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.
109 lines
3.8 KiB
C++
109 lines
3.8 KiB
C++
#include "c_api/TSceneAsset.h"
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#include "scene/SceneAsset.hpp"
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#include "scene/GltfSceneAsset.hpp"
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using namespace thermion;
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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EMSCRIPTEN_KEEPALIVE void SceneAsset_addToScene(TSceneAsset *tSceneAsset, TScene *tScene) {
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auto *asset = reinterpret_cast<SceneAsset*>(tSceneAsset);
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auto *scene = reinterpret_cast<Scene*>(tScene);
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asset->addAllEntities(scene);
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}
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EMSCRIPTEN_KEEPALIVE EntityId SceneAsset_getEntity(TSceneAsset *tSceneAsset) {
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auto *asset = reinterpret_cast<SceneAsset*>(tSceneAsset);
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return utils::Entity::smuggle(asset->getEntity());
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}
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EMSCRIPTEN_KEEPALIVE int SceneAsset_getChildEntityCount(TSceneAsset* tSceneAsset) {
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auto *asset = reinterpret_cast<SceneAsset*>(tSceneAsset);
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return asset->getChildEntityCount();
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}
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EMSCRIPTEN_KEEPALIVE void SceneAsset_getChildEntities(TSceneAsset* tSceneAsset, EntityId *out)
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{
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auto *asset = reinterpret_cast<SceneAsset*>(tSceneAsset);
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auto entities = asset->getChildEntities();
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for(int i = 0; i < asset->getChildEntityCount(); i++) {
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out[i] = utils::Entity::smuggle(entities[i]);
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}
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}
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EMSCRIPTEN_KEEPALIVE const utils::Entity *SceneAsset_getCameraEntities(TSceneAsset* tSceneAsset)
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{
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auto *asset = reinterpret_cast<SceneAsset*>(tSceneAsset);
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if (asset->getType() == SceneAsset::SceneAssetType::Gltf && !asset->isInstance())
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{
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auto gltfSceneAsset = reinterpret_cast<GltfSceneAsset *>(asset);
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return gltfSceneAsset->getAsset()->getCameraEntities();
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}
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else
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{
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return std::nullptr_t();
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}
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}
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EMSCRIPTEN_KEEPALIVE size_t SceneAsset_getCameraEntityCount(TSceneAsset* tSceneAsset)
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{
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auto *asset = reinterpret_cast<SceneAsset*>(tSceneAsset);
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if (asset->getType() == SceneAsset::SceneAssetType::Gltf && !asset->isInstance())
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{
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auto gltfSceneAsset = reinterpret_cast<GltfSceneAsset *>(asset);
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return gltfSceneAsset->getAsset()->getCameraEntityCount();
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}
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return -1;
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}
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EMSCRIPTEN_KEEPALIVE const utils::Entity *SceneAsset_getLightEntities(TSceneAsset* tSceneAsset)
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{
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auto *asset = reinterpret_cast<SceneAsset*>(tSceneAsset);
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if (asset->getType() == SceneAsset::SceneAssetType::Gltf && !asset->isInstance())
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{
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auto gltfSceneAsset = reinterpret_cast<GltfSceneAsset *>(asset);
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return gltfSceneAsset->getAsset()->getLightEntities();
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}
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return std::nullptr_t();
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}
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EMSCRIPTEN_KEEPALIVE size_t SceneAsset_getLightEntityCount(TSceneAsset* tSceneAsset)
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{
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auto *asset = reinterpret_cast<SceneAsset*>(tSceneAsset);
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if (asset->getType() == SceneAsset::SceneAssetType::Gltf && !asset->isInstance())
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{
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auto gltfSceneAsset = reinterpret_cast<GltfSceneAsset *>(asset);
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return gltfSceneAsset->getAsset()->getLightEntityCount();
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}
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return -1;
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}
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneAsset_getInstance(TSceneAsset *tSceneAsset, int index) {
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auto *asset = reinterpret_cast<SceneAsset*>(tSceneAsset);
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auto *instance = asset->getInstanceAt(index);
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return reinterpret_cast<TSceneAsset*>(instance);
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}
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneAsset_createInstance(TSceneAsset *tSceneAsset, TMaterialInstance **tMaterialInstances, int materialInstanceCount)
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{
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auto *materialInstances = reinterpret_cast<MaterialInstance **>(tMaterialInstances);
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auto *sceneAsset = reinterpret_cast<SceneAsset*>(tSceneAsset);
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auto *instance = sceneAsset->createInstance(materialInstances, materialInstanceCount);
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return reinterpret_cast<TSceneAsset *>(instance);
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}
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#ifdef __cplusplus
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}
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#endif
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