137 lines
6.1 KiB
C++
137 lines
6.1 KiB
C++
#pragma once
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#include <mutex>
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#include <filament/Scene.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 "SceneAsset.hpp"
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#include "ResourceBuffer.hpp"
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#include "components/StandardComponents.h"
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typedef int32_t EntityId;
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namespace polyvox
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{
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using namespace filament;
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using namespace filament::gltfio;
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class SceneManager
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{
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public:
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SceneManager(const ResourceLoaderWrapper *const loader,
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NameComponentManager *ncm,
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Engine *engine,
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Scene *scene,
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const char *uberArchivePath);
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~SceneManager();
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EntityId loadGltf(const char *uri, const char *relativeResourcePath);
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EntityId loadGlb(const char *uri, bool unlit);
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FilamentAsset *getAssetByEntityId(EntityId entityId);
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void remove(EntityId entity);
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void destroyAll();
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unique_ptr<vector<string>> getAnimationNames(EntityId entity);
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float getAnimationDuration(EntityId entity, int animationIndex);
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unique_ptr<vector<string>> getMorphTargetNames(EntityId entity, const char *meshName);
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void transformToUnitCube(EntityId e);
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inline void updateTransform(EntityId e);
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void setScale(EntityId e, float scale);
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void setPosition(EntityId e, float x, float y, float z);
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void setRotation(EntityId e, float rads, float x, float y, float z, float w);
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void queuePositionUpdate(EntityId e, float x, float y, float z, bool relative);
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void queueRotationUpdate(EntityId e, float rads, float x, float y, float z, float w, bool relative);
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const utils::Entity *getCameraEntities(EntityId e);
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size_t getCameraEntityCount(EntityId e);
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const utils::Entity *getLightEntities(EntityId e) const noexcept;
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size_t getLightEntityCount(EntityId e) const noexcept;
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void updateAnimations();
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void updateTransforms();
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void testCollisions(EntityId entity);
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bool setMaterialColor(EntityId e, const char *meshName, int materialInstance, const float r, const float g, const float b, const float a);
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bool setMorphAnimationBuffer(
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EntityId entityId,
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const char *entityName,
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const float *const morphData,
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const int *const morphIndices,
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int numMorphTargets,
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int numFrames,
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float frameLengthInMs);
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void setMorphTargetWeights(EntityId entityId, const char *const entityName, const float *const weights, int count);
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/// @brief Set the local transform for the bone at boneIndex/skinIndex in the given entity.
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/// @param entityId the parent entity
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/// @param entityName the name of the mesh under entityId for which the bone will be set.
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/// @param skinIndex the index of the joint skin. Currently only 0 is supported.
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/// @param boneName the name of the bone
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/// @param transform the 4x4 matrix representing the local transform for the bone
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/// @return true if the transform was successfully set, false otherwise
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bool setBoneTransform(EntityId entityId, const char *entityName, int skinIndex, const char* boneName, math::mat4f transform);
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/// @brief Set frame data to animate the given bones/entities.
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/// @param entity the parent entity
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/// @param frameData frame data as quaternions
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/// @param numFrames the number of frames
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/// @param boneName the name of the bone to animate
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/// @param meshName an array of mesh names under [entity] that should be animated
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/// @param numMeshTargets the number of meshes under [meshName]
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/// @param frameLengthInMs the length of each frame in ms
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/// @return
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bool addBoneAnimation(
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EntityId entity,
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const float *const frameData,
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int numFrames,
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const char *const boneName,
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const char **const meshName,
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int numMeshTargets,
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float frameLengthInMs,
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bool isModelSpace);
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void resetBones(EntityId entityId);
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void playAnimation(EntityId e, int index, bool loop, bool reverse, bool replaceActive, float crossfade = 0.3f);
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void stopAnimation(EntityId e, int index);
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void setMorphTargetWeights(const char *const entityName, float *weights, int count);
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void loadTexture(EntityId entity, const char *resourcePath, int renderableIndex);
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void setAnimationFrame(EntityId entity, int animationIndex, int animationFrame);
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bool hide(EntityId entity, const char *meshName);
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bool reveal(EntityId entity, const char *meshName);
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const char *getNameForEntity(EntityId entityId);
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utils::Entity findChildEntityByName(
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EntityId entityId,
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const char *entityName);
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int getEntityCount(EntityId entity, bool renderableOnly);
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const char* getEntityNameAt(EntityId entity, int index, bool renderableOnly);
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void addCollisionComponent(EntityId entity, void (*onCollisionCallback)(const EntityId entityId1, const EntityId entityId2), bool affectsCollidingTransform);
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void removeCollisionComponent(EntityId entityId);
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void setParent(EntityId child, EntityId parent);
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private:
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AssetLoader *_assetLoader = nullptr;
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const ResourceLoaderWrapper *const _resourceLoaderWrapper;
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NameComponentManager *_ncm = nullptr;
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Engine *_engine;
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Scene *_scene;
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MaterialProvider *_ubershaderProvider = nullptr;
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gltfio::ResourceLoader *_gltfResourceLoader = nullptr;
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gltfio::TextureProvider *_stbDecoder = nullptr;
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gltfio::TextureProvider *_ktxDecoder = nullptr;
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std::mutex _mutex;
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vector<SceneAsset> _assets;
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tsl::robin_map<EntityId, int> _entityIdLookup;
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tsl::robin_map<EntityId, std::tuple<math::float3,bool,math::quatf,bool,float>> _transformUpdates;
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std::vector<EntityId> _nonTransformableCollidableEntities;
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CollisionComponentManager* _collisionComponentManager = nullptr;
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utils::Entity findEntityByName(
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SceneAsset asset,
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const char *entityName);
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};
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}
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