add support for multiple bone animations using quaternions

This commit is contained in:
Nick Fisher
2023-11-17 23:44:30 +08:00
parent f5d5a36f22
commit 572a945025
13 changed files with 1266 additions and 1254 deletions

View File

@@ -97,6 +97,8 @@ class ExampleWidgetState extends State<ExampleWidget> {
await _filamentController!.setRendering(true);
shapes =
await _filamentController!.loadGlb("assets/shapes/shapes.glb");
ExampleWidgetState.animations = await _filamentController!
.getAnimationNames(ExampleWidgetState.shapes!);
hasSkybox = true;
rendering = true;
});

View File

@@ -2,10 +2,13 @@ import 'dart:math';
import 'package:flutter/material.dart';
import 'package:flutter/widgets.dart';
import 'package:flutter_filament/animations/animation_data.dart';
import 'package:flutter_filament/filament_controller.dart';
import 'package:flutter_filament_example/main.dart';
import 'package:permission_handler/permission_handler.dart';
import 'package:vector_math/vector_math_64.dart' as v;
class AssetSubmenu extends StatefulWidget {
final FilamentController controller;
const AssetSubmenu({super.key, required this.controller});
@@ -65,7 +68,25 @@ class _AssetSubmenuState extends State<AssetSubmenu> {
0,
Matrix4.rotationX(pi / 2));
},
child: const Text('Set bone tranform to identity for Cylinder')),
child:
const Text('Set bone transform for Cylinder (pi/2 rotation X)')),
MenuItemButton(
onPressed: ExampleWidgetState.shapes == null
? null
: () async {
await widget.controller.addBoneAnimation(
ExampleWidgetState.shapes!,
BoneAnimationData(
"Bone",
["Cylinder"],
List.generate(
60,
(idx) => v.Quaternion.axisAngle(
v.Vector3(0, 0, 1), pi * (idx / 60))
.normalized()),
1000.0 / 30.0));
},
child: const Text('Set bone transform animation for Cylinder')),
MenuItemButton(
onPressed: () async {
var names = await widget.controller

