Files
cup_edit/thermion_dart/native/include/scene/GltfSceneAsset.hpp
Nick Fisher ed444b0615 feature!:
This is a breaking change needed to fully implement instancing and stencil highlighting.

Previously, users would work directly with entities (on the Dart side, ThermionEntity), e.g.

final entity = await viewer.loadGlb("some.glb");

However, Filament "entities" are a lower-level abstraction.

Loading a glTF file, for example, inserts multiple entities into the scene.

For example, each mesh, light, and camera within a glTF asset will be assigned an entity. A top-level (non-renderable) entity will also be created for the glTF asset, which can be used to transform the entire hierarchy.

"Asset" is a better representation for loading/inserting objects into the scene; think of this as a bundle of entities.

Unless you need to work directly with transforms, instancing, materials and renderables, you can work directly with ThermionAsset.
2024-11-27 15:02:37 +11:00

163 lines
4.8 KiB
C++

#pragma once
#include <memory>
#include <vector>
#include <filament/Engine.h>
#include <filament/RenderableManager.h>
#include <filament/VertexBuffer.h>
#include <filament/IndexBuffer.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/MaterialProvider.h>
#include "scene/GltfSceneAssetInstance.hpp"
#include "components/AnimationComponentManager.hpp"
#include "components/CollisionComponentManager.hpp"
#include "scene/SceneAsset.hpp"
namespace thermion
{
using namespace filament;
class GltfSceneAsset : public SceneAsset
{
public:
GltfSceneAsset(
gltfio::FilamentAsset *asset,
gltfio::AssetLoader *assetLoader,
Engine *engine,
MaterialInstance **materialInstances = nullptr,
size_t materialInstanceCount = 0,
int instanceIndex = -1) : _asset(asset),
_assetLoader(assetLoader),
_engine(engine),
_materialInstances(materialInstances),
_materialInstanceCount(materialInstanceCount)
{
}
~GltfSceneAsset();
SceneAsset *createInstance(MaterialInstance **materialInstances = nullptr, size_t materialInstanceCount = 0) override;
SceneAssetType getType() override
{
return SceneAsset::SceneAssetType::Gltf;
}
bool isInstance() override
{
return false;
}
utils::Entity getEntity() override
{
return _asset->getRoot();
}
MaterialInstance **getMaterialInstances() override
{
return _materialInstances;
}
size_t getMaterialInstanceCount() override
{
return _materialInstanceCount;
}
gltfio::FilamentAsset *getAsset()
{
return _asset;
}
void addAllEntities(Scene *scene) override
{
scene->addEntities(_asset->getEntities(), _asset->getEntityCount());
scene->addEntities(_asset->getLightEntities(), _asset->getLightEntityCount());
scene->addEntities(_asset->getCameraEntities(), _asset->getCameraEntityCount());
}
void removeAllEntities(Scene *scene) override
{
scene->removeEntities(_asset->getEntities(), _asset->getEntityCount());
scene->removeEntities(_asset->getLightEntities(), _asset->getLightEntityCount());
scene->removeEntities(_asset->getCameraEntities(), _asset->getCameraEntityCount());
}
void setPriority(RenderableManager &rm, int priority) override
{
const Entity *entities = _asset->getEntities();
for (int i = 0; i < _asset->getEntityCount(); i++)
{
if (rm.hasComponent(entities[i]))
{
auto renderableInstance = rm.getInstance(entities[i]);
rm.setPriority(renderableInstance, priority);
}
}
}
void setLayer(RenderableManager &rm, int layer) override
{
const Entity *entities = _asset->getEntities();
for (int i = 0; i < _asset->getEntityCount(); i++)
{
if (rm.hasComponent(entities[i]))
{
auto renderableInstance = rm.getInstance(entities[i]);
rm.setLayerMask(renderableInstance, 0xFF, 1u << (uint8_t)layer);
}
}
}
SceneAsset *getInstanceByEntity(utils::Entity entity) override
{
for (auto &instance : _instances)
{
if (instance->getEntity() == entity)
{
return instance.get();
}
}
return std::nullptr_t();
}
SceneAsset *getInstanceAt(size_t index) override
{
auto &asset = _instances[index];
return asset.get();
}
size_t getInstanceCount() override
{
return _instances.size();
}
size_t getChildEntityCount() override
{
return _asset->getEntityCount();
}
const Entity* getChildEntities() override {
return _asset->getEntities();
}
Entity findEntityByName(const char* name) override {
Entity entities[1];
auto found = _asset->getEntitiesByName(name, entities, 1);
return entities[0];
}
private:
gltfio::FilamentAsset *_asset;
gltfio::AssetLoader *_assetLoader;
Engine *_engine;
MaterialInstance **_materialInstances = nullptr;
size_t _materialInstanceCount = 0;
std::vector<std::unique_ptr<GltfSceneAssetInstance>> _instances;
};
} // namespace thermion