feature!:
This is a breaking change needed to fully implement instancing and stencil highlighting.
Previously, users would work directly with entities (on the Dart side, ThermionEntity), e.g.
final entity = await viewer.loadGlb("some.glb");
However, Filament "entities" are a lower-level abstraction.
Loading a glTF file, for example, inserts multiple entities into the scene.
For example, each mesh, light, and camera within a glTF asset will be assigned an entity. A top-level (non-renderable) entity will also be created for the glTF asset, which can be used to transform the entire hierarchy.
"Asset" is a better representation for loading/inserting objects into the scene; think of this as a bundle of entities.
Unless you need to work directly with transforms, instancing, materials and renderables, you can work directly with ThermionAsset.
This commit is contained in:
136
thermion_dart/native/include/c_api/TAnimationManager.h
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136
thermion_dart/native/include/c_api/TAnimationManager.h
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#pragma once
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#include "APIExport.h"
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#include "APIBoundaryTypes.h"
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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EMSCRIPTEN_KEEPALIVE void AnimationManager_addAnimationComponent(TAnimationManager *tAnimationManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void AnimationManager_removeAnimationComponent(TAnimationManager *tAnimationManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE bool AnimationManager_setMorphAnimation(
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TAnimationManager *tAnimationManager,
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EntityId entityId,
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const float *const morphData,
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const uint32_t *const morphIndices,
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int numMorphTargets,
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int numFrames,
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float frameLengthInMs);
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EMSCRIPTEN_KEEPALIVE bool AnimationManager_clearMorphAnimation(TAnimationManager *tAnimationManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void AnimationManager_resetToRestPose(TAnimationManager *tAnimationManager, TSceneAsset *sceneAsset);
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EMSCRIPTEN_KEEPALIVE void AnimationManager_addBoneAnimation(
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TAnimationManager *tAnimationManager,
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TSceneAsset *tSceneAsset,
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int skinIndex,
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int boneIndex,
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const float *const frameData,
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int numFrames,
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float frameLengthInMs,
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float fadeOutInSecs,
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float fadeInInSecs,
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float maxDelta);
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EMSCRIPTEN_KEEPALIVE EntityId AnimationManager_getBone(
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TAnimationManager *tAnimationManager,
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TSceneAsset *sceneAsset,
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int skinIndex,
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int boneIndex);
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EMSCRIPTEN_KEEPALIVE void AnimationManager_getRestLocalTransforms(
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TAnimationManager *tAnimationManager,
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TSceneAsset *sceneAsset,
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int skinIndex,
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float *const out,
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int numBones);
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EMSCRIPTEN_KEEPALIVE void AnimationManager_getInverseBindMatrix(
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TAnimationManager *tAnimationManager,
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TSceneAsset *sceneAsset,
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int skinIndex,
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int boneIndex,
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float *const out);
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EMSCRIPTEN_KEEPALIVE void AnimationManager_playAnimation(
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TAnimationManager *tAnimationManager,
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TSceneAsset *sceneAsset,
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int index,
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bool loop,
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bool reverse,
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bool replaceActive,
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float crossfade,
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float startOffset);
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EMSCRIPTEN_KEEPALIVE void AnimationManager_stopAnimation(
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TAnimationManager *tAnimationManager,
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TSceneAsset *sceneAsset,
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int index);
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// Additional methods found in implementation
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EMSCRIPTEN_KEEPALIVE float AnimationManager_getAnimationDuration(
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TAnimationManager *tAnimationManager,
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TSceneAsset *sceneAsset,
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int animationIndex);
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EMSCRIPTEN_KEEPALIVE int AnimationManager_getAnimationCount(
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TAnimationManager *tAnimationManager,
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TSceneAsset *sceneAsset);
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EMSCRIPTEN_KEEPALIVE void AnimationManager_getAnimationName(
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TAnimationManager *tAnimationManager,
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TSceneAsset *sceneAsset,
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char *const outPtr,
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int index);
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EMSCRIPTEN_KEEPALIVE int AnimationManager_getBoneCount(
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TAnimationManager *tAnimationManager,
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TSceneAsset *sceneAsset,
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int skinIndex);
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EMSCRIPTEN_KEEPALIVE void AnimationManager_getBoneNames(
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TAnimationManager *tAnimationManager,
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TSceneAsset *sceneAsset,
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const char **out,
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int skinIndex);
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EMSCRIPTEN_KEEPALIVE int AnimationManager_getMorphTargetNameCount(
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TAnimationManager *tAnimationManager,
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TSceneAsset *sceneAsset,
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EntityId childEntity);
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EMSCRIPTEN_KEEPALIVE void AnimationManager_getMorphTargetName(
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TAnimationManager *tAnimationManager,
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TSceneAsset *sceneAsset,
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EntityId childEntity,
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char *const outPtr,
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int index);
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EMSCRIPTEN_KEEPALIVE bool AnimationManager_updateBoneMatrices(
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TAnimationManager *tAnimationManager,
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TSceneAsset *sceneAsset);
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EMSCRIPTEN_KEEPALIVE bool AnimationManager_setMorphTargetWeights(
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TAnimationManager *tAnimationManager,
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EntityId entityId,
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const float *const morphData,
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int numWeights);
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EMSCRIPTEN_KEEPALIVE void AnimationManager_setGltfAnimationFrame(
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TAnimationManager *tAnimationManager,
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TSceneAsset *tSceneAsset,
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int animationIndex,
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int frame
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);
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#ifdef __cplusplus
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}
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#endif
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