResourceFromOwner(rb, mOwner);
} else {

View File

@@ -35,8 +35,8 @@ namespace polyvox {
time_point_t mStart = time_point_t::max();
bool mLoop = false;
bool mReverse = false;
float mDuration = 0;
bool mAnimating = false;
float mDuration = 0;
bool mActive = false;
};
//
@@ -73,10 +73,16 @@ namespace polyvox {
FilamentAsset* mAsset = nullptr;
Animator* mAnimator = nullptr;
// fixed-sized vector containing the status of the morph, bone and GLTF animations.
// entries 0 and 1 are the morph/bone animations.
// subsequent entries are the GLTF animations.
vector<AnimationStatus> mAnimations;
// fixed-sized array containing pointers to the active morph, bone and GLTF animations.
AnimationStatus mAnimations[3];
// the index of the active glTF animation in the Filament Asset animations array
// if no glTF animation is active, this is -1
int gltfAnimationIndex = -1;
// the index of the last active glTF animation,
// used to cross-fade
int fadeGltfAnimationIndex = -1;
float fadeDuration = 0.0f;
float fadeOutAnimationStart = 0.0f;
MorphAnimationBuffer mMorphAnimationBuffer;
BoneAnimationBuffer mBoneAnimationBuffer;
@@ -96,12 +102,6 @@ namespace polyvox {
FilamentAsset* asset
) : mAsset(asset) {
mAnimator = mAsset->getInstance()->getAnimator();
mAnimations.resize(2 + mAnimator->getAnimationCount());
for(int i=0; i < mAnimations.size() - 2; i++) {
mAnimations[i].mDuration = mAnimator->getAnimationDuration(i);
}
}
};
}
}