111 lines
3.4 KiB
C++
111 lines
3.4 KiB
C++
#pragma once
|
|
|
|
#include "Log.hpp"
|
|
|
|
#include <filament/Engine.h>
|
|
#include <filament/RenderableManager.h>
|
|
#include <filament/Renderer.h>
|
|
#include <filament/Scene.h>
|
|
#include <filament/Texture.h>
|
|
#include <filament/TransformManager.h>
|
|
|
|
#include <math/vec3.h>
|
|
#include <math/vec4.h>
|
|
#include <math/mat3.h>
|
|
#include <math/norm.h>
|
|
|
|
#include <gltfio/Animator.h>
|
|
#include <gltfio/AssetLoader.h>
|
|
#include <gltfio/ResourceLoader.h>
|
|
#include <utils/NameComponentManager.h>
|
|
|
|
extern "C" {
|
|
#include "PolyvoxFilamentApi.h"
|
|
}
|
|
template class std::vector<float>;
|
|
namespace polyvox {
|
|
using namespace filament;
|
|
using namespace filament::gltfio;
|
|
using namespace utils;
|
|
using namespace std;
|
|
|
|
typedef std::chrono::time_point<std::chrono::high_resolution_clock> time_point_t;
|
|
|
|
enum AnimationType {
|
|
MORPH, BONE, GLTF
|
|
};
|
|
|
|
struct AnimationStatus {
|
|
time_point_t mStart = time_point_t::max();
|
|
bool mLoop = false;
|
|
bool mReverse = false;
|
|
float mDuration = 0;
|
|
AnimationType type;
|
|
int gltfIndex = -1;
|
|
};
|
|
|
|
//
|
|
// Use this to manually construct a buffer of frame data for morph animations.
|
|
//
|
|
struct MorphAnimationBuffer {
|
|
utils::Entity mMeshTarget;
|
|
int mNumFrames = -1;
|
|
float mFrameLengthInMs = 0;
|
|
vector<float> mFrameData;
|
|
vector<int> mMorphIndices;
|
|
};
|
|
|
|
//
|
|
// Use this to construct a dynamic (i.e. non-glTF embedded) bone animation.
|
|
// Only a single animation is supported at any time (i.e you can't blend animations).
|
|
// Multiple bones are supported but these must be skinned to a single mesh target.
|
|
//
|
|
struct BoneAnimationBuffer {
|
|
vector<utils::Entity> mMeshTargets;
|
|
vector<uint8_t> mBones;
|
|
vector<math::mat4f> mBaseTransforms;
|
|
// vector<math::float3> mBaseTranslations; // these are the base transforms for the bones we will animate; the translations/rotations in mFrameData will be relative to this.
|
|
// vector<math::quatf> mBaseRotations; // these are the base transforms for the bones we will animate; the translations/rotations in mFrameData will be relative to this.
|
|
// vector<math::float3> mBaseScales; // these are the base transforms for the bones we will animate; the translations/rotations in mFrameData will be relative to this.
|
|
size_t skinIndex = 0;
|
|
int mNumFrames = -1;
|
|
float mFrameLengthInMs = 0;
|
|
vector<float> mFrameData;
|
|
};
|
|
|
|
struct SceneAsset {
|
|
bool mAnimating = false;
|
|
FilamentAsset* mAsset = nullptr;
|
|
Animator* mAnimator = nullptr;
|
|
|
|
// vector containing AnimationStatus structs for the morph, bone and/or glTF animations.
|
|
vector<AnimationStatus> mAnimations;
|
|
|
|
// the index of the last active glTF animation,
|
|
// used to cross-fade
|
|
int fadeGltfAnimationIndex = -1;
|
|
float fadeDuration = 0.0f;
|
|
float fadeOutAnimationStart = 0.0f;
|
|
|
|
MorphAnimationBuffer mMorphAnimationBuffer;
|
|
BoneAnimationBuffer mBoneAnimationBuffer;
|
|
|
|
// a slot to preload textures
|
|
filament::Texture* mTexture = nullptr;
|
|
|
|
// initialized to identity
|
|
math::mat4f mPosition;
|
|
|
|
// initialized to identity
|
|
math::mat4f mRotation;
|
|
|
|
float mScale = 1;
|
|
|
|
SceneAsset(
|
|
FilamentAsset* asset
|
|
) : mAsset(asset) {
|
|
mAnimator = mAsset->getInstance()->getAnimator();
|
|
}
|
|
};
|
|
}
|