2280 lines
76 KiB
C++
2280 lines
76 KiB
C++
#include <string>
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#include <sstream>
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#include <thread>
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#include <vector>
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#include <unordered_set>
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#include <stack>
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#include <filament/Engine.h>
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#include <filament/TransformManager.h>
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#include <filament/Texture.h>
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#include <filament/RenderableManager.h>
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#include <filament/Viewport.h>
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#include <filament/Frustum.h>
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#include <utils/EntityManager.h>
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#include <gltfio/Animator.h>
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#include <gltfio/AssetLoader.h>
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#include <gltfio/FilamentAsset.h>
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#include <gltfio/ResourceLoader.h>
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#include <gltfio/TextureProvider.h>
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#include <gltfio/math.h>
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#include <imageio/ImageDecoder.h>
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#include "material/FileMaterialProvider.hpp"
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#include "StreamBufferAdapter.hpp"
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#include "Log.hpp"
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#include "SceneManager.hpp"
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#include "gltfio/materials/uberarchive.h"
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extern "C"
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{
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#include "material/image.h"
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}
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namespace thermion_filament
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{
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using namespace std::chrono;
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using namespace image;
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using namespace utils;
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using namespace filament;
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using namespace filament::gltfio;
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using std::unique_ptr;
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SceneManager::SceneManager(View *view,
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const ResourceLoaderWrapperImpl *const resourceLoaderWrapper,
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Engine *engine,
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Scene *scene,
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const char *uberArchivePath)
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: _view(view),
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_resourceLoaderWrapper(resourceLoaderWrapper),
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_engine(engine),
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_scene(scene)
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{
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_stbDecoder = createStbProvider(_engine);
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_ktxDecoder = createKtx2Provider(_engine);
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_gltfResourceLoader = new ResourceLoader({.engine = _engine,
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.normalizeSkinningWeights = true});
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if (uberArchivePath)
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{
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auto uberdata = resourceLoaderWrapper->load(uberArchivePath);
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if (!uberdata.data)
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{
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Log("Failed to load ubershader material. This is fatal.");
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}
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_ubershaderProvider = gltfio::createUbershaderProvider(_engine, uberdata.data, uberdata.size);
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resourceLoaderWrapper->free(uberdata);
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}
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else
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{
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_ubershaderProvider = gltfio::createUbershaderProvider(
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_engine, UBERARCHIVE_DEFAULT_DATA, UBERARCHIVE_DEFAULT_SIZE);
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}
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utils::EntityManager &em = utils::EntityManager::get();
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_ncm = new NameComponentManager(em);
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_assetLoader = AssetLoader::create({_engine, _ubershaderProvider, _ncm, &em});
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_gltfResourceLoader->addTextureProvider("image/ktx2", _ktxDecoder);
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_gltfResourceLoader->addTextureProvider("image/png", _stbDecoder);
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_gltfResourceLoader->addTextureProvider("image/jpeg", _stbDecoder);
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auto &tm = _engine->getTransformManager();
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_collisionComponentManager = new CollisionComponentManager(tm);
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_animationComponentManager = new AnimationComponentManager(tm, _engine->getRenderableManager());
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gizmo = new Gizmo(*_engine, _view, _scene);
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_gridOverlay = new GridOverlay(*_engine);
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_scene->addEntity(_gridOverlay->sphere());
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_scene->addEntity(_gridOverlay->grid());
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_view->setLayerEnabled(0, true); // scene assets
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_view->setLayerEnabled(1, true); // gizmo
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_view->setLayerEnabled(2, false); // world grid
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}
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SceneManager::~SceneManager()
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{
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destroyAll();
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gizmo->destroy();
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_gridOverlay->destroy();
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_gltfResourceLoader->asyncCancelLoad();
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_ubershaderProvider->destroyMaterials();
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delete _animationComponentManager;
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delete _collisionComponentManager;
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delete _ncm;
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delete _gltfResourceLoader;
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delete _stbDecoder;
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delete _ktxDecoder;
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delete _ubershaderProvider;
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AssetLoader::destroy(&_assetLoader);
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}
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int SceneManager::getInstanceCount(EntityId entityId)
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{
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auto *asset = getAssetByEntityId(entityId);
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if (!asset)
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{
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return -1;
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}
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return asset->getAssetInstanceCount();
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}
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void SceneManager::getInstances(EntityId entityId, EntityId *out)
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{
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auto *asset = getAssetByEntityId(entityId);
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if (!asset)
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{
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return;
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}
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auto *instances = asset->getAssetInstances();
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for (int i = 0; i < asset->getAssetInstanceCount(); i++)
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{
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auto instanceEntity = instances[i]->getRoot();
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out[i] = Entity::smuggle(instanceEntity);
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}
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}
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EntityId SceneManager::loadGltf(const char *uri,
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const char *relativeResourcePath)
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{
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ResourceBuffer rbuf = _resourceLoaderWrapper->load(uri);
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FilamentAsset *asset = _assetLoader->createAsset((uint8_t *)rbuf.data, rbuf.size);
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if (!asset)
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{
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Log("Unable to parse asset");
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return 0;
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}
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const char *const *const resourceUris = asset->getResourceUris();
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const size_t resourceUriCount = asset->getResourceUriCount();
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std::vector<ResourceBuffer> resourceBuffers;
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for (size_t i = 0; i < resourceUriCount; i++)
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{
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std::string uri = std::string(relativeResourcePath) + std::string("/") + std::string(resourceUris[i]);
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Log("Loading resource URI from relative path %s", resourceUris[i], uri.c_str());
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ResourceBuffer buf = _resourceLoaderWrapper->load(uri.c_str());
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resourceBuffers.push_back(buf);
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ResourceLoader::BufferDescriptor b(buf.data, buf.size);
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_gltfResourceLoader->addResourceData(resourceUris[i], std::move(b));
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}
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#ifdef __EMSCRIPTEN__
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if (!_gltfResourceLoader->asyncBeginLoad(asset))
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{
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Log("Unknown error loading glTF asset");
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_resourceLoaderWrapper->free(rbuf);
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for (auto &rb : resourceBuffers)
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{
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_resourceLoaderWrapper->free(rb);
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}
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return 0;
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}
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while (_gltfResourceLoader->asyncGetLoadProgress() < 1.0f)
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{
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_gltfResourceLoader->asyncUpdateLoad();
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}
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#else
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// load resources synchronously
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if (!_gltfResourceLoader->loadResources(asset))
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{
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Log("Unknown error loading glTF asset");
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_resourceLoaderWrapper->free(rbuf);
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for (auto &rb : resourceBuffers)
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{
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_resourceLoaderWrapper->free(rb);
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}
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return 0;
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}
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#endif
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_scene->addEntities(asset->getEntities(), asset->getEntityCount());
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FilamentInstance *inst = asset->getInstance();
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inst->getAnimator()->updateBoneMatrices();
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inst->recomputeBoundingBoxes();
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asset->releaseSourceData();
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EntityId eid = Entity::smuggle(asset->getRoot());
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_assets.emplace(eid, asset);
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for (auto &rb : resourceBuffers)
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{
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_resourceLoaderWrapper->free(rb);
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}
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_resourceLoaderWrapper->free(rbuf);
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Log("Finished loading glTF from %s", uri);
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return eid;
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}
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EntityId SceneManager::loadGlbFromBuffer(const uint8_t *data, size_t length, int numInstances)
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{
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Log("Loading GLB from buffer of length %d", length);
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FilamentAsset *asset = nullptr;
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if (numInstances > 1)
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{
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std::vector<FilamentInstance *> instances(numInstances);
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asset = _assetLoader->createInstancedAsset((const uint8_t *)data, length, instances.data(), numInstances);
