Files
cup_edit/thermion_dart/native/include/SceneManager.hpp
2024-11-02 10:23:36 +08:00

366 lines
15 KiB
C++

#pragma once
#include <mutex>
#include <vector>
#include <memory>
#include <map>
#include <set>
#include <filament/Scene.h>
#include <filament/Camera.h>
#include <filament/View.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/FilamentInstance.h>
#include <gltfio/ResourceLoader.h>
#include <filament/IndexBuffer.h>
#include <filament/InstanceBuffer.h>
#include <utils/NameComponentManager.h>
#include "tsl/robin_map.h"
#include "APIBoundaryTypes.h"
#include "CustomGeometry.hpp"
#include "Gizmo.hpp"
#include "GridOverlay.hpp"
#include "ResourceBuffer.hpp"
#include "components/CollisionComponentManager.hpp"
#include "components/AnimationComponentManager.hpp"
namespace thermion
{
typedef int32_t EntityId;
using namespace filament;
using namespace filament::gltfio;
using namespace utils;
using std::string;
using std::unique_ptr;
using std::vector;
class SceneManager
{
public:
SceneManager(
const ResourceLoaderWrapperImpl *const loader,
Engine *engine,
Scene *scene,
const char *uberArchivePath,
Camera* mainCamera);
~SceneManager();
enum LAYERS {
DEFAULT_ASSETS = 0,
BACKGROUND = 6,
OVERLAY = 7,
};
class HighlightOverlay {
public:
HighlightOverlay(EntityId id, SceneManager* const sceneManager, Engine* const engine, float r, float g, float b);
~HighlightOverlay();
bool isValid() {
return !_entity.isNull();
}
private:
MaterialInstance* _highlightMaterialInstance = nullptr;
bool _isGeometryEntity = false;
bool _isGltfAsset = false;
FilamentInstance* _newInstance = nullptr;
Entity _entity;
Engine* const _engine;
SceneManager* const _sceneManager;
};
////
/// @brief Load the glTF file from the specified path and adds all entities to the scene.
/// @param uri the path to the asset. Should be either asset:// (representing a Flutter asset), or file:// (representing a filesystem file).
/// @param relativeResourcePath the (relative) path to the asset's resources.
/// @return the glTF entity.
///
EntityId loadGltf(const char *uri, const char *relativeResourcePath, bool keepData = false);
////
/// @brief Load the GLB from the specified path, optionally creating multiple instances.
/// @param uri the path to the asset. Should be either asset:// (representing a Flutter asset), or file:// (representing a filesystem file).
/// @param numInstances the number of instances to create.
/// @return an Entity representing the FilamentAsset associated with the loaded FilamentAsset.
///
EntityId loadGlb(const char *uri, int numInstances, bool keepData);
EntityId loadGlbFromBuffer(const uint8_t *data, size_t length, int numInstances = 1, bool keepData = false, int priority = 4, int layer = 0, bool loadResourcesAsync = false);
EntityId createInstance(EntityId entityId);
void remove(EntityId entity);
void destroyAll();
unique_ptr<vector<string>> getAnimationNames(EntityId entity);
float getAnimationDuration(EntityId entity, int animationIndex);
unique_ptr<vector<string>> getMorphTargetNames(EntityId assetEntityId, EntityId childEntity);
unique_ptr<vector<string>> getBoneNames(EntityId assetEntityId, EntityId childEntity);
void transformToUnitCube(EntityId e);
inline void updateTransform(EntityId e);
void setScale(EntityId e, float scale);
void setPosition(EntityId e, float x, float y, float z);
void setRotation(EntityId e, float rads, float x, float y, float z, float w);
void queueTransformUpdates(EntityId* entities, math::mat4* transforms, int numEntities);
void queueRelativePositionUpdateWorldAxis(EntityId entity, float viewportCoordX, float viewportCoordY, float x, float y, float z);
void queueRelativePositionUpdateFromViewportVector(View* view, EntityId entityId, float viewportCoordX, float viewportCoordY);
const utils::Entity *getCameraEntities(EntityId e);
size_t getCameraEntityCount(EntityId e);
const utils::Entity *getLightEntities(EntityId e) noexcept;
size_t getLightEntityCount(EntityId e) noexcept;
void updateAnimations();
void updateTransforms();
void testCollisions(EntityId entity);
bool setMaterialColor(EntityId e, const char *meshName, int materialInstance, const float r, const float g, const float b, const float a);
bool setMorphAnimationBuffer(
EntityId entityId,
const float *const morphData,
const uint32_t *const morphIndices,
int numMorphTargets,
int numFrames,
float frameLengthInMs);
void clearMorphAnimationBuffer(
EntityId entityId);
bool setMorphTargetWeights(EntityId entityId, const float *const weights, int count);
math::mat4f getLocalTransform(EntityId entityId);
math::mat4f getWorldTransform(EntityId entityId);
EntityId getBone(EntityId entityId, int skinIndex, int boneIndex);
math::mat4f getInverseBindMatrix(EntityId entityId, int skinIndex, int boneIndex);
/// @brief Set the local transform for the bone at boneIndex/skinIndex in the given entity.
