renaming/refactoring and allow creating new cameras

This commit is contained in:
Nick Fisher
2024-09-25 23:56:25 +08:00
parent 2b1339b560
commit a2684ae47d
14 changed files with 665 additions and 437 deletions

View File

@@ -12,7 +12,9 @@ extern "C"
typedef struct TCamera TCamera;
typedef struct TMaterialInstance TMaterialInstance;
typedef struct TEngine TEngine;
typedef struct TEntityManager TEntityManager;
typedef struct TViewer TViewer;
typedef struct TSceneManager TSceneManager;
struct TMaterialKey {
bool doubleSided = 1;

View File

@@ -299,6 +299,12 @@ namespace thermion_filament
void setVisibilityLayer(EntityId entityId, int layer);
Camera* createCamera();
void destroyCamera(Camera* camera);
void setCamera(Camera* camera);
private:
gltfio::AssetLoader *_assetLoader = nullptr;
const ResourceLoaderWrapperImpl *const _resourceLoaderWrapper;
@@ -325,6 +331,7 @@ namespace thermion_filament
tsl::robin_map<EntityId, unique_ptr<HighlightOverlay>> _highlighted;
tsl::robin_map<EntityId, std::tuple<math::float3, bool, math::quatf, bool, float>> _transformUpdates;
std::set<Texture*> _textures;
std::vector<Camera*> _cameras;
AnimationComponentManager *_animationComponentManager = nullptr;
CollisionComponentManager *_collisionComponentManager = nullptr;

View File

@@ -56,11 +56,12 @@ extern "C"
EMSCRIPTEN_KEEPALIVE TViewer *create_filament_viewer(const void *const context, const void *const loader, void *const platform, const char *uberArchivePath);
EMSCRIPTEN_KEEPALIVE void destroy_filament_viewer(TViewer *viewer);
EMSCRIPTEN_KEEPALIVE void *get_scene_manager(TViewer *viewer);
EMSCRIPTEN_KEEPALIVE TSceneManager *Viewer_getSceneManager(TViewer *viewer);
// Engine
EMSCRIPTEN_KEEPALIVE TEngine *Viewer_getEngine(TViewer* viewer);
EMSCRIPTEN_KEEPALIVE TCamera *Engine_getCameraComponent(TEngine* tEngine, EntityId entityId);
EMSCRIPTEN_KEEPALIVE void Engine_setTransform(TEngine* tEngine, EntityId entity, double4x4 transform);
EMSCRIPTEN_KEEPALIVE void create_render_target(TViewer *viewer, intptr_t texture, uint32_t width, uint32_t height);
EMSCRIPTEN_KEEPALIVE void clear_background_image(TViewer *viewer);
@@ -97,12 +98,12 @@ extern "C"
EMSCRIPTEN_KEEPALIVE void clear_lights(TViewer *viewer);
EMSCRIPTEN_KEEPALIVE void set_light_position(TViewer *viewer, EntityId light, float x, float y, float z);
EMSCRIPTEN_KEEPALIVE void set_light_direction(TViewer *viewer, EntityId light, float x, float y, float z);
EMSCRIPTEN_KEEPALIVE EntityId load_glb(void *sceneManager, const char *assetPath, int numInstances, bool keepData);
EMSCRIPTEN_KEEPALIVE EntityId load_glb_from_buffer(void *sceneManager, const void *const data, size_t length, bool keepData, int priority, int layer);
EMSCRIPTEN_KEEPALIVE EntityId load_gltf(void *sceneManager, const char *assetPath, const char *relativePath, bool keepData);
EMSCRIPTEN_KEEPALIVE EntityId create_instance(void *sceneManager, EntityId id);
EMSCRIPTEN_KEEPALIVE int get_instance_count(void *sceneManager, EntityId entityId);
EMSCRIPTEN_KEEPALIVE void get_instances(void *sceneManager, EntityId entityId, EntityId *out);
EMSCRIPTEN_KEEPALIVE EntityId load_glb(TSceneManager *sceneManager, const char *assetPath, int numInstances, bool keepData);
EMSCRIPTEN_KEEPALIVE EntityId load_glb_from_buffer(TSceneManager *sceneManager, const void *const data, size_t length, bool keepData, int priority, int layer);
EMSCRIPTEN_KEEPALIVE EntityId load_gltf(TSceneManager *sceneManager, const char *assetPath, const char *relativePath, bool keepData);