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}
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else
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{
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asset = _assetLoader->createAsset(data, length);
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}
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if (!asset)
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{
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Log("Unknown error loading GLB asset.");
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return 0;
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}
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size_t entityCount = asset->getEntityCount();
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_scene->addEntities(asset->getEntities(), entityCount);
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#ifdef __EMSCRIPTEN__
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if (!_gltfResourceLoader->asyncBeginLoad(asset))
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{
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Log("Unknown error loading glb asset");
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return 0;
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}
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while (_gltfResourceLoader->asyncGetLoadProgress() < 1.0f)
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{
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_gltfResourceLoader->asyncUpdateLoad();
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}
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#else
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if (!_gltfResourceLoader->loadResources(asset))
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{
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Log("Unknown error loading glb asset");
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return 0;
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}
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#endif
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auto lights = asset->getLightEntities();
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_scene->addEntities(lights, asset->getLightEntityCount());
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for (int i = 0; i < asset->getAssetInstanceCount(); i++)
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{
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FilamentInstance *inst = asset->getAssetInstances()[i];
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inst->getAnimator()->updateBoneMatrices();
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inst->recomputeBoundingBoxes();
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auto instanceEntity = inst->getRoot();
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auto instanceEntityId = Entity::smuggle(instanceEntity);
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_instances.emplace(instanceEntityId, inst);
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}
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asset->releaseSourceData();
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EntityId eid = Entity::smuggle(asset->getRoot());
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_assets.emplace(eid, asset);
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return eid;
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}
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void SceneManager::removeAnimationComponent(EntityId entityId)
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{
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auto *instance = getInstanceByEntityId(entityId);
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if (!instance)
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{
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auto *asset = getAssetByEntityId(entityId);
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if (asset)
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{
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instance = asset->getInstance();
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}
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}
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if (instance)
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{
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_animationComponentManager->removeAnimationComponent(instance);
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}
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else
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{
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_animationComponentManager->removeAnimationComponent(Entity::import(entityId));
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}
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}
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bool SceneManager::addAnimationComponent(EntityId entityId)
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{
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auto *instance = getInstanceByEntityId(entityId);
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if (!instance)
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{
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auto *asset = getAssetByEntityId(entityId);
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if (asset)
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{
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instance = asset->getInstance();
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}
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}
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if (instance)
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{
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_animationComponentManager->addAnimationComponent(instance);
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}
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else
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{
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_animationComponentManager->addAnimationComponent(Entity::import(entityId));
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}
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return true;
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}
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EntityId SceneManager::createInstance(EntityId entityId)
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{
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std::lock_guard lock(_mutex);
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const auto &pos = _assets.find(entityId);
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if (pos == _assets.end())
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{
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Log("Couldn't find asset under specified entity id.");
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return false;
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}
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const auto asset = pos->second;
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auto instance = _assetLoader->createInstance(asset);
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return Entity::smuggle(instance->getRoot());
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}
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EntityId SceneManager::loadGlb(const char *uri, int numInstances)
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{
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ResourceBuffer rbuf = _resourceLoaderWrapper->load(uri);
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auto entity = loadGlbFromBuffer((const uint8_t *)rbuf.data, rbuf.size, numInstances);
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_resourceLoaderWrapper->free(rbuf);
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return entity;
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}
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bool SceneManager::hide(EntityId entityId, const char *meshName)
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{
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auto *instance = getInstanceByEntityId(entityId);
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if (!instance)
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{
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auto *asset = getAssetByEntityId(entityId);
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if (asset)
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{
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instance = asset->getInstance();
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}
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else
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{
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// Log("Failed to find glTF instance under entityID %d, hiding as regular entity", entityId);
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_scene->remove(Entity::import(entityId));
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return true;
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}
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}
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utils::Entity entity;
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if (meshName)
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{
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entity = findEntityByName(instance, meshName);
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if (entity.isNull())
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{
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Log("Failed to hide entity; specified mesh name does not exist under the target entity, or the target entity itself is no longer valid.");
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return false;
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}
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_scene->remove(entity);
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}
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else
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{
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auto *entities = instance->getEntities();
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for (int i = 0; i < instance->getEntityCount(); i++)
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{
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auto entity = entities[i];
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_scene->remove(entity);
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}
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}
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return true;
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}
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bool SceneManager::reveal(EntityId entityId, const char *meshName)
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{
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auto *instance = getInstanceByEntityId(entityId);
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if (!instance)
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{
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auto *asset = getAssetByEntityId(entityId);
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if (asset)
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{
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instance = asset->getInstance();
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}
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else
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{
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// Log("Failed to find glTF instance under entityID %d, revealing as regular entity", entityId);
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_scene->addEntity(Entity::import(entityId));
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return true;
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}
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}
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utils::Entity entity;
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if (meshName)
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{
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entity = findEntityByName(instance, meshName);
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if (entity.isNull())
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{
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Log("Failed to reveal entity; specified mesh name does not exist under the target entity, or the target entity itself is no longer valid.");
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return false;
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}
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_scene->addEntity(entity);
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}
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else
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{
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// Log("Revealing all child entities");
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auto *entities = instance->getEntities();
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for (int i = 0; i < instance->getEntityCount(); i++)
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{
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auto entity = entities[i];
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_scene->addEntity(entity);
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}
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}
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return true;
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}
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void SceneManager::destroyAll()
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{
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std::lock_guard lock(_mutex);
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for (auto &asset : _assets)
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{
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auto numInstances = asset.second->getAssetInstanceCount();
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for (int i = 0; i < numInstances; i++)
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{
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auto instance = asset.second->getAssetInstances()[i];
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for (int j = 0; j < instance->getEntityCount(); j++)
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{
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auto childEntity = instance->getEntities()[j];
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if (_collisionComponentManager->hasComponent(childEntity))
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{
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_collisionComponentManager->removeComponent(childEntity);
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}
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if (_animationComponentManager->hasComponent(childEntity))
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{
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_animationComponentManager->removeComponent(childEntity);
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}
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}
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}
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_scene->removeEntities(asset.second->getEntities(),
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asset.second->getEntityCount());
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_scene->removeEntities(asset.second->getLightEntities(),