View File

@@ -13,92 +13,108 @@
typedef int32_t EntityId;
namespace polyvox {
namespace polyvox
{
using namespace filament;
using namespace filament::gltfio;
class AssetManager {
public:
AssetManager(const ResourceLoaderWrapper* const loader,
NameComponentManager* ncm,
Engine* engine,
Scene* scene,
const char* uberArchivePath);
~AssetManager();
EntityId loadGltf(const char* uri, const char* relativeResourcePath);
EntityId loadGlb(const char* uri, bool unlit);
FilamentAsset* getAssetByEntityId(EntityId entityId);
void remove(EntityId entity);
void destroyAll();
unique_ptr<vector<string>> getAnimationNames(EntityId entity);
float getAnimationDuration(EntityId entity, int animationIndex);
unique_ptr<vector<string>> getMorphTargetNames(EntityId entity, const char *meshName);
void transformToUnitCube(EntityId e);
inline void updateTransform(EntityId e);
void setScale(EntityId e, float scale);
void setPosition(EntityId e, float x, float y, float z);
void setRotation(EntityId e, float rads, float x, float y, float z);
const utils::Entity *getCameraEntities(EntityId e);
size_t getCameraEntityCount(EntityId e);
const utils::Entity* getLightEntities(EntityId e) const noexcept;
size_t getLightEntityCount(EntityId e) const noexcept;
void updateAnimations();
bool setMaterialColor(EntityId e, const char* meshName, int materialInstance, const float r, const float g, const float b, const float a);
class AssetManager
{
public:
AssetManager(const ResourceLoaderWrapper *const loader,
NameComponentManager *ncm,
Engine *engine,
Scene *scene,
const char *uberArchivePath);
~AssetManager();
EntityId loadGltf(const char *uri, const char *relativeResourcePath);
EntityId loadGlb(const char *uri, bool unlit);
FilamentAsset *getAssetByEntityId(EntityId entityId);
void remove(EntityId entity);
void destroyAll();
unique_ptr<vector<string>> getAnimationNames(EntityId entity);
float getAnimationDuration(EntityId entity, int animationIndex);
unique_ptr<vector<string>> getMorphTargetNames(EntityId entity, const char *meshName);
void transformToUnitCube(EntityId e);
inline void updateTransform(EntityId e);
void setScale(EntityId e, float scale);
void setPosition(EntityId e, float x, float y, float z);
void setRotation(EntityId e, float rads, float x, float y, float z);
const utils::Entity *getCameraEntities(EntityId e);
size_t getCameraEntityCount(EntityId e);
const utils::Entity *getLightEntities(EntityId e) const noexcept;
size_t getLightEntityCount(EntityId e) const noexcept;
void updateAnimations();
bool setMaterialColor(EntityId e, const char *meshName, int materialInstance, const float r, const float g, const float b, const float a);
bool setMorphAnimationBuffer(
EntityId entityId,
const char* entityName,
const float* const morphData,
const int* const morphIndices,
int numMorphTargets,
int numFrames,
float frameLengthInMs);
void setMorphTargetWeights(EntityId entityId, const char* const entityName, const float* const weights, int count);
bool setMorphAnimationBuffer(
EntityId entityId,
const char *entityName,
const float *const morphData,
const int *const morphIndices,
int numMorphTargets,
int numFrames,
float frameLengthInMs);
bool setBoneAnimationBuffer(
EntityId entity,
const float* const frameData,
int numFrames,
int numBones,
const char** const boneNames,
const char** const meshName,
int numMeshTargets,
float frameLengthInMs);
void playAnimation(EntityId e, int index, bool loop, bool reverse, bool replaceActive, 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);
void setAnimationFrame(EntityId entity, int animationIndex, int animationFrame);
bool hide(EntityId entity, const char* meshName);
bool reveal(EntityId entity, const char* meshName);
const char* getNameForEntity(EntityId entityId);
void setMorphTargetWeights(EntityId entityId, const char *const entityName, const float *const weights, int count);
bool setBoneTransform(EntityId entityId, const char* entityName, int skinIndex, int boneIndex, math::mat4f transform);
private:
AssetLoader* _assetLoader = nullptr;
const ResourceLoaderWrapper* const _resourceLoaderWrapper;
NameComponentManager* _ncm = nullptr;
Engine* _engine;
Scene* _scene;
MaterialProvider* _ubershaderProvider = nullptr;
gltfio::ResourceLoader* _gltfResourceLoader = nullptr;
gltfio::TextureProvider* _stbDecoder = nullptr;
gltfio::TextureProvider* _ktxDecoder = nullptr;
std::mutex _animationMutex;
vector<SceneAsset> _assets;
tsl::robin_map<EntityId, int> _entityIdLookup;
utils::Entity findEntityByName(
SceneAsset asset,
const char* entityName
);
inline void updateTransform(SceneAsset& asset);
/// @brief Set the local transform for the bone at boneIndex/skinIndex in the given entity.
/// @param entityId
/// @param entityName
/// @param skinIndex
/// @param boneIndex
/// @param transform
/// @return
bool setBoneTransform(EntityId entityId, const char *entityName, int skinIndex, int boneIndex, math::mat4f transform);
inline void setBoneTransformFromAnimation(SceneAsset& asset, int frameNumber);
/// @brief Set frame data to animate the given bones/entities.
/// @param entity
/// @param frameData frame data as quaternions
/// @param numFrames
/// @param boneName
/// @param meshName
/// @param numMeshTargets
/// @param frameLengthInMs
/// @return
bool addBoneAnimation(
EntityId entity,
const float *const frameData,
int numFrames,
const char *const boneName,
const char **const meshName,
int numMeshTargets,
float frameLengthInMs);
void playAnimation(EntityId e, int index, bool loop, bool reverse, bool replaceActive, 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);
void setAnimationFrame(EntityId entity, int animationIndex, int animationFrame);
bool hide(EntityId entity, const char *meshName);
bool reveal(EntityId entity, const char *meshName);
const char *getNameForEntity(EntityId entityId);
private:
AssetLoader *_assetLoader = nullptr;
const ResourceLoaderWrapper *const _resourceLoaderWrapper;
NameComponentManager *_ncm = nullptr;
Engine *_engine;
Scene *_scene;
MaterialProvider *_ubershaderProvider = nullptr;
gltfio::ResourceLoader *_gltfResourceLoader = nullptr;
gltfio::TextureProvider *_stbDecoder = nullptr;
gltfio::TextureProvider *_ktxDecoder = nullptr;
std::mutex _animationMutex;
vector<SceneAsset> _assets;
tsl::robin_map<EntityId, int> _entityIdLookup;
utils::Entity findEntityByName(
SceneAsset asset,
const char *entityName);
inline void updateTransform(SceneAsset &asset);
void updateBoneTransformFromAnimationBuffer(const BoneAnimation& animation, int frameNumber);
};
}

