This commit is contained in:
Nick Fisher
2023-04-19 18:06:48 +08:00
parent 7f4ca7e69b
commit a162ff2400
30 changed files with 3604 additions and 2293 deletions

View File

@@ -13,7 +13,7 @@ add_library(
../ios/src/ktxreader/Ktx1Reader.cpp
src/main/cpp/StbProvider.cpp
src/main/cpp/JobSystem.cpp
../ios/src/SceneAssetLoader.cpp
../ios/src/AssetManager.cpp
../ios/src/FilamentViewer.cpp
../ios/src/PolyvoxFilamentApi.cpp
../ios/src/StreamBufferAdapter.cpp

View File

@@ -19,12 +19,12 @@ class MyApp extends StatefulWidget {
State<MyApp> createState() => _MyAppState();
}
class _MyAppState extends State<MyApp> {
final FilamentController _filamentController = PolyvoxFilamentController();
class _MyAppState extends State<MyApp> with SingleTickerProviderStateMixin {
late FilamentController _filamentController;
FilamentAsset? _cube;
FilamentAsset? _flightHelmet;
FilamentLight? _light;
FilamentEntity? _cube;
FilamentEntity? _flightHelmet;
FilamentEntity? _light;
final weights = List.filled(255, 0.0);
List<String> _targetNames = [];
@@ -37,6 +37,7 @@ class _MyAppState extends State<MyApp> {
@override
void initState() {
super.initState();
_filamentController = FilamentController(this);
}
void onClick(int index) async {
@@ -45,7 +46,7 @@ class _MyAppState extends State<MyApp> {
await _filamentController.initialize();
break;
case -2:
await _filamentController.render();
_filamentController.render();
break;
case -4:
setState(() {
@@ -61,55 +62,48 @@ class _MyAppState extends State<MyApp> {
break;
case 0:
await _filamentController.setBackgroundImage('assets/background.ktx');
_filamentController.setBackgroundImage('assets/background.ktx');
break;
case 1:
await _filamentController
_filamentController
.loadSkybox('assets/default_env/default_env_skybox.ktx');
break;
case -3:
await _filamentController
.loadIbl('assets/default_env/default_env_ibl.ktx');
_filamentController.loadIbl('assets/default_env/default_env_ibl.ktx');
break;
case 2:
await _filamentController.removeSkybox();
_filamentController.removeSkybox();
break;
case 3:
_cube = await _filamentController.loadGlb('assets/cube.glb');
_animationNames = await _filamentController.getAnimationNames(_cube!);
_cube = _filamentController.loadGlb('assets/cube.glb');
_animationNames = _filamentController.getAnimationNames(_cube!);
break;
case 4:
if (_cube != null) {
await _filamentController.removeAsset(_cube!);
_filamentController.removeAsset(_cube!);
}
_cube =
await _filamentController.loadGltf('assets/cube.gltf', 'assets');
print(await _filamentController.getAnimationNames(_cube!));
_cube = _filamentController.loadGltf('assets/cube.gltf', 'assets');
break;
case 5:
if (_flightHelmet == null) {
_flightHelmet = await _filamentController.loadGltf(
'assets/FlightHelmet/FlightHelmet.gltf', 'assets/FlightHelmet');
}
_flightHelmet ??= _filamentController.loadGltf(
'assets/FlightHelmet/FlightHelmet.gltf', 'assets/FlightHelmet');
break;
case 6:
await _filamentController.removeAsset(_cube!);
_filamentController.removeAsset(_cube!);
break;
case 7:
await _filamentController.setMorphTargetWeights(
_cube!, List.filled(8, 1.0));
_filamentController.setMorphTargetWeights(_cube!, List.filled(8, 1.0));
break;
case 8:
await _filamentController.setMorphTargetWeights(
_cube!, List.filled(8, 0));
_filamentController.setMorphTargetWeights(_cube!, List.filled(8, 0));
break;
case 9:
_filamentController.playAnimations(
_cube!, List.generate(_animationNames.length, (i) => i),
loop: _loop);
for (int i = 0; i < _animationNames.length; i++) {
_filamentController.playAnimation(_cube!, i, loop: _loop);
}
break;
case 10:
_filamentController.stopAnimation(_cube!, 0);
@@ -145,39 +139,38 @@ class _MyAppState extends State<MyApp> {
// _filamentController.setAnimation(_cube!, animation);
break;
case 16:
_targetNames =
await _filamentController.getMorphTargetNames(_cube!, "Cube");
_targetNames = _filamentController.getMorphTargetNames(_cube!, "Cube");
setState(() {});
break;
case 17:
_animationNames = await _filamentController.getAnimationNames(_cube!);
_animationNames = _filamentController.getAnimationNames(_cube!);
setState(() {});
break;
case 18:
await _filamentController.panStart(1, 1);
await _filamentController.panUpdate(1, 2);
await _filamentController.panEnd();
_filamentController.panStart(1, 1);
_filamentController.panUpdate(1, 2);
_filamentController.panEnd();
break;
case 19:
await _filamentController.panStart(1, 1);
await _filamentController.panUpdate(0, 0);
await _filamentController.panEnd();
_filamentController.panStart(1, 1);
_filamentController.panUpdate(0, 0);
_filamentController.panEnd();
break;
case 20:
await _filamentController.clearAssets();
_filamentController.clearAssets();
break;
case 21:
await _filamentController.setTexture(_cube!, "assets/background.png");
_filamentController.setTexture(_cube!, "assets/background.png");
break;
case 22:
await _filamentController.transformToUnitCube(_cube!);
_filamentController.transformToUnitCube(_cube!);
break;
case 23:
await _filamentController.setPosition(_cube!, 1.0, 1.0, -1.0);
_filamentController.setPosition(_cube!, 1.0, 1.0, -1.0);
break;
case 24:
await _filamentController.setRotation(_cube!, pi / 2, 0.0, 1.0, 0.0);
_filamentController.setRotation(_cube!, pi / 2, 0.0, 1.0, 0.0);
break;
case 25:
setState(() {
@@ -185,35 +178,34 @@ class _MyAppState extends State<MyApp> {
});
break;
case 26:
await _filamentController.setCameraPosition(0, 0, 3);
await _filamentController.setCameraRotation(0, 0, 1, 0);
_filamentController.setCameraPosition(0, 0, 3);
_filamentController.setCameraRotation(0, 0, 1, 0);
break;
case 27:
_framerate = _framerate == 60 ? 30 : 60;
await _filamentController.setFrameRate(_framerate);
_filamentController.setFrameRate(_framerate);
break;
case 28:
await _filamentController.setBackgroundImagePosition(25, 25);
_filamentController.setBackgroundImagePosition(25, 25);
break;
case 29:
_light = await _filamentController.addLight(
_light = _filamentController.addLight(
1, 6500, 15000000, 0, 1, 0, 0, -1, 0, true);
_light = await _filamentController.addLight(
_light = _filamentController.addLight(
2, 6500, 15000000, 0, 0, 1, 0, 0, -1, true);
break;
case 30:
if (_light != null) {
await _filamentController.removeLight(_light!);
_filamentController.removeLight(_light!);
}
break;
case 31:
await _filamentController.clearLights();
_filamentController.clearLights();
break;
case 32:
await _filamentController
.setCameraModelMatrix(List<double>.filled(16, 1.0));
_filamentController.setCameraModelMatrix(List<double>.filled(16, 1.0));
// await _filamentController.setBoneTransform(
// _filamentController.setBoneTransform(
// _cube!,
// "Bone.001",
// "Cube.001",

View File

@@ -41,7 +41,7 @@ endif()
# of modifying this function.
function(APPLY_STANDARD_SETTINGS TARGET)
target_compile_features(${TARGET} PUBLIC cxx_std_14)
target_compile_options(${TARGET} PRIVATE -Wall -Werror -Wno-unused-function)
target_compile_options(${TARGET} PRIVATE -Wall -Werror -Wno-unused-function -Wno-unused-variable)
target_compile_options(${TARGET} PRIVATE "$<$<NOT:$<CONFIG:Debug>>:-O3>")
target_compile_definitions(${TARGET} PRIVATE "$<$<NOT:$<CONFIG:Debug>>:NDEBUG>")
endfunction()

View File

@@ -0,0 +1,95 @@
#pragma once
#include <filament/Scene.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/ResourceLoader.h>
#include "ResourceManagement.hpp"
#include "SceneAsset.hpp"
#include "ResourceBuffer.hpp"
typedef int32_t EntityId;
namespace polyvox {
using namespace filament;
using namespace filament::gltfio;
class AssetManager {
public:
AssetManager(LoadResource loadResource,
FreeResource freeResource,
NameComponentManager *ncm,
Engine *engine,
Scene *scene);
~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);
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 setBoneAnimationBuffer(
EntityId entity,
int length,
const char** const boneNames,
const char** const meshNames,
const float* const frameData,
int numFrames,
float frameLengthInMs);
bool setMorphAnimationBuffer(
EntityId entity,
const char* entityName,
const float* const morphData,
int numMorphWeights,
int numFrames,
float frameLengthInMs);
void playAnimation(EntityId e, int index, bool loop, bool reverse);
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);
private:
LoadResource _loadResource;
FreeResource _freeResource;
AssetLoader* _assetLoader = nullptr;
ResourceLoader* _resourceLoader = nullptr;
NameComponentManager* _ncm = nullptr;
Engine* _engine;
Scene* _scene;
MaterialProvider* _unlitProvider = nullptr;
MaterialProvider* _ubershaderProvider = nullptr;
gltfio::ResourceLoader* _gltfResourceLoader = nullptr;
gltfio::TextureProvider* _stbDecoder = nullptr;
tsl::robin_map<EntityId, SceneAsset> _assets;
void setBoneTransform(
FilamentInstance* instance,
vector<BoneAnimationData> animations,
int frameNumber
);
utils::Entity findEntityByName(
SceneAsset asset,
const char* entityName
);
inline void updateTransform(SceneAsset asset);
};
}

View File

@@ -31,17 +31,16 @@
#include <string>
#include <chrono>
#include "SceneAssetLoader.hpp"
#include "SceneAsset.hpp"
#include "AssetManager.hpp"
#include "ResourceManagement.hpp"
using namespace std;
using namespace filament;
using namespace filament::math;
using namespace gltfio;
using namespace utils;
using namespace camutils;
typedef int32_t EntityId;
namespace polyvox {
class FilamentViewer {
@@ -56,9 +55,7 @@ namespace polyvox {
void loadIbl(const char* const iblUri, float intensity);
void removeIbl();
SceneAsset* loadGlb(const char* const uri, bool unlit);
SceneAsset* loadGltf(const char* const uri, const char* relativeResourcePath);
void removeAsset(SceneAsset* asset);
void removeAsset(EntityId asset);
// removes all add assets from the current scene
void clearAssets();
@@ -66,8 +63,7 @@ namespace polyvox {
void render(uint64_t frameTimeInNanos);
void setFrameInterval(float interval);
bool setFirstCamera(SceneAsset* asset);
bool setCamera(SceneAsset* asset, const char* nodeName);
bool setCamera(EntityId asset, const char* nodeName);
void createSwapChain(void* surface, uint32_t width, uint32_t height);
void destroySwapChain();
@@ -95,9 +91,13 @@ namespace polyvox {
void scrollEnd();
int32_t addLight(LightManager::Type t, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows);
void removeLight(int32_t entityId);
void removeLight(EntityId entityId);
void clearLights();
AssetManager* const getAssetManager() {
return (AssetManager* const) _assetManager;
}
private:
void createImageRenderable();
void loadResources(std::string relativeResourcePath);
@@ -124,24 +124,18 @@ namespace polyvox {
SwapChain* _swapChain = nullptr;
vector<SceneAsset*> _assets;
SceneAssetLoader* _ubershaderAssetLoader;
SceneAssetLoader* _unlitAssetLoader;
NameComponentManager* _ncm;
AssetManager* _assetManager = nullptr;
NameComponentManager* _ncm = nullptr;
std::mutex mtx; // mutex to ensure thread safety when removing assets
vector<Entity> _lights;
vector<utils::Entity> _lights;
Texture* _skyboxTexture = nullptr;
Skybox* _skybox = nullptr;
Texture* _iblTexture = nullptr;
IndirectLight* _indirectLight = nullptr;
MaterialProvider* _ubershaderProvider = nullptr;
MaterialProvider* _unlitProvider = nullptr;
gltfio::ResourceLoader* _resourceLoader = nullptr;
gltfio::TextureProvider* _stbDecoder = nullptr;
bool _recomputeAabb = false;
bool _actualSize = false;
@@ -156,7 +150,7 @@ namespace polyvox {
uint32_t _imageWidth = 0;
mat4f _imageScale;
Texture* _imageTexture = nullptr;
Entity* _imageEntity = nullptr;
utils::Entity* _imageEntity = nullptr;
VertexBuffer* _imageVb = nullptr;
IndexBuffer* _imageIb = nullptr;
Material* _imageMaterial = nullptr;

View File

@@ -7,111 +7,104 @@
typedef struct ResourceBuffer ResourceBuffer;
///
/// Frame data for animating multiples bones for multiple meshes.
/// [data]
typedef int32_t EntityId;
///
/// struct to facilitate passing bone animation frame data between Dart/native.
///
struct BoneAnimation {
const char* const* const boneNames;
const char* const* const meshNames;
const float* const data;
size_t numBones;
size_t numMeshTargets;
};
void* create_filament_viewer(void *context, ResourceBuffer (*loadResource)(const char *), void (*freeResource)(uint32_t));
void delete_filament_viewer(void *viewer);
void* get_asset_manager(void* viewer);
void create_render_target(void *viewer, uint32_t textureId, uint32_t width, uint32_t height);
void clear_background_image(void *viewer);
void set_background_image(void *viewer, const char *path);
void set_background_image_position(void *viewer, float x, float y, bool clamp);
void set_background_color(void *viewer, const float r, const float g, const float b, const float a);
void load_skybox(void *viewer, const char *skyboxPath);
void load_ibl(void *viewer, const char *iblPath, float intensity);
void remove_skybox(void *viewer);
void remove_ibl(void *viewer);
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);
void remove_light(void *viewer, EntityId entityId);
void clear_lights(void *viewer);
EntityId load_glb(void *assetManager, const char *assetPath, bool unlit);
EntityId load_gltf(void *assetManager, const char *assetPath, const char *relativePath);
bool set_camera(void *viewer, EntityId asset, const char *nodeName);
void render(void *viewer, uint64_t frameTimeInNanos);
void create_swap_chain(void *viewer, void *surface, uint32_t width, uint32_t height);
void destroy_swap_chain(void *viewer);
void set_frame_interval(void *viewer, float interval);
void* get_renderer(void *viewer);
void update_viewport_and_camera_projection(void *viewer, int width, int height, float scaleFactor);
void scroll_begin(void *viewer);
void scroll_update(void *viewer, float x, float y, float z);
void scroll_end(void *viewer);
typedef struct BoneAnimation BoneAnimation;
void grab_begin(void *viewer, float x, float y, bool pan);
void grab_update(void *viewer, float x, float y);
void grab_end(void *viewer);
void* filament_viewer_new(void* context, ResourceBuffer (*loadResource)(const char*), void (*freeResource)(uint32_t));
void filament_viewer_delete(void* viewer);
void create_render_target(void* viewer, uint32_t textureId, uint32_t width, uint32_t height);
void clear_background_image(void* viewer);
void set_background_image(void* viewer, const char* path);
void set_background_image_position(void* viewer, float x, float y, bool clamp);
void set_background_color(void* viewer, const float r, const float g, const float b, const float a);
void load_skybox(void* viewer, const char* skyboxPath);
void load_ibl(void* viewer, const char* iblPath, float intensity);
void remove_skybox(void* viewer);
void remove_ibl(void* viewer);
int32_t 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);
void remove_light(void* viewer, int32_t entityId);
void clear_lights(void* viewer);
void* load_glb(void* viewer, const char* assetPath, bool unlit);
void* load_gltf(void* viewer, const char* assetPath, const char* relativePath);
bool set_camera(void* viewer, void* asset, const char* nodeName);
void render(void* viewer, uint64_t frameTimeInNanos);
void create_swap_chain(void* viewer, void* surface, uint32_t width, uint32_t height);
void destroy_swap_chain(void* viewer);
void set_frame_interval(void* viewer, float interval);
void* get_renderer(void* viewer);
void update_viewport_and_camera_projection(void* viewer, int width, int height, float scaleFactor);
void scroll_begin(void* viewer);
void scroll_update(void* viewer, float x, float y , float z);
void scroll_end(void* viewer);
void grab_begin(void* viewer, float x, float y, bool pan);
void grab_update(void* viewer, float x, float y);
void grab_end(void* viewer);
void apply_weights(void* asset, const char* const entityName, float* const weights, int count);
void set_animation(
void* asset,
const char* const entityName,
const float* const morphData,
int numMorphWeights,
const BoneAnimation* const boneAnimations,
int numBoneAnimations,
int numFrames,
float frameLengthInMs
void apply_weights(
void* assetManager,
EntityId asset,
const char *const entityName,
float *const weights,
int count
);
void set_morph_animation(
void* assetManager,
EntityId asset,
const char *const entityName,
const float *const morphData,
int numMorphWeights,
int numFrames,
float frameLengthInMs);
void set_bone_animation(
void* assetManager,
EntityId asset,
int length,
const char** const boneNames,
const char** const meshNames,
const float* const frameData,
int numFrames,
float frameLengthInMs);
// void set_bone_transform(
// void* asset,
// const char* boneName,
// EntityId asset,
// const char* boneName,
// const char* entityName,
// float transX,
// float transY,
// float transZ,
// float transX,
// float transY,
// float transZ,
// float quatX,
// float quatY,
// float quatZ,
// float quatW
// );
void play_animation(void* asset, int index, bool loop, bool reverse);
void set_animation_frame(void* asset, int animationIndex, int animationFrame);
void stop_animation(void* asset, int index);
int get_animation_count(void* asset);
void get_animation_name(void* asset, char* const outPtr, int index);
void play_animation(void* assetManager, EntityId asset, int index, bool loop, bool reverse);
void set_animation_frame(void* assetManager, EntityId asset, int animationIndex, int animationFrame);
void stop_animation(void* assetManager, EntityId asset, int index);
int get_animation_count(void* assetManager, EntityId asset);
void get_animation_name(void* assetManager, EntityId asset, char *const outPtr, int index);
void get_morph_target_name(void* assetManager, EntityId asset, const char *meshName, char *const outPtr, int index);
int get_morph_target_name_count(void* assetManager, EntityId asset, const char *meshName);
void remove_asset(void *viewer, EntityId asset);
void clear_assets(void *viewer);
void load_texture(void* assetManager, EntityId asset, const char *assetPath, int renderableIndex);
void set_texture(void* assetManager, EntityId asset);
void transform_to_unit_cube(void* assetManager, EntityId asset);
void set_position(void* assetManager, EntityId asset, float x, float y, float z);
void set_rotation(void* assetManager, EntityId asset, float rads, float x, float y, float z);
void set_scale(void* assetManager, EntityId asset, float scale);
void set_camera_exposure(void *viewer, float aperture, float shutterSpeed, float sensitivity);
void set_camera_position(void *viewer, float x, float y, float z);
void set_camera_rotation(void *viewer, float rads, float x, float y, float z);
void set_camera_model_matrix(void *viewer, const float *const matrix);
void set_camera_focal_length(void *viewer, float focalLength);
void set_camera_focus_distance(void *viewer, float focusDistance);
void get_morph_target_name(void* asset, const char* meshName, char* const outPtr, int index );
int get_morph_target_name_count(void* asset, const char* meshName);
void remove_asset(void* viewer, void* asset);
void clear_assets(void* viewer);
void load_texture(void* asset, const char* assetPath, int renderableIndex);
void set_texture(void* asset);
void transform_to_unit_cube(void* asset);
void set_position(void* asset, float x, float y, float z);
void set_rotation(void* asset, float rads, float x, float y, float z);
void set_scale(void* asset, float scale);
void set_camera_exposure(void* viewer, float aperture, float shutterSpeed, float sensitivity);
void set_camera_position(void* viewer, float x, float y, float z);
void set_camera_rotation(void* viewer, float rads, float x, float y, float z);
void set_camera_model_matrix(void* viewer, const float* const matrix);
void set_camera_focal_length(void* viewer, float focalLength);
void set_camera_focus_distance(void* viewer, float focusDistance);
#endif