EMSCRIPTEN_KEEPALIVE EntityId create_instance(TSceneManager *sceneManager, EntityId id);
EMSCRIPTEN_KEEPALIVE int get_instance_count(TSceneManager *sceneManager, EntityId entityId);
EMSCRIPTEN_KEEPALIVE void get_instances(TSceneManager *sceneManager, EntityId entityId, EntityId *out);
EMSCRIPTEN_KEEPALIVE void set_main_camera(TViewer *viewer);
EMSCRIPTEN_KEEPALIVE EntityId get_main_camera(TViewer *viewer);
EMSCRIPTEN_KEEPALIVE bool set_camera(TViewer *viewer, EntityId entity, const char *nodeName);
@@ -128,18 +129,18 @@ extern "C"
EMSCRIPTEN_KEEPALIVE void grab_update(TViewer *viewer, float x, float y);
EMSCRIPTEN_KEEPALIVE void grab_end(TViewer *viewer);
EMSCRIPTEN_KEEPALIVE void apply_weights(
void *sceneManager,
TSceneManager *sceneManager,
EntityId entity,
const char *const entityName,
float *const weights,
int count);
EMSCRIPTEN_KEEPALIVE bool set_morph_target_weights(
void *sceneManager,
TSceneManager *sceneManager,
EntityId entity,
const float *const morphData,
int numWeights);
EMSCRIPTEN_KEEPALIVE bool set_morph_animation(
void *sceneManager,
TSceneManager *sceneManager,
EntityId entity,
const float *const morphData,
const int *const morphIndices,
@@ -147,19 +148,19 @@ extern "C"
int numFrames,
float frameLengthInMs);
EMSCRIPTEN_KEEPALIVE TMaterialInstance *create_material_instance(void *const sceneManager, TMaterialKey materialConfig);
EMSCRIPTEN_KEEPALIVE TMaterialInstance *create_unlit_material_instance(void *const sceneManager);
EMSCRIPTEN_KEEPALIVE void destroy_material_instance(void *const sceneManager, TMaterialInstance *instance);
EMSCRIPTEN_KEEPALIVE TMaterialInstance *create_material_instance(TSceneManager *sceneManager, TMaterialKey materialConfig);
EMSCRIPTEN_KEEPALIVE TMaterialInstance *create_unlit_material_instance(TSceneManager *sceneManager);
EMSCRIPTEN_KEEPALIVE void destroy_material_instance(TSceneManager *sceneManager, TMaterialInstance *instance);
EMSCRIPTEN_KEEPALIVE void clear_morph_animation(
void *sceneManager,
TSceneManager *sceneManager,
EntityId entity);
EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose(
void *sceneManager,
TSceneManager *sceneManager,
EntityId asset);
EMSCRIPTEN_KEEPALIVE void add_bone_animation(
void *sceneManager,
TSceneManager *sceneManager,
EntityId entity,
int skinIndex,
int boneIndex,
@@ -169,47 +170,47 @@ extern "C"
float fadeOutInSecs,
float fadeInInSecs,
float maxDelta);
EMSCRIPTEN_KEEPALIVE void get_local_transform(void *sceneManager,
EMSCRIPTEN_KEEPALIVE void get_local_transform(TSceneManager *sceneManager,
EntityId entityId, float *const);
EMSCRIPTEN_KEEPALIVE void get_rest_local_transforms(void *sceneManager,
EMSCRIPTEN_KEEPALIVE void get_rest_local_transforms(TSceneManager *sceneManager,
EntityId entityId, int skinIndex, float *const out, int numBones);
EMSCRIPTEN_KEEPALIVE void get_world_transform(void *sceneManager,
EMSCRIPTEN_KEEPALIVE void get_world_transform(TSceneManager *sceneManager,
EntityId entityId, float *const);
EMSCRIPTEN_KEEPALIVE void get_inverse_bind_matrix(void *sceneManager,
EMSCRIPTEN_KEEPALIVE void get_inverse_bind_matrix(TSceneManager *sceneManager,
EntityId entityId, int skinIndex, int boneIndex, float *const);
EMSCRIPTEN_KEEPALIVE bool set_bone_transform(
void *sceneManager,
TSceneManager *sceneManager,
EntityId entity,
int skinIndex,
int boneIndex,
const float *const transform);
EMSCRIPTEN_KEEPALIVE void play_animation(void *sceneManager, EntityId entity, int index, bool loop, bool reverse, bool replaceActive, float crossfade, float startOffset);
EMSCRIPTEN_KEEPALIVE void set_animation_frame(void *sceneManager, EntityId entity, int animationIndex, int animationFrame);