View File

@@ -1,17 +1,17 @@
#ifndef _FLUTTER_FILAMENT_API_H
#define _FLUTTER_FILAMENT_API_H
#ifdef _WIN32
#ifdef _WIN32
#ifdef IS_DLL
#define FLUTTER_PLUGIN_EXPORT __declspec( dllimport )
#define FLUTTER_PLUGIN_EXPORT __declspec(dllimport)
#else
#define FLUTTER_PLUGIN_EXPORT __declspec( dllexport )
#define FLUTTER_PLUGIN_EXPORT __declspec(dllexport)
#endif
#else
#define FLUTTER_PLUGIN_EXPORT __attribute__((visibility("default")))
#endif
// we copy the LLVM <stdbool.h> here rather than including,
// we copy the LLVM <stdbool.h> here rather than including,
// because on Windows it's difficult to pin the exact location which confuses dart ffigen
#ifndef __STDBOOL_H
@@ -50,131 +50,126 @@ typedef int32_t EntityId;
typedef int32_t _ManipulatorMode;
#ifdef __cplusplus
extern "C" {
extern "C"
{
#endif
FLUTTER_PLUGIN_EXPORT const void* create_filament_viewer(const void* const context, const ResourceLoaderWrapper* const loader, void* const platform, const char* uberArchivePath);
FLUTTER_PLUGIN_EXPORT void destroy_filament_viewer(const void* const viewer);
FLUTTER_PLUGIN_EXPORT ResourceLoaderWrapper* make_resource_loader(LoadFilamentResourceFromOwner loadFn, FreeFilamentResourceFromOwner freeFn, void* owner);
FLUTTER_PLUGIN_EXPORT void* get_asset_manager(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void create_render_target(const void* const viewer, intptr_t texture, uint32_t width, uint32_t height);
FLUTTER_PLUGIN_EXPORT void clear_background_image(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void set_background_image(const void* const viewer, const char *path, bool fillHeight);
FLUTTER_PLUGIN_EXPORT void set_background_image_position(const void* const viewer, float x, float y, bool clamp);
FLUTTER_PLUGIN_EXPORT void set_background_color(const void* const viewer, const float r, const float g, const float b, const float a);
FLUTTER_PLUGIN_EXPORT void set_tone_mapping(const void* const viewer, int toneMapping);
FLUTTER_PLUGIN_EXPORT void set_bloom(const void* const viewer, float strength);
FLUTTER_PLUGIN_EXPORT void load_skybox(const void* const viewer, const char *skyboxPath);
FLUTTER_PLUGIN_EXPORT void load_ibl(const void* const viewer, const char *iblPath, float intensity);
FLUTTER_PLUGIN_EXPORT void remove_skybox(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void remove_ibl(const void* const viewer);
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);
FLUTTER_PLUGIN_EXPORT void remove_light(const void* const viewer, EntityId entityId);
FLUTTER_PLUGIN_EXPORT void clear_lights(const void* const viewer);
FLUTTER_PLUGIN_EXPORT EntityId load_glb(void *assetManager, const char *assetPath, bool unlit);
FLUTTER_PLUGIN_EXPORT EntityId load_gltf(void *assetManager, const char *assetPath, const char *relativePath);
FLUTTER_PLUGIN_EXPORT bool set_camera(const void* const viewer, EntityId asset, const char *nodeName);
FLUTTER_PLUGIN_EXPORT void set_view_frustum_culling(const void* const viewer, bool enabled);
FLUTTER_PLUGIN_EXPORT void render(
const void* const viewer,
uint64_t frameTimeInNanos,
void* pixelBuffer,
void (*callback)(void *buf, size_t size, void *data),
void* data
);
FLUTTER_PLUGIN_EXPORT void create_swap_chain(const void* const viewer, const void* const window, uint32_t width, uint32_t height);
FLUTTER_PLUGIN_EXPORT void destroy_swap_chain(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void set_frame_interval(const void* const viewer, float interval);
FLUTTER_PLUGIN_EXPORT void update_viewport_and_camera_projection(const void* const viewer, uint32_t width, uint32_t height, float scaleFactor);
FLUTTER_PLUGIN_EXPORT void scroll_begin(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void scroll_update(const void* const viewer, float x, float y, float z);
FLUTTER_PLUGIN_EXPORT void scroll_end(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void grab_begin(const void* const viewer, float x, float y, bool pan);
FLUTTER_PLUGIN_EXPORT void grab_update(const void* const viewer, float x, float y);
FLUTTER_PLUGIN_EXPORT void grab_end(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void apply_weights(
void* assetManager,
EntityId asset,
const char *const entityName,
float *const weights,
int count
);
FLUTTER_PLUGIN_EXPORT void set_morph_target_weights(
void* assetManager,
EntityId asset,
const char *const entityName,
const float *const morphData,
int numWeights
);
FLUTTER_PLUGIN_EXPORT bool set_morph_animation(
void* assetManager,
EntityId asset,
const char *const entityName,
const float *const morphData,
const int* const morphIndices,
int numMorphTargets,
int numFrames,
float frameLengthInMs);
FLUTTER_PLUGIN_EXPORT void set_bone_animation(
void* assetManager,
EntityId asset,
const float* const frameData,
int numFrames,
int numBones,
const char** const boneNames,
const char** const meshName,
int numMeshTargets,
float frameLengthInMs);
FLUTTER_PLUGIN_EXPORT bool set_bone_transform(
void* assetManager,
EntityId asset,
const char* entityName,
const float* const transform,
int boneIndex
);
FLUTTER_PLUGIN_EXPORT void play_animation(void* assetManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
FLUTTER_PLUGIN_EXPORT void set_animation_frame(void* assetManager, EntityId asset, int animationIndex, int animationFrame);
FLUTTER_PLUGIN_EXPORT void stop_animation(void* assetManager, EntityId asset, int index);
FLUTTER_PLUGIN_EXPORT int get_animation_count(void* assetManager, EntityId asset);
FLUTTER_PLUGIN_EXPORT void get_animation_name(void* assetManager, EntityId asset, char *const outPtr, int index);
FLUTTER_PLUGIN_EXPORT float get_animation_duration(void* assetManager, EntityId asset, int index);
