move Geometry asset builder from header to own implementation
This commit is contained in:
@@ -17,287 +17,36 @@ namespace thermion
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class GeometrySceneAssetBuilder
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{
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public:
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GeometrySceneAssetBuilder(filament::Engine *engine) : mEngine(engine) {}
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GeometrySceneAssetBuilder(filament::Engine *engine);
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GeometrySceneAssetBuilder &vertices(const float *vertices, uint32_t count)
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{
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mVertices->resize(count);
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std::copy(vertices, vertices + count, mVertices->data());
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mNumVertices = count;
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return *this;
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}
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GeometrySceneAssetBuilder &normals(const float *normals, uint32_t count)
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{
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if (normals)
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{
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mNormals->resize(count);
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std::copy(normals, normals + count, mNormals->data());
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}
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else
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{
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mNormals->clear();
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}
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mNumNormals = count;
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return *this;
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}
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GeometrySceneAssetBuilder &uvs(const float *uvs, uint32_t count)
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{
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if (uvs)
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{
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mUVs->resize(count);
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std::copy(uvs, uvs + count, mUVs->data());
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}
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else
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{
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mUVs->clear();
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}
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mNumUVs = count;
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return *this;
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}
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GeometrySceneAssetBuilder &indices(const uint16_t *indices, uint32_t count)
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{
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mIndices->resize(count);
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std::copy(indices, indices + count, mIndices->data());
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mNumIndices = count;
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return *this;
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}
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GeometrySceneAssetBuilder &materials(filament::MaterialInstance **materials, size_t materialInstanceCount)
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{
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mMaterialInstances = materials;
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mMaterialInstanceCount = materialInstanceCount;
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return *this;
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}
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GeometrySceneAssetBuilder &primitiveType(filament::RenderableManager::PrimitiveType type)
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{
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mPrimitiveType = type;
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return *this;
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}
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std::unique_ptr<GeometrySceneAsset> build()
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{
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Log("Starting build. Validating inputs...");
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if (!validate())
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{
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Log("Validation failed!");
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return nullptr;
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}
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Log("Creating buffers...");
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auto [vertexBuffer, indexBuffer] = createBuffers();
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if (!vertexBuffer || !indexBuffer)
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{
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Log("Failed to create buffers: VB=%p, IB=%p", vertexBuffer, indexBuffer);
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return nullptr;
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}
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Log("Buffers created successfully: VB=%p, IB=%p", vertexBuffer, indexBuffer);
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Log("Creating entity...");
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auto entity = utils::EntityManager::get().create();
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Log("Entity created: %d", entity.getId());
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Box boundingBox = computeBoundingBox();
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Log("Computed bounding box: min={%f,%f,%f}, max={%f,%f,%f}",
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boundingBox.getMin().x, boundingBox.getMin().y, boundingBox.getMin().z,
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boundingBox.getMax().x, boundingBox.getMax().y, boundingBox.getMax().z);
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auto asset = std::make_unique<GeometrySceneAsset>(
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false,
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mEngine,
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vertexBuffer,
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indexBuffer,
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mMaterialInstances,
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mMaterialInstanceCount,
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mPrimitiveType,
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boundingBox);
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Log("Asset created: %p", asset.get());
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return asset;
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}
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GeometrySceneAssetBuilder &vertices(const float *vertices, uint32_t count);
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GeometrySceneAssetBuilder &normals(const float *normals, uint32_t count);
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GeometrySceneAssetBuilder &uvs(const float *uvs, uint32_t count);
