update headers to Filament v1.25.0
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110
ios/include/gltfio/NodeManager.h
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110
ios/include/gltfio/NodeManager.h
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/*
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* Copyright (C) 2022 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef GLTFIO_NODEMANAGER_H
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#define GLTFIO_NODEMANAGER_H
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#include <filament/FilamentAPI.h>
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#include <utils/bitset.h>
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#include <utils/compiler.h>
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#include <utils/CString.h>
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#include <utils/EntityInstance.h>
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#include <utils/FixedCapacityVector.h>
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namespace utils {
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class Entity;
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} // namespace utils
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namespace filament::gltfio {
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class FNodeManager;
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/**
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* NodeManager is used to add annotate entities with glTF-specific information.
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*
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* Node components are created by gltfio and exposed to users to allow inspection.
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*
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* Nodes do not store the glTF hierarchy or names; see TransformManager and NameComponentManager.
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*/
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class UTILS_PUBLIC NodeManager {
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public:
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using Instance = utils::EntityInstance<NodeManager>;
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using Entity = utils::Entity;
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using CString = utils::CString;
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using SceneMask = utils::bitset32;
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static constexpr size_t MAX_SCENE_COUNT = 32;
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/**
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* Returns whether a particular Entity is associated with a component of this NodeManager
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* @param e An Entity.
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* @return true if this Entity has a component associated with this manager.
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*/
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bool hasComponent(Entity e) const noexcept;
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/**
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* Gets an Instance representing the node component associated with the given Entity.
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* @param e An Entity.
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* @return An Instance object, which represents the node component associated with the Entity e.
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* @note Use Instance::isValid() to make sure the component exists.
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* @see hasComponent()
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*/
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Instance getInstance(Entity e) const noexcept;
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/**
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* Creates a node component and associates it with the given entity.
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* @param entity An Entity to associate a node component with.
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*
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* If this component already exists on the given entity, it is first destroyed as if
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* destroy(Entity e) was called.
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*
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* @see destroy()
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*/
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void create(Entity entity);
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/**
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* Destroys this component from the given entity.
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* @param e An entity.
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*
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* @see create()
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*/
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void destroy(Entity e) noexcept;
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void setMorphTargetNames(Instance ci, utils::FixedCapacityVector<CString> names) noexcept;
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const utils::FixedCapacityVector<CString>& getMorphTargetNames(Instance ci) const noexcept;
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void setExtras(Instance ci, CString extras) noexcept;
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const CString& getExtras(Instance ci) const noexcept;
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void setSceneMembership(Instance ci, SceneMask scenes) noexcept;
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SceneMask getSceneMembership(Instance ci) const noexcept;
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protected:
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NodeManager() noexcept = default;
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~NodeManager() = default;
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public:
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NodeManager(NodeManager const&) = delete;
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NodeManager(NodeManager&&) = delete;
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NodeManager& operator=(NodeManager const&) = delete;
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NodeManager& operator=(NodeManager&&) = delete;
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};
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} // namespace filament::gltfio
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#endif // GLTFIO_NODEMANAGER_H
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