/// @param entityId the parent entity
/// @param entityName the name of the mesh under entityId for which the bone will be set.
/// @param skinIndex the index of the joint skin. Currently only 0 is supported.
/// @param boneName the name of the bone
/// @param transform the 4x4 matrix representing the local transform for the bone
/// @return true if the transform was successfully set, false otherwise
bool setBoneTransform(EntityId entityId, int skinIndex, int boneIndex, math::mat4f transform);
/// @brief Immediately start animating the bone at [boneIndex] under the parent instance [entity] at skin [skinIndex].
/// @param entity the mesh entity to animate
/// @param frameData frame data as quaternions
/// @param numFrames the number of frames
/// @param boneName the name of the bone to animate
/// @param frameLengthInMs the length of each frame in ms
/// @return true if the bone animation was successfully enqueued
bool addBoneAnimation(
EntityId parent,
int skinIndex,
int boneIndex,
const float *const frameData,
int numFrames,
float frameLengthInMs,
float fadeOutInSecs,
float fadeInInSecs,
float maxDelta
);
std::unique_ptr<std::vector<math::mat4f>> getBoneRestTranforms(EntityId entityId, int skinIndex);
void resetBones(EntityId entityId);
bool setTransform(EntityId entityId, math::mat4f transform);
bool setTransform(EntityId entityId, math::mat4 transform);
bool updateBoneMatrices(EntityId entityId);
void playAnimation(EntityId e, int index, bool loop, bool reverse, bool replaceActive, float crossfade = 0.3f, float startOffset = 0.0f);
void stopAnimation(EntityId e, int index);
void setMorphTargetWeights(const char *const entityName, float *weights, int count);
Texture* createTexture(const uint8_t* data, size_t length, const char* name);
bool applyTexture(EntityId entityId, Texture *texture, const char* slotName, int materialIndex);
void destroyTexture(Texture* texture);
void setAnimationFrame(EntityId entity, int animationIndex, int animationFrame);
bool hide(EntityId entity, const char *meshName);
bool reveal(EntityId entity, const char *meshName);
const char *getNameForEntity(EntityId entityId);
utils::Entity findChildEntityByName(
EntityId entityId,
const char *entityName);
int getEntityCount(EntityId entity, bool renderableOnly);
void getEntities(EntityId entity, bool renderableOnly, EntityId *out);
const char *getEntityNameAt(EntityId entity, int index, bool renderableOnly);
void addCollisionComponent(EntityId entity, void (*onCollisionCallback)(const EntityId entityId1, const EntityId entityId2), bool affectsCollidingTransform);
void removeCollisionComponent(EntityId entityId);
EntityId getParent(EntityId child);
EntityId getAncestor(EntityId child);
void setParent(EntityId child, EntityId parent, bool preserveScaling);
bool addAnimationComponent(EntityId entity);
void removeAnimationComponent(EntityId entity);
/// @brief renders an outline around the specified entity.
///
///
void setStencilHighlight(EntityId entity, float r, float g, float b);
/// @brief removes the outline around the specified entity.
///
///
void removeStencilHighlight(EntityId entity);
/// @brief returns the number of instances of the FilamentAsset represented by the given entity.
/// @param entityId
/// @return the number of instances
int getInstanceCount(EntityId entityId);
/// @brief returns an array containing all instances of the FilamentAsset represented by the given entity.
/// @param entityId
void getInstances(EntityId entityId, EntityId *out);
///
/// Sets the draw priority for the given entity. See RenderableManager.h for more details.
///
void setPriority(EntityId entity, int priority);
/// @brief returns the 2D min/max viewport coordinates of the bounding box for the specified enitty;
/// @param out a pointer large enough to store four floats (the min/max coordinates of the bounding box)
/// @return
///
Aabb2 getScreenSpaceBoundingBox(View* view, EntityId entity);
/// @brief returns the 3D bounding box of the renderable instance for the given entity.
