refactor
This commit is contained in:
95
ios/include/AssetManager.hpp
Normal file
95
ios/include/AssetManager.hpp
Normal file
@@ -0,0 +1,95 @@
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#pragma once
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#include <filament/Scene.h>
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#include <gltfio/AssetLoader.h>
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#include <gltfio/FilamentAsset.h>
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#include <gltfio/ResourceLoader.h>
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#include "ResourceManagement.hpp"
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#include "SceneAsset.hpp"
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#include "ResourceBuffer.hpp"
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typedef int32_t EntityId;
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namespace polyvox {
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using namespace filament;
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using namespace filament::gltfio;
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class AssetManager {
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public:
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AssetManager(LoadResource loadResource,
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FreeResource freeResource,
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NameComponentManager *ncm,
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Engine *engine,
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Scene *scene);
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~AssetManager();
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EntityId loadGltf(const char* uri, const char* relativeResourcePath);
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EntityId loadGlb(const char* uri, bool unlit);
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FilamentAsset* getAssetByEntityId(EntityId entityId);
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void remove(EntityId entity);
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void destroyAll();
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unique_ptr<vector<string>> getAnimationNames(EntityId entity);
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unique_ptr<vector<string>> getMorphTargetNames(EntityId entity, const char *meshName);
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void transformToUnitCube(EntityId e);
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inline void updateTransform(EntityId e);
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void setScale(EntityId e, float scale);
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void setPosition(EntityId e, float x, float y, float z);
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void setRotation(EntityId e, float rads, float x, float y, float z);
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const utils::Entity *getCameraEntities(EntityId e);
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size_t getCameraEntityCount(EntityId e);
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const utils::Entity* getLightEntities(EntityId e) const noexcept;
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size_t getLightEntityCount(EntityId e) const noexcept;
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void updateAnimations();
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bool setBoneAnimationBuffer(
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EntityId entity,
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int length,
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const char** const boneNames,
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const char** const meshNames,
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const float* const frameData,
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int numFrames,
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float frameLengthInMs);
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bool setMorphAnimationBuffer(
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EntityId entity,
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const char* entityName,
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const float* const morphData,
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int numMorphWeights,
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int numFrames,
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float frameLengthInMs);
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void playAnimation(EntityId e, int index, bool loop, bool reverse);
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void stopAnimation(EntityId e, int index);
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void setMorphTargetWeights(const char* const entityName, float *weights, int count);
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void loadTexture(EntityId entity, const char* resourcePath, int renderableIndex);
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void setAnimationFrame(EntityId entity, int animationIndex, int animationFrame);
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private:
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LoadResource _loadResource;
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FreeResource _freeResource;
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AssetLoader* _assetLoader = nullptr;
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ResourceLoader* _resourceLoader = nullptr;
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NameComponentManager* _ncm = nullptr;
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Engine* _engine;
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Scene* _scene;
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MaterialProvider* _unlitProvider = nullptr;
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MaterialProvider* _ubershaderProvider = nullptr;
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gltfio::ResourceLoader* _gltfResourceLoader = nullptr;
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gltfio::TextureProvider* _stbDecoder = nullptr;
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tsl::robin_map<EntityId, SceneAsset> _assets;
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void setBoneTransform(
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FilamentInstance* instance,
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vector<BoneAnimationData> animations,
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int frameNumber
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);
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utils::Entity findEntityByName(
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SceneAsset asset,
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const char* entityName
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);
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inline void updateTransform(SceneAsset asset);
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};
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}
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@@ -31,17 +31,16 @@
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#include <string>
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#include <chrono>
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#include "SceneAssetLoader.hpp"
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#include "SceneAsset.hpp"
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#include "AssetManager.hpp"
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#include "ResourceManagement.hpp"
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using namespace std;
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using namespace filament;
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using namespace filament::math;
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using namespace gltfio;
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using namespace utils;
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using namespace camutils;
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typedef int32_t EntityId;
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namespace polyvox {
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class FilamentViewer {
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@@ -56,9 +55,7 @@ namespace polyvox {
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void loadIbl(const char* const iblUri, float intensity);
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void removeIbl();
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SceneAsset* loadGlb(const char* const uri, bool unlit);
