decouple assets from viewer to allow independent addition/removal/animation/etc
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83
ios/src/SceneAsset.hpp
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83
ios/src/SceneAsset.hpp
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#pragma once
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#include <filament/Engine.h>
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#include <filament/RenderableManager.h>
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#include <filament/Renderer.h>
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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 <utils/NameComponentManager.h>
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#include "SceneResources.hpp"
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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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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);
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~SceneAsset();
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unique_ptr<vector<string>> getTargetNames(const char* meshName);
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unique_ptr<vector<string>> getAnimationNames();
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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 currently playing animation. NOOP if no animation is playing.
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///
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void stopAnimation();
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///
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/// Play an embedded animation (i.e. an animation node embedded in the GLTF asset). If [loop] is true, the animation will repeat indefinitely.
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///
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void playAnimation(int index, bool loop);
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///
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/// Manually set the weights for all morph targets in the assets to the provided values.
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/// See [animateWeights] if you want to automatically
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///
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void applyWeights(float* weights, int count);
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///
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/// Update the asset's morph target weights every "frame" (which is an arbitrary length of time, i.e. this is not the same as a frame at the framerate of the underlying rendering framework).
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/// Accordingly:
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/// length(data) = numWeights * numFrames
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/// total_animation_duration_in_ms = number_of_frames * frameLengthInMs
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///
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void animateWeights(float* data, int numWeights, int numFrames, float frameLengthInMs);
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void transformToUnitCube();
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const utils::Entity* getCameraEntities();
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size_t getCameraEntityCount();
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private:
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FilamentAsset* _asset = nullptr;
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Engine* _engine = nullptr;
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NameComponentManager* _ncm;
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void updateMorphAnimation();
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void updateEmbeddedAnimation();
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Animator* _animator;
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// animation flags;
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bool isAnimating;
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unique_ptr<MorphAnimationStatus> _morphAnimationBuffer;
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unique_ptr<BoneAnimationStatus> _boneAnimationStatus;
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};
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}
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