Files
cup_edit/ios/src/PolyvoxFilamentApi.cpp

211 lines
6.0 KiB
C++

#ifndef _POLYVOX_FILAMENT_API_H
#define _POLYVOX_FILAMENT_API_H
#include "ResourceBuffer.hpp"
#include "FilamentViewer.hpp"
#include "filament/LightManager.h"
#include "Log.hpp"
using namespace polyvox;
extern "C" {
// ResourceBuffer create_resource_buffer(const void* data, const uint32_t size, const uint32_t id) {
// return ResourceBuffer {data, size, id };
// }
void* filament_viewer_new(void* texture, ResourceBuffer (*loadResource)(const char*), void (*freeResource)(uint32_t)) {
return nullptr;
}
void filament_viewer_delete(void* viewer) {
delete((FilamentViewer*)viewer);
Log(
"deleted"
);
}
void set_background_image(void* viewer, const char* path) {
((FilamentViewer*)viewer)->setBackgroundImage(path);
}
void set_background_image_position(void* viewer, float x, float y) {
((FilamentViewer*)viewer)->setBackgroundImagePosition(x, y);
}
void load_skybox(void* viewer, const char* skyboxPath) {
((FilamentViewer*)viewer)->loadSkybox(skyboxPath);
}
void load_ibl(void* viewer, const char* iblPath) {
((FilamentViewer*)viewer)->loadIbl(iblPath);
}
void remove_skybox(void* viewer) {
((FilamentViewer*)viewer)->removeSkybox();
}
void remove_ibl(void* viewer) {
((FilamentViewer*)viewer)->removeIbl();
}
int32_t 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) {
return ((FilamentViewer*)viewer)->addLight((LightManager::Type)type, colour, intensity, posX, posY, posZ, dirX, dirY, dirZ, shadows);
}
void remove_light(void* viewer, int32_t entityId) {
((FilamentViewer*)viewer)->removeLight(entityId);
}
void clear_lights(void* viewer) {
((FilamentViewer*)viewer)->clearLights();
}
void* load_glb(void* viewer, const char* assetPath) {
return ((FilamentViewer*)viewer)->loadGlb(assetPath);
}
void* load_gltf(void* viewer, const char* assetPath, const char* relativePath) {
return ((FilamentViewer*)viewer)->loadGltf(assetPath, relativePath);
}
bool set_camera(void* viewer, void* asset, const char* nodeName) {
return ((FilamentViewer*)viewer)->setCamera((SceneAsset*)asset, nodeName);
}
void set_camera_position(void* viewer, float x, float y, float z) {
((FilamentViewer*)viewer)->setCameraPosition(x, y, z);
}
void set_camera_rotation(void* viewer, float rads, float x, float y, float z) {
((FilamentViewer*)viewer)->setCameraRotation(rads, x, y, z);
}
void set_camera_focal_length(void* viewer, float focalLength) {
((FilamentViewer*)viewer)->setCameraFocalLength(focalLength);
}
void render(
void* viewer,
uint64_t frameTimeInNanos
) {
((FilamentViewer*)viewer)->render(frameTimeInNanos);
}
void set_frame_interval(
void* viewer,
float frameInterval
) {
((FilamentViewer*)viewer)->setFrameInterval(frameInterval);
}
void destroy_swap_chain(void* viewer) {
((FilamentViewer*)viewer)->destroySwapChain();
}
void* get_renderer(void* viewer) {
return ((FilamentViewer*)viewer)->getRenderer();
}
void update_viewport_and_camera_projection(void* viewer, int width, int height, float scaleFactor) {
return ((FilamentViewer*)viewer)->updateViewportAndCameraProjection(width, height, scaleFactor);
}
void scroll_update(void* viewer, float x, float y, float delta) {
((FilamentViewer*)viewer)->scrollUpdate(x, y, delta);
}
void scroll_begin(void* viewer) {
((FilamentViewer*)viewer)->scrollBegin();
}
void scroll_end(void* viewer) {
((FilamentViewer*)viewer)->scrollEnd();
}
void grab_begin(void* viewer, float x, float y, bool pan) {
((FilamentViewer*)viewer)->grabBegin(x, y, pan);
}
void grab_update(void* viewer, float x, float y) {
((FilamentViewer*)viewer)->grabUpdate(x, y);
}
void grab_end(void* viewer) {
((FilamentViewer*)viewer)->grabEnd();
}
void apply_weights(void* asset, float* const weights, int count) {
((SceneAsset*)asset)->applyWeights(weights, count);
}
void animate_weights(void* asset, float* data, int numWeights, int numFrames, float frameRate) {
((SceneAsset*)asset)->animateWeights((float*)data, numWeights, numFrames, frameRate);
}
void play_animation(void* asset, int index, bool loop) {
((SceneAsset*)asset)->playAnimation(index, loop);
}
int get_animation_count(void* asset) {
auto names = ((SceneAsset*)asset)->getAnimationNames();
return names->size();
}
void get_animation_name(void* asset, char* const outPtr, int index) {
auto names = ((SceneAsset*)asset)->getAnimationNames();
string name = names->at(index);
strcpy(outPtr, name.c_str());
}
int get_target_name_count(void* asset, const char* meshName) {
unique_ptr<vector<string>> names = ((SceneAsset*)asset)->getTargetNames(meshName);
return names->size();
}
void get_target_name(void* asset, const char* meshName, char* const outPtr, int index ) {
unique_ptr<vector<string>> names = ((SceneAsset*)asset)->getTargetNames(meshName);
string name = names->at(index);
strcpy(outPtr, name.c_str());
}
void remove_asset(void* viewer, void* asset) {
((FilamentViewer*)viewer)->removeAsset((SceneAsset*)asset);
}
void clear_assets(void* viewer) {
((FilamentViewer*)viewer)->clearAssets();
}
void load_texture(void* asset, const char* assetPath, int renderableIndex) {
((SceneAsset*)asset)->loadTexture(assetPath, renderableIndex);
}
void set_texture(void* asset) {
((SceneAsset*)asset)->setTexture();
}
void transform_to_unit_cube(void* asset) {
((SceneAsset*)asset)->transformToUnitCube();
}
void set_position(void* asset, float x, float y, float z) {
((SceneAsset*)asset)->setPosition(x, y, z);
}
void set_rotation(void* asset, float rads, float x, float y, float z) {
((SceneAsset*)asset)->setRotation(rads, x, y, z);
}
void set_scale(void* asset, float scale) {
((SceneAsset*)asset)->setScale(scale);
}
void stop_animation(void* asset, int index) {
((SceneAsset*)asset)->stopAnimation(index);
}
}
#endif