move gltf animation instantiation to GltfAnimationComponentManager (this helps ensure we are creating the component on the correct entity)
74 lines
2.3 KiB
C++
74 lines
2.3 KiB
C++
#pragma once
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#include <filament/Engine.h>
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#include <filament/RenderableManager.h>
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#include <filament/Renderer.h>
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#include <filament/Scene.h>
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#include <filament/Texture.h>
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#include <filament/TransformManager.h>
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#include <math/vec3.h>
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#include <math/vec4.h>
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#include <math/mat3.h>
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#include <math/norm.h>
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#include <gltfio/Animator.h>
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#include <gltfio/math.h>
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#include <utils/SingleInstanceComponentManager.h>
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#include "Log.hpp"
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#include "scene/GltfSceneAssetInstance.hpp"
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#include "components/Animation.hpp"
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template class std::vector<float>;
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namespace thermion
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{
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using namespace filament;
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using namespace filament::gltfio;
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using namespace utils;
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using namespace std::chrono;
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/// @brief
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/// The status of an animation embedded in a glTF object.
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/// @param index refers to the index of the animation in the animations property of the underlying object.
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///
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struct GltfAnimation : Animation
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{
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int index = -1;
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};
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/// @brief
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///
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///
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struct GltfAnimationComponent
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{
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filament::gltfio::FilamentInstance * target;
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// the index of the last active glTF animation,
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// used to cross-fade
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int fadeGltfAnimationIndex = -1;
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float fadeDuration = 0.0f;
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float fadeOutAnimationStart = 0.0f;
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std::vector<GltfAnimation> animations;
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};
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class GltfAnimationComponentManager : public utils::SingleInstanceComponentManager<GltfAnimationComponent> {
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public:
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GltfAnimationComponentManager(
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filament::TransformManager &transformManager,
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filament::RenderableManager &renderableManager) :
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mTransformManager(transformManager), mRenderableManager(renderableManager) {};
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~GltfAnimationComponentManager() = default;
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void addAnimationComponent(FilamentInstance *target);
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void removeAnimationComponent(FilamentInstance *target);
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bool addGltfAnimation(FilamentInstance *target, int index, bool loop, bool reverse, bool replaceActive, float crossfade, float startOffset);
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// GltfAnimationComponent getAnimationComponentInstance(FilamentInstance *target);
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void update();
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private:
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filament::TransformManager &mTransformManager;
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filament::RenderableManager &mRenderableManager;
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};
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} |