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:
Nick Fisher
2024-11-21 15:04:10 +08:00
parent 9ada6aae64
commit ed444b0615
195 changed files with 18061 additions and 12628 deletions

View File

@@ -3,7 +3,7 @@
#include <cmath>
#endif
#include "GridOverlay.hpp"
#include "scene/GridOverlay.hpp"
#include <filament/Engine.h>
#include <utils/Entity.h>
@@ -13,190 +13,190 @@
#include <gltfio/math.h>
#include "material/grid.h"
#include "SceneManager.hpp"
#include "scene/SceneManager.hpp"
#include "Log.hpp"
namespace thermion {
using namespace filament::gltfio;
GridOverlay::GridOverlay(Engine &engine) : _engine(engine)
namespace thermion
{
auto &entityManager = EntityManager::get();
auto &transformManager = engine.getTransformManager();
const int gridSize = 100;
const float gridSpacing = 1.0f;
int vertexCount = (gridSize + 1) * 4; // 2 axes, 2 vertices per line
using namespace filament::gltfio;
float* gridVertices = new float[vertexCount * 3];
int index = 0;
GridOverlay::GridOverlay(Engine &engine) : _engine(engine)
{
auto &entityManager = EntityManager::get();
auto &transformManager = engine.getTransformManager();
// Create grid lines
for (int i = 0; i <= gridSize; ++i) {
float pos = i * gridSpacing - (gridSize * gridSpacing / 2);
const int gridSize = 100;
const float gridSpacing = 1.0f;
int vertexCount = (gridSize + 1) * 4; // 2 axes, 2 vertices per line
// X-axis lines
gridVertices[index++] = pos;
gridVertices[index++] = 0;
gridVertices[index++] = -(gridSize * gridSpacing / 2);
float *gridVertices = new float[vertexCount * 3];
int index = 0;
gridVertices[index++] = pos;
gridVertices[index++] = 0;
gridVertices[index++] = (gridSize * gridSpacing / 2);
// Create grid lines
for (int i = 0; i <= gridSize; ++i)
{
float pos = i * gridSpacing - (gridSize * gridSpacing / 2);
// Z-axis lines
gridVertices[index++] = -(gridSize * gridSpacing / 2);
gridVertices[index++] = 0;
gridVertices[index++] = pos;
// X-axis lines
gridVertices[index++] = pos;
gridVertices[index++] = 0;
gridVertices[index++] = -(gridSize * gridSpacing / 2);
gridVertices[index++] = (gridSize * gridSpacing / 2);
gridVertices[index++] = 0;
gridVertices[index++] = pos;
gridVertices[index++] = pos;
gridVertices[index++] = 0;
gridVertices[index++] = (gridSize * gridSpacing / 2);
// Z-axis lines
gridVertices[index++] = -(gridSize * gridSpacing / 2);
gridVertices[index++] = 0;
gridVertices[index++] = pos;
gridVertices[index++] = (gridSize * gridSpacing / 2);
gridVertices[index++] = 0;
gridVertices[index++] = pos;
}
auto vb = VertexBuffer::Builder()
.vertexCount(vertexCount)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3)
.build(engine);
vb->setBufferAt(engine, 0, VertexBuffer::BufferDescriptor(gridVertices, vertexCount * sizeof(filament::math::float3), [](void *buffer, size_t size, void *)
{ delete[] static_cast<float *>(buffer); }));
uint32_t *gridIndices = new uint32_t[vertexCount];
for (uint32_t i = 0; i < vertexCount; ++i)
{
gridIndices[i] = i;
}
auto ib = IndexBuffer::Builder()
.indexCount(vertexCount)
.bufferType(IndexBuffer::IndexType::UINT)
.build(engine);
ib->setBuffer(engine, IndexBuffer::BufferDescriptor(
gridIndices, vertexCount * sizeof(uint32_t),
[](void *buffer, size_t size, void *)
{ delete[] static_cast<uint32_t *>(buffer); }));
_gridEntity = entityManager.create();
_material = Material::Builder()
.package(GRID_PACKAGE, GRID_GRID_SIZE)
.build(engine);
_materialInstance = _material->createInstance();
_materialInstance->setParameter("maxDistance", 50.0f); // Adjust as needed
_materialInstance->setParameter("color", math::float3{0.5f, 0.5f, 0.5f}); // Gray color for the grid
RenderableManager::Builder(1)
