add macOS implementation
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110
macos/include/SceneAsset.hpp
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110
macos/include/SceneAsset.hpp
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#pragma once
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#include "Log.hpp"
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#include <filament/Engine.h>
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#include <filament/RenderableManager.h>
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#include <filament/Renderer.h>
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#include <filament/Scene.h>
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#include <filament/Texture.h>
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#include <filament/TransformManager.h>
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#include <math/vec3.h>
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#include <math/vec4.h>
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#include <math/mat3.h>
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#include <math/norm.h>
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#include <gltfio/Animator.h>
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#include <gltfio/AssetLoader.h>
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#include <gltfio/ResourceLoader.h>
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#include <utils/NameComponentManager.h>
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extern "C" {
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#include "PolyvoxFilamentApi.h"
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}
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template class std::vector<float>;
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namespace polyvox {
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using namespace filament;
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using namespace filament::gltfio;
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using namespace utils;
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using namespace std;
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typedef std::chrono::time_point<std::chrono::high_resolution_clock> time_point_t;
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enum AnimationType {
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MORPH, BONE, GLTF
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};
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struct AnimationStatus {
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time_point_t mStart = time_point_t::max();
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bool mLoop = false;
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bool mReverse = false;
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float mDuration = 0;
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AnimationType type;
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int gltfIndex = -1;
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};
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//
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// Use this to manually construct a buffer of frame data for morph animations.
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//
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struct MorphAnimationBuffer {
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utils::Entity mMeshTarget;
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int mNumFrames = -1;
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float mFrameLengthInMs = 0;
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vector<float> mFrameData;
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vector<int> mMorphIndices;
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};
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//
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// Use this to construct a dynamic (i.e. non-glTF embedded) bone animation.
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// Only a single animation is supported at any time (i.e you can't blend animations).
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// Multiple bones are supported but these must be skinned to a single mesh target.
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//
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struct BoneAnimationBuffer {
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vector<utils::Entity> mMeshTargets;
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vector<uint8_t> mBones;
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vector<math::mat4f> mBaseTransforms;
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// 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.
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// 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.
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// 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.
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size_t skinIndex = 0;
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int mNumFrames = -1;
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float mFrameLengthInMs = 0;
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vector<float> mFrameData;
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};
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struct SceneAsset {
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bool mAnimating = false;
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FilamentAsset* mAsset = nullptr;
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Animator* mAnimator = nullptr;
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// vector containing AnimationStatus structs for the morph, bone and/or glTF animations.
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vector<AnimationStatus> mAnimations;
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// the index of the last active glTF animation,
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// used to cross-fade
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int fadeGltfAnimationIndex = -1;
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float fadeDuration = 0.0f;
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float fadeOutAnimationStart = 0.0f;
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MorphAnimationBuffer mMorphAnimationBuffer;
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BoneAnimationBuffer mBoneAnimationBuffer;
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// a slot to preload textures
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filament::Texture* mTexture = nullptr;
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// initialized to identity
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math::mat4f mPosition;
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// initialized to identity
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math::mat4f mRotation;
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float mScale = 1;
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SceneAsset(
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FilamentAsset* asset
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) : mAsset(asset) {
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mAnimator = mAsset->getInstance()->getAnimator();
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}
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};
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}
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