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SceneAsset* loadGltf(const char* const uri, const char* relativeResourcePath);
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void removeAsset(SceneAsset* asset);
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void removeAsset(EntityId asset);
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// removes all add assets from the current scene
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void clearAssets();
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@@ -66,8 +63,7 @@ namespace polyvox {
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void render(uint64_t frameTimeInNanos);
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void setFrameInterval(float interval);
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bool setFirstCamera(SceneAsset* asset);
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bool setCamera(SceneAsset* asset, const char* nodeName);
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bool setCamera(EntityId asset, const char* nodeName);
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void createSwapChain(void* surface, uint32_t width, uint32_t height);
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void destroySwapChain();
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@@ -95,9 +91,13 @@ namespace polyvox {
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void scrollEnd();
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int32_t addLight(LightManager::Type t, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows);
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void removeLight(int32_t entityId);
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void removeLight(EntityId entityId);
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void clearLights();
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AssetManager* const getAssetManager() {
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return (AssetManager* const) _assetManager;
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}
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private:
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void createImageRenderable();
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void loadResources(std::string relativeResourcePath);
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@@ -124,24 +124,18 @@ namespace polyvox {
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SwapChain* _swapChain = nullptr;
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vector<SceneAsset*> _assets;
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SceneAssetLoader* _ubershaderAssetLoader;
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SceneAssetLoader* _unlitAssetLoader;
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NameComponentManager* _ncm;
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AssetManager* _assetManager = nullptr;
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NameComponentManager* _ncm = nullptr;
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std::mutex mtx; // mutex to ensure thread safety when removing assets
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vector<Entity> _lights;
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vector<utils::Entity> _lights;
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Texture* _skyboxTexture = nullptr;
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Skybox* _skybox = nullptr;
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Texture* _iblTexture = nullptr;
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IndirectLight* _indirectLight = nullptr;
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MaterialProvider* _ubershaderProvider = nullptr;
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MaterialProvider* _unlitProvider = nullptr;
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gltfio::ResourceLoader* _resourceLoader = nullptr;
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gltfio::TextureProvider* _stbDecoder = nullptr;
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bool _recomputeAabb = false;
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bool _actualSize = false;
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@@ -156,7 +150,7 @@ namespace polyvox {
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uint32_t _imageWidth = 0;
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mat4f _imageScale;
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Texture* _imageTexture = nullptr;
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Entity* _imageEntity = nullptr;
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utils::Entity* _imageEntity = nullptr;
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VertexBuffer* _imageVb = nullptr;
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IndexBuffer* _imageIb = nullptr;
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Material* _imageMaterial = nullptr;
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@@ -7,111 +7,104 @@
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typedef struct ResourceBuffer ResourceBuffer;
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///
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/// Frame data for animating multiples bones for multiple meshes.
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/// [data]
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typedef int32_t EntityId;
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///
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/// struct to facilitate passing bone animation frame data between Dart/native.
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///
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struct BoneAnimation {
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const char* const* const boneNames;
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const char* const* const meshNames;
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const float* const data;
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size_t numBones;
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size_t numMeshTargets;
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};
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void* create_filament_viewer(void *context, ResourceBuffer (*loadResource)(const char *), void (*freeResource)(uint32_t));
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void delete_filament_viewer(void *viewer);
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void* get_asset_manager(void* viewer);
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void create_render_target(void *viewer, uint32_t textureId, uint32_t width, uint32_t height);
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void clear_background_image(void *viewer);
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void set_background_image(void *viewer, const char *path);
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void set_background_image_position(void *viewer, float x, float y, bool clamp);
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void set_background_color(void *viewer, const float r, const float g, const float b, const float a);
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void load_skybox(void *viewer, const char *skyboxPath);
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void load_ibl(void *viewer, const char *iblPath, float intensity);
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void remove_skybox(void *viewer);
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void remove_ibl(void *viewer);
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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);
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void remove_light(void *viewer, EntityId entityId);
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void clear_lights(void *viewer);
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EntityId load_glb(void *assetManager, const char *assetPath, bool unlit);
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EntityId load_gltf(void *assetManager, const char *assetPath, const char *relativePath);
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bool set_camera(void *viewer, EntityId asset, const char *nodeName);
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void render(void *viewer, uint64_t frameTimeInNanos);
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void create_swap_chain(void *viewer, void *surface, uint32_t width, uint32_t height);
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void destroy_swap_chain(void *viewer);
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void set_frame_interval(void *viewer, float interval);
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void* get_renderer(void *viewer);