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GeometrySceneAssetBuilder &indices(const uint16_t *indices, uint32_t count);
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GeometrySceneAssetBuilder &materials(filament::MaterialInstance **materials, size_t materialInstanceCount);
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GeometrySceneAssetBuilder &primitiveType(filament::RenderableManager::PrimitiveType type);
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std::unique_ptr<GeometrySceneAsset> build();
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private:
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Box computeBoundingBox()
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{
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float minX = FLT_MAX, minY = FLT_MAX, minZ = FLT_MAX;
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float maxX = -FLT_MAX, maxY = -FLT_MAX, maxZ = -FLT_MAX;
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Box box;
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for (uint32_t i = 0; i < mNumVertices; i += 3)
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{
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minX = std::min(mVertices->at(i), minX);
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minY = std::min(mVertices->at(i + 1), minY);
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minZ = std::min(mVertices->at(i + 2), minZ);
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maxX = std::max(mVertices->at(i), maxX);
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maxY = std::max(mVertices->at(i + 1), maxY);
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maxZ = std::max(mVertices->at(i + 2), maxZ);
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}
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const filament::math::float3 min {minX, minY, minZ};
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const filament::math::float3 max {maxX, maxY, maxZ};
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box.set(min, max);
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return box;
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}
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Box computeBoundingBox();
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std::pair<filament::VertexBuffer *, filament::IndexBuffer *> createBuffers();
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std::pair<filament::VertexBuffer *, filament::IndexBuffer *> createBuffers()
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{
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auto indexBuffer = IndexBuffer::Builder()
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.indexCount(mNumIndices)
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.bufferType(IndexBuffer::IndexType::USHORT)
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.build(*mEngine);
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indexBuffer->setBuffer(*mEngine,
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IndexBuffer::BufferDescriptor(
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mIndices->data(),
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mNumIndices * sizeof(uint16_t),
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[](void *, size_t, void *data)
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{
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delete static_cast<std::vector<float> *>(data);
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},
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mIndices));
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if (mUVs->empty())
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{
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mUVs->resize(mNumVertices);
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std::fill(mUVs->begin(), mUVs->end(), 0.0f);
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}
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auto dummyColors = new std::vector<filament::math::float4>(
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mNumVertices, filament::math::float4{1.0f, 1.0f, 1.0f, 1.0f});
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auto vertexBufferBuilder =
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VertexBuffer::Builder()
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.vertexCount(mNumVertices)
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3)
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.attribute(VertexAttribute::UV0, 1, VertexBuffer::AttributeType::FLOAT2)
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.attribute(VertexAttribute::UV1, 2, VertexBuffer::AttributeType::FLOAT2)
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.attribute(VertexAttribute::COLOR, 3, VertexBuffer::AttributeType::FLOAT4);
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if (!mNormals->empty())
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{
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vertexBufferBuilder.bufferCount(5)
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.attribute(VertexAttribute::TANGENTS, 4, VertexBuffer::AttributeType::FLOAT4);
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}
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else
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{
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vertexBufferBuilder = vertexBufferBuilder.bufferCount(4);
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}
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auto vertexBuffer = vertexBufferBuilder.build(*mEngine);
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vertexBuffer->setBufferAt(*mEngine, 0,
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VertexBuffer::BufferDescriptor(
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mVertices->data(), mNumVertices * sizeof(float),
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[](void *, size_t, void *) {}));
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vertexBuffer->setBufferAt(*mEngine, 1,
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VertexBuffer::BufferDescriptor(
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mUVs->data(), mUVs->size() * sizeof(float),
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[](void *, size_t, void *data)
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{
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},
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mUVs));
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vertexBuffer->setBufferAt(*mEngine, 2,
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VertexBuffer::BufferDescriptor(
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mUVs->data(), mUVs->size() * sizeof(float),
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[](void *, size_t, void *data) {
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delete static_cast<std::vector<float> *>(data);
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},
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mUVs));
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vertexBuffer->setBufferAt(*mEngine, 3,
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VertexBuffer::BufferDescriptor(
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dummyColors->data(), dummyColors->size() * sizeof(math::float4),
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[](void *, size_t, void *data)
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{
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delete static_cast<std::vector<math::float4> *>(data);
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},
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dummyColors));
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if (!mNormals->empty())