FLUTTER_PLUGIN_EXPORT void get_morph_target_name(void* assetManager, EntityId asset, const char *meshName, char *const outPtr, int index);
FLUTTER_PLUGIN_EXPORT int get_morph_target_name_count(void* assetManager, EntityId asset, const char *meshName);
FLUTTER_PLUGIN_EXPORT void remove_asset(const void* const viewer, EntityId asset);
FLUTTER_PLUGIN_EXPORT void clear_assets(const void* const viewer);
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);
FLUTTER_PLUGIN_EXPORT void transform_to_unit_cube(void* assetManager, EntityId asset);
FLUTTER_PLUGIN_EXPORT void set_position(void* assetManager, EntityId asset, float x, float y, float z);
FLUTTER_PLUGIN_EXPORT void set_rotation(void* assetManager, EntityId asset, float rads, float x, float y, float z);
FLUTTER_PLUGIN_EXPORT void set_scale(void* assetManager, EntityId asset, float scale);
FLUTTER_PLUGIN_EXPORT const void *create_filament_viewer(const void *const context, const ResourceLoaderWrapper *const loader, void *const platform, const char *uberArchivePath);
FLUTTER_PLUGIN_EXPORT void destroy_filament_viewer(const void *const viewer);
FLUTTER_PLUGIN_EXPORT ResourceLoaderWrapper *make_resource_loader(LoadFilamentResourceFromOwner loadFn, FreeFilamentResourceFromOwner freeFn, void *owner);
FLUTTER_PLUGIN_EXPORT void *get_asset_manager(const void *const viewer);
FLUTTER_PLUGIN_EXPORT void create_render_target(const void *const viewer, intptr_t texture, uint32_t width, uint32_t height);
FLUTTER_PLUGIN_EXPORT void clear_background_image(const void *const viewer);
FLUTTER_PLUGIN_EXPORT void set_background_image(const void *const viewer, const char *path, bool fillHeight);
FLUTTER_PLUGIN_EXPORT void set_background_image_position(const void *const viewer, float x, float y, bool clamp);
FLUTTER_PLUGIN_EXPORT void set_background_color(const void *const viewer, const float r, const float g, const float b, const float a);
FLUTTER_PLUGIN_EXPORT void set_tone_mapping(const void *const viewer, int toneMapping);
FLUTTER_PLUGIN_EXPORT void set_bloom(const void *const viewer, float strength);
FLUTTER_PLUGIN_EXPORT void load_skybox(const void *const viewer, const char *skyboxPath);
FLUTTER_PLUGIN_EXPORT void load_ibl(const void *const viewer, const char *iblPath, float intensity);
FLUTTER_PLUGIN_EXPORT void remove_skybox(const void *const viewer);
FLUTTER_PLUGIN_EXPORT void remove_ibl(const void *const viewer);
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);
FLUTTER_PLUGIN_EXPORT void remove_light(const void *const viewer, EntityId entityId);
FLUTTER_PLUGIN_EXPORT void clear_lights(const void *const viewer);
FLUTTER_PLUGIN_EXPORT EntityId load_glb(void *assetManager, const char *assetPath, bool unlit);
FLUTTER_PLUGIN_EXPORT EntityId load_gltf(void *assetManager, const char *assetPath, const char *relativePath);
FLUTTER_PLUGIN_EXPORT bool set_camera(const void *const viewer, EntityId asset, const char *nodeName);
FLUTTER_PLUGIN_EXPORT void set_view_frustum_culling(const void *const viewer, bool enabled);
FLUTTER_PLUGIN_EXPORT void render(
const void *const viewer,
uint64_t frameTimeInNanos,
void *pixelBuffer,
void (*callback)(void *buf, size_t size, void *data),
void *data);
FLUTTER_PLUGIN_EXPORT void create_swap_chain(const void *const viewer, const void *const window, uint32_t width, uint32_t height);
FLUTTER_PLUGIN_EXPORT void destroy_swap_chain(const void *const viewer);
FLUTTER_PLUGIN_EXPORT void set_frame_interval(const void *const viewer, float interval);
FLUTTER_PLUGIN_EXPORT void update_viewport_and_camera_projection(const void *const viewer, uint32_t width, uint32_t height, float scaleFactor);
FLUTTER_PLUGIN_EXPORT void scroll_begin(const void *const viewer);
FLUTTER_PLUGIN_EXPORT void scroll_update(const void *const viewer, float x, float y, float z);
FLUTTER_PLUGIN_EXPORT void scroll_end(const void *const viewer);
FLUTTER_PLUGIN_EXPORT void grab_begin(const void *const viewer, float x, float y, bool pan);
FLUTTER_PLUGIN_EXPORT void grab_update(const void *const viewer, float x, float y);
FLUTTER_PLUGIN_EXPORT void grab_end(const void *const viewer);
FLUTTER_PLUGIN_EXPORT void apply_weights(
void *assetManager,
EntityId asset,
const char *const entityName,
float *const weights,
int count);
FLUTTER_PLUGIN_EXPORT void set_morph_target_weights(
void *assetManager,
EntityId asset,
const char *const entityName,
const float *const morphData,
int numWeights);
FLUTTER_PLUGIN_EXPORT bool set_morph_animation(
void *assetManager,
EntityId asset,
const char *const entityName,
const float *const morphData,
const int *const morphIndices,
int numMorphTargets,
int numFrames,
float frameLengthInMs);
FLUTTER_PLUGIN_EXPORT void add_bone_animation(
void *assetManager,
EntityId asset,
const float *const frameData,
int numFrames,
const char *const boneName,
const char **const meshNames,
int numMeshTargets,
float frameLengthInMs);
FLUTTER_PLUGIN_EXPORT bool set_bone_transform(
void *assetManager,
EntityId asset,
const char *entityName,
const float *const transform,
int boneIndex);
FLUTTER_PLUGIN_EXPORT void play_animation(void *assetManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
FLUTTER_PLUGIN_EXPORT void set_animation_frame(void *assetManager, EntityId asset, int animationIndex, int animationFrame);
FLUTTER_PLUGIN_EXPORT void stop_animation(void *assetManager, EntityId asset, int index);
FLUTTER_PLUGIN_EXPORT int get_animation_count(void *assetManager, EntityId asset);
FLUTTER_PLUGIN_EXPORT void get_animation_name(void *assetManager, EntityId asset, char *const outPtr, int index);
FLUTTER_PLUGIN_EXPORT float get_animation_duration(void *assetManager, EntityId asset, int index);
