Files
cup_edit/thermion_dart/native/src/c_api/TSceneAsset.cpp
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

109 lines
3.8 KiB
C++

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