.boundingBox({{-gridSize * gridSpacing / 2, 0, -gridSize * gridSpacing / 2},
{gridSize * gridSpacing / 2, 0, gridSize * gridSpacing / 2}})
.material(0, _materialInstance)
.geometry(0, RenderableManager::PrimitiveType::LINES, vb, ib, 0, vertexCount)
.priority(0)
.layerMask(0xFF, 1u << SceneManager::LAYERS::OVERLAY)
.culling(true)
.receiveShadows(false)
.castShadows(false)
.build(engine, _gridEntity);
const float sphereRadius = 0.05f;
const int sphereSegments = 16;
const int sphereRings = 16;
vertexCount = (sphereRings + 1) * (sphereSegments + 1);
int indexCount = sphereRings * sphereSegments * 6;
math::float3 *vertices = new math::float3[vertexCount];
uint32_t *indices = new uint32_t[indexCount];
int vertexIndex = 0;
// Generate sphere vertices
for (int ring = 0; ring <= sphereRings; ++ring)
{
float theta = ring * M_PI / sphereRings;
float sinTheta = std::sin(theta);
float cosTheta = std::cos(theta);
for (int segment = 0; segment <= sphereSegments; ++segment)
{
float phi = segment * 2 * M_PI / sphereSegments;
float sinPhi = std::sin(phi);
float cosPhi = std::cos(phi);
float x = cosPhi * sinTheta;
float y = cosTheta;
float z = sinPhi * sinTheta;
vertices[vertexIndex++] = {x * sphereRadius, y * sphereRadius, z * sphereRadius};
}
}
int indexIndex = 0;
// Generate sphere indices
for (int ring = 0; ring < sphereRings; ++ring)
{
for (int segment = 0; segment < sphereSegments; ++segment)
{
uint32_t current = ring * (sphereSegments + 1) + segment;
uint32_t next = current + sphereSegments + 1;
indices[indexIndex++] = current;
indices[indexIndex++] = next;
indices[indexIndex++] = current + 1;
indices[indexIndex++] = current + 1;
indices[indexIndex++] = next;
indices[indexIndex++] = next + 1;
}
}
auto sphereVb = VertexBuffer::Builder()
.vertexCount(vertexCount)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3)
.build(engine);
sphereVb->setBufferAt(engine, 0, VertexBuffer::BufferDescriptor(vertices, vertexCount * sizeof(math::float3), [](void *buffer, size_t size, void *)
{ delete[] static_cast<math::float3 *>(buffer); }));
auto sphereIb = IndexBuffer::Builder()
.indexCount(indexCount)
.bufferType(IndexBuffer::IndexType::UINT)
.build(engine);
sphereIb->setBuffer(engine, IndexBuffer::BufferDescriptor(
indices, indexCount * sizeof(uint32_t),
[](void *buffer, size_t size, void *)
{ delete[] static_cast<uint32_t *>(buffer); }));
_sphereEntity = entityManager.create();
RenderableManager::Builder(1)
.boundingBox({{-sphereRadius, -sphereRadius, -sphereRadius},
{sphereRadius, sphereRadius, sphereRadius}})
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, sphereVb, sphereIb, 0, indexCount)
.priority(0)
.layerMask(0xFF, 1u << SceneManager::LAYERS::OVERLAY)
.culling(true)
.receiveShadows(false)
.castShadows(false)
.build(engine, _sphereEntity);
}
auto vb = VertexBuffer::Builder()
.vertexCount(vertexCount)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3)
.build(engine);
vb->setBufferAt(engine, 0, VertexBuffer::BufferDescriptor(
gridVertices, vertexCount * sizeof(filament::math::float3),
[](void* buffer, size_t size, void*) { delete[] static_cast<float*>(buffer); }
));
uint32_t* gridIndices = new uint32_t[vertexCount];
for (uint32_t i = 0; i < vertexCount; ++i) {
gridIndices[i] = i;
void GridOverlay::destroy()
{
auto &rm = _engine.getRenderableManager();
auto &tm = _engine.getTransformManager();
rm.destroy(_sphereEntity);
rm.destroy(_gridEntity);
tm.destroy(_sphereEntity);
tm.destroy(_gridEntity);
_engine.destroy(_sphereEntity);
_engine.destroy(_gridEntity);
}
auto ib = IndexBuffer::Builder()
.indexCount(vertexCount)
.bufferType(IndexBuffer::IndexType::UINT)
.build(engine);