FLUTTER_PLUGIN_EXPORT void get_morph_target_name(void *assetManager, EntityId asset, const char *meshName, char *const outPtr, int index);
FLUTTER_PLUGIN_EXPORT int get_morph_target_name_count(void *assetManager, EntityId asset, const char *meshName);
FLUTTER_PLUGIN_EXPORT void remove_asset(const void *const viewer, EntityId asset);
FLUTTER_PLUGIN_EXPORT void clear_assets(const void *const viewer);
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);
FLUTTER_PLUGIN_EXPORT void transform_to_unit_cube(void *assetManager, EntityId asset);
FLUTTER_PLUGIN_EXPORT void set_position(void *assetManager, EntityId asset, float x, float y, float z);
FLUTTER_PLUGIN_EXPORT void set_rotation(void *assetManager, EntityId asset, float rads, float x, float y, float z);
FLUTTER_PLUGIN_EXPORT void set_scale(void *assetManager, EntityId asset, float scale);
// Camera methods
FLUTTER_PLUGIN_EXPORT void move_camera_to_asset(const void* const viewer, EntityId asset);
FLUTTER_PLUGIN_EXPORT void set_view_frustum_culling(const void* const viewer, bool enabled);
FLUTTER_PLUGIN_EXPORT void set_camera_exposure(const void* const viewer, float aperture, float shutterSpeed, float sensitivity);
FLUTTER_PLUGIN_EXPORT void set_camera_position(const void* const viewer, float x, float y, float z);
FLUTTER_PLUGIN_EXPORT void get_camera_position(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void set_camera_rotation(const void* const viewer, float rads, float x, float y, float z);
FLUTTER_PLUGIN_EXPORT void set_camera_model_matrix(const void* const viewer, const float *const matrix);
FLUTTER_PLUGIN_EXPORT const double* const get_camera_model_matrix(const void* const viewer);
FLUTTER_PLUGIN_EXPORT const double* const get_camera_view_matrix(const void* const viewer);
FLUTTER_PLUGIN_EXPORT const double* const get_camera_projection_matrix(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void set_camera_projection_matrix(const void* const viewer, const double *const matrix, double near, double far);
FLUTTER_PLUGIN_EXPORT void set_camera_culling(const void* const viewer, double near, double far);
FLUTTER_PLUGIN_EXPORT const double* const get_camera_culling_projection_matrix(const void* const viewer);
FLUTTER_PLUGIN_EXPORT const double* const get_camera_frustum(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void set_camera_focal_length(const void* const viewer, float focalLength);
FLUTTER_PLUGIN_EXPORT void set_camera_focus_distance(const void* const viewer, float focusDistance);
FLUTTER_PLUGIN_EXPORT void set_camera_manipulator_options(const void* const viewer, _ManipulatorMode mode, double orbitSpeedX, double orbitSpeedY, double zoomSpeed);
// Camera methods
FLUTTER_PLUGIN_EXPORT void move_camera_to_asset(const void *const viewer, EntityId asset);
FLUTTER_PLUGIN_EXPORT void set_view_frustum_culling(const void *const viewer, bool enabled);
FLUTTER_PLUGIN_EXPORT void set_camera_exposure(const void *const viewer, float aperture, float shutterSpeed, float sensitivity);
FLUTTER_PLUGIN_EXPORT void set_camera_position(const void *const viewer, float x, float y, float z);
FLUTTER_PLUGIN_EXPORT void get_camera_position(const void *const viewer);
FLUTTER_PLUGIN_EXPORT void set_camera_rotation(const void *const viewer, float rads, float x, float y, float z);
FLUTTER_PLUGIN_EXPORT void set_camera_model_matrix(const void *const viewer, const float *const matrix);
FLUTTER_PLUGIN_EXPORT const double *const get_camera_model_matrix(const void *const viewer);
FLUTTER_PLUGIN_EXPORT const double *const get_camera_view_matrix(const void *const viewer);
FLUTTER_PLUGIN_EXPORT const double *const get_camera_projection_matrix(const void *const viewer);
FLUTTER_PLUGIN_EXPORT void set_camera_projection_matrix(const void *const viewer, const double *const matrix, double near, double far);
FLUTTER_PLUGIN_EXPORT void set_camera_culling(const void *const viewer, double near, double far);
FLUTTER_PLUGIN_EXPORT const double *const get_camera_culling_projection_matrix(const void *const viewer);
FLUTTER_PLUGIN_EXPORT const double *const get_camera_frustum(const void *const viewer);
FLUTTER_PLUGIN_EXPORT void set_camera_focal_length(const void *const viewer, float focalLength);
FLUTTER_PLUGIN_EXPORT void set_camera_focus_distance(const void *const viewer, float focusDistance);
FLUTTER_PLUGIN_EXPORT void set_camera_manipulator_options(const void *const viewer, _ManipulatorMode mode, double orbitSpeedX, double orbitSpeedY, double zoomSpeed);
FLUTTER_PLUGIN_EXPORT int hide_mesh(void* assetManager, EntityId asset, const char* meshName);
FLUTTER_PLUGIN_EXPORT int reveal_mesh(void* assetManager, EntityId asset, const char* meshName);
FLUTTER_PLUGIN_EXPORT void set_post_processing(void* const viewer, bool enabled);
FLUTTER_PLUGIN_EXPORT void pick(void* const viewer, int x, int y, EntityId* entityId);
FLUTTER_PLUGIN_EXPORT const char* get_name_for_entity(void* const assetManager, const EntityId entityId);
FLUTTER_PLUGIN_EXPORT void ios_dummy();
FLUTTER_PLUGIN_EXPORT void flutter_filament_free(void* ptr);
FLUTTER_PLUGIN_EXPORT int hide_mesh(void *assetManager, EntityId asset, const char *meshName);
FLUTTER_PLUGIN_EXPORT int reveal_mesh(void *assetManager, EntityId asset, const char *meshName);
FLUTTER_PLUGIN_EXPORT void set_post_processing(void *const viewer, bool enabled);
FLUTTER_PLUGIN_EXPORT void pick(void *const viewer, int x, int y, EntityId *entityId);
FLUTTER_PLUGIN_EXPORT const char *get_name_for_entity(void *const assetManager, const EntityId entityId);
FLUTTER_PLUGIN_EXPORT void ios_dummy();
FLUTTER_PLUGIN_EXPORT void flutter_filament_free(void *ptr);
#ifdef __cplusplus
}
#endif