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asset.second->getLightEntityCount());
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_assetLoader->destroyAsset(asset.second);
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}
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_assets.clear();
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}
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FilamentInstance *SceneManager::getInstanceByEntityId(EntityId entityId)
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{
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const auto &pos = _instances.find(entityId);
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if (pos == _instances.end())
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{
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return nullptr;
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}
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return pos->second;
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}
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FilamentAsset *SceneManager::getAssetByEntityId(EntityId entityId)
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{
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const auto &pos = _assets.find(entityId);
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if (pos == _assets.end())
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{
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return nullptr;
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}
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return pos->second;
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}
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math::mat4f SceneManager::getLocalTransform(EntityId entityId)
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{
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auto entity = Entity::import(entityId);
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auto &tm = _engine->getTransformManager();
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auto transformInstance = tm.getInstance(entity);
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return tm.getTransform(transformInstance);
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}
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math::mat4f SceneManager::getWorldTransform(EntityId entityId)
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{
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auto entity = Entity::import(entityId);
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auto &tm = _engine->getTransformManager();
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auto transformInstance = tm.getInstance(entity);
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return tm.getWorldTransform(transformInstance);
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}
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EntityId SceneManager::getBone(EntityId entityId, int skinIndex, int boneIndex)
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{
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auto *instance = getInstanceByEntityId(entityId);
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if (!instance)
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{
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auto *asset = getAssetByEntityId(entityId);
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if (asset)
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{
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instance = asset->getInstance();
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}
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else
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{
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Log("Failed to find glTF instance under entityID %d, revealing as regular entity", entityId);
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return false;
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}
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}
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auto joints = instance->getJointsAt(skinIndex);
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auto joint = joints[boneIndex];
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return Entity::smuggle(joint);
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}
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math::mat4f SceneManager::getInverseBindMatrix(EntityId entityId, int skinIndex, int boneIndex)
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{
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auto *instance = getInstanceByEntityId(entityId);
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if (!instance)
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{
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auto *asset = getAssetByEntityId(entityId);
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if (asset)
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{
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instance = asset->getInstance();
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}
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else
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{
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Log("Failed to find glTF instance under entityID %d, revealing as regular entity", entityId);
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return math::mat4f();
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}
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}
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auto inverseBindMatrix = instance->getInverseBindMatricesAt(skinIndex)[boneIndex];
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return inverseBindMatrix;
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}
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bool SceneManager::setBoneTransform(EntityId entityId, int32_t skinIndex, int boneIndex, math::mat4f transform)
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{
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std::lock_guard lock(_mutex);
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const auto &entity = Entity::import(entityId);
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RenderableManager &rm = _engine->getRenderableManager();
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const auto &renderableInstance = rm.getInstance(entity);
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if (!renderableInstance.isValid())
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{
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Log("Specified entity is not a renderable. You probably provided the ultimate parent entity of a glTF asset, which is non-renderable. ");
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return false;
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}
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|
|
rm.setBones(
|
|
renderableInstance,
|
|
&transform,
|
|
1,
|
|
boneIndex);
|
|
return true;
|
|
}
|
|
|
|
void SceneManager::remove(EntityId entityId)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
|
|
auto entity = Entity::import(entityId);
|
|
|
|
if (_animationComponentManager->hasComponent(entity))
|
|
{
|
|
_animationComponentManager->removeComponent(entity);
|
|
}
|
|
|
|
if (_collisionComponentManager->hasComponent(entity))
|
|
{
|
|
_collisionComponentManager->removeComponent(entity);
|
|
}
|
|
|
|
_scene->remove(entity);
|
|
|
|
const auto *instance = getInstanceByEntityId(entityId);
|
|
|
|
if (instance)
|
|
{
|
|
_instances.erase(entityId);
|
|
_scene->removeEntities(instance->getEntities(), instance->getEntityCount());
|
|
for (int i = 0; i < instance->getEntityCount(); i++)
|
|
{
|
|
auto childEntity = instance->getEntities()[i];
|
|
if (_collisionComponentManager->hasComponent(childEntity))
|
|
{
|
|
_collisionComponentManager->removeComponent(childEntity);
|
|
}
|
|
if (_animationComponentManager->hasComponent(childEntity))
|
|
{
|
|
_animationComponentManager->removeComponent(childEntity);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
auto *asset = getAssetByEntityId(entityId);
|
|
|
|
if (!asset)
|
|
{
|
|
Log("ERROR: could not find FilamentInstance or FilamentAsset associated with the given entity id");
|
|
return;
|
|
}
|
|
_assets.erase(entityId);
|
|
|
|
_scene->removeEntities(asset->getEntities(), asset->getEntityCount());
|
|
|
|
_animationComponentManager->removeComponent(asset->getInstance()->getRoot());
|
|
|
|
for (int i = 0; i < asset->getEntityCount(); i++)
|
|
{
|
|
auto childEntity = asset->getEntities()[i];
|
|
if (_collisionComponentManager->hasComponent(childEntity))
|
|
{
|
|
_collisionComponentManager->removeComponent(childEntity);
|
|
}
|
|
if (_animationComponentManager->hasComponent(childEntity))
|
|
{
|
|
_animationComponentManager->removeComponent(childEntity);
|
|
}
|
|
}
|
|
|
|
auto lightCount = asset->getLightEntityCount();
|
|
if (lightCount > 0)
|
|
{
|
|
_scene->removeEntities(asset->getLightEntities(),
|
|
asset->getLightEntityCount());
|
|
}
|
|
_assetLoader->destroyAsset(asset);
|
|
}
|
|
}
|
|
|
|
bool SceneManager::setMorphTargetWeights(EntityId entityId, const float *const weights, const int count)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
|
|
auto entity = Entity::import(entityId);
|
|
if (entity.isNull())
|
|
{
|
|
Log("Warning: null entity %d", entityId);
|
|
return false;
|
|
}
|
|
|
|
RenderableManager &rm = _engine->getRenderableManager();
|
|
|
|
auto renderableInstance = rm.getInstance(entity);
|
|
|
|
if (!renderableInstance.isValid())
|
|
{
|
|
Log("Warning: failed to find a valid renderable instance for child entity %d", entityId);
|
|
return false;
|
|
}
|
|
|
|
rm.setMorphWeights(
|
|
renderableInstance,
|
|
weights,
|
|
count);
|
|
return true;
|
|
}
|
|
|
|
utils::Entity SceneManager::findChildEntityByName(EntityId entityId, const char *entityName)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
|
|
auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto *asset = getAssetByEntityId(entityId);
|
|
if (!asset)
|
|
{
|
|
return utils::Entity();
|
|
}
|
|
instance = asset->getInstance();
|
|
}
|
|
|
|
const auto entity = findEntityByName(instance, entityName);
|
|
|
|
if (entity.isNull())
|
|
{
|
|
Log("Failed to find entity %s.", entityName);
|
|
}
|
|
|
|
return entity;
|
|
}
|
|
|
|
utils::Entity SceneManager::findEntityByName(const FilamentInstance *instance, const char *entityName)
|
|
{
|
|
utils::Entity entity;
|
|
for (size_t i = 0, c = instance->getEntityCount(); i != c; ++i)
|
|
{
|
|
auto entity = instance->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 SceneManager::setMorphAnimationBuffer(
|
|
EntityId entityId,
|
|
const float *const morphData,
|
|
const int *const morphIndices,
|
|
int numMorphTargets,
|
|
int numFrames,
|
|
float frameLengthInMs)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
|
|
auto entity = Entity::import(entityId);
|
|
|
|
if (entity.isNull())
|
|
{
|
|
Log("ERROR: invalid entity %d.", entityId);
|
|
return false;
|
|
}
|
|
|
|
if (!_animationComponentManager->hasComponent(entity))
|
|
{
|
|
_animationComponentManager->addAnimationComponent(entity);
|
|
}
|
|
|
|
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);
|
|
|
|
auto animationComponentInstance = _animationComponentManager->getInstance(entity);
|
|
auto &animationComponent = _animationComponentManager->elementAt<0>(animationComponentInstance);
|
|
auto &morphAnimations = animationComponent.morphAnimations;
|
|
|
|
morphAnimations.emplace_back(morphAnimation);
|
|
return true;
|
|
}
|
|
|
|
void SceneManager::clearMorphAnimationBuffer(
|
|
EntityId entityId)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
|
|
auto entity = Entity::import(entityId);
|
|
|
|
if (entity.isNull())
|
|
{
|
|
Log("ERROR: invalid entity %d.", entityId);
|
|
return;
|
|
}
|
|
|
|
auto animationComponentInstance = _animationComponentManager->getInstance(entity);
|
|
auto &animationComponent = _animationComponentManager->elementAt<0>(animationComponentInstance);
|
|
auto &morphAnimations = animationComponent.morphAnimations;
|
|
|
|
morphAnimations.clear();
|
|
return;
|
|
}
|
|
|
|
bool SceneManager::setMaterialColor(EntityId entityId, const char *meshName, int materialIndex, const float r, const float g, const float b, const float a)
|
|
{
|
|
|
|
auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto *asset = getAssetByEntityId(entityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
auto entity = findEntityByName(instance, 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;
|
|
}
|
|
|
|
void SceneManager::resetBones(EntityId entityId)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
|
|
auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto *asset = getAssetByEntityId(entityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
auto skinCount = instance->getSkinCount();
|
|
|
|
TransformManager &transformManager = _engine->getTransformManager();
|
|
|
|
//
|
|
// To reset the skeleton to its rest pose, we could just call animator->resetBoneMatrices(),
|
|
// which sets all bone matrices to the identity matrix. However, any subsequent calls to animator->updateBoneMatrices()
|
|
// may result in unexpected poses, because that method uses each bone's transform to calculate
|
|
// the bone matrices (and resetBoneMatrices does not affect this transform).
|
|
// To "fully" reset the bone, we need to set its local transform (i.e. relative to its parent)
|
|
// to its original orientation in rest pose.
|
|
//
|
|
// This can be calculated as:
|
|
//
|
|
// auto rest = inverse(parentTransformInModelSpace) * bindMatrix
|
|
//
|
|
// (where bindMatrix is the inverse of the inverseBindMatrix).
|
|
//
|
|
// The only requirement is that parent bone transforms are reset before child bone transforms.
|
|
// glTF/Filament does not guarantee that parent bones are listed before child bones under a FilamentInstance.
|
|
// We ensure that parents are reset before children by:
|
|
// - pushing all bones onto a stack
|
|
// - iterate over the stack
|
|
// - look at the bone at the top of the stack
|
|
// - if the bone already been reset, pop and continue iterating over the stack
|
|
// - otherwise
|
|
// - if the bone has a parent that has not been reset, push the parent to the top of the stack and continue iterating
|
|
// - otherwise
|
|
// - pop the bone, reset its transform and mark it as completed
|
|
for (int skinIndex = 0; skinIndex < skinCount; skinIndex++)
|
|
{
|
|
std::unordered_set<Entity, Entity::Hasher> joints;
|
|
std::unordered_set<Entity, Entity::Hasher> completed;
|
|
std::stack<Entity> stack;
|
|
|
|
auto transforms = getBoneRestTranforms(entityId, skinIndex);
|
|
|
|
for (int i = 0; i < instance->getJointCountAt(skinIndex); i++)
|
|
{
|
|
auto restTransform = transforms->at(i);
|
|
const auto &joint = instance->getJointsAt(skinIndex)[i];
|
|
auto transformInstance = transformManager.getInstance(joint);
|
|
transformManager.setTransform(transformInstance, restTransform);
|
|
}
|
|
}
|
|
instance->getAnimator()->updateBoneMatrices();
|
|
}
|
|
|
|
std::unique_ptr<std::vector<math::mat4f>> SceneManager::getBoneRestTranforms(EntityId entityId, int skinIndex)
|
|
{
|
|
|
|
auto transforms = std::make_unique<std::vector<math::mat4f>>();
|
|
|
|
auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto *asset = getAssetByEntityId(entityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
return transforms;
|
|
}
|
|
}
|
|
|
|
auto skinCount = instance->getSkinCount();
|
|
|
|
TransformManager &transformManager = _engine->getTransformManager();
|
|
|
|
transforms->resize(instance->getJointCountAt(skinIndex));
|
|
|
|
//
|
|
// To reset the skeleton to its rest pose, we could just call animator->resetBoneMatrices(),
|
|
// which sets all bone matrices to the identity matrix. However, any subsequent calls to animator->updateBoneMatrices()
|
|
// may result in unexpected poses, because that method uses each bone's transform to calculate
|
|
// the bone matrices (and resetBoneMatrices does not affect this transform).
