Files
cup_edit/ios/src/AssetManager.cpp

1099 lines
36 KiB
C++

#include <string>
#include <sstream>
#include <thread>
#include <vector>
#include <filament/Engine.h>
#include <filament/TransformManager.h>
#include <filament/Texture.h>
#include <filament/RenderableManager.h>
#include <gltfio/Animator.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/ResourceLoader.h>
#include <gltfio/TextureProvider.h>
#include <gltfio/math.h>
#include <imageio/ImageDecoder.h>
#include "StreamBufferAdapter.hpp"
#include "SceneAsset.hpp"
#include "Log.hpp"
#include "AssetManager.hpp"
#include "material/FileMaterialProvider.hpp"
#include "gltfio/materials/uberarchive.h"
extern "C"
{
#include "material/image.h"
}
namespace polyvox
{
using namespace std;
using namespace std::chrono;
using namespace image;
using namespace utils;
using namespace filament;
using namespace filament::gltfio;
AssetManager::AssetManager(const ResourceLoaderWrapper *const resourceLoaderWrapper,
NameComponentManager *ncm,
Engine *engine,
Scene *scene,
const char *uberArchivePath)
: _resourceLoaderWrapper(resourceLoaderWrapper),
_ncm(ncm),
_engine(engine),
_scene(scene)
{
_stbDecoder = createStbProvider(_engine);
_ktxDecoder = createKtx2Provider(_engine);
_gltfResourceLoader = new ResourceLoader({.engine = _engine,
.normalizeSkinningWeights = true});
if (uberArchivePath)
{
auto uberdata = resourceLoaderWrapper->load(uberArchivePath);
if (!uberdata.data)
{
Log("Failed to load ubershader material. This is fatal.");
}
_ubershaderProvider = gltfio::createUbershaderProvider(_engine, uberdata.data, uberdata.size);
resourceLoaderWrapper->free(uberdata);
}
else
{
_ubershaderProvider = gltfio::createUbershaderProvider(
_engine, UBERARCHIVE_DEFAULT_DATA, UBERARCHIVE_DEFAULT_SIZE);
}
Log("Created ubershader provider.");
EntityManager &em = EntityManager::get();
_assetLoader = AssetLoader::create({_engine, _ubershaderProvider, _ncm, &em});
_gltfResourceLoader->addTextureProvider("image/ktx2", _ktxDecoder);
_gltfResourceLoader->addTextureProvider("image/png", _stbDecoder);
_gltfResourceLoader->addTextureProvider("image/jpeg", _stbDecoder);
}
AssetManager::~AssetManager()
{
_gltfResourceLoader->asyncCancelLoad();
_ubershaderProvider->destroyMaterials();
destroyAll();
AssetLoader::destroy(&_assetLoader);
}
EntityId AssetManager::loadGltf(const char *uri,
const char *relativeResourcePath)
{
ResourceBuffer rbuf = _resourceLoaderWrapper->load(uri);
// Parse the glTF file and create Filament entities.