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{
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assert(mPrimitiveType == RenderableManager::PrimitiveType::TRIANGLES);
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std::vector<filament::math::ushort3> triangles;
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for (uint32_t i = 0; i < mNumIndices; i += 3)
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{
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triangles.push_back({mIndices->at(i),
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mIndices->at(i + 1),
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mIndices->at(i + 2)});
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}
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auto &builder = geometry::SurfaceOrientation::Builder()
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.vertexCount(mNumVertices)
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.normals((filament::math::float3 *)mNormals->data())
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.positions((filament::math::float3 *)mVertices->data())
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.triangleCount(triangles.size())
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.triangles(triangles.data());
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auto orientation = builder.build();
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auto quats = new std::vector<filament::math::quatf>(mNumVertices);
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orientation->getQuats(quats->data(), mNumVertices);
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vertexBuffer->setBufferAt(*mEngine, 4,
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VertexBuffer::BufferDescriptor(
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quats->data(), quats->size() * sizeof(math::quatf),
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[](void *, size_t, void *data)
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{
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delete static_cast<std::vector<math::quatf> *>(data);
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},
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quats));
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}
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return {vertexBuffer, indexBuffer};
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}
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bool validate() const
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{
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if (!mEngine)
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{
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Log("Validation failed: No engine");
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return false;
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}
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if (mVertices->empty() || mNumVertices == 0)
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{
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Log("Validation failed: No vertices (empty=%d, count=%d)", mVertices->empty(), mNumVertices);
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return false;
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}
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if (mNumNormals > 0 && !mNormals->empty() && mNumNormals != mNumVertices)
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{
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Log("Validation failed: Normal count mismatch (normals=%d, vertices=%d)", mNumNormals, mNumVertices);
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return false;
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}
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if (mNumUVs > 0 && !mUVs->empty() && mNumUVs != mNumVertices)
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{
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Log("Validation failed: UV count mismatch (uvs=%d, vertices=%d)", mNumUVs, mNumVertices);
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return false;
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}
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if (mIndices->empty() || mNumIndices == 0)
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{
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Log("Validation failed: No indices (empty=%d, count=%d)", mIndices->empty(), mNumIndices);
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return false;
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}
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Log("Validation passed: vertices=%d, normals=%s, uvs=%d, indices=%d",
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mNumVertices,
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(!mNormals->empty() ? "yes" : "no"),
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mNumUVs,
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mNumIndices);
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return true;
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}
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bool validate() const;
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filament::Engine *mEngine = nullptr;
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std::vector<float> *mVertices = new std::vector<float>();
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std::vector<float> *mNormals = new std::vector<float>();
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std::vector<float> *mUVs = new std::vector<float>();
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std::vector<filament::math::float3> *mVertices = new std::vector<filament::math::float3>();
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std::vector<filament::math::float3> *mNormals = new std::vector<filament::math::float3>();
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std::vector<filament::math::float2> *mUVs = new std::vector<filament::math::float2>();
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std::vector<uint16_t> *mIndices = new std::vector<uint16_t>;
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uint32_t mNumVertices = 0;
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uint32_t mNumNormals = 0;
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uint32_t mNumUVs = 0;
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uint32_t mNumIndices = 0;
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filament::MaterialInstance **mMaterialInstances = nullptr;
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size_t mMaterialInstanceCount = 0;
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filament::gltfio::MaterialProvider *mMaterialProvider = nullptr;
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299
thermion_dart/native/src/scene/GeometrySceneAssetBuilder.cpp
Normal file
299
thermion_dart/native/src/scene/GeometrySceneAssetBuilder.cpp
Normal file
@@ -0,0 +1,299 @@
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#pragma once
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#include <memory>
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#include <vector>
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#include <filament/Engine.h>
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#include <filament/RenderableManager.h>
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#include <filament/VertexBuffer.h>
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#include <filament/IndexBuffer.h>
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#include <filament/geometry/SurfaceOrientation.h>
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#include <filament/Box.h>