EMSCRIPTEN_KEEPALIVE void stop_animation(void *sceneManager, EntityId entity, int index);
EMSCRIPTEN_KEEPALIVE int get_animation_count(void *sceneManager, EntityId asset);
EMSCRIPTEN_KEEPALIVE void get_animation_name(void *sceneManager, EntityId entity, char *const outPtr, int index);
EMSCRIPTEN_KEEPALIVE float get_animation_duration(void *sceneManager, EntityId entity, int index);
EMSCRIPTEN_KEEPALIVE int get_bone_count(void *sceneManager, EntityId assetEntity, int skinIndex);
EMSCRIPTEN_KEEPALIVE void get_bone_names(void *sceneManager, EntityId assetEntity, const char **outPtr, int skinIndex);
EMSCRIPTEN_KEEPALIVE EntityId get_bone(void *sceneManager,
EMSCRIPTEN_KEEPALIVE void play_animation(TSceneManager *sceneManager, EntityId entity, int index, bool loop, bool reverse, bool replaceActive, float crossfade, float startOffset);
EMSCRIPTEN_KEEPALIVE void set_animation_frame(TSceneManager *sceneManager, EntityId entity, int animationIndex, int animationFrame);
EMSCRIPTEN_KEEPALIVE void stop_animation(TSceneManager *sceneManager, EntityId entity, int index);
EMSCRIPTEN_KEEPALIVE int get_animation_count(TSceneManager *sceneManager, EntityId asset);
EMSCRIPTEN_KEEPALIVE void get_animation_name(TSceneManager *sceneManager, EntityId entity, char *const outPtr, int index);
EMSCRIPTEN_KEEPALIVE float get_animation_duration(TSceneManager *sceneManager, EntityId entity, int index);
EMSCRIPTEN_KEEPALIVE int get_bone_count(TSceneManager *sceneManager, EntityId assetEntity, int skinIndex);
EMSCRIPTEN_KEEPALIVE void get_bone_names(TSceneManager *sceneManager, EntityId assetEntity, const char **outPtr, int skinIndex);
EMSCRIPTEN_KEEPALIVE EntityId get_bone(TSceneManager *sceneManager,
EntityId entityId,
int skinIndex,
int boneIndex);
EMSCRIPTEN_KEEPALIVE bool set_transform(void *sceneManager, EntityId entityId, const float *const transform);
EMSCRIPTEN_KEEPALIVE bool update_bone_matrices(void *sceneManager, EntityId entityId);
EMSCRIPTEN_KEEPALIVE void get_morph_target_name(void *sceneManager, EntityId assetEntity, EntityId childEntity, char *const outPtr, int index);
EMSCRIPTEN_KEEPALIVE int get_morph_target_name_count(void *sceneManager, EntityId assetEntity, EntityId childEntity);
EMSCRIPTEN_KEEPALIVE bool set_transform(TSceneManager *sceneManager, EntityId entityId, const float *const transform);
EMSCRIPTEN_KEEPALIVE bool update_bone_matrices(TSceneManager *sceneManager, EntityId entityId);
EMSCRIPTEN_KEEPALIVE void get_morph_target_name(TSceneManager *sceneManager, EntityId assetEntity, EntityId childEntity, char *const outPtr, int index);
EMSCRIPTEN_KEEPALIVE int get_morph_target_name_count(TSceneManager *sceneManager, EntityId assetEntity, EntityId childEntity);
EMSCRIPTEN_KEEPALIVE void remove_entity(TViewer *viewer, EntityId asset);
EMSCRIPTEN_KEEPALIVE void clear_entities(TViewer *viewer);
EMSCRIPTEN_KEEPALIVE bool set_material_color(void *sceneManager, EntityId entity, const char *meshName, int materialIndex, const float r, const float g, const float b, const float a);
EMSCRIPTEN_KEEPALIVE void transform_to_unit_cube(void *sceneManager, EntityId asset);
EMSCRIPTEN_KEEPALIVE void queue_position_update(void *sceneManager, EntityId entity, float x, float y, float z, bool relative);
EMSCRIPTEN_KEEPALIVE void queue_relative_position_update_world_axis(void *sceneManager, EntityId entity, float viewportX, float viewportY, float x, float y, float z);
EMSCRIPTEN_KEEPALIVE void queue_position_update_from_viewport_coords(void *sceneManager, EntityId entity, float viewportX, float viewportY);