View File

@@ -1,2 +1,2 @@
void* filament_viewer_new_ios(void* texture, void* loadResource, void* freeResource, void* resources);
void* create_filament_viewer_ios(void* texture, void* loadResource, void* freeResource, void* resources);

View File

@@ -15,7 +15,7 @@ namespace polyvox {
//
// Typedef for a function that loads a resource into a ResourceBuffer from an asset URI.
//
using LoadResource = function<ResourceBuffer(const char* uri)>;
using LoadResource = function<ResourceBuffer(const char* uri)>;
//
// Typedef for a function that frees an ID associated with a ResourceBuffer.

View File

@@ -11,14 +11,12 @@
#include <math/mat3.h>
#include <math/norm.h>
#include <gltfio/Animator.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/ResourceLoader.h>
#include <utils/NameComponentManager.h>
#include "ResourceManagement.hpp"
#include "SceneAssetAnimation.hpp"
extern "C" {
#include "PolyvoxFilamentApi.h"
@@ -30,121 +28,88 @@ namespace polyvox {
using namespace utils;
using namespace std;
class SceneAsset {
friend class SceneAssetLoader;
public:
SceneAsset(FilamentAsset* asset, Engine* engine, NameComponentManager* ncm, LoadResource loadResource, FreeResource freeResource);
~SceneAsset();
unique_ptr<vector<string>> getMorphTargetNames(const char* meshName);
unique_ptr<vector<string>> getAnimationNames();
///
///
///
void loadTexture(const char* resourcePath, int renderableIndex);
void setTexture();
///
/// Update the bone/morph target animations to reflect the current frame (if applicable).
///
void updateAnimations();
///
/// Immediately stop the animation at the specified index. Noop if no animation is playing.
///
void stopAnimation(int index);
///
/// Play the embedded animation (i.e. animation node embedded in the GLTF asset) under the specified index. If [loop] is true, the animation will repeat indefinitely.
///
void playAnimation(int index, bool loop, bool reverse);
void setAnimationFrame(int animationIndex, int animationFrame);
///
/// Set the weights for all [count] morph targets in this asset's entity named [inst] to [weights].
/// See [setAnimation] if you want to do the same across a number of frames (and extended to bone transforms).
///
void setMorphTargetWeights(const char* const entityName, float* weights, int count);
///
/// Animates the asset's morph targets/bone transforms according to the frame weights/transforms specified in [morphData]/[boneData].
/// The duration of each "frame" is specified by [frameLengthInMs] (i.e. this is not the framerate of the renderer).
/// [morphData] is a contiguous chunk of floats whose length will be (numMorphWeights * numFrames).
/// [boneData] is a contiguous chunk of floats whose length will be (numBones * 7 * numFrames) (where 7 is 3 floats for translation, 4 for quat rotation).
/// [morphData] and [boneData] will both be copied, so remember to free these after calling this function.
///
void setAnimation(
const char* entityName,
const float* const morphData,
int numMorphWeights,
const BoneAnimation* const targets,
int numBoneAnimations,
int numFrames,
float frameLengthInMs
);
size_t getBoneIndex(const char* name);
Entity getNode(const char* name);
void transformToUnitCube();
void setScale(float scale);
void setPosition(float x, float y, float z);
void setRotation(float rads, float x, float y, float z);
const utils::Entity* getCameraEntities();
size_t getCameraEntityCount();
const Entity* getLightEntities() const noexcept;
size_t getLightEntityCount() const noexcept;
private:
FilamentAsset* _asset = nullptr;
Engine* _engine = nullptr;
NameComponentManager* _ncm;
void setBoneTransform(
uint8_t skinIndex,
const vector<uint8_t>& boneIndices,
const vector<Entity>& targets,
const vector<float> data,
int frameNumber
);
void updateRuntimeAnimation();
void updateEmbeddedAnimations();
Animator* _animator;
// animation flags;
unique_ptr<RuntimeAnimation> _runtimeAnimationBuffer;
vector<GLTFAnimation> _embeddedAnimationStatus;
LoadResource _loadResource;
FreeResource _freeResource;
// a slot to preload textures
filament::Texture* _texture = nullptr;
// initialized to identity
math::mat4f _position;
// initialized to identity
math::mat4f _rotation;
float _scale = 1;
void updateTransform();
typedef std::chrono::time_point<std::chrono::high_resolution_clock> time_point_t;
struct AnimationStatus {
time_point_t mStart = time_point_t::max();
bool mLoop = false;
bool mReverse = false;
float mDuration = 0;
int mFrameNumber = -1;
};
//
// Use this to manually construct a buffer of frame data for morph animations.
//
struct MorphAnimationBuffer {
utils::EntityInstance<RenderableManager>* mInstance = nullptr;
int mNumFrames = -1;
float mFrameLengthInMs = 0;
vector<float> mFrameData;
int mNumMorphWeights = 0;
};
///
/// Frame data for the bones/meshes specified by [mBoneIndices] and [mMeshTargets].
/// This is mainly used as a wrapper for animation data being transferred from the Dart to the native side.
///
struct BoneAnimationData {
size_t skinIndex = 0;
uint8_t mBoneIndex;
utils::Entity mMeshTarget;
vector<float> mFrameData;
};
//
// Use this to manually construct a buffer of frame data for bone animations.
//
struct BoneAnimationBuffer {
int mNumFrames = -1;
float mFrameLengthInMs = 0;
vector<BoneAnimationData> mAnimations;
};
struct SceneAsset {
FilamentAsset* mAsset = nullptr;
Animator* mAnimator = nullptr;
// animation flags;
bool mAnimating = false;
// fixed-sized vector containing the status of the morph, bone and GLTF animations.
// entries 0 and 1 are the morph/bone animations.
// subsequent entries are the GLTF animations.
vector<AnimationStatus> mAnimations;
MorphAnimationBuffer mMorphAnimationBuffer;
BoneAnimationBuffer mBoneAnimationBuffer;
// a slot to preload textures
filament::Texture* mTexture = nullptr;
// initialized to identity
math::mat4f mPosition;
// initialized to identity
math::mat4f mRotation;
float mScale = 1;
SceneAsset(
FilamentAsset* asset
) : mAsset(asset) {
mAnimator = mAsset->getInstance()->getAnimator();
mAnimations.resize(2 + mAnimator->getAnimationCount());
for(int i=2; i < mAnimations.size(); i++) {
mAnimations[i].mDuration = mAnimator->getAnimationDuration(i-2);
}
}
};
}

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@@ -1,118 +0,0 @@
#ifndef SCENE_ASSET_ANIMATION_H_
#define SCENE_ASSET_ANIMATION_H_
#include "utils/Entity.h"
#include <filament/RenderableManager.h>
namespace polyvox {
using namespace std;
using Instance = utils::EntityInstance<filament::RenderableManager>;
typedef std::chrono::time_point<std::chrono::high_resolution_clock> time_point_t;
//
// Holds the current state of a GLTF animation.
// Whenever a SceneAsset is created, an instance of GLTFAnimation will be created for every embedded animation.
// On each frame loop, we check if [play] is true, and if so, advance the animation to the correct frame based on [startedAt].
// The [GLTFAnimation] will persist for the lifetime of the SceneAsset.
//
struct GLTFAnimation {
GLTFAnimation(bool loop, bool reverse) : loop(loop), reverse(reverse) {}
//
// A flag that is checked each frame to determine whether or not the animation should play.
//
bool play = false;
//
// If [play] is true, this flag will be checked when the animation is complete. If true, the animation will restart.
//
bool loop = false;
//
// If true, the animation will be played in reverse.
//
bool reverse = false;
//
// If [play] is true, this flag will be set to true when the animation is started.
//
bool started = false;
//
// The index of the animation in the GLTF asset.
//
int animationIndex = -1;
//
// The time point at which this animation was last started.
// This is used to calculate the "animation time offset" that is passed to the Animator.
//
time_point_t startedAt;
};
///
/// Holds a single set of frame data that may be used to animate multiple bones/meshes.
///
struct BoneTransformTarget {
size_t skinIndex = 0;
unique_ptr<vector<uint8_t>> mBoneIndices;
unique_ptr<vector<utils::Entity>> mMeshTargets;
unique_ptr<vector<float>> mBoneData;
BoneTransformTarget(
unique_ptr<vector<uint8_t>>& boneIndices,
unique_ptr<vector<utils::Entity>>& meshTargets,
unique_ptr<vector<float>>& boneData) : mBoneIndices(move(boneIndices)), mMeshTargets(move(meshTargets)), mBoneData(move(boneData)) {}
};
//
// An animation created by manually passing frame data for morph weights/bone transforms.
//
struct RuntimeAnimation {
Instance mInstance;
int frameNumber = -1;
int mNumFrames = -1;
float mFrameLengthInMs = 0;
time_point_t startTime;
float* mMorphFrameData = nullptr;
int mNumMorphWeights = 0;
unique_ptr<vector<BoneTransformTarget>> mTargets;
RuntimeAnimation(Instance instance,
const float* const morphData,
int numMorphWeights,
unique_ptr<vector<BoneTransformTarget>>& targets,
int numFrames,
float frameLengthInMs) :
mInstance(instance),
mNumFrames(numFrames),
mFrameLengthInMs(frameLengthInMs),
mNumMorphWeights(numMorphWeights),
mTargets(move(targets)) {
if(numMorphWeights > 0) {
size_t morphSize = numMorphWeights * mNumFrames * sizeof(float);
mMorphFrameData = (float*)malloc(morphSize);
memcpy(mMorphFrameData, morphData, morphSize);
}
}
~RuntimeAnimation() {
delete(mMorphFrameData);
}
};
}
#endif

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@@ -1,47 +0,0 @@
#pragma once
#include <filament/Scene.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/ResourceLoader.h>
#include "ResourceManagement.hpp"
#include "SceneAsset.hpp"
#include "ResourceBuffer.hpp"
namespace polyvox {
using namespace filament;
using namespace filament::gltfio;
using namespace utils;
class SceneAssetLoader {
public:
SceneAssetLoader(
LoadResource loadResource,
FreeResource freeResource,
MaterialProvider* materialProvider,
EntityManager* entityManager,
ResourceLoader* resourceLoader,
NameComponentManager* ncm,
Engine* engine,
Scene* scene);
~SceneAssetLoader();
SceneAsset* fromGltf(const char* uri, const char* relativeResourcePath);
SceneAsset* fromGlb(const char* uri);
void remove(SceneAsset* asset);
void destroyAll();
private:
LoadResource _loadResource;
FreeResource _freeResource;
AssetLoader* _assetLoader;
ResourceLoader* _resourceLoader;
NameComponentManager* _ncm;
Engine* _engine;
Scene* _scene;
vector<SceneAsset*> _assets;
};
}

32
ios/include/TimeIt.hpp Normal file
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@@ -0,0 +1,32 @@
#ifndef TIMEIT_H_
#define TIMEIT_H_
#pragma once
#if __cplusplus <= 199711L
#include <ctime>
#else
#include <chrono>
#endif
class Timer
{
public:
Timer() { reset(); }
void reset();
double elapsed();
private:
#if __cplusplus <= 199711L
timespec beg_, end_;
#else
typedef std::chrono::high_resolution_clock clock_;
typedef std::chrono::duration<double, std::ratio<1> > second_;
std::chrono::time_point<clock_> beg_;
#endif
};
#endif // TIMEIT_H_

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@@ -4,6 +4,10 @@
#include <filament/Texture.h>
#include <filament/TextureSampler.h>
#include <math/mat4.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <math/mat3.h>
#include <math/norm.h>
namespace polyvox {
class FileMaterialProvider : public MaterialProvider {
@@ -36,9 +40,8 @@ namespace polyvox {
return hasTexture ? int(uvmap->at(srcIndex)) - 1 : -1;
};
Log("CREATING MATERIAL INSTANCE");
auto instance = _m->createInstance();
mat3f identity;
math::mat3f identity;
instance->setParameter("baseColorUvMatrix", identity);
instance->setParameter("normalUvMatrix", identity);

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@@ -1,5 +1,8 @@
#ifndef UNLIT_MATERIAL_PROVIDER
#define UNLIT_MATERIAL_PROVIDER
#include "material/unlit_opaque.h"
namespace polyvox {
class UnlitMaterialProvider : public MaterialProvider {

