add support for multiple bone animations using quaternions
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@@ -13,92 +13,108 @@
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typedef int32_t EntityId;
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namespace polyvox {
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namespace polyvox
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{
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using namespace filament;
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using namespace filament::gltfio;
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class AssetManager {
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public:
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AssetManager(const ResourceLoaderWrapper* const loader,
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NameComponentManager* ncm,
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Engine* engine,
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Scene* scene,
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const char* uberArchivePath);
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~AssetManager();
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EntityId loadGltf(const char* uri, const char* relativeResourcePath);
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EntityId loadGlb(const char* uri, bool unlit);
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FilamentAsset* getAssetByEntityId(EntityId entityId);
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void remove(EntityId entity);
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void destroyAll();
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unique_ptr<vector<string>> getAnimationNames(EntityId entity);
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float getAnimationDuration(EntityId entity, int animationIndex);
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unique_ptr<vector<string>> getMorphTargetNames(EntityId entity, const char *meshName);
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void transformToUnitCube(EntityId e);
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inline void updateTransform(EntityId e);
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void setScale(EntityId e, float scale);
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void setPosition(EntityId e, float x, float y, float z);
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void setRotation(EntityId e, float rads, float x, float y, float z);
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const utils::Entity *getCameraEntities(EntityId e);
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size_t getCameraEntityCount(EntityId e);
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const utils::Entity* getLightEntities(EntityId e) const noexcept;
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size_t getLightEntityCount(EntityId e) const noexcept;
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void updateAnimations();
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bool setMaterialColor(EntityId e, const char* meshName, int materialInstance, const float r, const float g, const float b, const float a);
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class AssetManager
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{
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public:
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AssetManager(const ResourceLoaderWrapper *const loader,
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NameComponentManager *ncm,
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Engine *engine,
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Scene *scene,
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const char *uberArchivePath);
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~AssetManager();
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EntityId loadGltf(const char *uri, const char *relativeResourcePath);
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EntityId loadGlb(const char *uri, bool unlit);
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FilamentAsset *getAssetByEntityId(EntityId entityId);
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void remove(EntityId entity);
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void destroyAll();
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unique_ptr<vector<string>> getAnimationNames(EntityId entity);
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float getAnimationDuration(EntityId entity, int animationIndex);
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unique_ptr<vector<string>> getMorphTargetNames(EntityId entity, const char *meshName);
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void transformToUnitCube(EntityId e);
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inline void updateTransform(EntityId e);
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void setScale(EntityId e, float scale);
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void setPosition(EntityId e, float x, float y, float z);
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void setRotation(EntityId e, float rads, float x, float y, float z);
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const utils::Entity *getCameraEntities(EntityId e);
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size_t getCameraEntityCount(EntityId e);
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const utils::Entity *getLightEntities(EntityId e) const noexcept;
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size_t getLightEntityCount(EntityId e) const noexcept;
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void updateAnimations();
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bool setMaterialColor(EntityId e, const char *meshName, int materialInstance, const float r, const float g, const float b, const float a);
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bool setMorphAnimationBuffer(
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EntityId entityId,
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const char* entityName,
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const float* const morphData,
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const int* const morphIndices,
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int numMorphTargets,
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int numFrames,
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float frameLengthInMs);
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void setMorphTargetWeights(EntityId entityId, const char* const entityName, const float* const weights, int count);
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bool setMorphAnimationBuffer(
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EntityId entityId,
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const char *entityName,
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const float *const morphData,
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const int *const morphIndices,
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int numMorphTargets,
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int numFrames,
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float frameLengthInMs);
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bool setBoneAnimationBuffer(
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EntityId entity,
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const float* const frameData,
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int numFrames,
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int numBones,
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const char** const boneNames,
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const char** const meshName,
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int numMeshTargets,