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void update_viewport_and_camera_projection(void *viewer, int width, int height, float scaleFactor);
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void scroll_begin(void *viewer);
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void scroll_update(void *viewer, float x, float y, float z);
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void scroll_end(void *viewer);
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typedef struct BoneAnimation BoneAnimation;
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void grab_begin(void *viewer, float x, float y, bool pan);
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void grab_update(void *viewer, float x, float y);
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void grab_end(void *viewer);
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void* filament_viewer_new(void* context, ResourceBuffer (*loadResource)(const char*), void (*freeResource)(uint32_t));
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void filament_viewer_delete(void* viewer);
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void create_render_target(void* viewer, uint32_t textureId, uint32_t width, uint32_t height);
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void clear_background_image(void* viewer);
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void set_background_image(void* viewer, const char* path);
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void set_background_image_position(void* viewer, float x, float y, bool clamp);
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void set_background_color(void* viewer, const float r, const float g, const float b, const float a);
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void load_skybox(void* viewer, const char* skyboxPath);
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void load_ibl(void* viewer, const char* iblPath, float intensity);
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void remove_skybox(void* viewer);
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void remove_ibl(void* viewer);
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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);
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void remove_light(void* viewer, int32_t entityId);
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void clear_lights(void* viewer);
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void* load_glb(void* viewer, const char* assetPath, bool unlit);
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void* load_gltf(void* viewer, const char* assetPath, const char* relativePath);
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bool set_camera(void* viewer, void* asset, const char* nodeName);
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void render(void* viewer, uint64_t frameTimeInNanos);
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void create_swap_chain(void* viewer, void* surface, uint32_t width, uint32_t height);
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void destroy_swap_chain(void* viewer);
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void set_frame_interval(void* viewer, float interval);
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void* get_renderer(void* viewer);
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void update_viewport_and_camera_projection(void* viewer, int width, int height, float scaleFactor);
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void scroll_begin(void* viewer);
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void scroll_update(void* viewer, float x, float y , float z);
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void scroll_end(void* viewer);
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void grab_begin(void* viewer, float x, float y, bool pan);
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void grab_update(void* viewer, float x, float y);
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void grab_end(void* viewer);
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void apply_weights(void* asset, const char* const entityName, float* const weights, int count);
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void set_animation(
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void* asset,
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const char* const entityName,
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const float* const morphData,
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int numMorphWeights,
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const BoneAnimation* const boneAnimations,
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int numBoneAnimations,
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int numFrames,
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float frameLengthInMs
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void apply_weights(
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void* assetManager,
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EntityId asset,
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const char *const entityName,
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float *const weights,
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int count
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);
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void set_morph_animation(
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void* assetManager,
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EntityId asset,
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const char *const entityName,
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const float *const morphData,
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int numMorphWeights,
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int numFrames,
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float frameLengthInMs);
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void set_bone_animation(
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void* assetManager,
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EntityId asset,
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int length,
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const char** const boneNames,
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const char** const meshNames,
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const float* const frameData,
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int numFrames,
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float frameLengthInMs);
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// void set_bone_transform(
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// void* asset,
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// const char* boneName,
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// EntityId asset,
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// const char* boneName,
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// const char* entityName,
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// float transX,
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// float transY,
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// float transZ,
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// float transX,
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// float transY,
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// float transZ,
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// float quatX,
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// float quatY,
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// float quatZ,
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// float quatW
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// );
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void play_animation(void* asset, int index, bool loop, bool reverse);
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void set_animation_frame(void* asset, int animationIndex, int animationFrame);
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void stop_animation(void* asset, int index);
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int get_animation_count(void* asset);
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void get_animation_name(void* asset, char* const outPtr, int index);
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void play_animation(void* assetManager, EntityId asset, int index, bool loop, bool reverse);
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void set_animation_frame(void* assetManager, EntityId asset, int animationIndex, int animationFrame);
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void stop_animation(void* assetManager, EntityId asset, int index);
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int get_animation_count(void* assetManager, EntityId asset);