|
|
// To "fully" reset the bone, we need to set its local transform (i.e. relative to its parent)
|
|
// to its original orientation in rest pose.
|
|
//
|
|
// This can be calculated as:
|
|
//
|
|
// auto rest = inverse(parentTransformInModelSpace) * bindMatrix
|
|
//
|
|
// (where bindMatrix is the inverse of the inverseBindMatrix).
|
|
//
|
|
// The only requirement is that parent bone transforms are reset before child bone transforms.
|
|
// glTF/Filament does not guarantee that parent bones are listed before child bones under a FilamentInstance.
|
|
// We ensure that parents are reset before children by:
|
|
// - pushing all bones onto a stack
|
|
// - iterate over the stack
|
|
// - look at the bone at the top of the stack
|
|
// - if the bone already been reset, pop and continue iterating over the stack
|
|
// - otherwise
|
|
// - if the bone has a parent that has not been reset, push the parent to the top of the stack and continue iterating
|
|
// - otherwise
|
|
// - pop the bone, reset its transform and mark it as completed
|
|
std::vector<Entity> joints;
|
|
std::unordered_set<Entity, Entity::Hasher> completed;
|
|
std::stack<Entity> stack;
|
|
|
|
for (int i = 0; i < instance->getJointCountAt(skinIndex); i++)
|
|
{
|
|
const auto &joint = instance->getJointsAt(skinIndex)[i];
|
|
joints.push_back(joint);
|
|
stack.push(joint);
|
|
}
|
|
|
|
while (!stack.empty())
|
|
{
|
|
const auto &joint = stack.top();
|
|
|
|
// if we've already handled this node previously (e.g. when we encountered it as a parent), then skip
|
|
if (completed.find(joint) != completed.end())
|
|
{
|
|
stack.pop();
|
|
continue;
|
|
}
|
|
|
|
const auto transformInstance = transformManager.getInstance(joint);
|
|
auto parent = transformManager.getParent(transformInstance);
|
|
|
|
// we need to handle parent joints before handling their children
|
|
// therefore, if this joint has a parent that hasn't been handled yet,
|
|
// push the parent to the top of the stack and start the loop again
|
|
const auto &jointIter = std::find(joints.begin(), joints.end(), joint);
|
|
auto parentIter = std::find(joints.begin(), joints.end(), parent);
|
|
|
|
if (parentIter != joints.end() && completed.find(parent) == completed.end())
|
|
{
|
|
stack.push(parent);
|
|
continue;
|
|
}
|
|
|
|
// otherwise let's get the inverse bind matrix for the joint
|
|
math::mat4f inverseBindMatrix;
|
|
bool found = false;
|
|
for (int i = 0; i < instance->getJointCountAt(skinIndex); i++)
|
|
{
|
|
if (instance->getJointsAt(skinIndex)[i] == joint)
|
|
{
|
|
inverseBindMatrix = instance->getInverseBindMatricesAt(skinIndex)[i];
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
ASSERT_PRECONDITION(found, "Failed to find inverse bind matrix for joint %d", joint);
|
|
|
|
// now we need to ascend back up the hierarchy to calculate the modelSpaceTransform
|
|
math::mat4f modelSpaceTransform;
|
|
while (parentIter != joints.end())
|
|
{
|
|
const auto transformInstance = transformManager.getInstance(parent);
|
|
const auto parentIndex = distance(joints.begin(), parentIter);
|
|
const auto transform = transforms->at(parentIndex);
|
|
modelSpaceTransform = transform * modelSpaceTransform;
|
|
parent = transformManager.getParent(transformInstance);
|
|
parentIter = std::find(joints.begin(), joints.end(), parent);
|
|
}
|
|
|
|
const auto bindMatrix = inverse(inverseBindMatrix);
|
|
|
|
const auto inverseModelSpaceTransform = inverse(modelSpaceTransform);
|
|
|
|
const auto jointIndex = distance(joints.begin(), jointIter);
|
|
transforms->at(jointIndex) = inverseModelSpaceTransform * bindMatrix;
|
|
completed.insert(joint);
|
|
stack.pop();
|
|
}
|
|
return transforms;
|
|
}
|
|
|
|
bool SceneManager::updateBoneMatrices(EntityId entityId)
|
|
{
|
|
auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto *asset = getAssetByEntityId(entityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
instance->getAnimator()->updateBoneMatrices();
|
|
return true;
|
|
}
|
|
|
|
bool SceneManager::setTransform(EntityId entityId, math::mat4f transform)
|
|
{
|
|
auto &tm = _engine->getTransformManager();
|
|
const auto &entity = Entity::import(entityId);
|
|
auto transformInstance = tm.getInstance(entity);
|
|
if (!transformInstance)
|
|
{
|
|
return false;
|
|
}
|
|
tm.setTransform(transformInstance, transform);
|
|
return true;
|
|
}
|
|
|
|
bool SceneManager::addBoneAnimation(EntityId parentEntity,
|
|
int skinIndex,
|
|
int boneIndex,
|
|
const float *const frameData,
|
|
int numFrames,
|
|
float frameLengthInMs,
|
|
float fadeOutInSecs,
|
|
float fadeInInSecs,
|
|
float maxDelta)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
|
|
auto *instance = getInstanceByEntityId(parentEntity);
|
|
if (!instance)
|
|
{
|
|
auto *asset = getAssetByEntityId(parentEntity);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
BoneAnimation animation;
|
|
animation.boneIndex = boneIndex;
|
|
animation.frameData.clear();
|
|
|
|
const auto &inverseBindMatrix = instance->getInverseBindMatricesAt(skinIndex)[boneIndex];
|
|
|
|
for (int i = 0; i < numFrames; i++)
|
|
{
|
|
math::mat4f frame(
|
|
frameData[i * 16],
|
|
frameData[(i * 16) + 1],
|
|
frameData[(i * 16) + 2],
|
|
frameData[(i * 16) + 3],
|
|
frameData[(i * 16) + 4],
|
|
frameData[(i * 16) + 5],
|
|
frameData[(i * 16) + 6],
|
|
frameData[(i * 16) + 7],
|
|
frameData[(i * 16) + 8],
|
|
frameData[(i * 16) + 9],
|
|
frameData[(i * 16) + 10],
|
|
frameData[(i * 16) + 11],
|
|
frameData[(i * 16) + 12],
|
|
frameData[(i * 16) + 13],
|
|
frameData[(i * 16) + 14],
|
|
frameData[(i * 16) + 15]);
|
|
|
|
animation.frameData.push_back(frame);
|
|
}
|
|
|
|
animation.frameLengthInMs = frameLengthInMs;
|
|
animation.start = std::chrono::high_resolution_clock::now();
|
|
animation.reverse = false;
|
|
animation.durationInSecs = (frameLengthInMs * numFrames) / 1000.0f;
|
|
animation.lengthInFrames = numFrames;
|
|
animation.frameLengthInMs = frameLengthInMs;
|
|
animation.fadeOutInSecs = fadeOutInSecs;
|
|
animation.fadeInInSecs = fadeInInSecs;
|
|
animation.maxDelta = maxDelta;
|
|
animation.skinIndex = skinIndex;
|
|
if (!_animationComponentManager->hasComponent(instance->getRoot()))
|
|
{
|
|
Log("ERROR: specified entity is not animatable (has no animation component attached).");
|
|
return false;
|
|
}
|
|
auto animationComponentInstance = _animationComponentManager->getInstance(instance->getRoot());
|
|
|
|
auto &animationComponent = _animationComponentManager->elementAt<0>(animationComponentInstance);
|
|
auto &boneAnimations = animationComponent.boneAnimations;
|
|
|
|
boneAnimations.emplace_back(animation);
|
|
|
|
return true;
|
|
}
|
|
|
|
void SceneManager::playAnimation(EntityId entityId, int index, bool loop, bool reverse, bool replaceActive, float crossfade, float startOffset)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
|
|
if (index < 0)
|
|
{
|
|
Log("ERROR: glTF animation index must be greater than zero.");
|
|
return;
|
|
}
|
|
|
|
auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto *asset = getAssetByEntityId(entityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!_animationComponentManager->hasComponent(instance->getRoot()))
|
|
{
|
|
Log("ERROR: specified entity is not animatable (has no animation component attached).");
|
|
return;
|
|
}
|
|
|
|
auto animationComponentInstance = _animationComponentManager->getInstance(instance->getRoot());
|
|
|
|
auto &animationComponent = _animationComponentManager->elementAt<0>(animationComponentInstance);
|
|
|
|
if (replaceActive)
|
|
{
|
|
if (animationComponent.gltfAnimations.size() > 0)
