textures can now be created manually and are no longer tracked by SceneManager (and therefore require manual tracking/disposal)
363 lines
12 KiB
C++
363 lines
12 KiB
C++
#pragma once
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#include <mutex>
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#include <vector>
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#include <memory>
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#include <map>
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#include <set>
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#include <filament/Camera.h>
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#include <filament/IndexBuffer.h>
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#include <filament/InstanceBuffer.h>
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#include <filament/LightManager.h>
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#include <filament/Scene.h>
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#include <filament/View.h>
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#include <gltfio/AssetLoader.h>
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#include <gltfio/FilamentAsset.h>
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#include <gltfio/FilamentInstance.h>
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#include <gltfio/ResourceLoader.h>
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#include <utils/NameComponentManager.h>
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#include "tsl/robin_map.h"
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#include "AnimationManager.hpp"
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#include "CustomGeometry.hpp"
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#include "Gizmo.hpp"
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#include "GridOverlay.hpp"
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#include "ResourceBuffer.hpp"
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#include "SceneAsset.hpp"
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#include "components/CollisionComponentManager.hpp"
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namespace thermion
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{
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typedef int32_t EntityId;
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using namespace filament;
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using namespace filament::gltfio;
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using namespace utils;
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using std::string;
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using std::unique_ptr;
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using std::vector;
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class SceneManager
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{
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public:
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SceneManager(
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const ResourceLoaderWrapperImpl *const loader,
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Engine *engine,
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Scene *scene,
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const char *uberArchivePath,
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Camera *mainCamera);
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~SceneManager();
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enum LAYERS
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{
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DEFAULT_ASSETS = 0,
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BACKGROUND = 6,
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OVERLAY = 7,
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};
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enum GizmoType {
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TRANSLATION,
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ROTATION
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};
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////
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/// @brief Load the glTF file from the specified path and adds all entities to the scene.
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/// @param uri the path to the asset. Should be either asset:// (representing a Flutter asset), or file:// (representing a filesystem file).
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/// @param relativeResourcePath the (relative) path to the asset's resources.
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/// @return the glTF entity.
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///
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SceneAsset* loadGltf(const char *uri, const char *relativeResourcePath, int numInstances = 1, bool keepData = false);
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////
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/// @brief Load the GLB from the specified path, optionally creating multiple instances.
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/// @param uri the path to the asset. Should be either asset:// (representing a Flutter asset), or file:// (representing a filesystem file).
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/// @param numInstances the number of instances to create. Must be at least 1.
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/// @return an Entity representing the FilamentAsset associated with the loaded FilamentAsset.
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///
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SceneAsset* loadGlb(const char *uri, int numInstances, bool keepData);
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/// @brief
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/// @param data
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/// @param length
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/// @param numInstances
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/// @param keepData
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/// @param priority
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/// @param layer
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/// @param loadResourcesAsync
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/// @return
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SceneAsset* loadGlbFromBuffer(const uint8_t *data, size_t length, int numInstances = 1, bool keepData = false, int priority = 4, int layer = 0, bool loadResourcesAsync = false, bool addToScene = true);
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/// @brief Destroys all assets and instances.
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///
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utils::Entity addLight(
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filament::LightManager::Type t,
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float colour,
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float intensity,
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float posX,
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float posY,
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float posZ,
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float dirX,
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float dirY,
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float dirZ,
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float falloffRadius,
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float spotLightConeInner,
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float spotLightConeOuter,
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float sunAngularRadius,
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float sunHaloSize,
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float sunHaloFallof,
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bool shadows);
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/// @brief Removes/destroys the light.
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///
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void removeLight(utils::Entity entity);
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///
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/// Creates an instance of the given entity.
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/// This may return an instance from a pool of inactive instances; see [remove] for more information.
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/// If [materialInstances] is provided, these wil
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///
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SceneAsset* createInstance(SceneAsset* asset, MaterialInstance **materialInstances = nullptr, size_t materialInstanceCount = 0);
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/// @brief Removes the asset (and all its child entities) from the scene and "destroys" all resources.
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/// If the asset is not an instance, the asset will be deleted.
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/// If the asset is an instance, [remove] is not guaranted to delete the asset. It may be returned to a pool of inactive instances.
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/// From the user's perspective, this can be considered as destroyed.
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/// @param entity
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void destroy(SceneAsset* entity);
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/// @brief Destroys all lights.
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///
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void destroyLights();
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/// @brief Destroys all assets and instances.
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///
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void destroyAssets();
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/// @brief Destroys all assets/instances, scenes, materials, etc.