EMSCRIPTEN_KEEPALIVE void queue_rotation_update(void *sceneManager, EntityId entity, float rads, float x, float y, float z, float w, bool relative);
EMSCRIPTEN_KEEPALIVE void set_position(void *sceneManager, EntityId entity, float x, float y, float z);
EMSCRIPTEN_KEEPALIVE void set_rotation(void *sceneManager, EntityId entity, float rads, float x, float y, float z, float w);
EMSCRIPTEN_KEEPALIVE void set_scale(void *sceneManager, EntityId entity, float scale);
EMSCRIPTEN_KEEPALIVE bool set_material_color(TSceneManager *sceneManager, EntityId entity, const char *meshName, int materialIndex, const float r, const float g, const float b, const float a);
EMSCRIPTEN_KEEPALIVE void transform_to_unit_cube(TSceneManager *sceneManager, EntityId asset);
EMSCRIPTEN_KEEPALIVE void queue_position_update(TSceneManager *sceneManager, EntityId entity, float x, float y, float z, bool relative);
EMSCRIPTEN_KEEPALIVE void queue_relative_position_update_world_axis(TSceneManager *sceneManager, EntityId entity, float viewportX, float viewportY, float x, float y, float z);
EMSCRIPTEN_KEEPALIVE void queue_position_update_from_viewport_coords(TSceneManager *sceneManager, EntityId entity, float viewportX, float viewportY);
EMSCRIPTEN_KEEPALIVE void queue_rotation_update(TSceneManager *sceneManager, EntityId entity, float rads, float x, float y, float z, float w, bool relative);
EMSCRIPTEN_KEEPALIVE void set_position(TSceneManager *sceneManager, EntityId entity, float x, float y, float z);
EMSCRIPTEN_KEEPALIVE void set_rotation(TSceneManager *sceneManager, EntityId entity, float rads, float x, float y, float z, float w);
EMSCRIPTEN_KEEPALIVE void set_scale(TSceneManager *sceneManager, EntityId entity, float scale);
// Camera methods
EMSCRIPTEN_KEEPALIVE void set_view_frustum_culling(TViewer *viewer, bool enabled);
@@ -227,38 +228,46 @@ extern "C"
EMSCRIPTEN_KEEPALIVE double get_camera_near(TCamera *camera);
EMSCRIPTEN_KEEPALIVE double get_camera_culling_far(TCamera *camera);
EMSCRIPTEN_KEEPALIVE float get_camera_fov(TCamera *camera, bool horizontal);
EMSCRIPTEN_KEEPALIVE void set_camera_lens_projection(TCamera *camera, double near, double far, double aspect, double focalLength);
EMSCRIPTEN_KEEPALIVE void set_camera_focus_distance(TCamera *camera, float focusDistance);
EMSCRIPTEN_KEEPALIVE void set_camera_manipulator_options(TViewer *viewer, _ManipulatorMode mode, double orbitSpeedX, double orbitSpeedY, double zoomSpeed);
EMSCRIPTEN_KEEPALIVE void Camera_setCustomProjectionWithCulling(TCamera* camera, double4x4 projectionMatrix, double near, double far);
EMSCRIPTEN_KEEPALIVE void Camera_setLensProjection(TCamera *camera, double near, double far, double aspect, double focalLength);
EMSCRIPTEN_KEEPALIVE double4x4 Camera_getModelMatrix(TCamera* camera);
EMSCRIPTEN_KEEPALIVE EntityId Camera_getEntity(TCamera* camera);
EMSCRIPTEN_KEEPALIVE TCamera *Engine_getCameraComponent(TEngine *engine, EntityId entity);
EMSCRIPTEN_KEEPALIVE int hide_mesh(void *sceneManager, EntityId entity, const char *meshName);
EMSCRIPTEN_KEEPALIVE int reveal_mesh(void *sceneManager, EntityId entity, const char *meshName);
EMSCRIPTEN_KEEPALIVE TEntityManager *Engine_getEntityManager(TEngine *engine);
// SceneManager
EMSCRIPTEN_KEEPALIVE TCamera* SceneManager_createCamera(TSceneManager *sceneManager);
EMSCRIPTEN_KEEPALIVE void SceneManager_destroyCamera(TSceneManager *sceneManager, TCamera* camera);
EMSCRIPTEN_KEEPALIVE void SceneManager_setCamera(TSceneManager *sceneManager, TCamera* camera);