777
ios/src/AssetManager.cpp Normal file
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@@ -0,0 +1,777 @@
#include "AssetManager.hpp"
#include "Log.hpp"
#include <filament/Engine.h>
#include <filament/TransformManager.h>
#include <filament/Texture.h>
#include <filament/RenderableManager.h>
#include <gltfio/Animator.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/ResourceLoader.h>
#include <gltfio/TextureProvider.h>
#include <imageio/ImageDecoder.h>
#include "StreamBufferAdapter.hpp"
#include "SceneAsset.hpp"
#include "Log.hpp"
#include "ResourceManagement.hpp"
#include "material/UnlitMaterialProvider.hpp"
#include "material/FileMaterialProvider.hpp"
#include "gltfio/materials/uberarchive.h"
extern "C" {
#include "material/image.h"
#include "material/unlit_opaque.h"
}
namespace polyvox {
using namespace std;
using namespace std::chrono;
using namespace image;
using namespace utils;
using namespace filament;
using namespace filament::gltfio;
AssetManager::AssetManager(LoadResource loadResource,
FreeResource freeResource,
NameComponentManager *ncm,
Engine *engine,
Scene *scene)
: _loadResource(loadResource),
_freeResource(freeResource),
_ncm(ncm),
_engine(engine),
_scene(scene) {
_stbDecoder = createStbProvider(_engine);
_gltfResourceLoader = new ResourceLoader({.engine = _engine,
.normalizeSkinningWeights = true });
_ubershaderProvider = gltfio::createUbershaderProvider(
_engine, UBERARCHIVE_DEFAULT_DATA, UBERARCHIVE_DEFAULT_SIZE);
EntityManager &em = EntityManager::get();
_assetLoader = AssetLoader::create({_engine, _ubershaderProvider, _ncm, &em });
_unlitProvider = new UnlitMaterialProvider(_engine);
_gltfResourceLoader->addTextureProvider("image/png", _stbDecoder);
_gltfResourceLoader->addTextureProvider("image/jpeg", _stbDecoder);
}
AssetManager::~AssetManager() {
_gltfResourceLoader->asyncCancelLoad();
_ubershaderProvider->destroyMaterials();
_unlitProvider->destroyMaterials();
destroyAll();
AssetLoader::destroy(&_assetLoader);
}
EntityId AssetManager::loadGltf(const char *uri,
const char *relativeResourcePath) {
ResourceBuffer rbuf = _loadResource(uri);
// Parse the glTF file and create Filament entities.
FilamentAsset *asset =
_assetLoader->createAsset((uint8_t *)rbuf.data, rbuf.size);
if (!asset) {
Log("Unable to parse asset");
return 0;
}
const char *const *const resourceUris = asset->getResourceUris();
const size_t resourceUriCount = asset->getResourceUriCount();
for (size_t i = 0; i < resourceUriCount; i++) {
string uri =
string(relativeResourcePath) + string("/") + string(resourceUris[i]);
ResourceBuffer buf = _loadResource(uri.c_str());
// using FunctionCallback = std::function<void(void*, unsigned int, void
// *)>; auto cb = [&] (void * ptr, unsigned int len, void * misc) {
// };
// FunctionCallback fcb = cb;
ResourceLoader::BufferDescriptor b(buf.data, buf.size);
_gltfResourceLoader->addResourceData(resourceUris[i], std::move(b));
_freeResource(buf.id);
}
_gltfResourceLoader->loadResources(asset);
const utils::Entity *entities = asset->getEntities();
RenderableManager &rm = _engine->getRenderableManager();
for (int i = 0; i < asset->getEntityCount(); i++) {
auto inst = rm.getInstance(entities[i]);
rm.setCulling(inst, false);
}
FilamentInstance* inst = asset->getInstance();
inst->getAnimator()->updateBoneMatrices();
inst->recomputeBoundingBoxes();
_scene->addEntities(asset->getEntities(), asset->getEntityCount());
asset->releaseSourceData();
Log("Load complete for GLTF at URI %s", uri);
SceneAsset sceneAsset(asset);
utils::Entity e = EntityManager::get().create();
EntityId eid = Entity::smuggle(e);
_assets.emplace(eid, sceneAsset);
return eid;
}
EntityId AssetManager::loadGlb(const char *uri, bool unlit) {
Log("Loading GLB at URI %s", uri);
_loadResource("BLORTY");
Log("blorty");
ResourceBuffer rbuf = _loadResource(uri);
FilamentAsset *asset = _assetLoader->createAsset(
(const uint8_t *)rbuf.data, rbuf.size);
if (!asset) {
Log("Unknown error loading GLB asset.");
return 0;
}
int entityCount = asset->getEntityCount();
_scene->addEntities(asset->getEntities(), entityCount);
_gltfResourceLoader->loadResources(asset);
// const Entity *entities = asset->getEntities();
// RenderableManager &rm = _engine->getRenderableManager();
// MaterialKey config;
// auto mi_new = _materialProvider->createMaterialInstance(&config, nullptr);
// for (int i = 0; i < asset->getEntityCount(); i++) {
// auto entityInstance = rm.getInstance(entities[i]);
// auto mi = rm.getMaterialInstanceAt(entityInstance, 0);
// // auto m = mi->getMaterial();
// // auto shading = m->getShading();
// // Log("Shading %d", shading);
// }
auto lights = asset->getLightEntities();
_scene->addEntities(lights, asset->getLightEntityCount());
FilamentInstance* inst = asset->getInstance();
inst->getAnimator()->updateBoneMatrices();
inst->recomputeBoundingBoxes();
asset->releaseSourceData();
_freeResource(rbuf.id);
SceneAsset sceneAsset(asset);
utils::Entity e = EntityManager::get().create();
EntityId eid = Entity::smuggle(e);
_assets.emplace(eid, sceneAsset);
return eid;
}
void AssetManager::destroyAll() {
for (auto kp : _assets) {
auto asset = kp.second;
_scene->removeEntities(asset.mAsset->getEntities(),
asset.mAsset->getEntityCount());
_scene->removeEntities(asset.mAsset->getLightEntities(),
asset.mAsset->getLightEntityCount());
_gltfResourceLoader->evictResourceData();
_assetLoader->destroyAsset(asset.mAsset);
}
_assets.clear();
}
FilamentAsset* AssetManager::getAssetByEntityId(EntityId entityId) {
const auto& pos = _assets.find(entityId);
if(pos == _assets.end()) {
return nullptr;
}
return pos->second.mAsset;
}
void AssetManager::updateAnimations() {
auto now = high_resolution_clock::now();
RenderableManager &rm = _engine->getRenderableManager();
for (auto kp : _assets) {
auto asset = kp.second;
if(asset.mAnimating) {
asset.mAnimating = false;
// morph animation
AnimationStatus morphAnimation = asset.mAnimations[0];
auto elapsed = (now - morphAnimation.mStart).count();
int lengthInFrames = static_cast<int>(morphAnimation.mDuration / asset.mMorphAnimationBuffer.mFrameLengthInMs);
if(elapsed >= morphAnimation.mDuration) {
if(morphAnimation.mLoop) {
morphAnimation.mStart = now;
if(morphAnimation.mReverse) {
morphAnimation.mFrameNumber = lengthInFrames;
}
asset.mAnimating = true;
} else {
morphAnimation.mStart = time_point_t::max();
}
} else {
asset.mAnimating = true;
}
int frameNumber = static_cast<int>(elapsed / asset.mMorphAnimationBuffer.mFrameLengthInMs);
if(frameNumber < lengthInFrames) {
if(morphAnimation.mReverse) {
frameNumber = lengthInFrames - frameNumber;
}
rm.setMorphWeights(
*(asset.mMorphAnimationBuffer.mInstance),
asset.mMorphAnimationBuffer.mFrameData.data() + (morphAnimation.mFrameNumber * asset.mMorphAnimationBuffer.mNumMorphWeights),
asset.mMorphAnimationBuffer.mNumMorphWeights);
}
// bone animation
AnimationStatus boneAnimation = asset.mAnimations[1];
elapsed = (now - boneAnimation.mStart).count();
lengthInFrames = static_cast<int>(boneAnimation.mDuration / asset.mBoneAnimationBuffer.mFrameLengthInMs);
if(elapsed >= boneAnimation.mDuration) {
if(boneAnimation.mLoop) {
boneAnimation.mStart = now;
if(boneAnimation.mReverse) {
boneAnimation.mFrameNumber = lengthInFrames;
}
asset.mAnimating = true;
} else {
boneAnimation.mStart = time_point_t::max();
}
} else {
asset.mAnimating = true;
}
frameNumber = static_cast<int>(elapsed / asset.mBoneAnimationBuffer.mFrameLengthInMs);
if(frameNumber < lengthInFrames) {
if(boneAnimation.mReverse) {
frameNumber = lengthInFrames - frameNumber;
}
boneAnimation.mFrameNumber = frameNumber;
setBoneTransform(
asset.mAsset->getInstance(),
asset.mBoneAnimationBuffer.mAnimations,
frameNumber
);
}
// GLTF animations
Animator* animator = asset.mAnimator;
for(int j = 2; j < asset.mAnimations.size(); j++) {
AnimationStatus anim = asset.mAnimations[j];
elapsed = (now - anim.mStart).count();
if(elapsed < anim.mDuration) {
if(anim.mLoop) {
animator->applyAnimation(j-2, anim.mDuration - elapsed);
} else {
animator->applyAnimation(j-2, elapsed);
}
asset.mAnimating = true;
} else if(anim.mLoop) {
animator->applyAnimation(j-2, float(elapsed) ); //% anim.mDuration
asset.mAnimating = true;
} else if(elapsed - anim.mDuration < 0.3) {
// cross-fade
animator->applyCrossFade(j-2, anim.mDuration - 0.05, elapsed / 0.3);
asset.mAnimating = true;
} else {
// stop
anim.mStart = time_point_t::max();
}
}
asset.mAnimator->updateBoneMatrices();
}
}
}
void AssetManager::remove(EntityId entityId) {
const auto& pos = _assets.find(entityId);
if(pos == _assets.end()) {
Log("Couldn't find asset under specified entity id.");
return;
}
auto sceneAsset = pos->second;
_scene->removeEntities(sceneAsset.mAsset->getEntities(),
sceneAsset.mAsset->getEntityCount());
_scene->removeEntities(sceneAsset.mAsset->getLightEntities(),
sceneAsset.mAsset->getLightEntityCount());
_assetLoader->destroyAsset(sceneAsset.mAsset);
if(sceneAsset.mTexture) {
_engine->destroy(sceneAsset.mTexture);
}
EntityManager& em = EntityManager::get();
em.destroy(Entity::import(entityId));
_assets.erase(entityId);
}
void AssetManager::setMorphTargetWeights(const char* const entityName, float *weights, int count) {
// TODO
}
utils::Entity AssetManager::findEntityByName(SceneAsset asset, const char* entityName) {
utils::Entity entity;
for (size_t i = 0, c = asset.mAsset->getEntityCount(); i != c; ++i) {
auto entity = asset.mAsset->getEntities()[i];
auto name = _ncm->getName(_ncm->getInstance(entity));
if(strcmp(entityName,name)==0) {
return entity;
}
}
return entity;
}
bool AssetManager::setMorphAnimationBuffer(
EntityId entityId,
const char* entityName,
const float* const morphData,
int numMorphWeights,
int numFrames,
float frameLengthInMs) {
const auto& pos = _assets.find(entityId);
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity.");
return false;
}
auto asset = pos->second;
auto entity = findEntityByName(asset, entityName);
if(!entity) {
Log("Warning: failed to find entity %s", entityName);
return false;
}
RenderableManager &rm = _engine->getRenderableManager();
auto inst = rm.getInstance(entity);
asset.mMorphAnimationBuffer.mInstance = &inst;
asset.mMorphAnimationBuffer.mNumFrames = numFrames;
asset.mMorphAnimationBuffer.mFrameLengthInMs = frameLengthInMs;
asset.mMorphAnimationBuffer.mFrameData.clear();
asset.mMorphAnimationBuffer.mFrameData.insert(
asset.mMorphAnimationBuffer.mFrameData.begin(),
morphData,
morphData + (numFrames * numMorphWeights)
);
asset.mMorphAnimationBuffer.mNumMorphWeights = numMorphWeights;
return true;
}
bool AssetManager::setBoneAnimationBuffer(
EntityId entity,
int length,
const char** const boneNames,
const char** const meshNames,
const float* const frameData,
int numFrames,
float frameLengthInMs) {
const auto& pos = _assets.find(entity);
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity.");
return false;
}
auto asset = pos->second;
auto filamentInstance = asset.mAsset->getInstance();
size_t skinCount = filamentInstance->getSkinCount();
if(skinCount > 1) {
Log("WARNING - skin count > 1 not currently implemented. This will probably not work");
}
int skinIndex = 0;
const utils::Entity* joints = filamentInstance->getJointsAt(skinIndex);
size_t numJoints = filamentInstance->getJointCountAt(skinIndex);
vector<int> boneIndices;
for(int i = 0; i < length; i++) {
for(int j = 0; j < numJoints; j++) {
const char* jointName = _ncm->getName(_ncm->getInstance(joints[j]));
if(strcmp(jointName, boneNames[i]) == 0) {
boneIndices.push_back(j);
break;
}
}
}
if(boneIndices.size() != length) {
Log("Failed to find one or more bone indices");
return false;
}
asset.mBoneAnimationBuffer.mAnimations.clear();
for(int i = 0; i < length; i++) {
BoneAnimationData boneAnimationData;
boneAnimationData.mBoneIndex = boneIndices[i];
auto entity = findEntityByName(asset, meshNames[i]);
if(!entity) {
Log("Mesh target %s for bone animation could not be found", meshNames[i]);
return false;
}
boneAnimationData.mMeshTarget = entity;
boneAnimationData.mFrameData.insert(
boneAnimationData.mFrameData.begin(),
frameData[i * numFrames * 7 * sizeof(float)], // 7 == x, y, z, w + three euler angles
frameData[(i+1) * numFrames * 7 * sizeof(float)]
);
asset.mBoneAnimationBuffer.mAnimations.push_back(boneAnimationData);
}
return true;
}
void AssetManager::setBoneTransform(
FilamentInstance* filamentInstance,
vector<BoneAnimationData> animations,
int frameNumber) {
RenderableManager &rm = _engine->getRenderableManager();
TransformManager &transformManager = _engine->getTransformManager();
auto frameDataOffset = frameNumber * 7;
int skinIndex = 0;
for(auto& animation : animations) {
math::mat4f inverseGlobalTransform = inverse(
transformManager.getWorldTransform(
transformManager.getInstance(animation.mMeshTarget)
)
);
utils::Entity joint = filamentInstance->getJointsAt(skinIndex)[animation.mBoneIndex];
math::mat4f localTransform(math::quatf{
animation.mFrameData[frameDataOffset+6],
animation.mFrameData[frameDataOffset+3],
animation.mFrameData[frameDataOffset+4],
animation.mFrameData[frameDataOffset+5]
});
const math::mat4f& inverseBindMatrix = filamentInstance->getInverseBindMatricesAt(animation.skinIndex)[animation.mBoneIndex];
auto jointInstance = transformManager.getInstance(joint);
math::mat4f globalJointTransform = transformManager.getWorldTransform(jointInstance);
math::mat4f boneTransform = inverseGlobalTransform * globalJointTransform * localTransform * inverseBindMatrix;
auto renderable = rm.getInstance(animation.mMeshTarget);
rm.setBones(
renderable,
&boneTransform,
1,
animation.mBoneIndex
);
}
}
void AssetManager::playAnimation(EntityId e, int index, bool loop, bool reverse) {
const auto& pos = _assets.find(e);
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity.");
return;
}
auto asset = pos->second;
asset.mAnimations[index+2].mStart = high_resolution_clock::now();
asset.mAnimations[index+2].mLoop = loop;
asset.mAnimations[index+2].mReverse = reverse;
}
void AssetManager::stopAnimation(EntityId entityId, int index) {
const auto& pos = _assets.find(entityId);
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity.");
return;
}
auto asset = pos->second;
asset.mAnimations[index+2].mStart = time_point_t::max();
}
void AssetManager::loadTexture(EntityId entity, const char* resourcePath, int renderableIndex) {
const auto& pos = _assets.find(entity);
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity.");
return;
}
auto asset = pos->second;
Log("Loading texture at %s for renderableIndex %d", resourcePath, renderableIndex);
string rp(resourcePath);
if(asset.mTexture) {
_engine->destroy(asset.mTexture);
asset.mTexture = nullptr;
}
ResourceBuffer imageResource = _loadResource(rp.c_str());
StreamBufferAdapter sb((char *)imageResource.data, (char *)imageResource.data + imageResource.size);
istream *inputStream = new std::istream(&sb);
LinearImage *image = new LinearImage(ImageDecoder::decode(
*inputStream, rp.c_str(), ImageDecoder::ColorSpace::SRGB));
if (!image->isValid()) {
Log("Invalid image : %s", rp.c_str());
delete inputStream;
_freeResource(imageResource.id);
return;
}
uint32_t channels = image->getChannels();
uint32_t w = image->getWidth();
uint32_t h = image->getHeight();
asset.mTexture = Texture::Builder()
.width(w)
.height(h)
.levels(0xff)
.format(channels == 3 ? Texture::InternalFormat::RGB16F
: Texture::InternalFormat::RGBA16F)
.sampler(Texture::Sampler::SAMPLER_2D)
.build(*_engine);
Texture::PixelBufferDescriptor::Callback freeCallback = [](void *buf, size_t,
void *data) {
delete reinterpret_cast<LinearImage *>(data);
};
Texture::PixelBufferDescriptor buffer(
image->getPixelRef(), size_t(w * h * channels * sizeof(float)),
channels == 3 ? Texture::Format::RGB : Texture::Format::RGBA,
Texture::Type::FLOAT, freeCallback);
asset.mTexture->setImage(*_engine, 0, std::move(buffer));
MaterialInstance* const* inst = asset.mAsset->getInstance()->getMaterialInstances();
size_t mic = asset.mAsset->getInstance()->getMaterialInstanceCount();
Log("Material instance count : %d", mic);
auto sampler = TextureSampler();
inst[0]->setParameter("baseColorIndex",0);
inst[0]->setParameter("baseColorMap",asset.mTexture,sampler);
delete inputStream;
_freeResource(imageResource.id);
}
void AssetManager::setAnimationFrame(EntityId entity, int animationIndex, int animationFrame) {
const auto& pos = _assets.find(entity);
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity.");
return;
}
auto asset = pos->second;
auto offset = 60 * animationFrame * 1000; // TODO - don't hardcore 60fps framerate
asset.mAnimator->applyAnimation(animationIndex, offset);
asset.mAnimator->updateBoneMatrices();
}
unique_ptr<vector<string>> AssetManager::getAnimationNames(EntityId entity) {
const auto& pos = _assets.find(entity);
unique_ptr<vector<string>> names = make_unique<vector<string>>();
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity id.");
return names;
}
auto asset = pos->second;
size_t count = asset.mAnimator->getAnimationCount();
for (size_t i = 0; i < count; i++) {
names->push_back(asset.mAnimator->getAnimationName(i));
}
return names;
}
unique_ptr<vector<string>> AssetManager::getMorphTargetNames(EntityId entity, const char *meshName) {
unique_ptr<vector<string>> names = make_unique<vector<string>>();
const auto& pos = _assets.find(entity);
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity.");
return names;
}
auto asset = pos->second;
const utils::Entity *entities = asset.mAsset->getEntities();
for (int i = 0; i < asset.mAsset->getEntityCount(); i++) {
utils::Entity e = entities[i];
auto inst = _ncm->getInstance(e);
const char *name = _ncm->getName(inst);
if (strcmp(name, meshName) == 0) {
size_t count = asset.mAsset->getMorphTargetCountAt(e);
for (int j = 0; j < count; j++) {
const char *morphName = asset.mAsset->getMorphTargetNameAt(e, j);
names->push_back(morphName);
}
break;
}
}
return names;
}
void AssetManager::transformToUnitCube(EntityId entity) {
const auto& pos = _assets.find(entity);
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity.");
return;
}
auto asset = pos->second;
Log("Transforming asset to unit cube.");
auto &tm = _engine->getTransformManager();
FilamentInstance* inst = asset.mAsset->getInstance();
auto aabb = inst->getBoundingBox();
auto center = aabb.center();
auto halfExtent = aabb.extent();
auto maxExtent = max(halfExtent) * 2;
auto scaleFactor = 2.0f / maxExtent;
auto transform =
math::mat4f::scaling(scaleFactor) * math::mat4f::translation(-center);
tm.setTransform(tm.getInstance(inst->getRoot()), transform);
}
void AssetManager::updateTransform(SceneAsset asset) {
auto &tm = _engine->getTransformManager();
auto transform =
asset.mPosition * asset.mRotation * math::mat4f::scaling(asset.mScale);
tm.setTransform(tm.getInstance(asset.mAsset->getRoot()), transform);
}
void AssetManager::setScale(EntityId entity, float scale) {
const auto& pos = _assets.find(entity);
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity.");
return;
}
auto asset = pos->second;
asset.mScale = scale;
updateTransform(asset);
}
void AssetManager::setPosition(EntityId entity, float x, float y, float z) {
const auto& pos = _assets.find(entity);
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity.");
return;
}
auto asset = pos->second;
asset.mPosition = math::mat4f::translation(math::float3(x,y,z));
updateTransform(asset);
}
void AssetManager::setRotation(EntityId entity, float rads, float x, float y, float z) {
const auto& pos = _assets.find(entity);
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity.");
return;
}
auto asset = pos->second;
asset.mRotation = math::mat4f::rotation(rads, math::float3(x,y,z));
updateTransform(asset);
}
const utils::Entity *AssetManager::getCameraEntities(EntityId entity) {
const auto& pos = _assets.find(entity);
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity.");
return nullptr;
}
auto asset = pos->second;
return asset.mAsset->getCameraEntities();
}
size_t AssetManager::getCameraEntityCount(EntityId entity) {
const auto& pos = _assets.find(entity);
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity.");
return 0;
}
auto asset = pos->second;
return asset.mAsset->getCameraEntityCount();
}
const utils::Entity* AssetManager::getLightEntities(EntityId entity) const noexcept {
const auto& pos = _assets.find(entity);
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity.");
return nullptr;
}
auto asset = pos->second;
return asset.mAsset->getLightEntities();
}
size_t AssetManager::getLightEntityCount(EntityId entity) const noexcept {
const auto& pos = _assets.find(entity);
if(pos == _assets.end()) {
Log("ERROR: asset not found for entity.");
return 0;
}
auto asset = pos->second;
return asset.mAsset->getLightEntityCount();
}
} // namespace polyvox