FilamentAsset *asset = _assetLoader->createAsset((uint8_t *)rbuf.data, rbuf.size);
if (!asset)
{
Log("Unable to parse asset");
return 0;
}
const char *const *const resourceUris = asset->getResourceUris();
const size_t resourceUriCount = asset->getResourceUriCount();
std::vector<ResourceBuffer> resourceBuffers;
for (size_t i = 0; i < resourceUriCount; i++)
{
string uri = string(relativeResourcePath) + string("/") + string(resourceUris[i]);
Log("Loading resource URI from relative path %s", resourceUris[i], uri.c_str());
ResourceBuffer buf = _resourceLoaderWrapper->load(uri.c_str());
resourceBuffers.push_back(buf);
ResourceLoader::BufferDescriptor b(buf.data, buf.size);
_gltfResourceLoader->addResourceData(resourceUris[i], std::move(b));
}
// load resources synchronously
if (!_gltfResourceLoader->loadResources(asset))
{
Log("Unknown error loading glTF asset");
_resourceLoaderWrapper->free(rbuf);
for (auto &rb : resourceBuffers)
{
_resourceLoaderWrapper->free(rb);
}
return 0;
}
const utils::Entity *entities = asset->getEntities();
_scene->addEntities(asset->getEntities(), asset->getEntityCount());
FilamentInstance *inst = asset->getInstance();
inst->getAnimator()->updateBoneMatrices();
inst->recomputeBoundingBoxes();
asset->releaseSourceData();
SceneAsset sceneAsset(asset);
utils::Entity e = EntityManager::get().create();
EntityId eid = Entity::smuggle(e);
_entityIdLookup.emplace(eid, _assets.size());
_assets.push_back(sceneAsset);
for (auto &rb : resourceBuffers)
{
_resourceLoaderWrapper->free(rb);
}
_resourceLoaderWrapper->free(rbuf);
Log("Finished loading glTF from %s", uri);
return eid;
}
EntityId AssetManager::loadGlb(const char *uri, bool unlit)
{
ResourceBuffer rbuf = _resourceLoaderWrapper->load(uri);
Log("Loaded GLB of size %d at URI %s", rbuf.size, uri);
FilamentAsset *asset = _assetLoader->createAsset(
(const uint8_t *)rbuf.data, rbuf.size);
if (!asset)
{
Log("Unknown error loading GLB asset.");
return 0;
}
int entityCount = asset->getEntityCount();
_scene->addEntities(asset->getEntities(), entityCount);
if (!_gltfResourceLoader->loadResources(asset))
{
Log("Unknown error loading glb asset");
_resourceLoaderWrapper->free(rbuf);
return 0;
}
const Entity *entities = asset->getEntities();
auto lights = asset->getLightEntities();
_scene->addEntities(lights, asset->getLightEntityCount());
FilamentInstance *inst = asset->getInstance();
inst->getAnimator()->updateBoneMatrices();
inst->recomputeBoundingBoxes();
asset->releaseSourceData();
_resourceLoaderWrapper->free(rbuf);
SceneAsset sceneAsset(asset);
utils::Entity e = EntityManager::get().create();
EntityId eid = Entity::smuggle(e);
_entityIdLookup.emplace(eid, _assets.size());
_assets.push_back(sceneAsset);
return eid;
}
bool AssetManager::hide(EntityId entityId, const char *meshName)
{
auto asset = getAssetByEntityId(entityId);
if (!asset)
{
return false;
}
auto entity = findEntityByName(asset, meshName);
if (entity.isNull())
{
Log("Mesh %s could not be found", meshName);
return false;
}
_scene->remove(entity);
return true;
}
bool AssetManager::reveal(EntityId entityId, const char *meshName)
{
auto asset = getAssetByEntityId(entityId);
if (!asset)
{
Log("No asset found under entity ID");
return false;
}
auto entity = findEntityByName(asset, meshName);
RenderableManager &rm = _engine->getRenderableManager();
if (entity.isNull())
{
Log("Mesh %s could not be found", meshName);
return false;
}
_scene->addEntity(entity);
return true;
}
void AssetManager::destroyAll()
{
for (auto &asset : _assets)
{
_scene->removeEntities(asset.asset->getEntities(),
asset.asset->getEntityCount());
_scene->removeEntities(asset.asset->getLightEntities(),
asset.asset->getLightEntityCount());
_assetLoader->destroyAsset(asset.asset);
}
_assets.clear();
}
FilamentAsset *AssetManager::getAssetByEntityId(EntityId entityId)
{
const auto &pos = _entityIdLookup.find(entityId);
if (pos == _entityIdLookup.end())
{
return nullptr;
}
return _assets[pos->second].asset;
}
// vector<int> completedBoneAnimations;
// for (int i = completed.size() - 1; i >= 0; i--) {