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@@ -66,17 +66,6 @@ FLUTTER_PLUGIN_EXPORT bool set_morph_animation_ffi(
int numMorphTargets,
int numFrames,
float frameLengthInMs);
FLUTTER_PLUGIN_EXPORT
FLUTTER_PLUGIN_EXPORT void set_bone_animation_ffi(
void* const assetManager,
EntityId asset,
const float* const frameData,
int numFrames,
int numBones,
const char** const boneNames,
const char** const meshName,
int numMeshTargets,
float frameLengthInMs);
FLUTTER_PLUGIN_EXPORT void play_animation_ffi(void* const assetManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
FLUTTER_PLUGIN_EXPORT void set_animation_frame_ffi(void* const assetManager, EntityId asset, int animationIndex, int animationFrame);
FLUTTER_PLUGIN_EXPORT void stop_animation_ffi(void* const assetManager, EntityId asset, int index);

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@@ -36,50 +36,46 @@ namespace polyvox {
};
struct AnimationStatus {
time_point_t mStart = time_point_t::max();
bool mLoop = false;
bool mReverse = false;
float mDuration = 0;
AnimationType type;
int gltfIndex = -1;
time_point_t start = time_point_t::max();
bool loop = false;
bool reverse = false;
float durationInSecs = 0;
};
struct GltfAnimation : AnimationStatus {
int index = -1;
};
//
// Use this to manually construct a buffer of frame data for morph animations.
// Use this to construct a dynamic (i.e. non-glTF embedded) morph target animation.
//
struct MorphAnimationBuffer {
utils::Entity mMeshTarget;
int mNumFrames = -1;
float mFrameLengthInMs = 0;
vector<float> mFrameData;
vector<int> mMorphIndices;
struct MorphAnimation : AnimationStatus {
utils::Entity meshTarget;
int numFrames = -1;
float frameLengthInMs = 0;
vector<float> frameData;
vector<int> morphIndices;
int lengthInFrames;
};
//
// Use this to construct a dynamic (i.e. non-glTF embedded) bone animation.
// Only a single animation is supported at any time (i.e you can't blend animations).
// Multiple bones are supported but these must be skinned to a single mesh target.
// Use this to construct a dynamic (i.e. non-glTF embedded) bone/joint animation.
//
struct BoneAnimationBuffer {
vector<utils::Entity> mMeshTargets;
vector<uint8_t> mBones;
vector<math::mat4f> mBaseTransforms;
// vector<math::float3> mBaseTranslations; // these are the base transforms for the bones we will animate; the translations/rotations in mFrameData will be relative to this.
// vector<math::quatf> mBaseRotations; // these are the base transforms for the bones we will animate; the translations/rotations in mFrameData will be relative to this.
// vector<math::float3> mBaseScales; // these are the base transforms for the bones we will animate; the translations/rotations in mFrameData will be relative to this.
struct BoneAnimation : AnimationStatus {
uint8_t boneIndex;
vector<utils::Entity> meshTargets;
size_t skinIndex = 0;
int mNumFrames = -1;
float mFrameLengthInMs = 0;
vector<float> mFrameData;
int lengthInFrames;
float frameLengthInMs = 0;
vector<const math::quatf> frameData;
};
struct SceneAsset {
bool mAnimating = false;
FilamentAsset* mAsset = nullptr;
Animator* mAnimator = nullptr;
// vector containing AnimationStatus structs for the morph, bone and/or glTF animations.
vector<AnimationStatus> mAnimations;
FilamentAsset* asset = nullptr;
vector<GltfAnimation> gltfAnimations;
vector<MorphAnimation> morphAnimations;
vector<BoneAnimation> boneAnimations;
// the index of the last active glTF animation,
// used to cross-fade
@@ -87,24 +83,19 @@ namespace polyvox {
float fadeDuration = 0.0f;
float fadeOutAnimationStart = 0.0f;
MorphAnimationBuffer mMorphAnimationBuffer;
BoneAnimationBuffer mBoneAnimationBuffer;
// a slot to preload textures
filament::Texture* mTexture = nullptr;
filament::Texture* texture = nullptr;
// initialized to identity
math::mat4f mPosition;
math::mat4f position;
// initialized to identity
math::mat4f mRotation;
math::mat4f rotation;
float mScale = 1;
SceneAsset(
FilamentAsset* asset
) : mAsset(asset) {
mAnimator = mAsset->getInstance()->getAnimator();
}
) : asset(asset) {}
};
}