View File

@@ -70,17 +70,11 @@
#include <mutex>
#include "Log.hpp"
#include "ResourceManagement.hpp"
extern "C" {
#include "material/image.h"
#include "material/unlit_opaque.h"
}
#include "FilamentViewer.hpp"
#include "StreamBufferAdapter.hpp"
#include "material/UnlitMaterialProvider.hpp"
#include "material/FileMaterialProvider.hpp"
#include "material/image.h"
#include "TimeIt.hpp"
using namespace filament;
using namespace filament::math;
@@ -116,15 +110,13 @@ static const uint16_t sFullScreenTriangleIndices[3] = {0, 1, 2};
FilamentViewer::FilamentViewer(void* context, LoadResource loadResource,
FreeResource freeResource)
: _loadResource(loadResource), _freeResource(freeResource) {
Log("Creating FilamentViewer");
#if TARGET_OS_IPHONE
_engine = Engine::create(Engine::Backend::METAL);
#else
_engine = Engine::create(Engine::Backend::OPENGL, nullptr, context, nullptr);
#endif
Log("Engine created");
_renderer = _engine->createRenderer();
float fr = 60.0f;
@@ -138,7 +130,7 @@ FilamentViewer::FilamentViewer(void* context, LoadResource loadResource,
Log("Scene created");
Entity camera = EntityManager::get().create();
utils::Entity camera = EntityManager::get().create();
_mainCamera = _engine->createCamera(camera);
@@ -191,38 +183,17 @@ FilamentViewer::FilamentViewer(void* context, LoadResource loadResource,
// Log("Loaded resource of size %d", materialRb.size);
// _materialProvider = new FileMaterialProvider(_engine, (void*) materialRb.data, (size_t)materialRb.size);
_unlitProvider = new UnlitMaterialProvider(_engine);
_ubershaderProvider = gltfio::createUbershaderProvider(
_engine, UBERARCHIVE_DEFAULT_DATA, UBERARCHIVE_DEFAULT_SIZE);
EntityManager &em = EntityManager::get();
_ncm = new NameComponentManager(em);
_assetManager = new AssetManager(
_loadResource,
_freeResource,
_ncm,
_engine,
_scene);
_resourceLoader = new ResourceLoader({.engine = _engine,
.normalizeSkinningWeights = true });
_stbDecoder = createStbProvider(_engine);
_resourceLoader->addTextureProvider("image/png", _stbDecoder);
_resourceLoader->addTextureProvider("image/jpeg", _stbDecoder);
_ubershaderAssetLoader = new SceneAssetLoader(_loadResource,
_freeResource,
_ubershaderProvider,
&em,
_resourceLoader,
_ncm,
_engine,
_scene);
_unlitAssetLoader = new SceneAssetLoader(_loadResource,
_freeResource,
_unlitProvider,
&em,
_resourceLoader,
_ncm,
_engine,
_scene);
_imageTexture = Texture::Builder()
.width(1)
.height(1)
@@ -261,7 +232,7 @@ FilamentViewer::FilamentViewer(void* context, LoadResource loadResource,
_imageIb->setBuffer(*_engine, {sFullScreenTriangleIndices,
sizeof(sFullScreenTriangleIndices)});
Entity imageEntity = em.create();
utils::Entity imageEntity = em.create();
RenderableManager::Builder(1)
.boundingBox({{}, {1.0f, 1.0f, 1.0f}})
.material(0, _imageMaterial->getDefaultInstance())
@@ -432,7 +403,6 @@ void FilamentViewer::clearBackgroundImage() {
}
}
void FilamentViewer::setBackgroundImage(const char *resourcePath) {
string resourcePathString(resourcePath);
@@ -535,11 +505,7 @@ void FilamentViewer::setBackgroundImagePosition(float x, float y, bool clamp=fal
FilamentViewer::~FilamentViewer() {
clearAssets();
delete _ubershaderAssetLoader;
delete _unlitAssetLoader;
_resourceLoader->asyncCancelLoad();
_ubershaderProvider->destroyMaterials();
_unlitProvider->destroyMaterials();
delete _assetManager;
for(auto it : _lights) {
_engine->destroy(it);
@@ -616,36 +582,6 @@ void FilamentViewer::destroySwapChain() {
}
}
SceneAsset *FilamentViewer::loadGlb(const char *const uri, bool unlit) {
SceneAsset *asset;
if(unlit) {
asset = _unlitAssetLoader->fromGlb(uri);
} else {
asset = _ubershaderAssetLoader->fromGlb(uri);
}
if (!asset) {
Log("Unknown error loading asset.");
} else {
_assets.push_back(asset);
Log("GLB loaded, asset at index %d", _assets.size() - 1);
}
return asset;
}
SceneAsset *FilamentViewer::loadGltf(const char *const uri,
const char *const relativeResourcePath) {
Log("Loading GLTF at URI %s with relativeResourcePath %s", uri,
relativeResourcePath);
SceneAsset *asset = _ubershaderAssetLoader->fromGltf(uri, relativeResourcePath);
if (!asset) {
Log("Unknown error loading asset.");
} else {
_assets.push_back(asset);
}
return asset;
}
void FilamentViewer::clearAssets() {
Log("Clearing all assets");
if(_mainCamera) {
@@ -657,21 +593,18 @@ void FilamentViewer::clearAssets() {
_manipulator = nullptr;
}
_ubershaderAssetLoader->destroyAll();
_unlitAssetLoader->destroyAll();
_assets.clear();
_assetManager->destroyAll();
Log("Cleared all assets");
}
void FilamentViewer::removeAsset(SceneAsset *asset) {
void FilamentViewer::removeAsset(EntityId asset) {
Log("Removing asset from scene");
mtx.lock();
// todo - what if we are using a camera from this asset?
_view->setCamera(_mainCamera);
_ubershaderAssetLoader->remove(asset);
_unlitAssetLoader->remove(asset);
_assetManager->remove(asset);
mtx.unlock();
}
@@ -704,65 +637,58 @@ void FilamentViewer::setCameraFocusDistance(float focusDistance) {
}
///
/// Sets the active camera to the first GLTF camera node found in the hierarchy.
/// Useful when your asset only has one camera.
///
bool FilamentViewer::setFirstCamera(SceneAsset *asset) {
size_t count = asset->getCameraEntityCount();
if (count == 0) {
Log("Failed, no cameras found in current asset.");
return false;
}
const utils::Entity *cameras = asset->getCameraEntities();
Log("%zu cameras found in asset", count);
auto inst = _ncm->getInstance(cameras[0]);
const char *name = _ncm->getName(inst);
return setCamera(asset, name);
}
///
/// Sets the active camera to the GLTF camera node specified by [name].
/// Sets the active camera to the GLTF camera node specified by [name] (or if null, the first camera found under that node).
/// N.B. Blender will generally export a three-node hierarchy -
/// Camera1->Camera_Orientation->Camera2. The correct name will be the Camera_Orientation.
///
bool FilamentViewer::setCamera(SceneAsset *asset, const char *cameraName) {
Log("Attempting to set camera to %s.", cameraName);
bool FilamentViewer::setCamera(EntityId entityId, const char *cameraName) {
auto asset = _assetManager->getAssetByEntityId(entityId);
if(!asset) {
Log("Failed to find asset attached to specified entity id.");
}
size_t count = asset->getCameraEntityCount();
if (count == 0) {
Log("Failed, no cameras found in current asset.");
return false;
}
const utils::Entity *cameras = asset->getCameraEntities();
Log("%zu cameras found in asset", count);
for (int i = 0; i < count; i++) {
const utils::Entity* cameras = asset->getCameraEntities();
auto inst = _ncm->getInstance(cameras[i]);
const char *name = _ncm->getName(inst);
Log("Camera %d : %s", i, name);
if (strcmp(name, cameraName) == 0) {
const utils::Entity target;
Camera *camera = _engine->getCameraComponent(cameras[i]);
_view->setCamera(camera);
int i = -1;
const Viewport &vp = _view->getViewport();
const double aspect = (double)vp.width / vp.height;
const float aperture = camera->getAperture();
const float shutterSpeed = camera->getShutterSpeed();
const float sens = camera->getSensitivity();
// camera->setExposure(1.0f);
Log("Camera focal length : %f aspect %f aperture %f shutter %f sensitivity %f", camera->getFocalLength(),
aspect, aperture, shutterSpeed, sens);
camera->setScaling({1.0 / aspect, 1.0});
Log("Successfully set camera.");
return true;
if(!cameraName) {
i = 0;
} else {
for (int j = 0; j < count; j++) {
auto inst = _ncm->getInstance(cameras[j]);
const char *name = _ncm->getName(inst);
if (strcmp(name, cameraName) == 0) {
i = j;
break;
}
}
if(i == -1) {
Log("Unable to locate camera under name %s ", cameraName);
return false;
}
}
Log("Unable to locate camera under name %s ", cameraName);
return false;
Camera *camera = _engine->getCameraComponent(target);
_view->setCamera(camera);
const Viewport &vp = _view->getViewport();
const double aspect = (double)vp.width / vp.height;
// const float aperture = camera->getAperture();
// const float shutterSpeed = camera->getShutterSpeed();
// const float sens = camera->getSensitivity();
// camera->setExposure(1.0f);
camera->setScaling({1.0 / aspect, 1.0});
return true;
}
void FilamentViewer::loadSkybox(const char *const skyboxPath) {
@@ -792,9 +718,6 @@ void FilamentViewer::loadSkybox(const char *const skyboxPath) {
_scene->setSkybox(_skybox);
_freeResource(skyboxBuffer.id);
}
}
@@ -856,6 +779,9 @@ void FilamentViewer::loadIbl(const char *const iblPath, float intensity) {
}
}
double _elapsed = 0;
int _frameCount = 0;
void FilamentViewer::render(uint64_t frameTimeInNanos) {
if (!_view || !_mainCamera || !_swapChain) {
@@ -863,10 +789,19 @@ void FilamentViewer::render(uint64_t frameTimeInNanos) {
return;
}
for (auto &asset : _assets) {
asset->updateAnimations();
if(_frameCount == 60) {
Log("1 sec average for asset animation update %f", _elapsed);
_elapsed = 0;
_frameCount = 0;
}
Timer tmr;
_assetManager->updateAnimations();
_elapsed += tmr.elapsed();
_frameCount++;
if(_manipulator) {
math::float3 eye, target, upward;
Camera& cam =_view->getCamera();