// auto completedAnimationIndex = completed[i];
// if(asset.animations.mType == AnimationType::BONE) {
// completedBoneAnimations.push_back()
// }
// (completedAnimationIndex);
// }
void AssetManager::updateAnimations()
{
std::lock_guard lock(_animationMutex);
RenderableManager &rm = _engine->getRenderableManager();
auto now = high_resolution_clock::now();
for (auto &asset : _assets)
{
for (int i = asset.gltfAnimations.size() - 1; i >= 0; i--) {
auto animationStatus = asset.gltfAnimations[i];
auto elapsedInSecs = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count()) / 1000.0f;
if (!animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
{
asset.gltfAnimations.erase(asset.gltfAnimations.begin() + i);
asset.fadeGltfAnimationIndex = -1;
continue;
}
asset.asset->getInstance()->getAnimator()->applyAnimation(animationStatus.index, elapsedInSecs);
if (asset.fadeGltfAnimationIndex != -1 && elapsedInSecs < asset.fadeDuration)
{
// cross-fade
auto fadeFromTime = asset.fadeOutAnimationStart + elapsedInSecs;
auto alpha = elapsedInSecs / asset.fadeDuration;
asset.asset->getInstance()->getAnimator()->applyCrossFade(asset.fadeGltfAnimationIndex, fadeFromTime, alpha);
}
asset.asset->getInstance()->getAnimator()->updateBoneMatrices();
}
for (int i = asset.morphAnimations.size() - 1; i >= 0; i--) {
auto animationStatus = asset.morphAnimations[i];
auto elapsedInSecs = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count()) / 1000.0f;
if (!animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
{
asset.morphAnimations.erase(asset.morphAnimations.begin() + i);
continue;
}
int frameNumber = static_cast<int>(elapsedInSecs * 1000.0f / animationStatus.frameLengthInMs) % animationStatus.lengthInFrames;
// offset from the end if reverse
if (animationStatus.reverse)
{
frameNumber = animationStatus.lengthInFrames - frameNumber;
}
auto baseOffset = frameNumber * animationStatus.morphIndices.size();
for (int i = 0; i < animationStatus.morphIndices.size(); i++)
{
auto morphIndex = animationStatus.morphIndices[i];
// set the weights appropriately
rm.setMorphWeights(
rm.getInstance(animationStatus.meshTarget),
animationStatus.frameData.data() + baseOffset + i,
1,
morphIndex);
}
}
for (int i = asset.boneAnimations.size() - 1; i >= 0; i--) {
auto animationStatus = asset.boneAnimations[i];
auto elapsedInSecs = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - animationStatus.start).count()) / 1000.0f;
if (!animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
{
asset.boneAnimations.erase(asset.boneAnimations.begin() + i);
continue;
}
float frameLengthInMs = animationStatus.frameLengthInMs;
int frameNumber = static_cast<int>(elapsedInSecs * 1000.0f / frameLengthInMs) % animationStatus.lengthInFrames;
// offset from the end if reverse
if (animationStatus.reverse)
{
frameNumber = animationStatus.lengthInFrames - frameNumber;
}
updateBoneTransformFromAnimationBuffer(
animationStatus,
frameNumber);
if (animationStatus.loop && elapsedInSecs >= animationStatus.durationInSecs)
{
animationStatus.start = now;
}
}
}
}
bool AssetManager::setBoneTransform(EntityId entityId, const char *entityName, int32_t skinIndex, const char* boneName, math::mat4f localTransform)
{
Log("Setting transform for bone %s/skin %d for mesh target %s", boneName, skinIndex, entityName);
const auto &pos = _entityIdLookup.find(entityId);
if (pos == _entityIdLookup.end())
{
Log("Couldn't find asset under specified entity id.");
return false;
}
SceneAsset &sceneAsset = _assets[pos->second];
const auto &entity = findEntityByName(sceneAsset, entityName);
RenderableManager &rm = _engine->getRenderableManager();
const auto &renderableInstance = rm.getInstance(entity);
TransformManager &transformManager = _engine->getTransformManager();
const auto &filamentInstance = sceneAsset.asset->getInstance();
int numJoints = filamentInstance->getJointCountAt(skinIndex);
auto joints = filamentInstance->getJointsAt(skinIndex);
int boneIndex = -1;
for (int i = 0; i < numJoints; i++)
{
const char *jointName = _ncm->getName(_ncm->getInstance(joints[i]));
