decouple assets from viewer to allow independent addition/removal/animation/etc
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84
ios/src/SceneResources.hpp
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84
ios/src/SceneResources.hpp
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#pragma once
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#include <functional>
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namespace polyvox {
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//
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// Pairs a memory buffer with an ID that can be used to unload the backing asset if needed.
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// Use this when you want to load an asset from a resource that requires more than just `free` on the underlying buffer.
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// e.g.
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// ```
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// uint64_t id = get_next_resource_id();
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// AAsset *asset = AAssetManager_open(am, name, AASSET_MODE_BUFFER);
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// off_t length = AAsset_getLength(asset);
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// const void * buffer = AAsset_getBuffer(asset);
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// uint8_t *buf = new uint8_t[length ];
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// memcpy(buf,buffer, length);
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// ResourceBuffer rb(buf, length, id);
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// ...
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// ...
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// (elsewhere)
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// AAsset* asset = get_asset_from_id(rb.id);
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// AAsset_close(asset);
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// free_asset_id(rb.id);
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//
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struct ResourceBuffer {
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ResourceBuffer(const void* data, const uint32_t size, const uint32_t id) : data(data), size(size), id(id) {};
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ResourceBuffer& operator=(ResourceBuffer other)
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{
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data = other.data;
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size = other.size;
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id = other.id;
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return *this;
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}
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const void* data;
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uint32_t size;
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uint32_t id;
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};
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//
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// Typedef for any function that loads a resource into a ResourceBuffer from an asset URI.
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//
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using LoadResource = std::function<ResourceBuffer(const char* uri)>;
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//
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// Typedef for any function that frees a ResourceBuffer.
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//
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using FreeResource = std::function<void (ResourceBuffer)>;
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typedef std::chrono::time_point<std::chrono::high_resolution_clock> time_point_t;
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//
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// Holds the current state of a bone animation embeded in a GLTF asset.
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//
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struct BoneAnimationStatus {
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BoneAnimationStatus(int animationIndex, float duration, bool loop) : animationIndex(animationIndex), duration(duration), loop(loop) {}
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bool hasStarted = false;
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int animationIndex;
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float duration = 0;
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time_point_t lastTime;
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bool loop;
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};
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//
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// Holds the current state of a morph-target animation in a GLTF asset.
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//
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struct MorphAnimationStatus {
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MorphAnimationStatus(float* frameData,
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int numWeights,
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int numFrames,
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float frameLength) : frameData(frameData), numWeights(numWeights), numFrames(numFrames), frameLengthInMs(frameLength) {
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}
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int frameIndex = -1;
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int numFrames;
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float frameLengthInMs;
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time_point_t startTime;
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float* frameData;
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int numWeights;
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};
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}
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