EMSCRIPTEN_KEEPALIVE int hide_mesh(TSceneManager *sceneManager, EntityId entity, const char *meshName);
EMSCRIPTEN_KEEPALIVE int reveal_mesh(TSceneManager *sceneManager, EntityId entity, const char *meshName);
EMSCRIPTEN_KEEPALIVE void set_post_processing(TViewer *viewer, bool enabled);
EMSCRIPTEN_KEEPALIVE void set_shadows_enabled(TViewer *viewer, bool enabled);
EMSCRIPTEN_KEEPALIVE void set_shadow_type(TViewer *viewer, int shadowType);
EMSCRIPTEN_KEEPALIVE void set_soft_shadow_options(TViewer *viewer, float penumbraScale, float penumbraRatioScale);
EMSCRIPTEN_KEEPALIVE void set_antialiasing(TViewer *viewer, bool msaa, bool fxaa, bool taa);
EMSCRIPTEN_KEEPALIVE void filament_pick(TViewer *viewer, int x, int y, void (*callback)(EntityId entityId, int x, int y));
EMSCRIPTEN_KEEPALIVE const char *get_name_for_entity(void *const sceneManager, const EntityId entityId);
EMSCRIPTEN_KEEPALIVE EntityId find_child_entity_by_name(void *const sceneManager, const EntityId parent, const char *name);
EMSCRIPTEN_KEEPALIVE int get_entity_count(void *const sceneManager, const EntityId target, bool renderableOnly);
EMSCRIPTEN_KEEPALIVE void get_entities(void *const sceneManager, const EntityId target, bool renderableOnly, EntityId *out);
EMSCRIPTEN_KEEPALIVE const char *get_entity_name_at(void *const sceneManager, const EntityId target, int index, bool renderableOnly);
EMSCRIPTEN_KEEPALIVE const char *get_name_for_entity(TSceneManager *sceneManager, const EntityId entityId);
EMSCRIPTEN_KEEPALIVE EntityId find_child_entity_by_name(TSceneManager *sceneManager, const EntityId parent, const char *name);
EMSCRIPTEN_KEEPALIVE int get_entity_count(TSceneManager *sceneManager, const EntityId target, bool renderableOnly);
EMSCRIPTEN_KEEPALIVE void get_entities(TSceneManager *sceneManager, const EntityId target, bool renderableOnly, EntityId *out);
EMSCRIPTEN_KEEPALIVE const char *get_entity_name_at(TSceneManager *sceneManager, const EntityId target, int index, bool renderableOnly);
EMSCRIPTEN_KEEPALIVE void set_recording(TViewer *viewer, bool recording);
EMSCRIPTEN_KEEPALIVE void set_recording_output_directory(TViewer *viewer, const char *outputDirectory);
EMSCRIPTEN_KEEPALIVE void ios_dummy();
EMSCRIPTEN_KEEPALIVE void thermion_flutter_free(void *ptr);
EMSCRIPTEN_KEEPALIVE void add_collision_component(void *const sceneManager, EntityId entityId, void (*callback)(const EntityId entityId1, const EntityId entityId2), bool affectsCollidingTransform);
EMSCRIPTEN_KEEPALIVE void remove_collision_component(void *const sceneManager, EntityId entityId);
EMSCRIPTEN_KEEPALIVE bool add_animation_component(void *const sceneManager, EntityId entityId);
EMSCRIPTEN_KEEPALIVE void remove_animation_component(void *const sceneManager, EntityId entityId);
EMSCRIPTEN_KEEPALIVE void add_collision_component(TSceneManager *sceneManager, EntityId entityId, void (*callback)(const EntityId entityId1, const EntityId entityId2), bool affectsCollidingTransform);
EMSCRIPTEN_KEEPALIVE void remove_collision_component(TSceneManager *sceneManager, EntityId entityId);
EMSCRIPTEN_KEEPALIVE bool add_animation_component(TSceneManager *sceneManager, EntityId entityId);
EMSCRIPTEN_KEEPALIVE void remove_animation_component(TSceneManager *sceneManager, EntityId entityId);
EMSCRIPTEN_KEEPALIVE EntityId create_geometry(
void *const sceneManager,
TSceneManager *sceneManager,
float *vertices,
int numVertices,
float *normals,
@@ -270,30 +279,30 @@ extern "C"
int primitiveType,
TMaterialInstance *materialInstance,
bool keepData);