if (strcmp(jointName, boneName) == 0)
{
boneIndex = i;
break;
}
}
if(boneIndex == -1) {
Log("Failed to find bone %s", boneName);
return false;
}
utils::Entity joint = filamentInstance->getJointsAt(skinIndex)[boneIndex];
if (joint.isNull())
{
Log("ERROR : joint not found");
return false;
}
rm.setBones(
renderableInstance,
&localTransform,
1,
boneIndex);
return true;
}
void AssetManager::updateBoneTransformFromAnimationBuffer(const BoneAnimation& animation, int frameNumber)
{
RenderableManager &rm = _engine->getRenderableManager();
auto boneIndex = animation.boneIndex;
math::mat4f transform(animation.frameData[frameNumber]);
for(const auto& meshTarget : animation.meshTargets) {
const auto &renderableInstance = rm.getInstance(meshTarget);
rm.setBones(
renderableInstance,
&transform,
1,
boneIndex
);
}
}
void AssetManager::remove(EntityId entityId)
{
const auto &pos = _entityIdLookup.find(entityId);
if (pos == _entityIdLookup.end())
{
Log("Couldn't find asset under specified entity id.");
return;
}
SceneAsset &sceneAsset = _assets[pos->second];
_assets.erase(std::remove_if(_assets.begin(), _assets.end(),
[=](SceneAsset &asset)
{ return asset.asset == sceneAsset.asset; }),
_assets.end());
_scene->removeEntities(sceneAsset.asset->getEntities(),
sceneAsset.asset->getEntityCount());
_scene->removeEntities(sceneAsset.asset->getLightEntities(),
sceneAsset.asset->getLightEntityCount());
_assetLoader->destroyAsset(sceneAsset.asset);
if (sceneAsset.texture)
{
_engine->destroy(sceneAsset.texture);
}
EntityManager &em = EntityManager::get();
em.destroy(Entity::import(entityId));
}
void AssetManager::setMorphTargetWeights(EntityId entityId, const char *const entityName, const float *const weights, const int count)
{
const auto &pos = _entityIdLookup.find(entityId);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return;
}
auto &asset = _assets[pos->second];
auto entity = findEntityByName(asset, entityName);
if (!entity)
{
Log("Warning: failed to find entity %s", entityName);
return;
}
RenderableManager &rm = _engine->getRenderableManager();
auto renderableInstance = rm.getInstance(entity);
if (!renderableInstance.isValid())
{
Log("Warning: failed to find renderable instance for entity %s", entityName);
return;
}
rm.setMorphWeights(
renderableInstance,
weights,
count);
}
utils::Entity AssetManager::findEntityByName(SceneAsset asset, const char *entityName)
{
utils::Entity entity;
for (size_t i = 0, c = asset.asset->getEntityCount(); i != c; ++i)
{
auto entity = asset.asset->getEntities()[i];
auto nameInstance = _ncm->getInstance(entity);
if (!nameInstance.isValid())
{
continue;
}
auto name = _ncm->getName(nameInstance);
if (!name)
{
continue;
}
if (strcmp(entityName, name) == 0)
{
return entity;
}
}
return entity;
}
bool AssetManager::setMorphAnimationBuffer(
EntityId entityId,
const char *entityName,
const float *const morphData,
const int *const morphIndices,
int numMorphTargets,
int numFrames,
float frameLengthInMs)
{
std::lock_guard lock(_animationMutex);
const auto &pos = _entityIdLookup.find(entityId);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return false;
}
auto &asset = _assets[pos->second];
auto entity = findEntityByName(asset, entityName);
if (!entity)
{
Log("Warning: failed to find entity %s", entityName);
return false;
}
MorphAnimation morphAnimation;
morphAnimation.meshTarget = entity;
morphAnimation.frameData.clear();
morphAnimation.frameData.insert(
morphAnimation.frameData.begin(),
morphData,
morphData + (numFrames * numMorphTargets));
morphAnimation.frameLengthInMs = frameLengthInMs;
morphAnimation.morphIndices.resize(numMorphTargets);
for (int i = 0; i < numMorphTargets; i++)
{
morphAnimation.morphIndices[i] = morphIndices[i];
}
morphAnimation.durationInSecs = (frameLengthInMs * numFrames) / 1000.0f;
morphAnimation.start = high_resolution_clock::now();
morphAnimation.lengthInFrames = static_cast<int>(
morphAnimation.durationInSecs * 1000.0f /
frameLengthInMs
);
asset.morphAnimations.emplace_back(morphAnimation);
return true;
}