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@@ -321,18 +321,17 @@ extern "C"
return ((AssetManager *)assetManager)->setMorphAnimationBuffer(asset, entityName, morphData, morphIndices, numMorphTargets, numFrames, frameLengthInMs);
}
FLUTTER_PLUGIN_EXPORT void set_bone_animation(
FLUTTER_PLUGIN_EXPORT void add_bone_animation(
void *assetManager,
EntityId asset,
const float *const frameData,
int numFrames,
int numBones,
const char **const boneNames,
const char *const boneName,
const char **const meshNames,
int numMeshTargets,
float frameLengthInMs)
{
((AssetManager *)assetManager)->setBoneAnimationBuffer(asset, frameData, numFrames, numBones, boneNames, meshNames, numMeshTargets, frameLengthInMs);
((AssetManager *)assetManager)->addBoneAnimation(asset, frameData, numFrames, boneName, meshNames, numMeshTargets, frameLengthInMs);
}
FLUTTER_PLUGIN_EXPORT void set_post_processing(void *const viewer, bool enabled)
@@ -366,33 +365,6 @@ extern "C"
return ((AssetManager *)assetManager)->setBoneTransform(entityId, entityName, 0, boneIndex, matrix);
}
// void set_bone_transform(
// EntityId asset,
// const char* boneName,
// const char* entityName,
// float transX,
// float transY,
// float transZ,
// float quatX,
// float quatY,
// float quatZ,
// float quatW
// ) {
// ((AssetManager*)assetManager)->setBoneTransform(
// boneName,
// entityName,
// transX,
// transY,
// transZ,
// quatX,
// quatY,
// quatZ,
// quatW,
// false
// );
// }
FLUTTER_PLUGIN_EXPORT void play_animation(
void *assetManager,
EntityId asset,

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@@ -331,18 +331,6 @@ FLUTTER_PLUGIN_EXPORT bool set_camera_ffi(void *const viewer, EntityId asset,
return fut.get();
}
FLUTTER_PLUGIN_EXPORT void set_bone_animation_ffi(
void *assetManager, EntityId asset, const float *const frameData,
int numFrames, int numBones, const char **const boneNames,
const char **const meshName, int numMeshTargets, float frameLengthInMs) {
std::packaged_task<void()> lambda([&] {
set_bone_animation(assetManager, asset, frameData, numFrames, numBones,
boneNames, meshName, numMeshTargets, frameLengthInMs);
});
auto fut = _rl->add_task(lambda);
fut.wait();
}
FLUTTER_PLUGIN_EXPORT void
get_morph_target_name_ffi(void *assetManager, EntityId asset,
const char *meshName, char *const outPtr, int index) {

