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