EMSCRIPTEN_KEEPALIVE EntityId get_parent(void *const sceneManager, EntityId child);
EMSCRIPTEN_KEEPALIVE EntityId get_ancestor(void *const sceneManager, EntityId child);
EMSCRIPTEN_KEEPALIVE void set_parent(void *const sceneManager, EntityId child, EntityId parent, bool preserveScaling);
EMSCRIPTEN_KEEPALIVE void test_collisions(void *const sceneManager, EntityId entity);
EMSCRIPTEN_KEEPALIVE void set_priority(void *const sceneManager, EntityId entityId, int priority);
EMSCRIPTEN_KEEPALIVE void get_gizmo(void *const sceneManager, EntityId *out);
EMSCRIPTEN_KEEPALIVE Aabb2 get_bounding_box(void *const sceneManager, EntityId entity);
EMSCRIPTEN_KEEPALIVE void get_bounding_box_to_out(void *const sceneManager, EntityId entity, float *minX, float *minY, float *maxX, float *maxY);
EMSCRIPTEN_KEEPALIVE void set_layer_visibility(void *const sceneManager, int layer, bool visible);
EMSCRIPTEN_KEEPALIVE void set_visibility_layer(void *const sceneManager, EntityId entity, int layer);
EMSCRIPTEN_KEEPALIVE void pick_gizmo(void *const sceneManager, int x, int y, void (*callback)(EntityId entityId, int x, int y));
EMSCRIPTEN_KEEPALIVE void set_gizmo_visibility(void *const sceneManager, bool visible);
EMSCRIPTEN_KEEPALIVE void set_stencil_highlight(void *const sceneManager, EntityId entity, float r, float g, float b);
EMSCRIPTEN_KEEPALIVE void remove_stencil_highlight(void *const sceneManager, EntityId entity);
EMSCRIPTEN_KEEPALIVE void set_material_property_float(void *const sceneManager, EntityId entity, int materialIndex, const char *property, float value);
EMSCRIPTEN_KEEPALIVE void set_material_property_int(void *const sceneManager, EntityId entity, int materialIndex, const char *property, int value);
EMSCRIPTEN_KEEPALIVE void set_material_property_float4(void *const sceneManager, EntityId entity, int materialIndex, const char *property, double4 value);
EMSCRIPTEN_KEEPALIVE void set_material_depth_write(void *const sceneManager, EntityId entity, int materialIndex, bool enabled);
EMSCRIPTEN_KEEPALIVE EntityId get_parent(TSceneManager *sceneManager, EntityId child);
EMSCRIPTEN_KEEPALIVE EntityId get_ancestor(TSceneManager *sceneManager, EntityId child);
EMSCRIPTEN_KEEPALIVE void set_parent(TSceneManager *sceneManager, EntityId child, EntityId parent, bool preserveScaling);
EMSCRIPTEN_KEEPALIVE void test_collisions(TSceneManager *sceneManager, EntityId entity);
EMSCRIPTEN_KEEPALIVE void set_priority(TSceneManager *sceneManager, EntityId entityId, int priority);
EMSCRIPTEN_KEEPALIVE void get_gizmo(TSceneManager *sceneManager, EntityId *out);
EMSCRIPTEN_KEEPALIVE Aabb2 get_bounding_box(TSceneManager *sceneManager, EntityId entity);
EMSCRIPTEN_KEEPALIVE void get_bounding_box_to_out(TSceneManager *sceneManager, EntityId entity, float *minX, float *minY, float *maxX, float *maxY);
EMSCRIPTEN_KEEPALIVE void set_layer_visibility(TSceneManager *sceneManager, int layer, bool visible);
EMSCRIPTEN_KEEPALIVE void set_visibility_layer(TSceneManager *sceneManager, EntityId entity, int layer);
EMSCRIPTEN_KEEPALIVE void pick_gizmo(TSceneManager *sceneManager, int x, int y, void (*callback)(EntityId entityId, int x, int y));
EMSCRIPTEN_KEEPALIVE void set_gizmo_visibility(TSceneManager *sceneManager, bool visible);
EMSCRIPTEN_KEEPALIVE void set_stencil_highlight(TSceneManager *sceneManager, EntityId entity, float r, float g, float b);
EMSCRIPTEN_KEEPALIVE void remove_stencil_highlight(TSceneManager *sceneManager, EntityId entity);
EMSCRIPTEN_KEEPALIVE void set_material_property_float(TSceneManager *sceneManager, EntityId entity, int materialIndex, const char *property, float value);