ib->setBuffer(engine, IndexBuffer::BufferDescriptor(
gridIndices, vertexCount * sizeof(uint32_t),
[](void* buffer, size_t size, void*) { delete[] static_cast<uint32_t*>(buffer); }
));
_gridEntity = entityManager.create();
_material = Material::Builder()
.package(GRID_PACKAGE, GRID_GRID_SIZE)
.build(engine);
_materialInstance = _material->createInstance();
_materialInstance->setParameter("maxDistance", 50.0f); // Adjust as needed
_materialInstance->setParameter("color", math::float3{0.5f, 0.5f, 0.5f}); // Gray color for the grid
RenderableManager::Builder(1)
.boundingBox({{-gridSize * gridSpacing / 2, 0, -gridSize * gridSpacing / 2},
{gridSize * gridSpacing / 2, 0, gridSize * gridSpacing / 2}})
.material(0, _materialInstance)
.geometry(0, RenderableManager::PrimitiveType::LINES, vb, ib, 0, vertexCount)
.priority(6)
.layerMask(0xFF, 1u << SceneManager::LAYERS::OVERLAY)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.build(engine, _gridEntity);
const float sphereRadius = 0.05f;
const int sphereSegments = 16;
const int sphereRings = 16;
vertexCount = (sphereRings + 1) * (sphereSegments + 1);
int indexCount = sphereRings * sphereSegments * 6;
math::float3* vertices = new math::float3[vertexCount];
uint32_t* indices = new uint32_t[indexCount];
int vertexIndex = 0;
// Generate sphere vertices
for (int ring = 0; ring <= sphereRings; ++ring) {
float theta = ring * M_PI / sphereRings;
float sinTheta = std::sin(theta);
float cosTheta = std::cos(theta);
for (int segment = 0; segment <= sphereSegments; ++segment) {
float phi = segment * 2 * M_PI / sphereSegments;
float sinPhi = std::sin(phi);
float cosPhi = std::cos(phi);
float x = cosPhi * sinTheta;
float y = cosTheta;
float z = sinPhi * sinTheta;
vertices[vertexIndex++] = {x * sphereRadius, y * sphereRadius, z * sphereRadius};
}
}
int indexIndex = 0;
// Generate sphere indices
for (int ring = 0; ring < sphereRings; ++ring) {
for (int segment = 0; segment < sphereSegments; ++segment) {
uint32_t current = ring * (sphereSegments + 1) + segment;
uint32_t next = current + sphereSegments + 1;
indices[indexIndex++] = current;
indices[indexIndex++] = next;
indices[indexIndex++] = current + 1;
indices[indexIndex++] = current + 1;
indices[indexIndex++] = next;
indices[indexIndex++] = next + 1;
}
}
auto sphereVb = VertexBuffer::Builder()
.vertexCount(vertexCount)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT3)
.build(engine);
sphereVb->setBufferAt(engine, 0, VertexBuffer::BufferDescriptor(
vertices, vertexCount * sizeof(math::float3),
[](void* buffer, size_t size, void*) { delete[] static_cast<math::float3*>(buffer); }
));
auto sphereIb = IndexBuffer::Builder()
.indexCount(indexCount)
.bufferType(IndexBuffer::IndexType::UINT)
.build(engine);
sphereIb->setBuffer(engine, IndexBuffer::BufferDescriptor(
indices, indexCount * sizeof(uint32_t),
[](void* buffer, size_t size, void*) { delete[] static_cast<uint32_t*>(buffer); }
));
_sphereEntity = entityManager.create();
RenderableManager::Builder(1)
.boundingBox({{-sphereRadius, -sphereRadius, -sphereRadius},
{sphereRadius, sphereRadius, sphereRadius}})
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, sphereVb, sphereIb, 0, indexCount)
.priority(6)
.layerMask(0xFF, 1u << SceneManager::LAYERS::OVERLAY)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.build(engine, _sphereEntity);
}
void GridOverlay::destroy()
{
auto &rm = _engine.getRenderableManager();
auto &tm = _engine.getTransformManager();
rm.destroy(_sphereEntity);
rm.destroy(_gridEntity);
tm.destroy(_sphereEntity);
tm.destroy(_gridEntity);
_engine.destroy(_sphereEntity);
_engine.destroy(_gridEntity);
}
} // namespace thermion