Files
cup_edit/ios/include/AssetManager.hpp

101 lines
4.1 KiB
C++

#pragma once
#include <filament/Scene.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/ResourceLoader.h>
#include "SceneAsset.hpp"
#include "ResourceBuffer.hpp"
typedef int32_t EntityId;
namespace polyvox {
using namespace filament;
using namespace filament::gltfio;
class AssetManager {
public:
AssetManager(const ResourceLoaderWrapper* const loader,
NameComponentManager* ncm,
Engine* engine,
Scene* scene,
const char* uberArchivePath);
~AssetManager();
EntityId loadGltf(const char* uri, const char* relativeResourcePath);
EntityId loadGlb(const char* uri, bool unlit);
FilamentAsset* getAssetByEntityId(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 entity, const char *meshName);
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);
const utils::Entity *getCameraEntities(EntityId e);
size_t getCameraEntityCount(EntityId e);
const utils::Entity* getLightEntities(EntityId e) const noexcept;
size_t getLightEntityCount(EntityId e) const noexcept;
void updateAnimations();
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 char* entityName,
const float* const morphData,
const int* const morphIndices,
int numMorphTargets,
int numFrames,
float frameLengthInMs);
void setMorphTargetWeights(EntityId entityId, const char* const entityName, const float* const weights, int count);
bool setBoneAnimationBuffer(
EntityId entity,
const float* const frameData,
int numFrames,
int numBones,
const char** const boneNames,
const char** const meshName,
int numMeshTargets,
float frameLengthInMs);
void playAnimation(EntityId e, int index, bool loop, bool reverse, bool replaceActive, float crossfade = 0.3f);
void stopAnimation(EntityId e, int index);
void setMorphTargetWeights(const char* const entityName, float *weights, int count);
void loadTexture(EntityId entity, const char* resourcePath, int renderableIndex);
void setAnimationFrame(EntityId entity, int animationIndex, int animationFrame);
bool hide(EntityId entity, const char* meshName);
bool reveal(EntityId entity, const char* meshName);
private:
AssetLoader* _assetLoader = nullptr;
const ResourceLoaderWrapper* const _resourceLoaderWrapper;
NameComponentManager* _ncm = nullptr;
Engine* _engine;
Scene* _scene;
MaterialProvider* _ubershaderProvider = nullptr;
gltfio::ResourceLoader* _gltfResourceLoader = nullptr;
gltfio::TextureProvider* _stbDecoder = nullptr;
gltfio::TextureProvider* _ktxDecoder = nullptr;
vector<SceneAsset> _assets;
tsl::robin_map<EntityId, int> _entityIdLookup;
utils::Entity findEntityByName(
SceneAsset asset,
const char* entityName
);
inline void updateTransform(SceneAsset& asset);
inline void setBoneTransform(SceneAsset& asset, int frameNumber);
};
}