|
|
{
|
|
auto &last = animationComponent.gltfAnimations.back();
|
|
animationComponent.fadeGltfAnimationIndex = last.index;
|
|
animationComponent.fadeDuration = crossfade;
|
|
auto now = high_resolution_clock::now();
|
|
auto elapsedInSecs = float(std::chrono::duration_cast<std::chrono::milliseconds>(now - last.start).count()) / 1000.0f;
|
|
animationComponent.fadeOutAnimationStart = elapsedInSecs;
|
|
animationComponent.gltfAnimations.clear();
|
|
}
|
|
else
|
|
{
|
|
animationComponent.fadeGltfAnimationIndex = -1;
|
|
animationComponent.fadeDuration = 0.0f;
|
|
}
|
|
}
|
|
else if (crossfade > 0)
|
|
{
|
|
Log("ERROR: crossfade only supported when replaceActive is true.");
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
animationComponent.fadeGltfAnimationIndex = -1;
|
|
animationComponent.fadeDuration = 0.0f;
|
|
}
|
|
|
|
GltfAnimation animation;
|
|
animation.startOffset = startOffset;
|
|
animation.index = index;
|
|
animation.start = std::chrono::high_resolution_clock::now();
|
|
animation.loop = loop;
|
|
animation.reverse = reverse;
|
|
animation.durationInSecs = instance->getAnimator()->getAnimationDuration(index);
|
|
|
|
bool found = false;
|
|
|
|
// don't play the animation if it's already running
|
|
for (int i = 0; i < animationComponent.gltfAnimations.size(); i++)
|
|
{
|
|
if (animationComponent.gltfAnimations[i].index == index)
|
|
{
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!found)
|
|
{
|
|
animationComponent.gltfAnimations.push_back(animation);
|
|
}
|
|
}
|
|
|
|
void SceneManager::stopAnimation(EntityId entityId, int index)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
|
|
auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto *asset = getAssetByEntityId(entityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
Log("Failed to find instance for entity");
|
|
return;
|
|
}
|
|
}
|
|
|
|
auto animationComponentInstance = _animationComponentManager->getInstance(instance->getRoot());
|
|
auto &animationComponent = _animationComponentManager->elementAt<0>(animationComponentInstance);
|
|
|
|
auto erased = std::remove_if(animationComponent.gltfAnimations.begin(),
|
|
animationComponent.gltfAnimations.end(),
|
|
[=](GltfAnimation &anim)
|
|
{ return anim.index == index; });
|
|
animationComponent.gltfAnimations.erase(erased,
|
|
animationComponent.gltfAnimations.end());
|
|
}
|
|
|
|
void SceneManager::loadTexture(EntityId entity, const char *resourcePath, int renderableIndex)
|
|
{
|
|
|
|
// const auto &pos = _instances.find(entity);
|
|
// if (pos == _instances.end())
|
|
// {
|
|
// Log("ERROR: asset not found for entity.");
|
|
// return;
|
|
// }
|
|
// const auto *instance = 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 = instance->getMaterialInstances();
|
|
// size_t mic = instance->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 SceneManager::setAnimationFrame(EntityId entityId, int animationIndex, int animationFrame)
|
|
{
|
|
auto *instance = getInstanceByEntityId(entityId);
|
|
auto offset = 60 * animationFrame * 1000; // TODO - don't hardcore 60fps framerate
|
|
instance->getAnimator()->applyAnimation(animationIndex, offset);
|
|
instance->getAnimator()->updateBoneMatrices();
|
|
}
|
|
|
|
float SceneManager::getAnimationDuration(EntityId entity, int animationIndex)
|
|
{
|
|
auto *instance = getInstanceByEntityId(entity);
|
|
|
|
if (!instance)
|
|
{
|
|
auto *asset = getAssetByEntityId(entity);
|
|
if (!asset)
|
|
{
|
|
return -1.0f;
|
|
}
|
|
instance = asset->getInstance();
|
|
}
|
|
return instance->getAnimator()->getAnimationDuration(animationIndex);
|
|
}
|
|
|
|
unique_ptr<std::vector<std::string>> SceneManager::getAnimationNames(EntityId entity)
|
|
{
|
|
|
|
const auto &pos = _instances.find(entity);
|
|
|
|
unique_ptr<std::vector<std::string>> names = std::make_unique<std::vector<std::string>>();
|
|
|
|
FilamentInstance *instance;
|
|
|
|
if (pos != _instances.end())
|
|
{
|
|
instance = pos->second;
|
|
}
|
|
else
|
|
{
|
|
const auto &assetPos = _assets.find(entity);
|
|
if (assetPos != _assets.end())
|
|
{
|
|
instance = assetPos->second->getInstance();
|
|
}
|
|
else
|
|
{
|
|
Log("Could not resolve entity ID %d to FilamentInstance or FilamentAsset");
|
|
return names;
|
|
}
|
|
}
|
|
|
|
size_t count = instance->getAnimator()->getAnimationCount();
|
|
|
|
for (size_t i = 0; i < count; i++)
|
|
{
|
|
names->push_back(instance->getAnimator()->getAnimationName(i));
|
|
}
|
|
|
|
return names;
|
|
}
|
|
|
|
unique_ptr<std::vector<std::string>> SceneManager::getMorphTargetNames(EntityId assetEntityId, EntityId child)
|
|
{
|
|
unique_ptr<std::vector<std::string>> names = std::make_unique<std::vector<std::string>>();
|
|
|
|
const auto *instance = getInstanceByEntityId(assetEntityId);
|
|
|
|
if (!instance)
|
|
{
|
|
auto asset = getAssetByEntityId(assetEntityId);
|
|
if (!asset)
|
|
{
|
|
Log("Warning - failed to find specified asset. This is unexpected and probably indicates you are passing the wrong entity");
|
|
return names;
|
|
}
|
|
instance = asset->getInstance();
|
|
if (!instance)
|
|
{
|
|
Log("Warning - failed to find instance for specified asset. This is unexpected and probably indicates you are passing the wrong entity");
|
|
return names;
|
|
}
|
|
}
|
|
|
|
const auto *asset = instance->getAsset();
|
|
|
|
const utils::Entity *entities = asset->getEntities();
|
|
|
|
const utils::Entity target = Entity::import(child);
|
|
|
|
for (int i = 0; i < asset->getEntityCount(); i++)
|
|
{
|
|
|
|
utils::Entity e = entities[i];
|
|
if (e == target)
|
|
{
|
|
size_t count = asset->getMorphTargetCountAt(e);
|
|
for (int j = 0; j < count; j++)
|
|
{
|
|
const char *morphName = asset->getMorphTargetNameAt(e, j);
|
|
names->push_back(morphName);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
return names;
|
|
}
|
|
|
|
unique_ptr<vector<string>> SceneManager::getBoneNames(EntityId assetEntityId, int skinIndex)
|
|
{
|
|
|
|
unique_ptr<std::vector<std::string>> names = std::make_unique<std::vector<std::string>>();
|
|
|
|
auto *instance = getInstanceByEntityId(assetEntityId);
|
|
|
|
if (!instance)
|
|
{
|
|
auto *asset = getAssetByEntityId(assetEntityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
Log("ERROR: failed to find instance for entity %d", assetEntityId);
|
|
return names;
|
|
}
|
|
}
|
|
|
|
size_t skinCount = instance->getSkinCount();
|
|
|
|
if (skinCount > 1)
|
|
{
|
|
Log("WARNING - skin count > 1 not currently implemented. This will probably not work");
|
|
}
|
|
|
|
size_t numJoints = instance->getJointCountAt(skinIndex);
|
|
auto joints = instance->getJointsAt(skinIndex);
|
|
for (int i = 0; i < numJoints; i++)
|
|
{
|
|
const char *jointName = _ncm->getName(_ncm->getInstance(joints[i]));
|
|
names->push_back(jointName);
|
|
}
|
|
return names;
|
|
}
|
|
|
|
void SceneManager::transformToUnitCube(EntityId entityId)
|
|
{
|
|
const auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto asset = getAssetByEntityId(entityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
auto &tm = _engine->getTransformManager();
|
|
|
|
auto aabb = instance->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(instance->getRoot()), transform);
|
|
}
|
|
|
|
EntityId SceneManager::getParent(EntityId childEntityId)
|
|
{
|
|
auto &tm = _engine->getTransformManager();
|
|
const auto child = Entity::import(childEntityId);
|
|
const auto &childInstance = tm.getInstance(child);
|
|
auto parent = tm.getParent(childInstance);
|
|
return Entity::smuggle(parent);
|
|
}
|
|
|
|