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#include <gltfio/MaterialProvider.h>
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#include "scene/GeometrySceneAssetBuilder.hpp"
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#include "scene/GeometrySceneAsset.hpp"
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#include "Log.hpp"
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namespace thermion
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{
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GeometrySceneAssetBuilder::GeometrySceneAssetBuilder(filament::Engine *engine) : mEngine(engine)
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{
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}
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GeometrySceneAssetBuilder &GeometrySceneAssetBuilder::vertices(const float *vertices, uint32_t count)
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{
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if (count > 0)
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{
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mVertices->resize(count / 3);
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for (int i = 0; i < mVertices->size(); i++)
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{
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mVertices->at(i) = filament::math::float3{vertices[(i * 3)], vertices[(i * 3) + 1], vertices[(i * 3) + 2]};
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}
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}
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return *this;
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}
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GeometrySceneAssetBuilder &GeometrySceneAssetBuilder::normals(const float *normals, uint32_t count)
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{
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if (count > 0)
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{
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mNormals->resize(count / 3);
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for (int i = 0; i < mNormals->size(); i++)
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{
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mNormals->at(i) = filament::math::float3{normals[i * 3], normals[(i * 3) + 1], normals[(i * 3) + 2]};
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}
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}
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return *this;
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}
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GeometrySceneAssetBuilder &GeometrySceneAssetBuilder::uvs(const float *uvs, uint32_t count)
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{
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if (count > 0)
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{
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mUVs->resize(count / 2);
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for (int i = 0; i < mUVs->size(); i++)
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{
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mUVs->at(i) = filament::math::float2{uvs[i * 2], uvs[(i * 2) + 1]};
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}
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}
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return *this;
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}
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GeometrySceneAssetBuilder &GeometrySceneAssetBuilder::indices(const uint16_t *indices, uint32_t count)
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{
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if (count > 0)
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{
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mIndices->resize(count);
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for (int i = 0; i < mIndices->size(); i++)
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{
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mIndices->at(i) = indices[i];
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}
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}
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return *this;
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}
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GeometrySceneAssetBuilder &GeometrySceneAssetBuilder::materials(filament::MaterialInstance **materials, size_t materialInstanceCount)
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{
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mMaterialInstances = materials;
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mMaterialInstanceCount = materialInstanceCount;
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return *this;
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}
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GeometrySceneAssetBuilder &GeometrySceneAssetBuilder::primitiveType(filament::RenderableManager::PrimitiveType type)
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{
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mPrimitiveType = type;
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return *this;
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}
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std::unique_ptr<GeometrySceneAsset> GeometrySceneAssetBuilder::build()
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{
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Log("Starting build. Validating inputs...");
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if (!validate())
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{
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Log("Validation failed!");
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return nullptr;
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}
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Log("Creating buffers...");
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auto [vertexBuffer, indexBuffer] = createBuffers();
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if (!vertexBuffer || !indexBuffer)
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{
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Log("Failed to create buffers: VB=%p, IB=%p", vertexBuffer, indexBuffer);
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return nullptr;
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}
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Log("Buffers created successfully: VB=%p, IB=%p", vertexBuffer, indexBuffer);
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Box boundingBox = computeBoundingBox();
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Log("Computed bounding box: min={%f,%f,%f}, max={%f,%f,%f}",
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boundingBox.getMin().x, boundingBox.getMin().y, boundingBox.getMin().z,
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boundingBox.getMax().x, boundingBox.getMax().y, boundingBox.getMax().z);
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auto asset = std::make_unique<GeometrySceneAsset>(
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false,
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mEngine,
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vertexBuffer,
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indexBuffer,
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mMaterialInstances,
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mMaterialInstanceCount,
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mPrimitiveType,
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boundingBox);
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Log("Asset created: %p", asset.get());