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void get_animation_name(void* assetManager, EntityId asset, char *const outPtr, int index);
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void get_morph_target_name(void* assetManager, EntityId asset, const char *meshName, char *const outPtr, int index);
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int get_morph_target_name_count(void* assetManager, EntityId asset, const char *meshName);
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void remove_asset(void *viewer, EntityId asset);
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void clear_assets(void *viewer);
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void load_texture(void* assetManager, EntityId asset, const char *assetPath, int renderableIndex);
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void set_texture(void* assetManager, EntityId asset);
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void transform_to_unit_cube(void* assetManager, EntityId asset);
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void set_position(void* assetManager, EntityId asset, float x, float y, float z);
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void set_rotation(void* assetManager, EntityId asset, float rads, float x, float y, float z);
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void set_scale(void* assetManager, EntityId asset, float scale);
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void set_camera_exposure(void *viewer, float aperture, float shutterSpeed, float sensitivity);
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void set_camera_position(void *viewer, float x, float y, float z);
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void set_camera_rotation(void *viewer, float rads, float x, float y, float z);
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void set_camera_model_matrix(void *viewer, const float *const matrix);
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void set_camera_focal_length(void *viewer, float focalLength);
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void set_camera_focus_distance(void *viewer, float focusDistance);
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void get_morph_target_name(void* asset, const char* meshName, char* const outPtr, int index );
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int get_morph_target_name_count(void* asset, const char* meshName);
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void remove_asset(void* viewer, void* asset);
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void clear_assets(void* viewer);
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void load_texture(void* asset, const char* assetPath, int renderableIndex);
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void set_texture(void* asset);
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void transform_to_unit_cube(void* asset);
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void set_position(void* asset, float x, float y, float z);
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void set_rotation(void* asset, float rads, float x, float y, float z);
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void set_scale(void* asset, float scale);
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void set_camera_exposure(void* viewer, float aperture, float shutterSpeed, float sensitivity);
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void set_camera_position(void* viewer, float x, float y, float z);
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void set_camera_rotation(void* viewer, float rads, float x, float y, float z);
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void set_camera_model_matrix(void* viewer, const float* const matrix);
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void set_camera_focal_length(void* viewer, float focalLength);
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void set_camera_focus_distance(void* viewer, float focusDistance);
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#endif
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@@ -1,2 +1,2 @@
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void* filament_viewer_new_ios(void* texture, void* loadResource, void* freeResource, void* resources);
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void* create_filament_viewer_ios(void* texture, void* loadResource, void* freeResource, void* resources);
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@@ -15,7 +15,7 @@ namespace polyvox {
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//
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// Typedef for a function that loads a resource into a ResourceBuffer from an asset URI.
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//
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using LoadResource = function<ResourceBuffer(const char* uri)>;
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using LoadResource = function<ResourceBuffer(const char* uri)>;
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//
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// Typedef for a function that frees an ID associated with a ResourceBuffer.
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@@ -11,14 +11,12 @@
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#include <math/mat3.h>
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#include <math/norm.h>
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#include <gltfio/Animator.h>
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#include <gltfio/AssetLoader.h>
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#include <gltfio/FilamentAsset.h>
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#include <gltfio/ResourceLoader.h>
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#include <utils/NameComponentManager.h>
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#include "ResourceManagement.hpp"
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#include "SceneAssetAnimation.hpp"
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extern "C" {
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#include "PolyvoxFilamentApi.h"
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@@ -30,121 +28,88 @@ namespace polyvox {
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using namespace utils;
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using namespace std;
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class SceneAsset {
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friend class SceneAssetLoader;
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public:
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SceneAsset(FilamentAsset* asset, Engine* engine, NameComponentManager* ncm, LoadResource loadResource, FreeResource freeResource);
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~SceneAsset();
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unique_ptr<vector<string>> getMorphTargetNames(const char* meshName);
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unique_ptr<vector<string>> getAnimationNames();
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///
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///
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///
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void loadTexture(const char* resourcePath, int renderableIndex);
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void setTexture();
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///
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/// Update the bone/morph target animations to reflect the current frame (if applicable).
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///
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void updateAnimations();
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///
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/// Immediately stop the animation at the specified index. Noop if no animation is playing.
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///
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void stopAnimation(int index);
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|
||||
///
|
||||
/// 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);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
@@ -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
32
ios/include/TimeIt.hpp
Normal file
@@ -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_
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
#ifndef UNLIT_MATERIAL_PROVIDER
|
||||
#define UNLIT_MATERIAL_PROVIDER
|
||||
|
||||
#include "material/unlit_opaque.h"
|
||||
|
||||
namespace polyvox {
|
||||
class UnlitMaterialProvider : public MaterialProvider {
|
||||
|
||||
|
||||
Reference in New Issue
Block a user