void SceneManager::setParent(EntityId childEntityId, EntityId parentEntityId, bool preserveScaling)
|
|
{
|
|
auto &tm = _engine->getTransformManager();
|
|
const auto child = Entity::import(childEntityId);
|
|
const auto parent = Entity::import(parentEntityId);
|
|
|
|
const auto &parentInstance = tm.getInstance(parent);
|
|
const auto &childInstance = tm.getInstance(child);
|
|
|
|
if(!parentInstance.isValid()) {
|
|
Log("Parent instance is not valid");
|
|
return;
|
|
}
|
|
|
|
if(!childInstance.isValid()) {
|
|
Log("Child instance is not valid");
|
|
return;
|
|
}
|
|
|
|
Log("Parenting child entity %d to new parent entity %d", childEntityId, parentEntityId);
|
|
|
|
if (preserveScaling)
|
|
{
|
|
auto parentTransform = tm.getWorldTransform(parentInstance);
|
|
math::float3 parentTranslation;
|
|
math::quatf parentRotation;
|
|
math::float3 parentScale;
|
|
|
|
decomposeMatrix(parentTransform, &parentTranslation, &parentRotation, &parentScale);
|
|
|
|
auto childTransform = tm.getTransform(childInstance);
|
|
math::float3 childTranslation;
|
|
math::quatf childRotation;
|
|
math::float3 childScale;
|
|
|
|
decomposeMatrix(childTransform, &childTranslation, &childRotation, &childScale);
|
|
|
|
childScale = childScale * (1 / parentScale);
|
|
|
|
childTransform = composeMatrix(childTranslation, childRotation, childScale);
|
|
|
|
tm.setTransform(childInstance, childTransform);
|
|
}
|
|
|
|
tm.setParent(childInstance, parentInstance);
|
|
}
|
|
|
|
void SceneManager::addCollisionComponent(EntityId entityId, void (*onCollisionCallback)(const EntityId entityId1, const EntityId entityId2), bool affectsTransform)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
const auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto asset = getAssetByEntityId(entityId);
|
|
if (!asset)
|
|
{
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
}
|
|
auto collisionInstance = _collisionComponentManager->addComponent(instance->getRoot());
|
|
_collisionComponentManager->elementAt<0>(collisionInstance) = instance->getBoundingBox();
|
|
_collisionComponentManager->elementAt<1>(collisionInstance) = onCollisionCallback;
|
|
_collisionComponentManager->elementAt<2>(collisionInstance) = affectsTransform;
|
|
}
|
|
|
|
void SceneManager::removeCollisionComponent(EntityId entityId)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
const auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto asset = getAssetByEntityId(entityId);
|
|
if (!asset)
|
|
{
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
}
|
|
_collisionComponentManager->removeComponent(instance->getRoot());
|
|
}
|
|
|
|
void SceneManager::testCollisions(EntityId entityId)
|
|
{
|
|
const auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto asset = getAssetByEntityId(entityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
const auto &tm = _engine->getTransformManager();
|
|
|
|
auto transformInstance = tm.getInstance(instance->getRoot());
|
|
auto worldTransform = tm.getWorldTransform(transformInstance);
|
|
auto aabb = instance->getBoundingBox();
|
|
aabb = aabb.transform(worldTransform);
|
|
_collisionComponentManager->collides(instance->getRoot(), aabb);
|
|
}
|
|
|
|
void SceneManager::updateAnimations()
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
_animationComponentManager->update();
|
|
}
|
|
|
|
void SceneManager::updateTransforms()
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
|
|
auto &tm = _engine->getTransformManager();
|
|
|
|
for (const auto &[entityId, transformUpdate] : _transformUpdates)
|
|
{
|
|
const auto &pos = _instances.find(entityId);
|
|
|
|
bool isCollidable = true;
|
|
Entity entity;
|
|
filament::TransformManager::Instance transformInstance;
|
|
filament::math::mat4f transform;
|
|
Aabb boundingBox;
|
|
if (pos == _instances.end())
|
|
{
|
|
isCollidable = false;
|
|
entity = Entity::import(entityId);
|
|
}
|
|
else
|
|
{
|
|
const auto *instance = pos->second;
|
|
entity = instance->getRoot();
|
|
boundingBox = instance->getBoundingBox();
|
|
}
|
|
|
|
transformInstance = tm.getInstance(entity);
|
|
transform = tm.getTransform(transformInstance);
|
|
|
|
math::float3 newTranslation = std::get<0>(transformUpdate);
|
|
bool newTranslationRelative = std::get<1>(transformUpdate);
|
|
math::quatf newRotation = std::get<2>(transformUpdate);
|
|
bool newRotationRelative = std::get<3>(transformUpdate);
|
|
float newScale = std::get<4>(transformUpdate);
|
|
|
|
math::float3 translation;
|
|
math::quatf rotation;
|
|
math::float3 scale;
|
|
|
|
decomposeMatrix(transform, &translation, &rotation, &scale);
|
|
|
|
if (newRotationRelative)
|
|
{
|
|
rotation = normalize(rotation * newRotation);
|
|
}
|
|
else
|
|
{
|
|
rotation = newRotation;
|
|
}
|
|
|
|
math::float3 relativeTranslation;
|
|
|
|
if (newTranslationRelative)
|
|
{
|
|
math::mat3f rotationMatrix(rotation);
|
|
relativeTranslation = rotationMatrix * newTranslation;
|
|
translation += relativeTranslation;
|
|
}
|
|
else
|
|
{
|
|
relativeTranslation = newTranslation - translation;
|
|
translation = newTranslation;
|
|
}
|
|
|
|
transform = composeMatrix(translation, rotation, scale);
|
|
|
|
if (isCollidable)
|
|
{
|
|
auto transformedBB = boundingBox.transform(transform);
|
|
|
|
auto collisionAxes = _collisionComponentManager->collides(entity, transformedBB);
|
|
|
|
if (collisionAxes.size() == 1)
|
|
{
|
|
auto globalAxis = collisionAxes[0];
|
|
globalAxis *= norm(relativeTranslation);
|
|
auto newRelativeTranslation = relativeTranslation + globalAxis;
|
|
translation -= relativeTranslation;
|
|
translation += newRelativeTranslation;
|
|
transform = composeMatrix(translation, rotation, scale);
|
|
}
|
|
else if (collisionAxes.size() > 1)
|
|
{
|
|
translation -= relativeTranslation;
|
|
transform = composeMatrix(translation, rotation, scale);
|
|
}
|
|
}
|
|
tm.setTransform(transformInstance, transform);
|
|
}
|
|
_transformUpdates.clear();
|
|
}
|
|
|
|
void SceneManager::setScale(EntityId entityId, float newScale)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
|
|
auto entity = Entity::import(entityId);
|
|
if (entity.isNull())
|
|
{
|
|
Log("Failed to find entity under ID %d", entityId);
|
|
return;
|
|
}
|
|
auto &tm = _engine->getTransformManager();
|
|
|
|
auto transformInstance = tm.getInstance(entity);
|
|
auto transform = tm.getTransform(transformInstance);
|
|
math::float3 translation;
|
|
math::quatf rotation;
|
|
math::float3 scale;
|
|
|
|
decomposeMatrix(transform, &translation, &rotation, &scale);
|
|
auto newTransform = composeMatrix(translation, rotation, newScale);
|
|
tm.setTransform(transformInstance, newTransform);
|
|
}
|
|
|
|
void SceneManager::setPosition(EntityId entityId, float x, float y, float z)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
|
|
auto entity = Entity::import(entityId);
|
|
if (entity.isNull())
|
|
{
|
|
Log("Failed to find entity under ID %d", entityId);
|
|
return;
|
|
}
|
|
auto &tm = _engine->getTransformManager();
|
|
|
|
auto transformInstance = tm.getInstance(entity);
|
|
auto transform = tm.getTransform(transformInstance);
|
|
math::float3 translation;
|
|
math::quatf rotation;
|
|
math::float3 scale;
|
|
|
|
decomposeMatrix(transform, &translation, &rotation, &scale);
|
|
translation = math::float3(x, y, z);
|
|
auto newTransform = composeMatrix(translation, rotation, scale);
|
|
tm.setTransform(transformInstance, newTransform);
|
|
}
|
|
|
|
void SceneManager::setRotation(EntityId entityId, float rads, float x, float y, float z, float w)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
|
|
auto entity = Entity::import(entityId);