EMSCRIPTEN_KEEPALIVE void set_material_property_int(TSceneManager *sceneManager, EntityId entity, int materialIndex, const char *property, int value);
EMSCRIPTEN_KEEPALIVE void set_material_property_float4(TSceneManager *sceneManager, EntityId entity, int materialIndex, const char *property, double4 value);
EMSCRIPTEN_KEEPALIVE void set_material_depth_write(TSceneManager *sceneManager, EntityId entity, int materialIndex, bool enabled);
EMSCRIPTEN_KEEPALIVE void unproject_texture(TViewer* viewer, EntityId entity,uint8_t* input, uint32_t inputWidth, uint32_t inputHeight, uint8_t *out, uint32_t outWidth, uint32_t outHeight);
EMSCRIPTEN_KEEPALIVE void *const create_texture(void *const sceneManager, uint8_t *data, size_t length);
EMSCRIPTEN_KEEPALIVE void destroy_texture(void *const sceneManager, void *const texture);
EMSCRIPTEN_KEEPALIVE void apply_texture_to_material(void *const sceneManager, EntityId entity, void *const texture, const char *parameterName, int materialIndex);
EMSCRIPTEN_KEEPALIVE void *const create_texture(TSceneManager *sceneManager, uint8_t *data, size_t length);
EMSCRIPTEN_KEEPALIVE void destroy_texture(TSceneManager *sceneManager, void *const texture);
EMSCRIPTEN_KEEPALIVE void apply_texture_to_material(TSceneManager *sceneManager, EntityId entity, void *const texture, const char *parameterName, int materialIndex);
EMSCRIPTEN_KEEPALIVE TMaterialInstance* get_material_instance_at(void *const sceneManager, EntityId entity, int materialIndex);
EMSCRIPTEN_KEEPALIVE TMaterialInstance* get_material_instance_at(TSceneManager *sceneManager, EntityId entity, int materialIndex);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setDepthWrite(TMaterialInstance* materialInstance, bool enabled);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setDepthCulling(TMaterialInstance* materialInstance, bool enabled);

View File

@@ -66,44 +66,44 @@ extern "C"
void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void remove_light_render_thread(TViewer *viewer, EntityId entityId);
EMSCRIPTEN_KEEPALIVE void clear_lights_render_thread(TViewer *viewer);
EMSCRIPTEN_KEEPALIVE void load_glb_render_thread(void *const sceneManager, const char *assetPath, int numInstances, bool keepData, void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void load_glb_from_buffer_render_thread(void *const sceneManager, const uint8_t *const data, size_t length, int numInstances, bool keepData, int priority, int layer, void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void load_gltf_render_thread(void *const sceneManager, const char *assetPath, const char *relativePath, bool keepData, void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void create_instance_render_thread(void *const sceneManager, EntityId entityId, void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void load_glb_render_thread(TSceneManager *sceneManager, const char *assetPath, int numInstances, bool keepData, void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void load_glb_from_buffer_render_thread(TSceneManager *sceneManager, const uint8_t *const data, size_t length, int numInstances, bool keepData, int priority, int layer, void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void load_gltf_render_thread(TSceneManager *sceneManager, const char *assetPath, const char *relativePath, bool keepData, void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void create_instance_render_thread(TSceneManager *sceneManager, EntityId entityId, void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void remove_entity_render_thread(TViewer *viewer, EntityId asset, void (*callback)());