bool AssetManager::setMaterialColor(EntityId entityId, const char *meshName, int materialIndex, const float r, const float g, const float b, const float a)
{
const auto &pos = _entityIdLookup.find(entityId);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return false;
}
auto &asset = _assets[pos->second];
auto entity = findEntityByName(asset, meshName);
RenderableManager &rm = _engine->getRenderableManager();
auto renderable = rm.getInstance(entity);
if (!renderable.isValid())
{
Log("Renderable not valid, was the entity id correct?");
return false;
}
MaterialInstance *mi = rm.getMaterialInstanceAt(renderable, materialIndex);
if (!mi)
{
Log("ERROR: material index must be less than number of material instances");
return false;
}
mi->setParameter("baseColorFactor", RgbaType::sRGB, math::float4(r, g, b, a));
Log("Set baseColorFactor for entity %d to %f %f %f %f", entityId, r, g, b, a);
return true;
}
bool AssetManager::addBoneAnimation(EntityId entityId,
const float *const frameData,
int numFrames,
const char *const boneName,
const char **const meshNames,
int numMeshTargets,
float frameLengthInMs)
{
std::lock_guard lock(_animationMutex);
const auto &pos = _entityIdLookup.find(entityId);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return false;
}
auto &asset = _assets[pos->second];
asset.asset->getInstance()->getAnimator()->resetBoneMatrices();
auto filamentInstance = asset.asset->getInstance();
size_t skinCount = filamentInstance->getSkinCount();
if (skinCount > 1)
{
Log("WARNING - skin count > 1 not currently implemented. This will probably not work");
}
int skinIndex = 0;
const utils::Entity *joints = filamentInstance->getJointsAt(skinIndex);
size_t numJoints = filamentInstance->getJointCountAt(skinIndex);
BoneAnimation animation;
bool found = false;
for (int i = 0; i < numJoints; i++)
{
const char *jointName = _ncm->getName(_ncm->getInstance(joints[i]));
if (strcmp(jointName, boneName) == 0)
{
animation.boneIndex = i;
found = true;
break;
}
}
if(!found) {
Log("Failed to find bone %s", boneName);
return false;
}
animation.frameData.clear();
for(int i = 0; i < numFrames; i++) {
animation.frameData.push_back(math::quatf(
frameData[i*4],
frameData[(i*4)+1],
frameData[(i*4)+2],
frameData[(i*4)+3]
));
}
animation.frameLengthInMs = frameLengthInMs;
animation.meshTargets.clear();
for (int i = 0; i < numMeshTargets; i++)
{
auto entity = findEntityByName(asset, meshNames[i]);
if (!entity)
{
Log("Mesh target %s for bone animation could not be found", meshNames[i]);
return false;
}
Log("Added mesh target %s", meshNames[i]);
animation.meshTargets.push_back(entity);
}
animation.start = std::chrono::high_resolution_clock::now();
animation.reverse = false;
animation.durationInSecs = (frameLengthInMs * numFrames) / 1000.0f;
animation.lengthInFrames = numFrames;
animation.frameLengthInMs = frameLengthInMs;
asset.boneAnimations.push_back(animation);
return true;
}
void AssetManager::playAnimation(EntityId e, int index, bool loop, bool reverse, bool replaceActive, float crossfade)
{
std::lock_guard lock(_animationMutex);
if (index < 0)
{
Log("ERROR: glTF animation index must be greater than zero.");
return;
}
const auto &pos = _entityIdLookup.find(e);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return;
}
auto &asset = _assets[pos->second];
if (replaceActive)
{
if (asset.gltfAnimations.size() > 0)
{
auto &last = asset.gltfAnimations.back();
asset.fadeGltfAnimationIndex = last.index;
asset.fadeDuration = crossfade;
auto now = high_resolution_clock::now();
auto elapsedInSecs = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - last.start).count()) / 1000.0f;
asset.fadeOutAnimationStart = elapsedInSecs;
asset.gltfAnimations.clear();
}
else
{
asset.fadeGltfAnimationIndex = -1;
asset.fadeDuration = 0.0f;
}
}
else if (crossfade > 0)
{
Log("ERROR: crossfade only supported when replaceActive is true.");
return;
}
else
{
asset.fadeGltfAnimationIndex = -1;
asset.fadeDuration = 0.0f;
}
GltfAnimation animation;
animation.index = index;
animation.start = std::chrono::high_resolution_clock::now();
animation.loop = loop;