|
|
if (entity.isNull())
|
|
{
|
|
Log("Failed to find entity under ID %d", entityId);
|
|
return;
|
|
}
|
|
auto &tm = _engine->getTransformManager();
|
|
|
|
auto transformInstance = tm.getInstance(entity);
|
|
auto transform = tm.getTransform(transformInstance);
|
|
math::float3 translation;
|
|
math::quatf rotation;
|
|
math::float3 scale;
|
|
|
|
decomposeMatrix(transform, &translation, &rotation, &scale);
|
|
rotation = math::quatf(w, x, y, z);
|
|
auto newTransform = composeMatrix(translation, rotation, scale);
|
|
tm.setTransform(transformInstance, newTransform);
|
|
}
|
|
|
|
void SceneManager::queueRelativePositionUpdateWorldAxis(EntityId entity, float viewportCoordX, float viewportCoordY, float x, float y, float z)
|
|
{
|
|
auto worldAxis = math::float3{x, y, z};
|
|
|
|
// Get the camera
|
|
const auto &camera = _view->getCamera();
|
|
const auto &vp = _view->getViewport();
|
|
auto viewMatrix = camera.getViewMatrix();
|
|
|
|
math::float3 cameraPosition = camera.getPosition();
|
|
math::float3 cameraForward = -viewMatrix.upperLeft()[2];
|
|
|
|
// Scale the viewport movement to NDC coordinates view axis
|
|
math::float2 viewportMovementNDC(viewportCoordX / (vp.width / 2), viewportCoordY / (vp.height / 2));
|
|
|
|
// calculate the translation axis in view space
|
|
math::float3 viewSpaceAxis = viewMatrix.upperLeft() * worldAxis;
|
|
|
|
// Apply projection matrix to get clip space axis
|
|
math::float4 clipAxis = camera.getProjectionMatrix() * math::float4(viewSpaceAxis, 0.0f);
|
|
|
|
// Perform perspective division to get the translation axis in normalized device coordinates (NDC)
|
|
math::float2 ndcAxis = (clipAxis.xyz / clipAxis.w).xy;
|
|
|
|
const float epsilon = 1e-6f;
|
|
bool isAligned = false;
|
|
if (std::isnan(ndcAxis.x) || std::isnan(ndcAxis.y) || length(ndcAxis) < epsilon || std::abs(dot(normalize(worldAxis), cameraForward)) > 0.99f)
|
|
{
|
|
isAligned = true;
|
|
// Find a suitable perpendicular axis:
|
|
math::float3 perpendicularAxis;
|
|
if (std::abs(worldAxis.x) < epsilon && std::abs(worldAxis.z) < epsilon)
|
|
{
|
|
// If worldAxis is (0, y, 0), use (1, 0, 0)
|
|
perpendicularAxis = {1.0f, 0.0f, 0.0f};
|
|
}
|
|
else
|
|
{
|
|
// Otherwise, calculate a perpendicular vector
|
|
perpendicularAxis = normalize(cross(cameraForward, worldAxis));
|
|
}
|
|
|
|
ndcAxis = (camera.getProjectionMatrix() * math::float4(viewMatrix.upperLeft() * perpendicularAxis, 0.0f)).xy;
|
|
|
|
if (std::isnan(ndcAxis.x) || std::isnan(ndcAxis.y)) {
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
// project the viewport movement (i.e pointer drag) vector onto the translation axis
|
|
// this gives the proportion of the pointer drag vector to translate along the translation axis
|
|
float projectedMovement = dot(viewportMovementNDC, normalize(ndcAxis));
|
|
auto translationNDC = projectedMovement * normalize(ndcAxis);
|
|
|
|
float dotProduct = dot(normalize(worldAxis), cameraForward);
|
|
|
|
// Ensure minimum translation and correct direction
|
|
const float minTranslation = 0.01f;
|
|
if (isAligned || std::abs(projectedMovement) < minTranslation) {
|
|
// Use the dominant component of the viewport movement
|
|
float dominantMovement = std::abs(viewportMovementNDC.x) > std::abs(viewportMovementNDC.y) ? viewportMovementNDC.x : viewportMovementNDC.y;
|
|
projectedMovement = (std::abs(dominantMovement) < minTranslation) ? minTranslation : std::abs(dominantMovement);
|
|
projectedMovement *= (dominantMovement >= 0) ? 1.0f : -1.0f;
|
|
translationNDC = projectedMovement * normalize(ndcAxis);
|
|
}
|
|
|
|
// Log("projectedMovement %f dotProduct %f", projectedMovement, dotProduct);
|
|
|
|
// Get the camera's field of view and aspect ratio
|
|
float fovY = camera.getFieldOfViewInDegrees(filament::Camera::Fov::VERTICAL);
|
|
float fovX = camera.getFieldOfViewInDegrees(filament::Camera::Fov::HORIZONTAL);
|
|
|
|
// Convert to radians
|
|
fovY = (fovY / 180) * M_PI;
|
|
fovX = (fovX / 180) * M_PI;
|
|
|
|
float aspectRatio = static_cast<float>(vp.width) / vp.height;
|
|
|
|
auto &transformManager = _engine->getTransformManager();
|
|
auto transformInstance = transformManager.getInstance(Entity::import(entity));
|
|
const auto &transform = transformManager.getWorldTransform(transformInstance);
|
|
|
|
math::float3 translation;
|
|
math::quatf rotation;
|
|
math::float3 scale;
|
|
|
|
decomposeMatrix(transform, &translation, &rotation, &scale);
|
|
|
|
const auto entityWorldPosition = transform * math::float4{0.0f, 0.0f, 0.0f, 1.0f};
|
|
|
|
float distanceToCamera = length(entityWorldPosition.xyz - camera.getPosition());
|
|
|
|
// Calculate the height of the view frustum at the given distance
|
|
float frustumHeight = 2.0f * distanceToCamera * tan(fovY * 0.5f);
|
|
|
|
// Calculate the width of the view frustum at the given distance
|
|
float frustumWidth = frustumHeight * aspectRatio;
|
|
|
|
// Convert projected viewport movement to world space distance
|
|
float worldDistance = length(math::float2{(translationNDC / 2) * math::float2{frustumWidth, frustumHeight}});
|
|
|
|
// Determine the sign based on the alignment of world axis and camera forward
|
|
float sign = (dotProduct >= 0) ? -1.0f : 1.0f;
|
|
|
|
// If aligned, use the sign of the projected movement instead
|
|
if (isAligned) {
|
|
sign = (projectedMovement >= 0) ? 1.0f : -1.0f;
|
|
} else if (projectedMovement < 0) {
|
|
sign *= -1.0f;
|
|
}
|
|
|
|
// Flip the sign for the Z-axis
|
|
if (std::abs(z) > 0.001)
|
|
{
|
|
sign *= -1.0f;
|
|
}
|
|
|
|
worldDistance *= sign;
|
|
|
|
auto newWorldTranslation = worldAxis * worldDistance;
|
|
|
|
queuePositionUpdate(entity, newWorldTranslation.x, newWorldTranslation.y, newWorldTranslation.z, true);
|
|
}
|
|
|
|
void SceneManager::queuePositionUpdate(EntityId entity, float x, float y, float z, bool relative)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
|
|
const auto &pos = _transformUpdates.find(entity);
|
|
if (pos == _transformUpdates.end())
|
|
{
|
|
_transformUpdates.emplace(entity, std::make_tuple(math::float3(), true, math::quatf(1.0f), true, 1.0f));
|
|
}
|
|
auto curr = _transformUpdates[entity];
|
|
auto &trans = std::get<0>(curr);
|
|
trans.x = x;
|
|
trans.y = y;
|
|
trans.z = z;
|
|
|
|
auto &isRelative = std::get<1>(curr);
|
|
isRelative = relative;
|
|
_transformUpdates[entity] = curr;
|
|
}
|
|
|
|
void SceneManager::queueRotationUpdate(EntityId entity, float rads, float x, float y, float z, float w, bool relative)
|
|
{
|
|
std::lock_guard lock(_mutex);
|
|
const auto &pos = _transformUpdates.find(entity);
|
|
if (pos == _transformUpdates.end())
|
|
{
|
|
_transformUpdates.emplace(entity, std::make_tuple(math::float3(), true, math::quatf(1.0f), true, 1.0f));
|
|
}
|
|
auto curr = _transformUpdates[entity];
|
|
auto &rot = std::get<2>(curr);
|
|
rot.w = w;
|
|
rot.x = x;
|
|
rot.y = y;
|
|
rot.z = z;
|
|
auto &isRelative = std::get<3>(curr);
|
|
isRelative = relative;
|
|
_transformUpdates[entity] = curr;
|
|
}
|
|
|
|
const utils::Entity *SceneManager::getCameraEntities(EntityId entityId)
|
|
{
|
|
const auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto asset = getAssetByEntityId(entityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
return nullptr;
|
|
}
|
|
}
|
|
return instance->getAsset()->getCameraEntities();
|
|
}
|
|
|
|
size_t SceneManager::getCameraEntityCount(EntityId entityId)
|
|
{
|
|
const auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto asset = getAssetByEntityId(entityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
return -1;
|
|
}
|