View File

@@ -6,180 +6,210 @@
using namespace polyvox;
#define FLUTTER_PLUGIN_EXPORT __attribute__((visibility("default")))
extern "C" {
#include "PolyvoxFilamentApi.h"
void* filament_viewer_new(void* context, ResourceBuffer (*loadResource)(char const*), void (*freeResource)(unsigned int)) {
FLUTTER_PLUGIN_EXPORT void* create_filament_viewer(void* context, ResourceBuffer (*loadResource)(char const*), void (*freeResource)(unsigned int)) {
FilamentViewer* v = new FilamentViewer(context, loadResource, freeResource);
return (void*)v;
}
void create_render_target(void* viewer, uint32_t textureId, uint32_t width, uint32_t height) {
FLUTTER_PLUGIN_EXPORT void create_render_target(void* viewer, uint32_t textureId, uint32_t width, uint32_t height) {
((FilamentViewer*)viewer)->createRenderTarget(textureId, width, height);
}
void filament_viewer_delete(void* viewer) {
FLUTTER_PLUGIN_EXPORT void delete_filament_viewer(void* viewer) {
delete((FilamentViewer*)viewer);
}
void set_background_color(void* viewer, const float r, const float g, const float b, const float a) {
FLUTTER_PLUGIN_EXPORT void set_background_color(void* viewer, const float r, const float g, const float b, const float a) {
((FilamentViewer*)viewer)->setBackgroundColor(r, g, b, a);
}
void clear_background_image(void* viewer) {
FLUTTER_PLUGIN_EXPORT void clear_background_image(void* viewer) {
((FilamentViewer*)viewer)->clearBackgroundImage();
}
void set_background_image(void* viewer, const char* path) {
FLUTTER_PLUGIN_EXPORT void set_background_image(void* viewer, const char* path) {
((FilamentViewer*)viewer)->setBackgroundImage(path);
}
void set_background_image_position(void* viewer, float x, float y, bool clamp) {
FLUTTER_PLUGIN_EXPORT void set_background_image_position(void* viewer, float x, float y, bool clamp) {
((FilamentViewer*)viewer)->setBackgroundImagePosition(x, y, clamp);
}
void load_skybox(void* viewer, const char* skyboxPath) {
FLUTTER_PLUGIN_EXPORT void load_skybox(void* viewer, const char* skyboxPath) {
((FilamentViewer*)viewer)->loadSkybox(skyboxPath);
}
void load_ibl(void* viewer, const char* iblPath, float intensity) {
FLUTTER_PLUGIN_EXPORT void load_ibl(void* viewer, const char* iblPath, float intensity) {
((FilamentViewer*)viewer)->loadIbl(iblPath, intensity);
}
void remove_skybox(void* viewer) {
FLUTTER_PLUGIN_EXPORT void remove_skybox(void* viewer) {
((FilamentViewer*)viewer)->removeSkybox();
}
void remove_ibl(void* viewer) {
FLUTTER_PLUGIN_EXPORT void remove_ibl(void* viewer) {
((FilamentViewer*)viewer)->removeIbl();
}
int32_t 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) {
FLUTTER_PLUGIN_EXPORT int32_t 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) {
return ((FilamentViewer*)viewer)->addLight((LightManager::Type)type, colour, intensity, posX, posY, posZ, dirX, dirY, dirZ, shadows);
}
void remove_light(void* viewer, int32_t entityId) {
FLUTTER_PLUGIN_EXPORT void remove_light(void* viewer, int32_t entityId) {
((FilamentViewer*)viewer)->removeLight(entityId);
}
void clear_lights(void* viewer) {
FLUTTER_PLUGIN_EXPORT void clear_lights(void* viewer) {
((FilamentViewer*)viewer)->clearLights();
}
void* load_glb(void* viewer, const char* assetPath, bool unlit) {
return ((FilamentViewer*)viewer)->loadGlb(assetPath, unlit);
FLUTTER_PLUGIN_EXPORT EntityId load_glb(void* assetManager, const char* assetPath, bool unlit) {
return ((AssetManager*)assetManager)->loadGlb(assetPath, unlit);
}
void* load_gltf(void* viewer, const char* assetPath, const char* relativePath) {
return ((FilamentViewer*)viewer)->loadGltf(assetPath, relativePath);
FLUTTER_PLUGIN_EXPORT EntityId load_gltf(void* assetManager, const char* assetPath, const char* relativePath) {
return ((AssetManager*)assetManager)->loadGltf(assetPath, relativePath);
}
bool set_camera(void* viewer, void* asset, const char* nodeName) {
return ((FilamentViewer*)viewer)->setCamera((SceneAsset*)asset, nodeName);
FLUTTER_PLUGIN_EXPORT bool set_camera(void* viewer, EntityId asset, const char* nodeName) {
return ((FilamentViewer*)viewer)->setCamera(asset, nodeName);
}
void set_camera_exposure(void* viewer, float aperture, float shutterSpeed, float sensitivity) {
FLUTTER_PLUGIN_EXPORT void set_camera_exposure(void* viewer, float aperture, float shutterSpeed, float sensitivity) {
((FilamentViewer*)viewer)->setCameraExposure(aperture, shutterSpeed, sensitivity);
}
void set_camera_position(void* viewer, float x, float y, float z) {
FLUTTER_PLUGIN_EXPORT void set_camera_position(void* viewer, float x, float y, float z) {
((FilamentViewer*)viewer)->setCameraPosition(x, y, z);
}
void set_camera_rotation(void* viewer, float rads, float x, float y, float z) {
FLUTTER_PLUGIN_EXPORT void set_camera_rotation(void* viewer, float rads, float x, float y, float z) {
((FilamentViewer*)viewer)->setCameraRotation(rads, x, y, z);
}
void set_camera_model_matrix(void* viewer, const float* const matrix) {
FLUTTER_PLUGIN_EXPORT void set_camera_model_matrix(void* viewer, const float* const matrix) {
((FilamentViewer*)viewer)->setCameraModelMatrix(matrix);
}
void set_camera_focal_length(void* viewer, float focalLength) {
FLUTTER_PLUGIN_EXPORT void set_camera_focal_length(void* viewer, float focalLength) {
((FilamentViewer*)viewer)->setCameraFocalLength(focalLength);
}
void render(
FLUTTER_PLUGIN_EXPORT void render(
void* viewer,
uint64_t frameTimeInNanos
) {
((FilamentViewer*)viewer)->render(frameTimeInNanos);
}
void set_frame_interval(
FLUTTER_PLUGIN_EXPORT void set_frame_interval(
void* viewer,
float frameInterval
) {
((FilamentViewer*)viewer)->setFrameInterval(frameInterval);
}
void destroy_swap_chain(void* viewer) {
FLUTTER_PLUGIN_EXPORT void destroy_swap_chain(void* viewer) {
((FilamentViewer*)viewer)->destroySwapChain();
}
void create_swap_chain(void* viewer, void* surface=nullptr, uint32_t width=0, uint32_t height=0) {
FLUTTER_PLUGIN_EXPORT void create_swap_chain(void* viewer, void* surface=nullptr, uint32_t width=0, uint32_t height=0) {
((FilamentViewer*)viewer)->createSwapChain(surface, width, height);
}
void* get_renderer(void* viewer) {
FLUTTER_PLUGIN_EXPORT void* get_renderer(void* viewer) {
return ((FilamentViewer*)viewer)->getRenderer();
}
void update_viewport_and_camera_projection(void* viewer, int width, int height, float scaleFactor) {
FLUTTER_PLUGIN_EXPORT void update_viewport_and_camera_projection(void* viewer, int width, int height, float scaleFactor) {
return ((FilamentViewer*)viewer)->updateViewportAndCameraProjection(width, height, scaleFactor);
}
void scroll_update(void* viewer, float x, float y, float delta) {
FLUTTER_PLUGIN_EXPORT void scroll_update(void* viewer, float x, float y, float delta) {
((FilamentViewer*)viewer)->scrollUpdate(x, y, delta);
}
void scroll_begin(void* viewer) {
FLUTTER_PLUGIN_EXPORT void scroll_begin(void* viewer) {
((FilamentViewer*)viewer)->scrollBegin();
}
void scroll_end(void* viewer) {
FLUTTER_PLUGIN_EXPORT void scroll_end(void* viewer) {
((FilamentViewer*)viewer)->scrollEnd();
}
void grab_begin(void* viewer, float x, float y, bool pan) {
FLUTTER_PLUGIN_EXPORT void grab_begin(void* viewer, float x, float y, bool pan) {
((FilamentViewer*)viewer)->grabBegin(x, y, pan);
}
void grab_update(void* viewer, float x, float y) {
FLUTTER_PLUGIN_EXPORT void grab_update(void* viewer, float x, float y) {
((FilamentViewer*)viewer)->grabUpdate(x, y);
}
void grab_end(void* viewer) {
FLUTTER_PLUGIN_EXPORT void grab_end(void* viewer) {
((FilamentViewer*)viewer)->grabEnd();
}
void apply_weights(void* asset, const char* const entityName, float* const weights, int count) {
((SceneAsset*)asset)->setMorphTargetWeights(entityName, weights, count);
FLUTTER_PLUGIN_EXPORT void* get_asset_manager(void* viewer) {
return (void*)((FilamentViewer*)viewer)->getAssetManager();
}
void set_animation(
void* asset,
FLUTTER_PLUGIN_EXPORT void apply_weights(
void* assetManager,
EntityId asset,
const char* const entityName,
float* const weights,
int count) {
// ((AssetManager*)assetManager)->setMorphTargetWeights(asset, entityName, weights, count);
}
FLUTTER_PLUGIN_EXPORT void set_morph_animation(
void* assetManager,
EntityId asset,
const char* const entityName,
const float* const morphData,
int numMorphWeights,
const BoneAnimation* const boneAnimations,
int numBoneAnimations,
int numFrames,
float frameLengthInMs) {
((SceneAsset*)asset)->setAnimation(
((AssetManager*)assetManager)->setMorphAnimationBuffer(
asset,
entityName,
morphData,
numMorphWeights,
boneAnimations,
numBoneAnimations,
numFrames,
frameLengthInMs
);
}
FLUTTER_PLUGIN_EXPORT void set_bone_animation(
void* assetManager,
EntityId asset,
int length,
const char** const boneNames,
const char** const meshNames,
const float* const frameData,
int numFrames,
float frameLengthInMs) {
((AssetManager*)assetManager)->setBoneAnimationBuffer(
asset,
length,
boneNames,
meshNames,
frameData,
numFrames,
frameLengthInMs
);
}
// void set_bone_transform(
// void* asset,
// EntityId asset,
// const char* boneName,
// const char* entityName,
// float transX,
@@ -190,7 +220,7 @@ extern "C" {
// float quatZ,
// float quatW
// ) {
// ((SceneAsset*)asset)->setBoneTransform(
// ((AssetManager*)assetManager)->setBoneTransform(
// boneName,
// entityName,
// transX,
@@ -206,70 +236,86 @@ extern "C" {
// }
void play_animation(void* asset, int index, bool loop, bool reverse) {
((SceneAsset*)asset)->playAnimation(index, loop, reverse);
FLUTTER_PLUGIN_EXPORT void play_animation(
void* assetManager,
EntityId asset,
int index,
bool loop,
bool reverse) {
((AssetManager*)assetManager)->playAnimation(asset, index, loop, reverse);
}
void set_animation_frame(void* asset, int animationIndex, int animationFrame) {
((SceneAsset*)asset)->setAnimationFrame(animationIndex, animationFrame);
FLUTTER_PLUGIN_EXPORT void set_animation_frame(
void* assetManager,
EntityId asset,
int animationIndex,
int animationFrame) {
// ((AssetManager*)assetManager)->setAnimationFrame(asset, animationIndex, animationFrame);
}
int get_animation_count(void* asset) {
auto names = ((SceneAsset*)asset)->getAnimationNames();
FLUTTER_PLUGIN_EXPORT int get_animation_count(
void* assetManager,
EntityId asset) {
auto names = ((AssetManager*)assetManager)->getAnimationNames(asset);
return names->size();
}
void get_animation_name(void* asset, char* const outPtr, int index) {
auto names = ((SceneAsset*)asset)->getAnimationNames();
FLUTTER_PLUGIN_EXPORT void get_animation_name(
void* assetManager,
EntityId asset,
char* const outPtr,
int index
) {
auto names = ((AssetManager*)assetManager)->getAnimationNames(asset);
string name = names->at(index);
strcpy(outPtr, name.c_str());
}
int get_morph_target_name_count(void* asset, const char* meshName) {
unique_ptr<vector<string>> names = ((SceneAsset*)asset)->getMorphTargetNames(meshName);
FLUTTER_PLUGIN_EXPORT int get_morph_target_name_count(void* assetManager, EntityId asset, const char* meshName) {
unique_ptr<vector<string>> names = ((AssetManager*)assetManager)->getMorphTargetNames(asset, meshName);
return names->size();
}
void get_morph_target_name(void* asset, const char* meshName, char* const outPtr, int index ) {
unique_ptr<vector<string>> names = ((SceneAsset*)asset)->getMorphTargetNames(meshName);
FLUTTER_PLUGIN_EXPORT void get_morph_target_name(void* assetManager, EntityId asset, const char* meshName, char* const outPtr, int index ) {
unique_ptr<vector<string>> names = ((AssetManager*)assetManager)->getMorphTargetNames(asset, meshName);
string name = names->at(index);
strcpy(outPtr, name.c_str());
}
void remove_asset(void* viewer, void* asset) {
((FilamentViewer*)viewer)->removeAsset((SceneAsset*)asset);
FLUTTER_PLUGIN_EXPORT void remove_asset(void* viewer, EntityId asset) {
((FilamentViewer*)viewer)->removeAsset(asset);
}
void clear_assets(void* viewer) {
FLUTTER_PLUGIN_EXPORT void clear_assets(void* viewer) {
((FilamentViewer*)viewer)->clearAssets();
}
void load_texture(void* asset, const char* assetPath, int renderableIndex) {
((SceneAsset*)asset)->loadTexture(assetPath, renderableIndex);
FLUTTER_PLUGIN_EXPORT void load_texture(void* assetManager, EntityId asset, const char* assetPath, int renderableIndex) {
// ((AssetManager*)assetManager)->loadTexture(assetPath, renderableIndex);
}
void set_texture(void* asset) {
((SceneAsset*)asset)->setTexture();
FLUTTER_PLUGIN_EXPORT void set_texture(void* assetManager, EntityId asset) {
// ((AssetManager*)assetManager)->setTexture();
}
void transform_to_unit_cube(void* asset) {
((SceneAsset*)asset)->transformToUnitCube();
FLUTTER_PLUGIN_EXPORT void transform_to_unit_cube(void* assetManager, EntityId asset) {
((AssetManager*)assetManager)->transformToUnitCube(asset);
}
void set_position(void* asset, float x, float y, float z) {
((SceneAsset*)asset)->setPosition(x, y, z);
FLUTTER_PLUGIN_EXPORT void set_position(void* assetManager, EntityId asset, float x, float y, float z) {
((AssetManager*)assetManager)->setPosition(asset, x, y, z);
}
void set_rotation(void* asset, float rads, float x, float y, float z) {
((SceneAsset*)asset)->setRotation(rads, x, y, z);
FLUTTER_PLUGIN_EXPORT void set_rotation(void* assetManager, EntityId asset, float rads, float x, float y, float z) {
((AssetManager*)assetManager)->setRotation(asset, rads, x, y, z);
}
void set_scale(void* asset, float scale) {
((SceneAsset*)asset)->setScale(scale);
}
FLUTTER_PLUGIN_EXPORT void set_scale(void* assetManager, EntityId asset, float scale) {
((AssetManager*)assetManager)->setScale(asset, scale);
}
void stop_animation(void* asset, int index) {
((SceneAsset*)asset)->stopAnimation(index);
FLUTTER_PLUGIN_EXPORT void stop_animation(void* assetManager, EntityId asset, int index) {
((AssetManager*)assetManager)->stopAnimation(asset, index);
}
}