animation.reverse = reverse;
animation.durationInSecs = asset.asset->getInstance()->getAnimator()->getAnimationDuration(index);
asset.gltfAnimations.push_back(animation);
}
void AssetManager::stopAnimation(EntityId entityId, int index)
{
std::lock_guard lock(_animationMutex);
const auto &pos = _entityIdLookup.find(entityId);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return;
}
auto &asset = _assets[pos->second];
asset.gltfAnimations.erase(std::remove_if(asset.gltfAnimations.begin(),
asset.gltfAnimations.end(),
[=](GltfAnimation &anim)
{ return anim.index == index; }),
asset.gltfAnimations.end());
}
void AssetManager::loadTexture(EntityId entity, const char *resourcePath, int renderableIndex)
{
const auto &pos = _entityIdLookup.find(entity);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return;
}
auto &asset = _assets[pos->second];
Log("Loading texture at %s for renderableIndex %d", resourcePath, renderableIndex);
string rp(resourcePath);
if (asset.texture)
{
_engine->destroy(asset.texture);
asset.texture = nullptr;
}
ResourceBuffer imageResource = _resourceLoaderWrapper->load(rp.c_str());
StreamBufferAdapter sb((char *)imageResource.data, (char *)imageResource.data + imageResource.size);
istream *inputStream = new std::istream(&sb);
LinearImage *image = new LinearImage(ImageDecoder::decode(
*inputStream, rp.c_str(), ImageDecoder::ColorSpace::SRGB));
if (!image->isValid())
{
Log("Invalid image : %s", rp.c_str());
delete inputStream;
_resourceLoaderWrapper->free(imageResource);
return;
}
uint32_t channels = image->getChannels();
uint32_t w = image->getWidth();
uint32_t h = image->getHeight();
asset.texture = Texture::Builder()
.width(w)
.height(h)
.levels(0xff)
.format(channels == 3 ? Texture::InternalFormat::RGB16F
: Texture::InternalFormat::RGBA16F)
.sampler(Texture::Sampler::SAMPLER_2D)
.build(*_engine);
Texture::PixelBufferDescriptor::Callback freeCallback = [](void *buf, size_t,
void *data)
{
delete reinterpret_cast<LinearImage *>(data);
};
Texture::PixelBufferDescriptor buffer(
image->getPixelRef(), size_t(w * h * channels * sizeof(float)),
channels == 3 ? Texture::Format::RGB : Texture::Format::RGBA,
Texture::Type::FLOAT, freeCallback);
asset.texture->setImage(*_engine, 0, std::move(buffer));
MaterialInstance *const *inst = asset.asset->getInstance()->getMaterialInstances();
size_t mic = asset.asset->getInstance()->getMaterialInstanceCount();
Log("Material instance count : %d", mic);
auto sampler = TextureSampler();
inst[0]->setParameter("baseColorIndex", 0);
inst[0]->setParameter("baseColorMap", asset.texture, sampler);
delete inputStream;
_resourceLoaderWrapper->free(imageResource);
}
void AssetManager::setAnimationFrame(EntityId entity, int animationIndex, int animationFrame)
{
const auto &pos = _entityIdLookup.find(entity);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return;
}
auto &asset = _assets[pos->second];
auto offset = 60 * animationFrame * 1000; // TODO - don't hardcore 60fps framerate
asset.asset->getInstance()->getAnimator()->applyAnimation(animationIndex, offset);
asset.asset->getInstance()->getAnimator()->updateBoneMatrices();
}
float AssetManager::getAnimationDuration(EntityId entity, int animationIndex)
{
const auto &pos = _entityIdLookup.find(entity);
unique_ptr<vector<string>> names = make_unique<vector<string>>();
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity id.");
return -1.0f;
}
auto &asset = _assets[pos->second];
return asset.asset->getInstance()->getAnimator()->getAnimationDuration(animationIndex);
}
unique_ptr<vector<string>> AssetManager::getAnimationNames(EntityId entity)
{
const auto &pos = _entityIdLookup.find(entity);
unique_ptr<vector<string>> names = make_unique<vector<string>>();
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity id.");
return names;
}
auto &asset = _assets[pos->second];
size_t count = asset.asset->getInstance()->getAnimator()->getAnimationCount();
for (size_t i = 0; i < count; i++)
{
names->push_back(asset.asset->getInstance()->getAnimator()->getAnimationName(i));
}
return names;