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///
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void destroyAll();
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/// @brief
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/// @param entityId
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void transformToUnitCube(EntityId entityId);
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/// @brief
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/// @param entities
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/// @param transforms
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/// @param numEntities
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void queueTransformUpdates(EntityId *entities, math::mat4 *transforms, int numEntities);
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/// @brief
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/// @param entity
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/// @param viewportCoordX
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/// @param viewportCoordY
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/// @param x
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/// @param y
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/// @param z
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void queueRelativePositionUpdateWorldAxis(EntityId entity, float viewportCoordX, float viewportCoordY, float x, float y, float z);
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/// @brief
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/// @param view
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/// @param entityId
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/// @param viewportCoordX
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/// @param viewportCoordY
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void queueRelativePositionUpdateFromViewportVector(View *view, EntityId entityId, float viewportCoordX, float viewportCoordY);
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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) noexcept;
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size_t getLightEntityCount(EntityId e) noexcept;
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/// @brief
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void update();
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/// @brief
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/// @param entity
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/// @return
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bool removeFromScene(EntityId entity);
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/// @brief
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/// @param entity
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/// @return
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bool addToScene(EntityId entity);
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/// @brief
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/// @param entity
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/// @param onCollisionCallback
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/// @param affectsCollidingTransform
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void addCollisionComponent(EntityId entity, void (*onCollisionCallback)(const EntityId entityId1, const EntityId entityId2), bool affectsCollidingTransform);
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/// @brief
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/// @param entityId
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///
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///
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void removeCollisionComponent(EntityId entityId);
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/// @brief
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/// @param entity
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void testCollisions(EntityId entity);
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/// @brief returns the number of instances of the FilamentAsset represented by the given entity.
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/// @param entityId
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/// @return the number of instances
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int getInstanceCount(EntityId entityId);
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/// @brief returns an array containing all instances of the FilamentAsset represented by the given entity.
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/// @param entityId
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void getInstances(EntityId entityId, EntityId *out);
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///
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/// Sets the draw priority for the given entity. See RenderableManager.h for more details.
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///
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void setPriority(EntityId entity, int priority);
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/// @brief returns the 2D min/max viewport coordinates of the bounding box for the specified enitty;
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/// @param out a pointer large enough to store four floats (the min/max coordinates of the bounding box)
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/// @return
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///
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Aabb2 getScreenSpaceBoundingBox(View *view, EntityId entity);
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/// @brief returns the 3D bounding box of the renderable instance for the given entity.
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/// @return the bounding box
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///
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Aabb3 getRenderableBoundingBox(EntityId entity);
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///
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/// Creates an entity with the specified geometry/material/normals and adds to the scene.
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/// If [keepData] is true, stores
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///
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SceneAsset *createGeometry(
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float *vertices,
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uint32_t numVertices,
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float *normals,
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uint32_t numNormals,
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float *uvs,
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uint32_t numUvs,
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uint16_t *indices,
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uint32_t numIndices,
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filament::RenderableManager::PrimitiveType primitiveType = RenderableManager::PrimitiveType::TRIANGLES,
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MaterialInstance **materialInstances = nullptr,
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size_t materialInstanceCount = 0,
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bool keepData = false);
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gltfio::MaterialProvider *const getUnlitMaterialProvider()
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{
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return _unlitMaterialProvider;
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}
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gltfio::MaterialProvider *const getUbershaderMaterialProvider()
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{
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return _ubershaderProvider;
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}
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/// @brief
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/// @param materialInstance
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void destroy(MaterialInstance *materialInstance);
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/// @brief
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/// @return
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MaterialInstance *createUnlitFixedSizeMaterialInstance();
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/// @brief
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/// @return
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MaterialInstance *createUnlitMaterialInstance();
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/// @brief
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/// @param entityId
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/// @param layer
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void setVisibilityLayer(EntityId entityId, int layer);
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/// @brief
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/// @return
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Camera *createCamera();
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/// @brief
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/// @param camera
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void destroyCamera(Camera *camera);
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/// @brief
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/// @return
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size_t getCameraCount();
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/// @brief
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/// @param index
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/// @return
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Camera *getCameraAt(size_t index);
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/// @brief
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/// @param view
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/// @param scene
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/// @return
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Gizmo *createGizmo(View *view, Scene *scene, GizmoType type);
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/// @brief
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/// @return
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Scene *getScene()
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{
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return _scene;
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}
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/// @brief
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/// @return
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AnimationManager *getAnimationManager() {
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return _animationManager.get();
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}
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/// @brief
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/// @return
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NameComponentManager *getNameComponentManager() {
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return _ncm;
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}
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SceneAsset *createGrid(Material *material);
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bool isGridEntity(utils::Entity entity);
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private:
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gltfio::AssetLoader *_assetLoader = nullptr;
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const ResourceLoaderWrapperImpl *const _resourceLoaderWrapper;
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Engine *_engine = nullptr;
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Scene *_scene = nullptr;
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Camera *_mainCamera;
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gltfio::MaterialKey _defaultUnlitConfig;
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gltfio::MaterialProvider *_ubershaderProvider = nullptr;
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gltfio::MaterialProvider *_unlitMaterialProvider = 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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std::vector<MaterialInstance *> _materialInstances;
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Material *_unlitFixedSizeMaterial = nullptr;
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Material *_gizmoMaterial = nullptr;
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SceneAsset *_translationGizmoGlb;
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SceneAsset *_rotationGizmoGlb;
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utils::NameComponentManager *_ncm;
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tsl::robin_map<EntityId, math::mat4> _transformUpdates;
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std::vector<Camera *> _cameras;
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std::vector<utils::Entity> _lights;
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std::vector<std::unique_ptr<SceneAsset>> _sceneAssets;
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std::vector<std::unique_ptr<Gizmo>> _gizmos;
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std::unique_ptr<AnimationManager> _animationManager = std::nullptr_t();
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std::unique_ptr<CollisionComponentManager> _collisionComponentManager = std::nullptr_t();
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std::unique_ptr<GridOverlay> _grid = std::nullptr_t();
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void _updateTransforms();
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};
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}
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