View File

@@ -1,517 +0,0 @@
#include <iostream>
#include <chrono>
#include <filament/Engine.h>
#include <filament/TransformManager.h>
#include <filament/Texture.h>
#include <filament/RenderableManager.h>
#include <gltfio/Animator.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/ResourceLoader.h>
#include <gltfio/TextureProvider.h>
#include <imageio/ImageDecoder.h>
#include "StreamBufferAdapter.hpp"
#include "SceneAsset.hpp"
#include "Log.hpp"
#include "ResourceManagement.hpp"
#include "SceneAssetAnimation.hpp"
using namespace std::chrono;
namespace polyvox {
using namespace std;
using namespace filament;
using namespace filament::gltfio;
using namespace image;
using namespace utils;
SceneAsset::SceneAsset(FilamentAsset *asset, Engine *engine,
NameComponentManager *ncm, LoadResource loadResource, FreeResource freeResource)
: _asset(asset), _engine(engine), _ncm(ncm), _loadResource(loadResource), _freeResource(freeResource) {
_animator = _asset->getInstance()->getAnimator();
for (int i = 0; i < _animator->getAnimationCount(); i++) {
_embeddedAnimationStatus.push_back(
GLTFAnimation(false,false));
}
Log("Created animation buffers for %d", _embeddedAnimationStatus.size());
}
SceneAsset::~SceneAsset() {
// most other destructor work is deferred to SceneAssetLoader so we don't need to do anything here
if(_texture) {
_engine->destroy(_texture);
_texture = nullptr;
}
}
void SceneAsset::setMorphTargetWeights(const char* const entityName, float *weights, int count) {
// TODO
}
void SceneAsset::setAnimation(
const char* entityName,
const float* const morphData,
int numMorphWeights,
const BoneAnimation* const boneAnimations,
int numBoneAnimations,
int numFrames,
float frameLengthInMs) {
auto filamentInstance = _asset->getInstance();
size_t skinCount = filamentInstance->getSkinCount();
if(skinCount > 1) {
Log("WARNING - skin count > 1 not currently implemented. This will probably not work");
}
auto transforms = make_unique<vector<BoneTransformTarget>>();
auto numFloats = numFrames * 7;
for(int i = 0; i < numBoneAnimations; i++) {
auto boneIndices = make_unique<vector<uint8_t>>();
boneIndices->resize(boneAnimations[i].numBones);
for(int j = 0; j < boneAnimations[i].numBones; j++) {
boneIndices->at(j) = getBoneIndex(boneAnimations[i].boneNames[j]);
}
auto meshTargets = make_unique<vector<Entity>>();
for(int j = 0; j < _asset->getEntityCount(); j++) {
for(int k = 0; k < boneAnimations[i].numMeshTargets;k++) {
auto meshName = boneAnimations[i].meshNames[k];
auto entity = _asset->getEntities()[j];
auto nameInstance = _ncm->getInstance(entity);
if(strcmp(meshName,_ncm->getName(nameInstance))==0) {
meshTargets->push_back(entity);
}
}
}
auto frameData = make_unique<vector<float>>(
boneAnimations[i].data,
boneAnimations[i].data + (numFloats * sizeof(float))
);
transforms->push_back(BoneTransformTarget(
boneIndices,
meshTargets,
frameData
));
}
RenderableManager &rm = _engine->getRenderableManager();
Instance inst;
for (size_t i = 0, c = _asset->getEntityCount(); i != c; ++i) {
auto entity = _asset->getEntities()[i];
auto name = _ncm->getName(_ncm->getInstance(entity));
if(strcmp(entityName,name)==0) {
inst = rm.getInstance(_asset->getEntities()[i]);
}
}
if(!inst) {
Log("Warning: failed to find Renderable instance for entity %s", entityName);
} else {
_runtimeAnimationBuffer = std::make_unique<RuntimeAnimation>(
inst,
morphData,
numMorphWeights,
transforms,
numFrames,
frameLengthInMs
);
}
}
void SceneAsset::updateAnimations() {
updateRuntimeAnimation();
updateEmbeddedAnimations();
}
void SceneAsset::updateRuntimeAnimation() {
if (!_runtimeAnimationBuffer) {
return;
}
if (_runtimeAnimationBuffer->frameNumber == -1) {
_runtimeAnimationBuffer->startTime = high_resolution_clock::now();
}
duration<double, std::milli> dur =
high_resolution_clock::now() - _runtimeAnimationBuffer->startTime;
int frameNumber =
static_cast<int>(dur.count() / _runtimeAnimationBuffer->mFrameLengthInMs);
// if the animation has finished, return early
if (frameNumber >= _runtimeAnimationBuffer->mNumFrames) {
_runtimeAnimationBuffer = nullptr;
return;
}
RenderableManager &rm = _engine->getRenderableManager();
if (frameNumber > _runtimeAnimationBuffer->frameNumber) {
_runtimeAnimationBuffer->frameNumber = frameNumber;
if(_runtimeAnimationBuffer->mMorphFrameData) {
auto morphFramePtrOffset = frameNumber * _runtimeAnimationBuffer->mNumMorphWeights;
rm.setMorphWeights(
_runtimeAnimationBuffer->mInstance,
_runtimeAnimationBuffer->mMorphFrameData + morphFramePtrOffset,
_runtimeAnimationBuffer->mNumMorphWeights);
}
if(_runtimeAnimationBuffer->mTargets->size() > 0) {
for(auto& target : *(_runtimeAnimationBuffer->mTargets)) {
setBoneTransform(
target.skinIndex,
*(target.mBoneIndices),
*(target.mMeshTargets),
*(target.mBoneData),
frameNumber
);
}
}
}
}
size_t SceneAsset::getBoneIndex(const char* name) {
auto filamentInstance = _asset->getInstance();
int skinIndex = 0;
const utils::Entity* joints = filamentInstance->getJointsAt(skinIndex);
size_t numJoints = filamentInstance->getJointCountAt(skinIndex);
int boneIndex = -1;
for(int i =0; i < numJoints; i++) {
const char* jointName = _ncm->getName(_ncm->getInstance(joints[i]));
if(strcmp(jointName, name) == 0) {
boneIndex = i;
break;
}
}
if(boneIndex == -1) {
Log("Failed to find bone index %d for bone %s", name);
}
return boneIndex;
}
void SceneAsset::setBoneTransform(
uint8_t skinIndex,
const vector<uint8_t>& boneIndices,
const vector<Entity>& targets,
const vector<float> data,
int frameNumber) {
auto filamentInstance = _asset->getInstance();
RenderableManager &rm = _engine->getRenderableManager();
TransformManager &transformManager = _engine->getTransformManager();
auto frameDataOffset = frameNumber * 7;
for(auto& target : targets) {
auto renderable = rm.getInstance(target);
math::mat4f inverseGlobalTransform = inverse(
transformManager.getWorldTransform(
transformManager.getInstance(target)
)
);
for(auto boneIndex : boneIndices) {
utils::Entity joint = filamentInstance->getJointsAt(skinIndex)[boneIndex];
math::mat4f localTransform(math::quatf{
data[frameDataOffset+6],
data[frameDataOffset+3],
data[frameDataOffset+4],
data[frameDataOffset+5]
});
const math::mat4f& inverseBindMatrix = filamentInstance->getInverseBindMatricesAt(skinIndex)[boneIndex];
auto jointInstance = transformManager.getInstance(joint);
math::mat4f globalJointTransform = transformManager.getWorldTransform(jointInstance);
math::mat4f boneTransform = inverseGlobalTransform * globalJointTransform * localTransform * inverseBindMatrix;
rm.setBones(
renderable,
&boneTransform,
1, boneIndex);
}
}
}
void SceneAsset::playAnimation(int index, bool loop, bool reverse) {
if (index > _animator->getAnimationCount() - 1) {
Log("Asset does not contain an animation at index %d", index);
} else {
const char* name = _animator->getAnimationName(index);
Log("Playing animation %d : %s", index, name);
if (_embeddedAnimationStatus[index].started) {
Log("Animation already playing, call stop first.");
} else {
Log("Starting animation at index %d with loop : %d and reverse %d ", index, loop, reverse);
_embeddedAnimationStatus[index].play = true;
_embeddedAnimationStatus[index].loop = loop;
_embeddedAnimationStatus[index].reverse = reverse;
}
}
}
void SceneAsset::stopAnimation(int index) {
Log("Stopping animation %d", index);
// TODO - does this need to be threadsafe?
_embeddedAnimationStatus[index].play = false;
_embeddedAnimationStatus[index].started = false;
}
void SceneAsset::loadTexture(const char* resourcePath, int renderableIndex) {
Log("Loading texture at %s for renderableIndex %d", resourcePath, renderableIndex);
string rp(resourcePath);
if(_texture) {
_engine->destroy(_texture);
_texture = nullptr;
}
ResourceBuffer imageResource = _loadResource(rp.c_str());
StreamBufferAdapter sb((char *)imageResource.data, (char *)imageResource.data + imageResource.size);
istream *inputStream = new std::istream(&sb);
LinearImage *image = new LinearImage(ImageDecoder::decode(
*inputStream, rp.c_str(), ImageDecoder::ColorSpace::SRGB));
if (!image->isValid()) {
Log("Invalid image : %s", rp.c_str());
return;
}
uint32_t channels = image->getChannels();
uint32_t w = image->getWidth();
uint32_t h = image->getHeight();
_texture = Texture::Builder()
.width(w)
.height(h)
.levels(0xff)
.format(channels == 3 ? Texture::InternalFormat::RGB16F
: Texture::InternalFormat::RGBA16F)
.sampler(Texture::Sampler::SAMPLER_2D)
.build(*_engine);
Texture::PixelBufferDescriptor::Callback freeCallback = [](void *buf, size_t,
void *data) {
delete reinterpret_cast<LinearImage *>(data);
};
Texture::PixelBufferDescriptor buffer(
image->getPixelRef(), size_t(w * h * channels * sizeof(float)),
channels == 3 ? Texture::Format::RGB : Texture::Format::RGBA,
Texture::Type::FLOAT, freeCallback);
_texture->setImage(*_engine, 0, std::move(buffer));
setTexture();
delete inputStream;
_freeResource(imageResource.id);
}
void SceneAsset::setTexture() {
MaterialInstance* const* inst = _asset->getInstance()->getMaterialInstances();
size_t mic = _asset->getInstance()->getMaterialInstanceCount();
Log("Material instance count : %d", mic);
auto sampler = TextureSampler();
inst[0]->setParameter("baseColorIndex",0);
inst[0]->setParameter("baseColorMap",_texture,sampler);
}
void SceneAsset::setAnimationFrame(int animationIndex, int animationFrame) {
auto offset = 60 * animationFrame * 1000; // TODO - don't hardcore 60fps framerate
_animator->applyAnimation(animationIndex, offset);
_animator->updateBoneMatrices();
}
void SceneAsset::updateEmbeddedAnimations() {
auto now = high_resolution_clock::now();
bool needsUpdate = false;
for (int animationIndex = 0; animationIndex < _embeddedAnimationStatus.size(); animationIndex++) {
auto &status = _embeddedAnimationStatus[animationIndex];
if (status.play == false) {
continue;
}
needsUpdate = true;
float animationLength = _animator->getAnimationDuration(animationIndex);
duration<double> elapsed =
duration_cast<duration<double>>(now - status.startedAt);
float animationTimeOffset = 0;
bool finished = false;
bool fading = false;
// if the animation hasn't started yet, start the animation at time zero
if (!status.started) {
status.started = true;
status.startedAt = now;
// if the animation has finished
} else if (elapsed.count() >= animationLength) {
// if we aren't looping, just mark the animation as finished
if(!status.loop) {
finished = true;
// otherwise, cross-fade between the end of the animation and the start frame over 1 second
} else {
// if 1 second has elapsed,
if(elapsed.count() >= animationLength + 0.3) {
// reset the start time to zero
status.startedAt = now;
// otherwise, apply the first frame of the animation, then cross-fade with the last frame over 1 second
} else {
fading = true;
}
}
} else {
animationTimeOffset = elapsed.count();
}
if (finished) {
Log("Animation %d finished", animationIndex);
status.play = false;
status.started = false;
} else {
if(status.reverse) {
animationTimeOffset = _animator->getAnimationDuration(animationIndex) - animationTimeOffset;
}
_animator->applyAnimation(animationIndex, animationTimeOffset);
if(fading) {
// Log("Fading at %0f offset %f", elapsed.count() - animationLength, animationTimeOffset);
_animator->applyCrossFade(animationIndex, animationLength - 0.05, (elapsed.count() - animationLength) / 0.3);
}
}
}
if(needsUpdate) {
_animator->updateBoneMatrices();
}
needsUpdate = false;
}
unique_ptr<vector<string>> SceneAsset::getAnimationNames() {
size_t count = _animator->getAnimationCount();
unique_ptr<vector<string>> names = make_unique<vector<string>>();
for (size_t i = 0; i < count; i++) {
names->push_back(_animator->getAnimationName(i));
}
return names;
}
unique_ptr<vector<string>> SceneAsset::getMorphTargetNames(const char *meshName) {
if (!_asset) {
Log("No asset, ignoring call.");
return nullptr;
}
// Log("Retrieving morph target names for mesh %s", meshName);
unique_ptr<vector<string>> names = make_unique<vector<string>>();
const Entity *entities = _asset->getEntities();
for (int i = 0; i < _asset->getEntityCount(); i++) {
Entity e = entities[i];
auto inst = _ncm->getInstance(e);
const char *name = _ncm->getName(inst);
if (strcmp(name, meshName) == 0) {
size_t count = _asset->getMorphTargetCountAt(e);
for (int j = 0; j < count; j++) {
const char *morphName = _asset->getMorphTargetNameAt(e, j);
names->push_back(morphName);
}
break;
}
}
return names;
}
void SceneAsset::transformToUnitCube() {
if (!_asset) {
Log("No asset, cannot transform.");
return;
}
Log("Transforming asset to unit cube.");
auto &tm = _engine->getTransformManager();
FilamentInstance* inst = _asset->getInstance();
auto aabb = inst->getBoundingBox();
auto center = aabb.center();
auto halfExtent = aabb.extent();
auto maxExtent = max(halfExtent) * 2;
auto scaleFactor = 2.0f / maxExtent;
auto transform =
math::mat4f::scaling(scaleFactor) * math::mat4f::translation(-center);
tm.setTransform(tm.getInstance(inst->getRoot()), transform);
}
void SceneAsset::updateTransform() {
auto &tm = _engine->getTransformManager();
auto transform =
_position * _rotation * math::mat4f::scaling(_scale);
tm.setTransform(tm.getInstance(_asset->getRoot()), transform);
}
void SceneAsset::setScale(float scale) {
_scale = scale;
updateTransform();
}
void SceneAsset::setPosition(float x, float y, float z) {
Log("Setting position to %f %f %f", x, y, z);
_position = math::mat4f::translation(math::float3(x,y,z));
updateTransform();
}
void SceneAsset::setRotation(float rads, float x, float y, float z) {
Log("Rotating %f radians around axis %f %f %f", rads, x, y, z);
_rotation = math::mat4f::rotation(rads, math::float3(x,y,z));
updateTransform();
}
const utils::Entity *SceneAsset::getCameraEntities() {
return _asset->getCameraEntities();
}
size_t SceneAsset::getCameraEntityCount() {
return _asset->getCameraEntityCount();
}
const Entity* SceneAsset::getLightEntities() const noexcept {
return _asset->getLightEntities();
}
size_t SceneAsset::getLightEntityCount() const noexcept {
return _asset->getLightEntityCount();
}
} // namespace polyvox

View File

@@ -1,196 +0,0 @@
#include "SceneAssetLoader.hpp"
#include "Log.hpp"
#include <gltfio/Animator.h>
namespace polyvox {
using namespace filament;
using namespace filament::gltfio;
SceneAssetLoader::SceneAssetLoader(LoadResource loadResource,
FreeResource freeResource,
MaterialProvider* materialProvider,
EntityManager* entityManager,
ResourceLoader *resourceLoader,
NameComponentManager *ncm,
Engine *engine,
Scene *scene)
: _loadResource(loadResource), _freeResource(freeResource), _resourceLoader(resourceLoader), _ncm(ncm),
_engine(engine), _scene(scene) {
_assetLoader = AssetLoader::create({_engine, materialProvider, _ncm, entityManager});
}
SceneAssetLoader::~SceneAssetLoader() {
destroyAll();
AssetLoader::destroy(&_assetLoader);
}
SceneAsset *SceneAssetLoader::fromGltf(const char *uri,
const char *relativeResourcePath) {
ResourceBuffer rbuf = _loadResource(uri);
// Parse the glTF file and create Filament entities.
Log("Creating asset from JSON");
FilamentAsset *asset =
_assetLoader->createAsset((uint8_t *)rbuf.data, rbuf.size);
Log("Created asset from JSON");
if (!asset) {
Log("Unable to parse asset");
return nullptr;
}
Log("Loading relative resources");
const char *const *const resourceUris = asset->getResourceUris();
const size_t resourceUriCount = asset->getResourceUriCount();
Log("Loading %d resources for asset", resourceUriCount);
for (size_t i = 0; i < resourceUriCount; i++) {
string uri =
string(relativeResourcePath) + string("/") + string(resourceUris[i]);
Log("Creating resource buffer for resource at %s", uri.c_str());
ResourceBuffer buf = _loadResource(uri.c_str());
// using FunctionCallback = std::function<void(void*, unsigned int, void
// *)>; auto cb = [&] (void * ptr, unsigned int len, void * misc) {
// };
// FunctionCallback fcb = cb;
ResourceLoader::BufferDescriptor b(buf.data, buf.size);
_resourceLoader->addResourceData(resourceUris[i], std::move(b));
_freeResource(buf.id);
}
_resourceLoader->loadResources(asset);
const Entity *entities = asset->getEntities();
RenderableManager &rm = _engine->getRenderableManager();
for (int i = 0; i < asset->getEntityCount(); i++) {
Entity e = entities[i];
auto inst = rm.getInstance(e);
rm.setCulling(inst, false);
}
FilamentInstance* inst = asset->getInstance();
inst->getAnimator()->updateBoneMatrices();
inst->recomputeBoundingBoxes();
_scene->addEntities(asset->getEntities(), asset->getEntityCount());
Log("Loaded relative resources");
asset->releaseSourceData();
Log("Load complete for GLTF at URI %s", uri);
return new SceneAsset(asset, _engine, _ncm, _loadResource,_freeResource);
}
SceneAsset *SceneAssetLoader::fromGlb(const char *uri) {
Log("Loading GLB at URI %s", uri);
ResourceBuffer rbuf = _loadResource(uri);
FilamentAsset *asset = _assetLoader->createAsset(
(const uint8_t *)rbuf.data, rbuf.size);
if (!asset) {
Log("Unknown error loading GLB asset.");
return nullptr;
}
int entityCount = asset->getEntityCount();
_scene->addEntities(asset->getEntities(), entityCount);
Log("Added %d entities to scene", entityCount);
_resourceLoader->loadResources(asset);
Log("Resources loaded.");
// const Entity *entities = asset->getEntities();
// RenderableManager &rm = _engine->getRenderableManager();
// MaterialKey config;
// auto mi_new = _materialProvider->createMaterialInstance(&config, nullptr);
// for (int i = 0; i < asset->getEntityCount(); i++) {
// auto entityInstance = rm.getInstance(entities[i]);
// auto mi = rm.getMaterialInstanceAt(entityInstance, 0);
// // auto m = mi->getMaterial();
// // auto shading = m->getShading();
// // Log("Shading %d", shading);
// }
auto lights = asset->getLightEntities();
_scene->addEntities(lights, asset->getLightEntityCount());
Log("Added %d lights to scene from asset", asset->getLightEntityCount());
FilamentInstance* inst = asset->getInstance();
inst->getAnimator()->updateBoneMatrices();
inst->recomputeBoundingBoxes();
asset->releaseSourceData();
Log("Source data released.");
_freeResource(rbuf.id);
Log("Successfully loaded GLB.");
SceneAsset* sceneAsset = new SceneAsset(asset, _engine, _ncm, _loadResource, _freeResource);
_assets.push_back(sceneAsset);
return sceneAsset;
}
void SceneAssetLoader::destroyAll() {
for (auto asset : _assets) {
_scene->removeEntities(asset->_asset->getEntities(),
asset->_asset->getEntityCount());
_scene->removeEntities(asset->getLightEntities(),
asset->getLightEntityCount());
_resourceLoader->evictResourceData();
_assetLoader->destroyAsset(asset->_asset);
delete asset;
}
_assets.clear();
}
void SceneAssetLoader::remove(SceneAsset *asset) {
bool erased = false;
for (auto it = _assets.begin(); it != _assets.end();++it) {
if (*it == asset) {
_assets.erase(it);
erased = true;
break;
}
}
if (!erased) {
Log("Error removing asset from scene : not found");
return;
}
Log("Removing asset and all associated entities/lights.");
_scene->removeEntities(asset->_asset->getEntities(),
asset->_asset->getEntityCount());
_scene->removeEntities(asset->getLightEntities(),
asset->getLightEntityCount());
_resourceLoader->evictResourceData();
_assetLoader->destroyAsset(asset->_asset);
delete asset;
}
} // namespace polyvox

30
ios/src/TimeIt.cpp Normal file
View File

@@ -0,0 +1,30 @@
#include "TimeIt.hpp"
#if __cplusplus <= 199711L
void Timer::reset()
{
clock_gettime(CLOCK_REALTIME, &beg_);
}
double Timer::elapsed()
{
clock_gettime(CLOCK_REALTIME, &end_);
return end_.tv_sec - beg_.tv_sec +
(end_.tv_nsec - beg_.tv_nsec) / 1000000000.;
}
#else
void Timer::reset()
{
beg_ = clock_::now();
}
double Timer::elapsed()
{
return std::chrono::duration_cast<second_>
(clock_::now() - beg_).count();
}
#endif