EMSCRIPTEN_KEEPALIVE void clear_entities_render_thread(TViewer *viewer, void (*callback)());
EMSCRIPTEN_KEEPALIVE void set_camera_render_thread(TViewer *viewer, EntityId asset, const char *nodeName, void (*callback)(bool));
EMSCRIPTEN_KEEPALIVE void apply_weights_render_thread(
void *const sceneManager,
TSceneManager *sceneManager,
EntityId asset,
const char *const entityName,
float *const weights,
int count);
EMSCRIPTEN_KEEPALIVE void set_animation_frame_render_thread(void *const sceneManager, EntityId asset, int animationIndex, int animationFrame);
EMSCRIPTEN_KEEPALIVE void stop_animation_render_thread(void *const sceneManager, EntityId asset, int index);
EMSCRIPTEN_KEEPALIVE void get_animation_count_render_thread(void *const sceneManager, EntityId asset, void (*callback)(int));
EMSCRIPTEN_KEEPALIVE void get_animation_name_render_thread(void *const sceneManager, EntityId asset, char *const outPtr, int index, void (*callback)());
EMSCRIPTEN_KEEPALIVE void get_morph_target_name_render_thread(void *const sceneManager, EntityId assetEntity, EntityId childEntity, char *const outPtr, int index, void (*callback)());
EMSCRIPTEN_KEEPALIVE void get_morph_target_name_count_render_thread(void *const sceneManager, EntityId asset, EntityId childEntity, void (*callback)(int32_t));
EMSCRIPTEN_KEEPALIVE void set_morph_target_weights_render_thread(void *const sceneManager,
EMSCRIPTEN_KEEPALIVE void set_animation_frame_render_thread(TSceneManager *sceneManager, EntityId asset, int animationIndex, int animationFrame);
EMSCRIPTEN_KEEPALIVE void stop_animation_render_thread(TSceneManager *sceneManager, EntityId asset, int index);
EMSCRIPTEN_KEEPALIVE void get_animation_count_render_thread(TSceneManager *sceneManager, EntityId asset, void (*callback)(int));
EMSCRIPTEN_KEEPALIVE void get_animation_name_render_thread(TSceneManager *sceneManager, EntityId asset, char *const outPtr, int index, void (*callback)());
EMSCRIPTEN_KEEPALIVE void get_morph_target_name_render_thread(TSceneManager *sceneManager, EntityId assetEntity, EntityId childEntity, char *const outPtr, int index, void (*callback)());
EMSCRIPTEN_KEEPALIVE void get_morph_target_name_count_render_thread(TSceneManager *sceneManager, EntityId asset, EntityId childEntity, void (*callback)(int32_t));
EMSCRIPTEN_KEEPALIVE void set_morph_target_weights_render_thread(TSceneManager *sceneManager,
EntityId asset,
const float *const morphData,
int numWeights,
void (*callback)(bool));
EMSCRIPTEN_KEEPALIVE void update_bone_matrices_render_thread(void *sceneManager,
EMSCRIPTEN_KEEPALIVE void update_bone_matrices_render_thread(TSceneManager *sceneManager,
EntityId asset, void(*callback)(bool));
EMSCRIPTEN_KEEPALIVE void set_bone_transform_render_thread(
void *sceneManager,
TSceneManager *sceneManager,
EntityId asset,
int skinIndex,
int boneIndex,
const float *const transform,
void (*callback)(bool));
EMSCRIPTEN_KEEPALIVE void set_post_processing_render_thread(TViewer *viewer, bool enabled);
EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose_render_thread(void *const sceneManager, EntityId entityId, void(*callback)());
EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose_render_thread(TSceneManager *sceneManager, EntityId entityId, void(*callback)());
EMSCRIPTEN_KEEPALIVE void create_geometry_render_thread(
void *const sceneManager,
TSceneManager *sceneManager,
float *vertices,
int numVertices,
float *normals,