Files
cup_edit/ios/include/PolyvoxFilamentApi.h
Nick Fisher 80a781a3c4 iOS fixes
2023-04-20 22:15:50 +08:00

107 lines
4.5 KiB
C

#ifndef _POLYVOX_FILAMENT_API_H
#define _POLYVOX_FILAMENT_API_H
#include "ResourceBuffer.hpp"
#include <stddef.h>
typedef int32_t EntityId;
void* create_filament_viewer(void *context, ResourceLoaderWrapper* loader);
ResourceLoaderWrapper* make_resource_loader(LoadResourceFromOwner loadFn, FreeResourceFromOwner freeFn, void* owner);
void delete_filament_viewer(void *viewer);
void* get_asset_manager(void* viewer);
void create_render_target(void *viewer, uint32_t textureId, uint32_t width, uint32_t height);
void clear_background_image(void *viewer);
void set_background_image(void *viewer, const char *path);
void set_background_image_position(void *viewer, float x, float y, bool clamp);
void set_background_color(void *viewer, const float r, const float g, const float b, const float a);
void load_skybox(void *viewer, const char *skyboxPath);
void load_ibl(void *viewer, const char *iblPath, float intensity);
void remove_skybox(void *viewer);
void remove_ibl(void *viewer);
EntityId add_light(void *viewer, uint8_t type, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows);
void remove_light(void *viewer, EntityId entityId);
void clear_lights(void *viewer);
EntityId load_glb(void *assetManager, const char *assetPath, bool unlit);
EntityId load_gltf(void *assetManager, const char *assetPath, const char *relativePath);
bool set_camera(void *viewer, EntityId asset, const char *nodeName);
void render(void *viewer, uint64_t frameTimeInNanos);
void create_swap_chain(void *viewer, void *surface, uint32_t width, uint32_t height);
void destroy_swap_chain(void *viewer);
void set_frame_interval(void *viewer, float interval);
void* get_renderer(void *viewer);
void update_viewport_and_camera_projection(void *viewer, int width, int height, float scaleFactor);
void scroll_begin(void *viewer);
void scroll_update(void *viewer, float x, float y, float z);
void scroll_end(void *viewer);
void grab_begin(void *viewer, float x, float y, bool pan);
void grab_update(void *viewer, float x, float y);
void grab_end(void *viewer);
void apply_weights(
void* assetManager,
EntityId asset,
const char *const entityName,
float *const weights,
int count
);
bool set_morph_animation(
void* assetManager,
EntityId asset,
const char *const entityName,
const float *const morphData,
int numMorphWeights,
int numFrames,
float frameLengthInMs);
void set_bone_animation(
void* assetManager,
EntityId asset,
int length,
const char** const boneNames,
const char** const meshNames,
const float* const frameData,
int numFrames,
float frameLengthInMs);
// void set_bone_transform(
// EntityId asset,
// const char* boneName,
// const char* entityName,
// float transX,
// float transY,
// float transZ,
// float quatX,
// float quatY,
// float quatZ,
// float quatW
// );
void play_animation(void* assetManager, EntityId asset, int index, bool loop, bool reverse);
void set_animation_frame(void* assetManager, EntityId asset, int animationIndex, int animationFrame);
void stop_animation(void* assetManager, EntityId asset, int index);
int get_animation_count(void* assetManager, EntityId asset);
void get_animation_name(void* assetManager, EntityId asset, char *const outPtr, int index);
void get_morph_target_name(void* assetManager, EntityId asset, const char *meshName, char *const outPtr, int index);
int get_morph_target_name_count(void* assetManager, EntityId asset, const char *meshName);
void remove_asset(void *viewer, EntityId asset);
void clear_assets(void *viewer);
void load_texture(void* assetManager, EntityId asset, const char *assetPath, int renderableIndex);
void set_texture(void* assetManager, EntityId asset);
void transform_to_unit_cube(void* assetManager, EntityId asset);
void set_position(void* assetManager, EntityId asset, float x, float y, float z);
void set_rotation(void* assetManager, EntityId asset, float rads, float x, float y, float z);
void set_scale(void* assetManager, EntityId asset, float scale);
void set_camera_exposure(void *viewer, float aperture, float shutterSpeed, float sensitivity);
void set_camera_position(void *viewer, float x, float y, float z);
void set_camera_rotation(void *viewer, float rads, float x, float y, float z);
void set_camera_model_matrix(void *viewer, const float *const matrix);
void set_camera_focal_length(void *viewer, float focalLength);
void set_camera_focus_distance(void *viewer, float focusDistance);
void ios_dummy();
#endif