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@@ -1,5 +1,7 @@
import 'dart:typed_data';
import 'package:vector_math/vector_math_64.dart';
///
/// Specifies frame data (i.e. weights) to animate the morph targets contained in [morphTargets] under a mesh named [mesh].
/// [data] is laid out as numFrames x numMorphTargets.
@@ -40,7 +42,7 @@ class MorphAnimationData {
class BoneAnimationData {
final String boneName;
final List<String> meshNames;
final Float32List frameData;
final List<Quaternion> frameData;
double frameLengthInMs;
BoneAnimationData(
this.boneName, this.meshNames, this.frameData, this.frameLengthInMs);

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@@ -272,12 +272,9 @@ abstract class FilamentController {
FilamentEntity entity, MorphAnimationData animation);
///
/// Animates morph target weights/bone transforms (where each frame requires a duration of [frameLengthInMs].
/// [morphWeights] is a list of doubles in frame-major format.
/// Each frame is [numWeights] in length, and each entry is the weight to be applied to the morph target located at that index in the mesh primitive at that frame.
/// for now we only allow animating a single bone (though multiple skinned targets are supported)
/// Starts animating a bone (joint) according to the specified [animation].
///
Future setBoneAnimation(FilamentEntity entity, BoneAnimationData animation);
Future addBoneAnimation(FilamentEntity entity, BoneAnimationData animation);
///
/// Sets the local joint transform for the bone at the given index in [entity] for the mesh under [meshName].

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@@ -691,41 +691,40 @@ class FilamentControllerFFI extends FilamentController {
}
@override
Future setBoneAnimation(
Future addBoneAnimation(
FilamentEntity entity, BoneAnimationData animation) async {
if (_viewer == null) {
throw Exception("No viewer available, ignoring");
}
// var data = calloc<Float>(animation.frameData.length);
// int offset = 0;
// var numFrames = animation.frameData.length ~/ 7;
// var boneNames = calloc<Pointer<Char>>(1);
// boneNames.elementAt(0).value =
// animation.boneName.toNativeUtf8().cast<Char>();
// var meshNames = calloc<Pointer<Char>>(animation.meshNames.length);
// for (int i = 0; i < animation.meshNames.length; i++) {
// meshNames.elementAt(i).value =
// animation.meshNames[i].toNativeUtf8().cast<Char>();
// }
var numFrames = animation.frameData.length;
// for (int i = 0; i < animation.frameData.length; i++) {
// data.elementAt(offset).value = animation.frameData[i];
// offset += 1;
// }
var meshNames = calloc<Pointer<Char>>(animation.meshNames.length);
for (int i = 0; i < animation.meshNames.length; i++) {
meshNames.elementAt(i).value =
animation.meshNames[i].toNativeUtf8().cast<Char>();
}
// await _channel.invokeMethod("setBoneAnimation", [
// _assetManager!,
// asset,
// data,
// numFrames,
// 1,
// boneNames,
// meshNames,
// animation.meshNames.length,
// animation.frameLengthInMs
// ]);
// calloc.free(data);
var data = calloc<Float>(numFrames * 4);
for (int i = 0; i < numFrames; i++) {
data.elementAt(i * 4).value = animation.frameData[i].w;
data.elementAt((i * 4) + 1).value = animation.frameData[i].x;
data.elementAt((i * 4) + 2).value = animation.frameData[i].y;
data.elementAt((i * 4) + 3).value = animation.frameData[i].z;
}
add_bone_animation(
_assetManager!,
entity,
data,
numFrames,
animation.boneName.toNativeUtf8().cast<Char>(),
meshNames,
animation.meshNames.length,
animation.frameLengthInMs);
calloc.free(data);
calloc.free(meshNames);
}
@override

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@@ -370,20 +370,18 @@ external bool set_morph_animation(
EntityId,
ffi.Pointer<ffi.Float>,
ffi.Int,
ffi.Int,
ffi.Pointer<ffi.Pointer<ffi.Char>>,
ffi.Pointer<ffi.Char>,
ffi.Pointer<ffi.Pointer<ffi.Char>>,
ffi.Int,
ffi.Float)>(
symbol: 'set_bone_animation', assetId: 'flutter_filament_plugin')
external void set_bone_animation(
symbol: 'add_bone_animation', assetId: 'flutter_filament_plugin')
external void add_bone_animation(
ffi.Pointer<ffi.Void> assetManager,
int asset,
ffi.Pointer<ffi.Float> frameData,
int numFrames,
int numBones,
ffi.Pointer<ffi.Pointer<ffi.Char>> boneNames,
ffi.Pointer<ffi.Pointer<ffi.Char>> meshName,
ffi.Pointer<ffi.Char> boneName,
ffi.Pointer<ffi.Pointer<ffi.Char>> meshNames,
int numMeshTargets,
double frameLengthInMs,
);