|
}
|
|
return instance->getAsset()->getCameraEntityCount();
|
|
}
|
|
|
|
const utils::Entity *SceneManager::getLightEntities(EntityId entityId) noexcept
|
|
{
|
|
const auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto asset = getAssetByEntityId(entityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
return nullptr;
|
|
}
|
|
}
|
|
return instance->getAsset()->getLightEntities();
|
|
}
|
|
|
|
size_t SceneManager::getLightEntityCount(EntityId entityId) noexcept
|
|
{
|
|
const auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto asset = getAssetByEntityId(entityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
return -1;
|
|
}
|
|
}
|
|
return instance->getAsset()->getLightEntityCount();
|
|
}
|
|
|
|
const char *SceneManager::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);
|
|
}
|
|
|
|
int SceneManager::getEntityCount(EntityId entityId, bool renderableOnly)
|
|
{
|
|
const auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto asset = getAssetByEntityId(entityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
if (renderableOnly)
|
|
{
|
|
int count = 0;
|
|
const auto &rm = _engine->getRenderableManager();
|
|
const Entity *entities = instance->getEntities();
|
|
for (int i = 0; i < instance->getEntityCount(); i++)
|
|
{
|
|
if (rm.hasComponent(entities[i]))
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
return instance->getEntityCount();
|
|
}
|
|
|
|
void SceneManager::getEntities(EntityId entityId, bool renderableOnly, EntityId *out)
|
|
{
|
|
const auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto asset = getAssetByEntityId(entityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (renderableOnly)
|
|
{
|
|
int count = 0;
|
|
const auto &rm = _engine->getRenderableManager();
|
|
const Entity *entities = instance->getEntities();
|
|
int offset = 0;
|
|
for (int i = 0; i < instance->getEntityCount(); i++)
|
|
{
|
|
if (rm.hasComponent(entities[i]))
|
|
{
|
|
out[offset] = Entity::smuggle(entities[i]);
|
|
offset++;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < instance->getEntityCount(); i++)
|
|
{
|
|
out[i] = Entity::smuggle(instance->getEntities()[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
const char *SceneManager::getEntityNameAt(EntityId entityId, int index, bool renderableOnly)
|
|
{
|
|
const auto *instance = getInstanceByEntityId(entityId);
|
|
if (!instance)
|
|
{
|
|
auto asset = getAssetByEntityId(entityId);
|
|
if (asset)
|
|
{
|
|
instance = asset->getInstance();
|
|
}
|
|
else
|
|
{
|
|
return nullptr;
|
|
}
|
|
}
|
|
int found = -1;
|
|
|
|
if (renderableOnly)
|
|
{
|
|
int count = 0;
|
|
const auto &rm = _engine->getRenderableManager();
|
|
const Entity *entities = instance->getEntities();
|
|
for (int i = 0; i < instance->getEntityCount(); i++)
|
|
{
|
|
if (rm.hasComponent(entities[i]))
|
|
{
|
|
if (count == index)
|
|
{
|
|
found = i;
|
|
break;
|
|
}
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
found = index;
|
|
}
|
|
|
|
if (found >= instance->getEntityCount())
|
|
{
|
|
Log("ERROR: index %d greater than number of child entities.", found);
|
|
return nullptr;
|
|
}
|
|
|
|
const utils::Entity entity = instance->getEntities()[found];
|
|
auto inst = _ncm->getInstance(entity);
|
|
auto name = _ncm->getName(inst);
|
|
return name;
|
|
}
|
|
|
|
void SceneManager::setPriority(EntityId entityId, int priority)
|
|
{
|
|
auto &rm = _engine->getRenderableManager();
|
|
auto renderableInstance = rm.getInstance(Entity::import(entityId));
|
|
if (!renderableInstance.isValid())
|
|
{
|
|
Log("Error: invalid renderable, did you pass the correct entity?", priority);
|
|
return;
|
|
}
|
|
rm.setPriority(renderableInstance, priority);
|
|
Log("Set instance renderable priority to %d", priority);
|
|
}
|
|
|
|
Aabb2 SceneManager::getBoundingBox(EntityId entityId)
|
|
{
|
|
const auto &camera = _view->getCamera();
|
|
const auto &viewport = _view->getViewport();
|
|
|
|
auto &tcm = _engine->getTransformManager();
|
|
auto &rcm = _engine->getRenderableManager();
|
|
|
|
// Get the projection and view matrices
|
|
math::mat4 projMatrix = camera.getProjectionMatrix();
|
|
math::mat4 viewMatrix = camera.getViewMatrix();
|
|
math::mat4 vpMatrix = projMatrix * viewMatrix;
|
|
|
|
auto entity = Entity::import(entityId);
|
|
|
|
auto renderable = rcm.getInstance(entity);
|
|
auto worldTransform = tcm.getWorldTransform(tcm.getInstance(entity));
|
|
|
|
// Get the axis-aligned bounding box in model space
|
|
Box aabb = rcm.getAxisAlignedBoundingBox(renderable);
|
|
|
|
auto min = aabb.getMin();
|
|
auto max = aabb.getMax();
|
|
|
|
// Transform the 8 corners of the AABB to clip space
|
|
std::array<math::float4, 8> corners = {
|
|
worldTransform * math::float4(min.x, min.y, min.z, 1.0f),
|
|
worldTransform * math::float4(max.x, min.y, min.z, 1.0f),
|
|
worldTransform * math::float4(min.x, max.y, min.z, 1.0f),
|
|
worldTransform * math::float4(max.x, max.y, min.z, 1.0f),
|
|
worldTransform * math::float4(min.x, min.y, max.z, 1.0f),
|
|
worldTransform * math::float4(max.x, min.y, max.z, 1.0f),
|
|
worldTransform * math::float4(min.x, max.y, max.z, 1.0f),
|
|
worldTransform * math::float4(max.x, max.y, max.z, 1.0f)};
|
|
|
|
// Project corners to clip space and convert to viewport space
|
|
float minX = std::numeric_limits<float>::max();
|
|
float minY = std::numeric_limits<float>::max();
|
|
float maxX = std::numeric_limits<float>::lowest();
|
|
float maxY = std::numeric_limits<float>::lowest();
|
|
|
|
for (const auto &corner : corners)
|
|
{
|
|
|
|
math::float4 clipSpace = vpMatrix * corner;
|
|
|
|
// Check if the point is behind the camera
|
|
if (clipSpace.w <= 0)
|
|
{
|
|
continue; // Skip this point
|
|
}
|
|
|
|
// Perform perspective division
|
|
math::float3 ndcSpace = clipSpace.xyz / clipSpace.w;
|
|
|
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// Clamp NDC coordinates to [-1, 1] range
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ndcSpace.x = std::max(-1.0f, std::min(1.0f, ndcSpace.x));
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ndcSpace.y = std::max(-1.0f, std::min(1.0f, ndcSpace.y));
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// Convert NDC to viewport space
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float viewportX = (ndcSpace.x * 0.5f + 0.5f) * viewport.width;
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float viewportY = (1.0f - (ndcSpace.y * 0.5f + 0.5f)) * viewport.height; // Flip Y-axis
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minX = std::min(minX, viewportX);
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minY = std::min(minY, viewportY);
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maxX = std::max(maxX, viewportX);
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maxY = std::max(maxY, viewportY);
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}
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return Aabb2{minX, minY, maxX, maxY};
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}
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void SceneManager::setLayerEnabled(int layer, bool enabled)
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{
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Log("Setting layer %d to %d", layer, enabled);
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_view->setLayerEnabled(layer, enabled);
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}
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} // namespace thermion_filament
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