View File

@@ -11,7 +11,7 @@ extern "C" {
using RawLoadType = ResourceBuffer(const char*, void* resource);
using RawFreeType = void(uint32_t, void*);
void* filament_viewer_new_ios(void* pb, void* loadResource, void* freeResource, void* resources) {
void* create_filament_viewer_ios(void* pb, void* loadResource, void* freeResource, void* resources) {
FreeResource _freeResource = [=](uint32_t rid) {
reinterpret_cast<RawFreeType*>(freeResource)(rid, resources);

View File

@@ -1,9 +1,11 @@
import 'animations.dart';
import 'package:polyvox_filament/animations/animations.dart';
import 'package:tuple/tuple.dart';
import 'package:flutter/foundation.dart';
import 'package:vector_math/vector_math.dart';
class AnimationBuilder {
BoneAnimation? boneAnimation;
DartBoneAnimation? dartBoneAnimation;
double _frameLengthInMs = 0;
double _duration = 0;
int _numMorphWeights = 0;
@@ -13,9 +15,10 @@ class AnimationBuilder {
double? _interpMorphStartValue;
double? _interpMorphEndValue;
List<BoneAnimation>? _boneAnimations = null;
List<DartBoneAnimation>? _dartBoneAnimations = null;
Animation build(String meshName, List<String> morphNames) {
Tuple2<MorphAnimation, List<DartBoneAnimation>> build(
String meshName, List<String> morphNames) {
if (_numMorphWeights == 0 || _duration == 0 || _frameLengthInMs == 0)
throw Exception();
@@ -39,8 +42,8 @@ class AnimationBuilder {
var morphAnimation =
MorphAnimation(meshName, morphData, morphNames, _frameLengthInMs);
return Animation(
morphAnimation: morphAnimation, boneAnimations: _boneAnimations);
return Tuple2<MorphAnimation, List<DartBoneAnimation>>(
morphAnimation, _dartBoneAnimations!);
}
AnimationBuilder setFramerate(int framerate) {
@@ -107,16 +110,18 @@ class AnimationBuilder {
}
}
var boneFrameData = BoneTransformFrameData(translations, quats);
throw Exception();
_boneAnimations ??= <BoneAnimation>[];
// var boneFrameData = BoneTransformFrameData(translations, quats);
var frameData = List<List<double>>.generate(
numFrames, (index) => boneFrameData.getFrameData(index).toList());
// _DartBoneAnimations ??= <DartBoneAnimation>[];
var animData = Float32List.fromList(frameData.expand((x) => x).toList());
// var frameData = List<List<double>>.generate(
// numFrames, (index) => boneFrameData.getFrameData(index).toList());
_boneAnimations!.add(BoneAnimation([boneName], [meshName], animData));
// var animData = Float32List.fromList(frameData.expand((x) => x).toList());
// _DartBoneAnimations!.add(DartDartBoneAnimation([boneName], [meshName], animData));
return this;
}

View File

@@ -2,16 +2,13 @@ import 'dart:typed_data';
import 'package:vector_math/vector_math.dart';
class BoneAnimation {
final List<String> boneNames;
final List<String> meshNames;
class DartBoneAnimation {
final String boneName;
final String meshName;
final Float32List frameData;
BoneAnimation(this.boneNames, this.meshNames, this.frameData);
List<List> toList() {
return [boneNames, meshNames, frameData];
}
double frameLengthInMs;
DartBoneAnimation(
this.boneName, this.meshName, this.frameData, this.frameLengthInMs);
}
//
@@ -24,25 +21,18 @@ class MorphAnimation {
final String meshName;
final List<String> morphNames;
late final Float32List morphData;
final Float32List data;
MorphAnimation(
this.meshName, this.morphData, this.morphNames, this.frameLengthInMs);
this.meshName, this.data, this.morphNames, this.frameLengthInMs);
int get numMorphWeights => morphNames.length;
int get numFrames => morphData.length ~/ numMorphWeights;
int get numFrames => data.length ~/ numMorphWeights;
final double frameLengthInMs;
}
class Animation {
final MorphAnimation? morphAnimation;
final List<BoneAnimation>? boneAnimations;
Animation({this.morphAnimation, this.boneAnimations});
}
class BoneTransformFrameData {
final List<Vector3> translations;
final List<Quaternion> quaternions;
@@ -67,18 +57,3 @@ class BoneTransformFrameData {
yield quaternions[frame].w;
}
}
// Animation.from(
// {required this.meshName,
// required List<List<double>> morphData,
// required this.numMorphWeights,
// this.boneAnimations,
// required this.numFrames,
// required this.frameLengthInMs}) {
// if (morphData.length != numFrames) {
// throw Exception("Mismatched animation data with frame length");
// }
// }
// not directly used, the list of morph targets animated by this [Animation], and may be a subset of the actual morph targets in the asset (and may also be ordered differently).
// // When passed to a [FilamentController], these will be re-mapped appropriately (and any morph targets not provided will be set to zero at each frame).

View File

@@ -1,115 +1,27 @@
import 'dart:async';
import 'dart:typed_data';
import 'dart:ui';
import 'dart:ffi';
import 'dart:io';
import 'dart:ui' as ui;
import 'package:ffi/ffi.dart';
import 'package:flutter/animation.dart';
import 'package:flutter/scheduler.dart';
import 'package:flutter/services.dart';
import 'package:polyvox_filament/generated_bindings.dart';
import 'animations/animation_builder.dart';
import 'animations/animations.dart';
// this is confusing - "FilamentAsset" actually defines a pointer to a SceneAsset, whereas FilamentLight is an Entity ID.
// should make this consistent
typedef FilamentAsset = int;
typedef FilamentLight = int;
const FilamentAsset FILAMENT_ASSET_ERROR = 0;
typedef AssetManager = Pointer<Void>;
typedef FilamentViewer = Pointer<Void>;
typedef FilamentEntity = int;
const FilamentEntity FILAMENT_ASSET_ERROR = 0;
abstract class FilamentController {
Size get size;
late Stream<int?> textureId;
Future get initialized;
Stream get onInitializationRequested;
Future initialize();
Future createTextureViewer(int width, int height);
Future setFrameRate(int framerate);
Future setRendering(bool render);
Future render();
void setPixelRatio(double ratio);
Future resize(int width, int height, {double contentScaleFactor = 1});
Future setBackgroundColor(Color color);
Future clearBackgroundImage();
Future setBackgroundImage(String path);
Future setBackgroundImagePosition(double x, double y, {bool clamp = false});
Future loadSkybox(String skyboxPath);
Future removeSkybox();
Future loadIbl(String path, {double intensity = 30000});
Future removeIbl();
// copied from LightManager.h
// enum class Type : uint8_t {
// SUN, //!< Directional light that also draws a sun's disk in the sky.
// DIRECTIONAL, //!< Directional light, emits light in a given direction.
// POINT, //!< Point light, emits light from a position, in all directions.
// FOCUSED_SPOT, //!< Physically correct spot light.
// SPOT, //!< Spot light with coupling of outer cone and illumination disabled.
// };
Future<FilamentLight> addLight(
int type,
double colour,
double intensity,
double posX,
double posY,
double posZ,
double dirX,
double dirY,
double dirZ,
bool castShadows);
Future removeLight(FilamentLight light);
Future clearLights();
Future<FilamentAsset> loadGlb(String path, {bool unlit = false});
Future<FilamentAsset> loadGltf(String path, String relativeResourcePath);
Future zoomBegin();
Future zoomUpdate(double z);
Future zoomEnd();
Future panStart(double x, double y);
Future panUpdate(double x, double y);
Future panEnd();
Future rotateStart(double x, double y);
Future rotateUpdate(double x, double y);
Future rotateEnd();
Future setMorphTargetWeights(FilamentAsset asset, List<double> weights);
Future<List<String>> getMorphTargetNames(
FilamentAsset asset, String meshName);
Future<List<String>> getAnimationNames(FilamentAsset asset);
Future removeAsset(FilamentAsset asset);
Future clearAssets();
Future setAnimationFrame(
FilamentAsset asset, int animationIndex, int animationFrame);
Future playAnimation(FilamentAsset asset, int index,
{bool loop = false, bool reverse = false});
Future playAnimations(FilamentAsset asset, List<int> indices,
{bool loop = false, bool reverse = false});
Future stopAnimation(FilamentAsset asset, int index);
Future setCamera(FilamentAsset asset, String name);
Future setTexture(FilamentAsset asset, String assetPath,
{int renderableIndex = 0});
Future transformToUnitCube(FilamentAsset asset);
Future setPosition(FilamentAsset asset, double x, double y, double z);
Future setRotation(
FilamentAsset asset, double rads, double x, double y, double z);
// Future setBoneTransform(FilamentAsset asset, String boneName, String meshName,
// BoneTransform transform);
Future setScale(FilamentAsset asset, double scale);
Future setCameraExposure(
double aperture, double shutterSpeed, double sensitivity);
Future setCameraFocalLength(double focalLength);
Future setCameraFocusDistance(double focusDistance);
Future setCameraPosition(double x, double y, double z);
Future setCameraRotation(double rads, double x, double y, double z);
Future setCameraModelMatrix(List<double> matrix);
///
/// 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.
///
Future setAnimation(FilamentAsset asset, Animation animation);
}
class PolyvoxFilamentController extends FilamentController {
class FilamentController {
late MethodChannel _channel = MethodChannel("app.polyvox.filament/event");
double _pixelRatio = 1.0;
Size size = Size(0, 0);
ui.Size size = ui.Size.zero;
int? _textureId;
final _textureIdController = StreamController<int?>.broadcast();
@@ -121,15 +33,27 @@ class PolyvoxFilamentController extends FilamentController {
final _initialized = Completer();
Future get initialized => _initialized.future;
PolyvoxFilamentController() {
late NativeLibrary _nativeLibrary;
late FilamentViewer _viewer;
late AssetManager _assetManager;
final TickerProvider _tickerProvider;
Ticker? _ticker;
bool _rendering = false;
FilamentController(this._tickerProvider) {
_channel.setMethodCallHandler((call) async {
print("Received Filament method channel call : ${call.method}");
throw Exception("Unknown method channel invocation ${call.method}");
});
_textureIdController.onListen = () {
_textureIdController.add(_textureId);
};
_nativeLibrary = NativeLibrary(Platform.isAndroid || Platform.isLinux
? DynamicLibrary.open("libpolyvox_filament_plugin.so")
: DynamicLibrary.process());
}
Future initialize() async {
@@ -138,89 +62,126 @@ class PolyvoxFilamentController extends FilamentController {
}
Future setRendering(bool render) async {
await _channel.invokeMethod("setRendering", render);
_rendering = render;
}
Future render() async {
await _channel.invokeMethod("render");
void render() {
_nativeLibrary.render(_viewer, 0);
_channel.invokeMethod("onFrameAvailable");
}
Future setFrameRate(int framerate) async {
await _channel.invokeMethod("setFrameInterval", 1 / framerate);
_nativeLibrary.set_frame_interval(_viewer, 1 / framerate);
}
void setPixelRatio(double ratio) {
print("Set pixel ratio to $ratio");
_pixelRatio = ratio;
}
Future createTextureViewer(int width, int height) async {
size = Size(width * _pixelRatio, height * _pixelRatio);
print("Creating texture of size $size");
size = ui.Size(width * _pixelRatio, height * _pixelRatio);
_textureId =
await _channel.invokeMethod("initialize", [size.width, size.height]);
await _channel.invokeMethod("createTexture", [size.width, size.height]);
_textureIdController.add(_textureId);
var glContext =
Pointer<Void>.fromAddress(await _channel.invokeMethod("getContext"));
final loadResource = Pointer<
NativeFunction<ResourceBuffer Function(Pointer<Char>)>>.fromAddress(
await _channel.invokeMethod("getLoadResourceFn"));
print("got $loadResource loadResource");
var freeResource =
Pointer<NativeFunction<Void Function(Uint32)>>.fromAddress(
await _channel.invokeMethod("getFreeResourceFn"));
_viewer = _nativeLibrary.create_filament_viewer(
glContext, loadResource, freeResource);
// don't pass a surface to the SwapChain as we are effectively creating a headless SwapChain that will render into a RenderTarget associated with a texture
_nativeLibrary.create_swap_chain(
_viewer, nullptr, size.width.toInt(), size.height.toInt());
var glTextureId = await _channel.invokeMethod("getGlTextureId");
_nativeLibrary.create_render_target(
_viewer, glTextureId, size.width.toInt(), size.height.toInt());
_nativeLibrary.update_viewport_and_camera_projection(
_viewer, size.width.toInt(), size.height.toInt(), 1.0);
_initialized.complete(true);
_assetManager = _nativeLibrary.get_asset_manager(_viewer);
print("got asset maanger $_assetManager");
_ticker = _tickerProvider.createTicker((elapsed) {
if (_rendering) {
render();
}
});
_ticker!.start();
}
Future resize(int width, int height,
{double contentScaleFactor = 1.0}) async {
size = Size(width * _pixelRatio, height * _pixelRatio);
size = ui.Size(width * _pixelRatio, height * _pixelRatio);
_textureId = await _channel.invokeMethod("resize",
[width * _pixelRatio, height * _pixelRatio, contentScaleFactor]);
print("Resized to $size with texutre Id $textureId");
_textureIdController.add(_textureId);
}
@override
Future clearBackgroundImage() async {
await _channel.invokeMethod("clearBackgroundImage");
void clearBackgroundImage() async {
_nativeLibrary.clear_background_image(_viewer);
}
@override
Future setBackgroundImage(String path) async {
await _channel.invokeMethod("setBackgroundImage", path);
void setBackgroundImage(String path) async {
_nativeLibrary.set_background_image(
_viewer, path.toNativeUtf8().cast<Char>());
}
@override
Future setBackgroundColor(Color color) async {
await _channel.invokeMethod("setBackgroundColor", [
color.red.toDouble() / 255.0,
color.green.toDouble() / 255.0,
color.blue.toDouble() / 255.0,
color.alpha.toDouble() / 255.0
]);
void setBackgroundColor(Color color) async {
_nativeLibrary.set_background_color(
_viewer,
color.red.toDouble() / 255.0,
color.green.toDouble() / 255.0,
color.blue.toDouble() / 255.0,
color.alpha.toDouble() / 255.0);
}
@override
Future setBackgroundImagePosition(double x, double y,
void setBackgroundImagePosition(double x, double y,
{bool clamp = false}) async {
await _channel.invokeMethod("setBackgroundImagePosition", [x, y, clamp]);
_nativeLibrary.set_background_image_position(_viewer, x, y, clamp ? 1 : 0);
}
@override
Future loadSkybox(String skyboxPath) async {
await _channel.invokeMethod("loadSkybox", skyboxPath);
void loadSkybox(String skyboxPath) async {
_nativeLibrary.load_skybox(_viewer, skyboxPath.toNativeUtf8().cast<Char>());
}
@override
Future loadIbl(String lightingPath, {double intensity = 30000}) async {
await _channel.invokeMethod("loadIbl", [lightingPath, intensity]);
void loadIbl(String lightingPath, {double intensity = 30000}) async {
_nativeLibrary.load_ibl(
_viewer, lightingPath.toNativeUtf8().cast<Char>(), intensity);
}
@override
Future removeSkybox() async {
await _channel.invokeMethod("removeSkybox");
void removeSkybox() async {
_nativeLibrary.remove_skybox(_viewer);
}
@override
Future removeIbl() async {
await _channel.invokeMethod("removeIbl");
void removeIbl() async {
_nativeLibrary.remove_ibl(_viewer);
}
@override
Future<FilamentLight> addLight(
// copied from LightManager.h
// enum class Type : uint8_t {
// SUN, //!< Directional light that also draws a sun's disk in the sky.
// DIRECTIONAL, //!< Directional light, emits light in a given direction.
// POINT, //!< Point light, emits light from a position, in all directions.
// FOCUSED_SPOT, //!< Physically correct spot light.
// SPOT, //!< Spot light with coupling of outer cone and illumination disabled.
// };
FilamentEntity addLight(
int type,
double colour,
double intensity,
@@ -230,221 +191,241 @@ class PolyvoxFilamentController extends FilamentController {
double dirX,
double dirY,
double dirZ,
bool castShadows) async {
var entityId = await _channel.invokeMethod("addLight", [
type,
colour,
intensity,
posX,
posY,
posZ,
dirX,
dirY,
dirZ,
castShadows
]);
return entityId as FilamentLight;
bool castShadows) {
return _nativeLibrary.add_light(_viewer, type, colour, intensity, posX,
posY, posZ, dirX, dirY, dirZ, castShadows ? 1 : 0);
}
@override
Future removeLight(FilamentLight light) {
return _channel.invokeMethod("removeLight", light);
void removeLight(FilamentEntity light) async {
_nativeLibrary.remove_light(_viewer, light);
}
@override
Future clearLights() {
return _channel.invokeMethod("clearLights");
void clearLights() async {
_nativeLibrary.clear_lights(_viewer);
}
Future<FilamentAsset> loadGlb(String path, {bool unlit = false}) async {
print("Loading GLB at $path ");
var asset = await _channel.invokeMethod("loadGlb", [path, unlit]);
FilamentEntity loadGlb(String path, {bool unlit = false}) {
var asset = _nativeLibrary.load_glb(
_assetManager, path.toNativeUtf8().cast<Char>(), unlit ? 1 : 0);
if (asset == FILAMENT_ASSET_ERROR) {
throw Exception("An error occurred loading the asset at $path");
}
return asset as FilamentAsset;
return asset;
}
Future<FilamentAsset> loadGltf(
String path, String relativeResourcePath) async {
print(
"Loading GLTF at $path with relative resource path $relativeResourcePath");
var asset =
await _channel.invokeMethod("loadGltf", [path, relativeResourcePath]);
return asset as FilamentAsset;
FilamentEntity loadGltf(String path, String relativeResourcePath) {
return _nativeLibrary.load_gltf(
_assetManager,
path.toNativeUtf8().cast<Char>(),
relativeResourcePath.toNativeUtf8().cast<Char>());
}
Future panStart(double x, double y) async {
await _channel.invokeMethod("panStart", [x * _pixelRatio, y * _pixelRatio]);
void panStart(double x, double y) async {
_nativeLibrary.grab_begin(_viewer, x * _pixelRatio, y * _pixelRatio, 1);
}
Future panUpdate(double x, double y) async {
await _channel
.invokeMethod("panUpdate", [x * _pixelRatio, y * _pixelRatio]);
void panUpdate(double x, double y) async {
_nativeLibrary.grab_update(_viewer, x * _pixelRatio, y * _pixelRatio);
}
Future panEnd() async {
await _channel.invokeMethod("panEnd");
void panEnd() async {
_nativeLibrary.grab_end(_viewer);
}
Future rotateStart(double x, double y) async {
await _channel
.invokeMethod("rotateStart", [x * _pixelRatio, y * _pixelRatio]);
void rotateStart(double x, double y) async {
_nativeLibrary.grab_begin(_viewer, x * _pixelRatio, y * _pixelRatio, 0);
}
Future rotateUpdate(double x, double y) async {
await _channel
.invokeMethod("rotateUpdate", [x * _pixelRatio, y * _pixelRatio]);
void rotateUpdate(double x, double y) async {
_nativeLibrary.grab_update(_viewer, x * _pixelRatio, y * _pixelRatio);
}
Future rotateEnd() async {
await _channel.invokeMethod("rotateEnd");
void rotateEnd() async {
_nativeLibrary.grab_end(_viewer);
}
Future setMorphTargetWeights(
FilamentAsset asset, List<double> weights) async {
await _channel.invokeMethod(
"setMorphTargetWeights", [asset, Float32List.fromList(weights)]);
void setMorphTargetWeights(FilamentEntity asset, List<double> weights) {
throw Exception("TODO");
// _nativeLibrary.set_morph_target_weights(_assetManager, asset, Float32List.fromList(weights));
}
Future<List<String>> getMorphTargetNames(
FilamentAsset asset, String meshName) async {
var result =
(await _channel.invokeMethod("getMorphTargetNames", [asset, meshName]))
.cast<String>();
return result;
List<String> getMorphTargetNames(FilamentEntity asset, String meshName) {
var meshNamePtr = meshName.toNativeUtf8().cast<Char>();
var count = _nativeLibrary.get_morph_target_name_count(
_assetManager, asset, meshNamePtr);
var names = <String>[];
for (int i = 0; i < count; i++) {
var outPtr = calloc<Char>(255);
_nativeLibrary.get_morph_target_name(
_assetManager, asset, meshNamePtr, outPtr, i);
names.add(outPtr.cast<Utf8>().toDartString());
}
return names;
}
Future<List<String>> getAnimationNames(FilamentAsset asset) async {
var result = (await _channel.invokeMethod("getAnimationNames", asset))
.cast<String>();
return result;
List<String> getAnimationNames(FilamentEntity asset) {
var count = _nativeLibrary.get_animation_count(_assetManager, asset);
var names = <String>[];
for (int i = 0; i < count; i++) {
var outPtr = calloc<Char>(255);
_nativeLibrary.get_animation_name(_assetManager, asset, outPtr, i);
names.add(outPtr.cast<Utf8>().toDartString());
}
return names;
}
Future setAnimation(FilamentAsset asset, Animation animation) async {
await _channel.invokeMethod("setAnimation", [
asset,
animation.morphAnimation!.meshName,
animation.morphAnimation!.morphData,
animation.morphAnimation!.numMorphWeights,
animation.boneAnimations?.map((a) => a.toList()).toList() ?? [],
animation.morphAnimation!.numFrames,
animation.morphAnimation!.frameLengthInMs
]);
///
/// 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.
///
void setMorphAnimation(FilamentEntity asset, MorphAnimation animation) async {
var data = calloc<Float>(animation.data.length);
for (int i = 0; i < animation.data.length; i++) {
data.elementAt(i).value = animation.data[i];
}
_nativeLibrary.set_morph_animation(
_assetManager,
asset,
animation.meshName.toNativeUtf8().cast<Char>(),
data,
animation.numMorphWeights,
animation.numFrames,
animation.frameLengthInMs);
calloc.free(data);
}
Future removeAsset(FilamentAsset asset) async {
print("Removing asset : $asset");
await _channel.invokeMethod("removeAsset", asset);
///
/// 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.
///
void setBoneAnimation(
FilamentEntity asset, List<DartBoneAnimation> animations) async {
var data =
calloc<Float>(animations.length * animations.first.frameData.length);
int offset = 0;
var numFrames = animations.first.frameData.length;
var meshNames = calloc<Pointer<Char>>(animations.length);
var boneNames = calloc<Pointer<Char>>(animations.length);
int animIdx = 0;
for (var animation in animations) {
if (animation.frameData.length != numFrames) {
throw Exception(
"All bone animations must share the same animation frame data length.");
}
for (int i = 0; i < animation.frameData.length; i++) {
data.elementAt(offset).value = animation.frameData[i];
offset += 1;
}
meshNames.elementAt(animIdx).value =
animation.meshName.toNativeUtf8().cast<Char>();
boneNames.elementAt(animIdx).value =
animation.boneName.toNativeUtf8().cast<Char>();
}
_nativeLibrary.set_bone_animation(
_assetManager,
asset,
animations.length,
boneNames,
meshNames,
data,
numFrames,
animations.first.frameLengthInMs);
calloc.free(data);
}
Future clearAssets() async {
await _channel.invokeMethod("clearAssets");
void removeAsset(FilamentEntity asset) async {
_nativeLibrary.remove_asset(_viewer, asset);
}
Future zoomBegin() async {
await _channel.invokeMethod("zoomBegin");
void clearAssets() async {
_nativeLibrary.clear_assets(_viewer);
}
Future zoomUpdate(double z) async {
await _channel.invokeMethod("zoomUpdate", [0.0, 0.0, z]);
void zoomBegin() async {
_nativeLibrary.scroll_begin(_viewer);
}
Future zoomEnd() async {
await _channel.invokeMethod("zoomEnd");
void zoomUpdate(double z) async {
_nativeLibrary.scroll_update(_viewer, 0.0, 0.0, z);
}
Future playAnimation(FilamentAsset asset, int index,
void zoomEnd() async {
_nativeLibrary.scroll_end(_viewer);
}
void playAnimation(FilamentEntity asset, int index,
{bool loop = false, bool reverse = false}) async {
await _channel.invokeMethod("playAnimation", [asset, index, loop, reverse]);
_nativeLibrary.play_animation(
_assetManager, asset, index, loop ? 1 : 0, reverse ? 1 : 0);
}
Future setAnimationFrame(
FilamentAsset asset, int index, int animationFrame) async {
await _channel
.invokeMethod("setAnimationFrame", [asset, index, animationFrame]);
void setAnimationFrame(
FilamentEntity asset, int index, int animationFrame) async {
_nativeLibrary.set_animation_frame(
_assetManager, asset, index, animationFrame);
}
Future playAnimations(FilamentAsset asset, List<int> indices,
{bool loop = false, bool reverse = false}) async {
return Future.wait(indices.map((index) {
return _channel
.invokeMethod("playAnimation", [asset, index, loop, reverse]);
}));
void stopAnimation(FilamentEntity asset, int animationIndex) async {
_nativeLibrary.stop_animation(_assetManager, asset, animationIndex);
}
Future stopAnimation(FilamentAsset asset, int animationIndex) async {
await _channel.invokeMethod("stopAnimation", [asset, animationIndex]);
void setCamera(FilamentEntity asset, String name) async {
_nativeLibrary.set_camera(_viewer, asset, name.toNativeUtf8().cast<Char>());
}
Future setCamera(FilamentAsset asset, String name) async {
await _channel.invokeMethod("setCamera", [asset, name]);
void setCameraFocalLength(double focalLength) async {
_nativeLibrary.set_camera_focal_length(_viewer, focalLength);
}
Future setCameraFocalLength(double focalLength) async {
await _channel.invokeMethod("setCameraFocalLength", focalLength);
void setCameraFocusDistance(double focusDistance) async {
_nativeLibrary.set_camera_focus_distance(_viewer, focusDistance);
}
Future setCameraFocusDistance(double focusDistance) async {
await _channel.invokeMethod("setCameraFocusDistance", focusDistance);
void setCameraPosition(double x, double y, double z) async {
_nativeLibrary.set_camera_position(_viewer, x, y, z);
}
Future setCameraPosition(double x, double y, double z) async {
await _channel.invokeMethod("setCameraPosition", [x, y, z]);
}
Future setCameraExposure(
void setCameraExposure(
double aperture, double shutterSpeed, double sensitivity) async {
await _channel.invokeMethod(
"setCameraExposure", [aperture, shutterSpeed, sensitivity]);
_nativeLibrary.set_camera_exposure(
_viewer, aperture, shutterSpeed, sensitivity);
}
Future setCameraRotation(double rads, double x, double y, double z) async {
await _channel.invokeMethod("setCameraRotation", [rads, x, y, z]);
void setCameraRotation(double rads, double x, double y, double z) async {
_nativeLibrary.set_camera_rotation(_viewer, rads, x, y, z);
}
Future setCameraModelMatrix(List<double> matrix) async {
void setCameraModelMatrix(List<double> matrix) async {
assert(matrix.length == 16);
await _channel.invokeMethod(
"setCameraModelMatrix", Float32List.fromList(matrix));
var ptr = calloc<Float>(16);
for (int i = 0; i < 16; i++) {
ptr.elementAt(i).value = matrix[i];
}
_nativeLibrary.set_camera_model_matrix(_viewer, ptr);
}
Future setTexture(FilamentAsset asset, String assetPath,
void setTexture(FilamentEntity asset, String assetPath,
{int renderableIndex = 0}) async {
await _channel
.invokeMethod("setTexture", [asset, assetPath, renderableIndex]);
_nativeLibrary.set_texture(_assetManager, asset);
}
Future transformToUnitCube(FilamentAsset asset) async {
await _channel.invokeMethod("transformToUnitCube", asset);
void transformToUnitCube(FilamentEntity asset) async {
_nativeLibrary.transform_to_unit_cube(_assetManager, asset);
}
Future setPosition(FilamentAsset asset, double x, double y, double z) async {
await _channel.invokeMethod("setPosition", [asset, x, y, z]);
void setPosition(FilamentEntity asset, double x, double y, double z) async {
_nativeLibrary.set_position(_assetManager, asset, x, y, z);
}
// Future setBoneTransform(FilamentAsset asset, String boneName, String meshName,
// BoneTransform transform) async {
// await _channel.invokeMethod("setBoneTransform", [
// asset,
// boneName,
// meshName,
// transform.translations[0].x,
// transform.translations[0].y,
// transform.translations[0].z,
// transform.quaternions[0].x,
// transform.quaternions[0].y,
// transform.quaternions[0].z,
// transform.quaternions[0].w
// ]);
// }
Future setScale(FilamentAsset asset, double scale) async {
await _channel.invokeMethod("setScale", [asset, scale]);
void setScale(FilamentEntity asset, double scale) async {
_nativeLibrary.set_scale(_assetManager, asset, scale);
}
Future setRotation(
FilamentAsset asset, double rads, double x, double y, double z) async {
await _channel.invokeMethod("setRotation", [asset, rads, x, y, z]);
void setRotation(
FilamentEntity asset, double rads, double x, double y, double z) async {
_nativeLibrary.set_rotation(_assetManager, asset, rads, x, y, z);
}
}