}
unique_ptr<vector<string>> AssetManager::getMorphTargetNames(EntityId entity, const char *meshName)
{
unique_ptr<vector<string>> names = make_unique<vector<string>>();
const auto &pos = _entityIdLookup.find(entity);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return names;
}
auto &asset = _assets[pos->second];
const utils::Entity *entities = asset.asset->getEntities();
for (int i = 0; i < asset.asset->getEntityCount(); i++)
{
utils::Entity e = entities[i];
auto inst = _ncm->getInstance(e);
const char *name = _ncm->getName(inst);
if (name && strcmp(name, meshName) == 0)
{
size_t count = asset.asset->getMorphTargetCountAt(e);
for (int j = 0; j < count; j++)
{
const char *morphName = asset.asset->getMorphTargetNameAt(e, j);
names->push_back(morphName);
}
break;
}
}
return names;
}
void AssetManager::transformToUnitCube(EntityId entity)
{
const auto &pos = _entityIdLookup.find(entity);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return;
}
auto &asset = _assets[pos->second];
Log("Transforming asset to unit cube.");
auto &tm = _engine->getTransformManager();
FilamentInstance *inst = asset.asset->getInstance();
auto aabb = inst->getBoundingBox();
auto center = aabb.center();
auto halfExtent = aabb.extent();
auto maxExtent = max(halfExtent) * 2;
auto scaleFactor = 2.0f / maxExtent;
auto transform =
math::mat4f::scaling(scaleFactor) * math::mat4f::translation(-center);
tm.setTransform(tm.getInstance(inst->getRoot()), transform);
}
void AssetManager::updateTransform(SceneAsset &asset)
{
auto &tm = _engine->getTransformManager();
auto transform =
asset.position * asset.rotation * math::mat4f::scaling(asset.mScale);
tm.setTransform(tm.getInstance(asset.asset->getRoot()), transform);
}
void AssetManager::setScale(EntityId entity, float scale)
{
const auto &pos = _entityIdLookup.find(entity);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return;
}
auto &asset = _assets[pos->second];
asset.mScale = scale;
updateTransform(asset);
}
void AssetManager::setPosition(EntityId entity, float x, float y, float z)
{
const auto &pos = _entityIdLookup.find(entity);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return;
}
auto &asset = _assets[pos->second];
asset.position = math::mat4f::translation(math::float3(x, y, z));
updateTransform(asset);
}
void AssetManager::setRotation(EntityId entity, float rads, float x, float y, float z)
{
const auto &pos = _entityIdLookup.find(entity);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return;
}
auto &asset = _assets[pos->second];
asset.rotation = math::mat4f::rotation(rads, math::float3(x, y, z));
updateTransform(asset);
}
const utils::Entity *AssetManager::getCameraEntities(EntityId entity)
{
const auto &pos = _entityIdLookup.find(entity);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return nullptr;
}
auto &asset = _assets[pos->second];
return asset.asset->getCameraEntities();
}
size_t AssetManager::getCameraEntityCount(EntityId entity)
{
const auto &pos = _entityIdLookup.find(entity);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return 0;
}
auto &asset = _assets[pos->second];
return asset.asset->getCameraEntityCount();
}
const utils::Entity *AssetManager::getLightEntities(EntityId entity) const noexcept
{
const auto &pos = _entityIdLookup.find(entity);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return nullptr;
}
auto &asset = _assets[pos->second];
return asset.asset->getLightEntities();
}
size_t AssetManager::getLightEntityCount(EntityId entity) const noexcept
{
const auto &pos = _entityIdLookup.find(entity);
if (pos == _entityIdLookup.end())
{
Log("ERROR: asset not found for entity.");
return 0;
}
auto &asset = _assets[pos->second];
return asset.asset->getLightEntityCount();
}
const char *AssetManager::getNameForEntity(EntityId entityId)
{
const auto &entity = Entity::import(entityId);
auto nameInstance = _ncm->getInstance(entity);
if (!nameInstance.isValid())
{
Log("Failed to find name instance for entity ID %d", entityId);
return nullptr;
}
return _ncm->getName(nameInstance);
}
} // namespace polyvox