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float frameLengthInMs);
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void playAnimation(EntityId e, int index, bool loop, bool reverse, bool replaceActive, float crossfade = 0.3f);
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void stopAnimation(EntityId e, int index);
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void setMorphTargetWeights(const char* const entityName, float *weights, int count);
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void loadTexture(EntityId entity, const char* resourcePath, int renderableIndex);
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void setAnimationFrame(EntityId entity, int animationIndex, int animationFrame);
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bool hide(EntityId entity, const char* meshName);
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bool reveal(EntityId entity, const char* meshName);
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const char* getNameForEntity(EntityId entityId);
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void setMorphTargetWeights(EntityId entityId, const char *const entityName, const float *const weights, int count);
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bool setBoneTransform(EntityId entityId, const char* entityName, int skinIndex, int boneIndex, math::mat4f transform);
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private:
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AssetLoader* _assetLoader = nullptr;
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const ResourceLoaderWrapper* const _resourceLoaderWrapper;
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NameComponentManager* _ncm = nullptr;
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Engine* _engine;
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Scene* _scene;
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MaterialProvider* _ubershaderProvider = nullptr;
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gltfio::ResourceLoader* _gltfResourceLoader = nullptr;
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gltfio::TextureProvider* _stbDecoder = nullptr;
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gltfio::TextureProvider* _ktxDecoder = nullptr;
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std::mutex _animationMutex;
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vector<SceneAsset> _assets;
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tsl::robin_map<EntityId, int> _entityIdLookup;
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utils::Entity findEntityByName(
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SceneAsset asset,
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const char* entityName
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);
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inline void updateTransform(SceneAsset& asset);
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/// @brief Set the local transform for the bone at boneIndex/skinIndex in the given entity.
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/// @param entityId
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/// @param entityName
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/// @param skinIndex
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/// @param boneIndex
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/// @param transform
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/// @return
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bool setBoneTransform(EntityId entityId, const char *entityName, int skinIndex, int boneIndex, math::mat4f transform);
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inline void setBoneTransformFromAnimation(SceneAsset& asset, int frameNumber);
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/// @brief Set frame data to animate the given bones/entities.
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/// @param entity
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/// @param frameData frame data as quaternions
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/// @param numFrames
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/// @param boneName
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/// @param meshName
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/// @param numMeshTargets
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/// @param frameLengthInMs
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/// @return
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bool addBoneAnimation(
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EntityId entity,
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const float *const frameData,
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int numFrames,
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const char *const boneName,
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const char **const meshName,
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int numMeshTargets,
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float frameLengthInMs);
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void playAnimation(EntityId e, int index, bool loop, bool reverse, bool replaceActive, float crossfade = 0.3f);
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void stopAnimation(EntityId e, int index);
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void setMorphTargetWeights(const char *const entityName, float *weights, int count);
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void loadTexture(EntityId entity, const char *resourcePath, int renderableIndex);
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void setAnimationFrame(EntityId entity, int animationIndex, int animationFrame);
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bool hide(EntityId entity, const char *meshName);
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bool reveal(EntityId entity, const char *meshName);
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const char *getNameForEntity(EntityId entityId);
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private:
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AssetLoader *_assetLoader = nullptr;
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const ResourceLoaderWrapper *const _resourceLoaderWrapper;
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NameComponentManager *_ncm = nullptr;
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Engine *_engine;
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Scene *_scene;
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MaterialProvider *_ubershaderProvider = nullptr;
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gltfio::ResourceLoader *_gltfResourceLoader = nullptr;
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gltfio::TextureProvider *_stbDecoder = nullptr;
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gltfio::TextureProvider *_ktxDecoder = nullptr;
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std::mutex _animationMutex;
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vector<SceneAsset> _assets;
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tsl::robin_map<EntityId, int> _entityIdLookup;
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utils::Entity findEntityByName(
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SceneAsset asset,
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const char *entityName);
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inline void updateTransform(SceneAsset &asset);
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void updateBoneTransformFromAnimationBuffer(const BoneAnimation& animation, int frameNumber);
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};
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}
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