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cup_edit/ios/include/SceneAsset.hpp

102 lines
2.5 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 "FlutterFilamentApi.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 start = time_point_t::max();
bool loop = false;
bool reverse = false;
float durationInSecs = 0;
};
struct GltfAnimation : AnimationStatus {
int index = -1;
};
//
// Use this to construct a dynamic (i.e. non-glTF embedded) morph target animation.
//
struct MorphAnimation : AnimationStatus {
utils::Entity meshTarget;
int numFrames = -1;
float frameLengthInMs = 0;
vector<float> frameData;
vector<int> morphIndices;
int lengthInFrames;
};
//
// Use this to construct a dynamic (i.e. non-glTF embedded) bone/joint animation.
//
struct BoneAnimation : AnimationStatus {
uint8_t boneIndex;
vector<utils::Entity> meshTargets;
size_t skinIndex = 0;
int lengthInFrames;
float frameLengthInMs = 0;
vector<const math::quatf> frameData;
};
struct SceneAsset {
FilamentAsset* asset = nullptr;
vector<GltfAnimation> gltfAnimations;
vector<MorphAnimation> morphAnimations;
vector<BoneAnimation> boneAnimations;
// the index of the last active glTF animation,
// used to cross-fade
int fadeGltfAnimationIndex = -1;
float fadeDuration = 0.0f;
float fadeOutAnimationStart = 0.0f;
// a slot to preload textures
filament::Texture* texture = nullptr;
// initialized to identity
math::mat4f position;
// initialized to identity
math::mat4f rotation;
float mScale = 1;
SceneAsset(
FilamentAsset* asset
) : asset(asset) {}
};
}