View File

@@ -41,9 +41,9 @@ class _FilamentGestureDetectorState extends State<FilamentGestureDetector> {
// to avoid duplicating code for pan/rotate (panStart, panUpdate, panEnd, rotateStart, rotateUpdate etc)
// we have only a single function for start/update/end.
// when the gesture type is changed, these properties are updated to point to the correct function.
late Future Function(double x, double y) _functionStart;
late Future Function(double x, double y) _functionUpdate;
late Future Function() _functionEnd;
late Function(double x, double y) _functionStart;
late Function(double x, double y) _functionUpdate;
late Function() _functionEnd;
double _lastScale = 0;
@@ -104,8 +104,8 @@ class _FilamentGestureDetectorState extends State<FilamentGestureDetector> {
: (d) async {
_scaling = true;
if (d.pointerCount == 2) {
await widget.controller.zoomEnd();
await widget.controller.zoomBegin();
widget.controller.zoomEnd();
widget.controller.zoomBegin();
}
},
onScaleEnd: !widget.enableControls
@@ -114,7 +114,7 @@ class _FilamentGestureDetectorState extends State<FilamentGestureDetector> {
_scaling = false;
if (d.pointerCount == 2) {
_lastScale = 0;
await widget.controller.zoomEnd();
widget.controller.zoomEnd();
}
},
onScaleUpdate: !widget.enableControls
@@ -122,7 +122,7 @@ class _FilamentGestureDetectorState extends State<FilamentGestureDetector> {
: (d) async {
if (d.pointerCount == 2) {
if (_lastScale != 0) {
await widget.controller.zoomUpdate(Platform.isIOS
widget.controller.zoomUpdate(Platform.isIOS
? 1000 * (_lastScale - d.scale)
: 100 * (_lastScale - d.scale));
}
@@ -138,8 +138,8 @@ class _FilamentGestureDetectorState extends State<FilamentGestureDetector> {
// scroll-wheel zoom on desktop
if (pointerSignal is PointerScrollEvent) {
_scrollTimer?.cancel();
await widget.controller.zoomBegin();
await widget.controller.zoomUpdate(
widget.controller.zoomBegin();
widget.controller.zoomUpdate(
pointerSignal.scrollDelta.dy > 0 ? 10 : -10);
_scrollTimer =
Timer(Duration(milliseconds: 100), () {
@@ -154,10 +154,10 @@ class _FilamentGestureDetectorState extends State<FilamentGestureDetector> {
? null
: (d) async {
if (d.buttons == kTertiaryButton || _rotating) {
await widget.controller.rotateStart(
widget.controller.rotateStart(
d.localPosition.dx, d.localPosition.dy);
} else {
await _functionStart(
_functionStart(
d.localPosition.dx, d.localPosition.dy);
}
},
@@ -165,10 +165,10 @@ class _FilamentGestureDetectorState extends State<FilamentGestureDetector> {
? null
: (d) async {
if (d.buttons == kTertiaryButton || _rotating) {
await widget.controller.rotateUpdate(
widget.controller.rotateUpdate(
d.localPosition.dx, d.localPosition.dy);
} else {
await _functionUpdate(
_functionUpdate(
d.localPosition.dx, d.localPosition.dy);
}
},
@@ -176,9 +176,9 @@ class _FilamentGestureDetectorState extends State<FilamentGestureDetector> {
? null
: (d) async {
if (d.buttons == kTertiaryButton || _rotating) {
await widget.controller.rotateEnd();
widget.controller.rotateEnd();
} else {
await _functionEnd();
_functionEnd();
}
},
child: widget.child))),

1343
lib/generated_bindings.dart Normal file

File diff suppressed because it is too large Load Diff

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@@ -29,11 +29,11 @@ add_library(${PLUGIN_NAME} SHARED
"polyvox_filament_plugin.cc"
"filament_texture.cc"
"filament_pb_texture.cc"
"${CMAKE_CURRENT_SOURCE_DIR}/../ios/src/SceneAssetLoader.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/../ios/src/SceneAsset.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/../ios/src/AssetManager.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/../ios/src/FilamentViewer.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/../ios/src/PolyvoxFilamentApi.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/../ios/src/StreamBufferAdapter.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/../ios/src/TimeIt.cpp"
)
# Apply a standard set of build settings that are configured in the

View File

@@ -19,6 +19,8 @@ static uint32_t _i = 0;
ResourceBuffer loadResource(const char* name) {
std::cout << "LOADING RESOURCE" << std::endl;
char cwd[PATH_MAX];
if (getcwd(cwd, sizeof(cwd)) != NULL) {
std::cout << "Current working dir: " << cwd << std::endl;

File diff suppressed because it is too large Load Diff

View File

@@ -12,12 +12,20 @@ dependencies:
sdk: flutter
vector_math: ^2.1.2
plugin_platform_interface: ^2.0.0
ffi:
tuple:
dev_dependencies:
flutter_test:
sdk: flutter
flutter_lints: ^1.0.0
ffigen:
ffigen:
output: 'lib/generated_bindings.dart'
headers:
entry-points:
- 'ios/include/PolyvoxFilamentApi.h'
flutter:
plugin: