add macOS implementation
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291
macos/include/viewer/ViewerGui.h
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291
macos/include/viewer/ViewerGui.h
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/*
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* Copyright (C) 2020 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef VIEWER_VIEWERGUI_H
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#define VIEWER_VIEWERGUI_H
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#include <filament/Box.h>
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#include <filament/DebugRegistry.h>
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#include <filament/Engine.h>
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#include <filament/IndirectLight.h>
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#include <filament/Scene.h>
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#include <filament/View.h>
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#include <gltfio/Animator.h>
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#include <gltfio/FilamentAsset.h>
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#include <gltfio/NodeManager.h>
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#include <viewer/Settings.h>
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#include <utils/Entity.h>
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#include <utils/compiler.h>
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#include <math/mat4.h>
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#include <math/vec3.h>
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#include <functional>
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#include <vector>
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namespace filagui {
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class ImGuiHelper;
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}
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namespace filament {
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namespace viewer {
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/**
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* \class ViewerGui ViewerGui.h viewer/ViewerGui.h
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* \brief Builds ImGui widgets for a simple glTF viewer and manages the associated state.
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*
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* This is a utility that can be used across multiple platforms, including web.
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*
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* \note If you don't need ImGui controls, there is no need to use this class, just use AssetLoader
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* instead.
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*/
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class UTILS_PUBLIC ViewerGui {
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public:
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using Animator = gltfio::Animator;
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using FilamentAsset = gltfio::FilamentAsset;
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using FilamentInstance = gltfio::FilamentInstance;
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static constexpr int DEFAULT_SIDEBAR_WIDTH = 350;
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/**
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* Constructs a ViewerGui that has a fixed association with the given Filament objects.
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*
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* Upon construction, the simple viewer may create some additional Filament objects (such as
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* light sources) that it owns.
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*/
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ViewerGui(Engine* engine, Scene* scene, View* view,
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int sidebarWidth = DEFAULT_SIDEBAR_WIDTH);
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/**
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* Destroys the ViewerGui and any Filament entities that it owns.
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*/
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~ViewerGui();
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/**
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* Sets the viewer's current asset and instance.
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*
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* The viewer does not claim ownership over the asset or its entities. Clients should use
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* AssetLoader and ResourceLoader to load an asset before passing it in.
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*
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* This method does not add renderables to the scene; see populateScene().
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*
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* @param instance The asset to view.
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* @param instance The instance to view.
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*/
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void setAsset(FilamentAsset* asset, FilamentInstance* instance);
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/**
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* Adds the asset's ready-to-render entities into the scene.
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*
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* This is used for asychronous loading. It can be called once per frame to gradually add
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* entities into the scene as their textures are loaded.
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*/
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void populateScene();
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/**
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* Removes the current asset from the viewer.
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*
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* This removes all the asset entities from the Scene, but does not destroy them.
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*/
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void removeAsset();
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/**
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* Sets or changes the current scene's IBL to allow the UI manipulate it.
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*/
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void setIndirectLight(IndirectLight* ibl, math::float3 const* sh3);
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/**
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* Applies the currently-selected glTF animation to the transformation hierarchy and updates
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* the bone matrices on all renderables.
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*
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* If an instance is provided, animation is applied to it rather than the "set" instance.
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*/
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void applyAnimation(double currentTime, FilamentInstance* instance = nullptr);
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/**
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* Constructs ImGui controls for the current frame and responds to everything that the user has
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* changed since the previous frame.
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*
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* If desired this can be used in conjunction with the filagui library, which allows clients to
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* render ImGui controls with Filament.
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*/
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void updateUserInterface();
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/**
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* Alternative to updateUserInterface that uses an internal instance of ImGuiHelper.
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*
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* This utility method is designed for clients that do not want to manage their own instance of
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* ImGuiHelper (e.g., JavaScript clients).
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*
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* Behind the scenes this simply calls ImGuiHelper->render() and passes updateUserInterface into
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* its callback. Note that the first call might be slower since it requires the creation of the
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* internal ImGuiHelper instance.
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*/
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void renderUserInterface(float timeStepInSeconds, View* guiView, float pixelRatio);
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/**
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* Event-passing methods, useful only when ViewerGui manages its own instance of ImGuiHelper.
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* The key codes used in these methods are just normal ASCII/ANSI codes.
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* @{
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*/
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void mouseEvent(float mouseX, float mouseY, bool mouseButton, float mouseWheelY, bool control);
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void keyDownEvent(int keyCode);
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void keyUpEvent(int keyCode);
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void keyPressEvent(int charCode);
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/** @}*/
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/**
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* Retrieves the current width of the ImGui "window" which we are using as a sidebar.
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* Clients can monitor this value to adjust the size of the view.
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*/
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int getSidebarWidth() const { return mSidebarWidth; }
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/**
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* Allows clients to inject custom UI.
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*/
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void setUiCallback(std::function<void()> callback) { mCustomUI = callback; }
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/**
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* Draws the bounding box of each renderable.
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* Defaults to false.
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*/
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void enableWireframe(bool b) { mEnableWireframe = b; }
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/**
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* Enables a built-in light source (useful for creating shadows).
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* Defaults to true.
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*/
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void enableSunlight(bool b) { mSettings.lighting.enableSunlight = b; }
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/**
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* Enables dithering on the view.
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* Defaults to true.
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*/
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void enableDithering(bool b) {
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mSettings.view.dithering = b ? Dithering::TEMPORAL : Dithering::NONE;
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}
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/**
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* Enables FXAA antialiasing in the post-process pipeline.
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* Defaults to true.
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*/
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void enableFxaa(bool b) {
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mSettings.view.antiAliasing = b ? AntiAliasing::FXAA : AntiAliasing::NONE;
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}
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/**
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* Enables hardware-based MSAA antialiasing.
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* Defaults to true.
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*/
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void enableMsaa(bool b) {
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mSettings.view.msaa.sampleCount = 4;
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mSettings.view.msaa.enabled = b;
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}
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/**
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* Enables screen-space ambient occlusion in the post-process pipeline.
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* Defaults to true.
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*/
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void enableSSAO(bool b) { mSettings.view.ssao.enabled = b; }
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/**
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* Enables Bloom.
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* Defaults to true.
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*/
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void enableBloom(bool bloom) { mSettings.view.bloom.enabled = bloom; }
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/**
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* Adjusts the intensity of the IBL.
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* See also IndirectLight::setIntensity().
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* Defaults to 30000.0.
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*/
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void setIBLIntensity(float brightness) { mSettings.lighting.iblIntensity = brightness; }
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/**
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* Updates the transform at the root node according to the autoScaleEnabled setting.
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*/
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void updateRootTransform();
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/**
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* Gets a modifiable reference to stashed state.
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*/
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Settings& getSettings() { return mSettings; }
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void stopAnimation() { mCurrentAnimation = 0; }
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int getCurrentCamera() const { return mCurrentCamera; }
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private:
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using SceneMask = gltfio::NodeManager::SceneMask;
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bool isRemoteMode() const { return mAsset == nullptr; }
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void sceneSelectionUI();
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// Immutable properties set from the constructor.
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Engine* const mEngine;
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Scene* const mScene;
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View* const mView;
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const utils::Entity mSunlight;
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// Lazily instantiated fields.
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filagui::ImGuiHelper* mImGuiHelper = nullptr;
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// Properties that can be changed from the application.
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FilamentAsset* mAsset = nullptr;
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FilamentInstance* mInstance = nullptr;
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IndirectLight* mIndirectLight = nullptr;
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std::function<void()> mCustomUI;
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// Properties that can be changed from the UI.
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int mCurrentAnimation = 1; // It is a 1-based index and 0 means not playing animation
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int mCurrentVariant = 0;
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bool mEnableWireframe = false;
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int mVsmMsaaSamplesLog2 = 1;
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Settings mSettings;
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int mSidebarWidth;
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uint32_t mFlags;
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utils::Entity mCurrentMorphingEntity;
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std::vector<float> mMorphWeights;
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SceneMask mVisibleScenes;
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bool mShowingRestPose = false;
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// 0 is the default "free camera". Additional cameras come from the gltf file (1-based index).
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int mCurrentCamera = 0;
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// Cross fade animation parameters.
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float mCrossFadeDuration = 0.5f; // number of seconds to transition between animations
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int mPreviousAnimation = 0; // one-based index of the previous animation
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double mCurrentStartTime = 0.0f; // start time of most recent cross-fade (seconds)
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double mPreviousStartTime = 0.0f; // start time of previous cross-fade (seconds)
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bool mResetAnimation = true; // set when building ImGui widgets, honored in applyAnimation
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// Color grading UI state.
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float mToneMapPlot[1024];
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float mRangePlot[1024 * 3];
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float mCurvePlot[1024 * 3];
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};
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UTILS_PUBLIC
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math::mat4f fitIntoUnitCube(const Aabb& bounds, float zoffset);
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} // namespace viewer
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} // namespace filament
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#endif // VIEWER_VIEWERGUI_H
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