/// @return the bounding box
///
Aabb3 getRenderableBoundingBox(EntityId entity);
///
/// Creates an entity with the specified geometry/material/normals and adds to the scene.
/// If [keepData] is true, stores
///
EntityId createGeometry(
float *vertices,
uint32_t numVertices,
float *normals,
uint32_t numNormals,
float *uvs,
uint32_t numUvs,
uint16_t *indices,
uint32_t numIndices,
filament::RenderableManager::PrimitiveType primitiveType = RenderableManager::PrimitiveType::TRIANGLES,
MaterialInstance* materialInstance = nullptr,
bool keepData = false
);
friend class FilamentViewer;
gltfio::MaterialProvider * const unlitMaterialProvider() {
return _unlitMaterialProvider;
}
bool isGeometryInstance(EntityId entity) {
return std::find(_geometryInstances.begin(), _geometryInstances.end(), entity) != _geometryInstances.end();
}
bool isGeometryEntity(EntityId entity) {
return _geometry.find(entity) != _geometry.end();
}
CustomGeometry* const getGeometry(EntityId entityId) {
return _geometry[entityId].get();
}
bool isGltfAsset(EntityId entity) {
return getAssetByEntityId(entity) != nullptr;
}
gltfio::FilamentInstance *getInstanceByEntityId(EntityId entityId);
gltfio::FilamentAsset *getAssetByEntityId(EntityId entityId);
gltfio::FilamentInstance *createGltfAssetInstance(FilamentAsset* asset) {
return _assetLoader->createInstance(asset);
}
MaterialInstance* getMaterialInstanceAt(EntityId entityId, int materialIndex);
void setMaterialProperty(EntityId entity, int materialIndex, const char* property, float value);
void setMaterialProperty(EntityId entity, int materialIndex, const char* property, int32_t value);
void setMaterialProperty(EntityId entityId, int materialIndex, const char* property, filament::math::float4& value);
MaterialInstance* createUbershaderMaterialInstance(MaterialKey key);
void destroy(MaterialInstance* materialInstance);
gltfio::MaterialProvider* getUbershaderProvider() {
return _ubershaderProvider;
}
MaterialInstance* createUnlitFixedSizeMaterialInstance();
MaterialInstance* createUnlitMaterialInstance();
void setVisibilityLayer(EntityId entityId, int layer);
Camera* createCamera();
void destroyCamera(Camera* camera);
size_t getCameraCount();
Camera* getCameraAt(size_t index);
Gizmo *createGizmo(View *view, Scene *scene);
bool isGizmoEntity(utils::Entity entity);
Scene* getScene() {
return _scene;
}
private:
gltfio::AssetLoader *_assetLoader = nullptr;
const ResourceLoaderWrapperImpl *const _resourceLoaderWrapper;
Engine *_engine = nullptr;
Scene *_scene = nullptr;
Camera* _mainCamera;
gltfio::MaterialProvider *_ubershaderProvider = nullptr;
gltfio::MaterialProvider *_unlitMaterialProvider = nullptr;
gltfio::ResourceLoader *_gltfResourceLoader = nullptr;
gltfio::TextureProvider *_stbDecoder = nullptr;
gltfio::TextureProvider *_ktxDecoder = nullptr;
std::mutex _mutex;
std::mutex _stencilMutex;
std::vector<MaterialInstance*> _materialInstances;
Material* _gizmoMaterial = nullptr;
utils::NameComponentManager *_ncm;
tsl::robin_map<
EntityId,
gltfio::FilamentInstance *>
_instances;
tsl::robin_map<EntityId, gltfio::FilamentAsset *> _assets;
tsl::robin_map<EntityId, unique_ptr<CustomGeometry>> _geometry;
std::vector<EntityId> _geometryInstances;
tsl::robin_map<EntityId, unique_ptr<HighlightOverlay>> _highlighted;
tsl::robin_map<EntityId, math::mat4> _transformUpdates;
std::set<Texture*> _textures;
std::vector<Camera*> _cameras;
AnimationComponentManager *_animationComponentManager = nullptr;
CollisionComponentManager *_collisionComponentManager = nullptr;
utils::Entity findEntityByName(
const gltfio::FilamentInstance *instance,
const char *entityName);
GridOverlay* _gridOverlay = nullptr;
};
}