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return asset;
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}
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Box GeometrySceneAssetBuilder::computeBoundingBox()
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{
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float minX = FLT_MAX, minY = FLT_MAX, minZ = FLT_MAX;
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float maxX = -FLT_MAX, maxY = -FLT_MAX, maxZ = -FLT_MAX;
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Box box;
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for (auto &vertex : *mVertices)
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{
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minX = std::min(vertex.x, minX);
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minY = std::min(vertex.y, minY);
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minZ = std::min(vertex.z, minZ);
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maxX = std::max(vertex.x, maxX);
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maxY = std::max(vertex.y, maxY);
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maxZ = std::max(vertex.z, maxZ);
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}
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const filament::math::float3 min{minX, minY, minZ};
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const filament::math::float3 max{maxX, maxY, maxZ};
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box.set(min, max);
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return box;
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}
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std::pair<filament::VertexBuffer *, filament::IndexBuffer *> GeometrySceneAssetBuilder::createBuffers()
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{
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auto indexBuffer = IndexBuffer::Builder()
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.indexCount(mIndices->size())
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.bufferType(IndexBuffer::IndexType::USHORT)
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.build(*mEngine);
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indexBuffer->setBuffer(*mEngine,
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IndexBuffer::BufferDescriptor(
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mIndices->data(),
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mIndices->size() * sizeof(uint16_t),
|
||||
[](void *, size_t, void *data)
|
||||
{
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delete static_cast<std::vector<uint16_t> *>(data);
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},
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||||
mIndices));
|
||||
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||||
if (mUVs->empty())
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||||
{
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mUVs->resize(mVertices->size());
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std::fill(mUVs->begin(), mUVs->end(), filament::math::float2{0.0f, 0.0f});
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}
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auto vertexBufferBuilder =
|
||||
VertexBuffer::Builder()
|
||||
.vertexCount(mVertices->size())
|
||||
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3)
|
||||
.attribute(VertexAttribute::UV0, 1, VertexBuffer::AttributeType::FLOAT2)
|
||||
.attribute(VertexAttribute::UV1, 2, VertexBuffer::AttributeType::FLOAT2)
|
||||
.attribute(VertexAttribute::COLOR, 3, VertexBuffer::AttributeType::FLOAT4);
|
||||
|
||||
if (!mNormals->empty())
|
||||
{
|
||||
vertexBufferBuilder.bufferCount(5)
|
||||
.attribute(VertexAttribute::TANGENTS, 4, VertexBuffer::AttributeType::FLOAT4);
|
||||
}
|
||||
else
|
||||
{
|
||||
vertexBufferBuilder = vertexBufferBuilder.bufferCount(4);
|
||||
}
|
||||
|
||||
auto vertexBuffer = vertexBufferBuilder.build(*mEngine);
|
||||
|
||||
vertexBuffer->setBufferAt(*mEngine, 0,
|
||||
VertexBuffer::BufferDescriptor(
|
||||
mVertices->data(), mVertices->size() * sizeof(filament::math::float3),
|
||||
[](void *, size_t, void *) {
|
||||
|
||||
}));
|
||||
|
||||
vertexBuffer->setBufferAt(*mEngine, 1,
|
||||
VertexBuffer::BufferDescriptor(
|
||||
mUVs->data(), mUVs->size() * sizeof(filament::math::float2),
|
||||
[](void *, size_t, void *data) {
|
||||
|
||||
},
|
||||
mUVs));
|
||||
|
||||
vertexBuffer->setBufferAt(*mEngine, 2,
|
||||
VertexBuffer::BufferDescriptor(
|
||||
mUVs->data(), mUVs->size() * sizeof(filament::math::float2),
|
||||
[](void *, size_t, void *data)
|
||||
{
|
||||
delete static_cast<std::vector<filament::math::float2> *>(data);
|
||||
},
|
||||
mUVs));
|
||||
|
||||
auto dummyColors = new std::vector<filament::math::float4>(
|
||||
mVertices->size(), filament::math::float4{1.0f, 1.0f, 1.0f, 1.0f});
|
||||
vertexBuffer->setBufferAt(*mEngine, 3,
|
||||
VertexBuffer::BufferDescriptor(
|
||||
dummyColors->data(), dummyColors->size() * sizeof(math::float4),
|
||||
[](void *, size_t, void *data)
|
||||
{
|
||||
delete static_cast<std::vector<math::float4> *>(data);
|
||||
},
|
||||
dummyColors));
|
||||
if (mNormals->size() > 0)
|
||||
{
|
||||
|
||||
std::vector<filament::math::ushort3> triangles;
|
||||
|
||||
for (uint32_t i = 0; i < mIndices->size(); i += 3)
|
||||
{
|
||||
triangles.push_back({mIndices->at(i),
|
||||
mIndices->at(i + 1),
|
||||
mIndices->at(i + 2)});
|
||||
}
|
||||
|
||||
geometry::SurfaceOrientation::Builder builder;
|
||||
builder.vertexCount(mVertices->size());
|
||||
builder.normals(mNormals->data());
|
||||
builder.positions(mVertices->data());
|
||||
builder.triangleCount(triangles.size());
|
||||
builder.triangles(triangles.data());
|
||||
|
||||
auto orientation = builder.build();
|
||||
auto quats = new std::vector<filament::math::quatf>(mVertices->size());
|
||||
orientation->getQuats(quats->data(), mVertices->size());
|
||||
|
||||
vertexBuffer->setBufferAt(*mEngine, 4,
|
||||
VertexBuffer::BufferDescriptor(
|
||||
quats->data(), quats->size() * sizeof(math::quatf),
|
||||
[](void *, size_t, void *data)
|
||||
{
|
||||
delete static_cast<std::vector<math::quatf> *>(data);
|
||||
},
|
||||
quats));
|
||||
}
|
||||
|
||||
return {vertexBuffer, indexBuffer};
|
||||
}
|
||||
|
||||
bool GeometrySceneAssetBuilder::validate() const
|
||||
{
|
||||
if (!mEngine)
|
||||
{
|
||||
Log("Validation failed: No engine");
|
||||
return false;
|
||||
}
|
||||
if (mVertices->empty())
|
||||
{
|
||||
Log("Validation failed: No vertices (empty=%d, count=%d)", mVertices->empty(), mVertices->size());
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!mNormals->empty())
|
||||
{
|
||||
assert(mPrimitiveType == RenderableManager::PrimitiveType::TRIANGLES);
|
||||
}
|
||||
if (!mNormals->empty() && mNormals->size() != mVertices->size())
|
||||
{
|
||||
Log("Validation failed: Normal count mismatch (normals=%d, vertices=%d)", mNormals->size(), mVertices->size());
|
||||
return false;
|
||||
}
|
||||
if (!mUVs->empty() && mUVs->size() != mVertices->size() * 2)
|
||||
{
|
||||
Log("Validation failed: UV count mismatch (uvs=%d, vertices=%d)", mUVs->size(), mVertices->size());
|
||||
return false;
|
||||
}
|
||||
if (mIndices->empty())
|
||||
{
|
||||
Log("Validation failed: No indices (empty=%d, count=%d)", mIndices->empty(), mIndices->size());
|
||||
return false;
|
||||
}
|
||||
|
||||
Log("Validation passed: vertices=%d, normals=%s, uvs=%d, indices=%d",
|
||||
mVertices->size(),
|
||||
(!mNormals->empty() ? "yes" : "no"),
|
||||
mUVs->size(),
|
||||
mIndices->size());
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace thermion
|
||||
Reference in New Issue
Block a user