Files
cup_edit/ios/include/SceneAsset.hpp
2022-12-15 16:56:57 +08:00

146 lines
4.7 KiB
C++

#pragma once
#include <filament/Engine.h>
#include <filament/RenderableManager.h>
#include <filament/Renderer.h>
#include <filament/Scene.h>
#include <filament/Texture.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <math/mat3.h>
#include <math/norm.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/ResourceLoader.h>
#include <utils/NameComponentManager.h>
#include "SceneResources.hpp"
namespace polyvox {
using namespace filament;
using namespace filament::gltfio;
using namespace utils;
using namespace std;
class SceneAsset {
friend class SceneAssetLoader;
public:
SceneAsset(FilamentAsset* asset, Engine* engine, NameComponentManager* ncm, LoadResource loadResource, FreeResource freeResource);
~SceneAsset();
unique_ptr<vector<string>> getMorphTargetNames(const char* meshName);
unique_ptr<vector<string>> getAnimationNames();
///
///
///
void loadTexture(const char* resourcePath, int renderableIndex);
void setTexture();
///
/// Update the bone/morph target animations to reflect the current frame (if applicable).
///
void updateAnimations();
///
/// Immediately stop the animation at the specified index. Noop if no animation is playing.
///
void stopAnimation(int index);
///
/// Play the embedded animation (i.e. animation node embedded in the GLTF asset) under the specified index. If [loop] is true, the animation will repeat indefinitely.
///
void playAnimation(int index, bool loop, bool reverse);
///
/// Manually set the weights for all morph targets in the assets to the provided values.
/// See [setAnimation] if you want to do the same across a number of frames (and extended to bone transforms).
///
void setMorphTargetWeights(float* weights, int count);
///
/// Animates the asset's morph targets/bone transforms according to the frame weights/transforms specified in [morphData]/[boneData].
/// The duration of each "frame" is specified by [frameLengthInMs] (i.e. this is not the framerate of the renderer).
/// [morphData] is a contiguous chunk of floats whose length will be (numMorphWeights * numFrames).
/// [boneData] is a contiguous chunk of floats whose length will be (numBones * 7 * numFrames) (where 7 is 3 floats for translation, 4 for quat rotation).
/// [morphData] and [boneData] will both be copied, so remember to free these after calling this function.
///
void setAnimation(
float* morphData,
int numMorphWeights,
float* boneData,
const char** boneNames,
const char** meshNames,
int numBones,
int numFrames,
float frameLengthInMs
);
void setBoneTransform(
const char* boneName,
const char* meshName,
float transX,
float transY,
float transZ,
float quatX,
float quatY,
float quatZ,
float quatW
);
void transformToUnitCube();
void setScale(float scale);
void setPosition(float x, float y, float z);
void setRotation(float rads, float x, float y, float z);
const utils::Entity* getCameraEntities();
size_t getCameraEntityCount();
const Entity* getLightEntities() const noexcept;
size_t getLightEntityCount() const noexcept;
private:
FilamentAsset* _asset = nullptr;
Engine* _engine = nullptr;
NameComponentManager* _ncm;
void updateRuntimeAnimation();
void updateEmbeddedAnimations();
Animator* _animator;
// animation flags;
unique_ptr<RuntimeAnimation> _runtimeAnimationBuffer;
vector<GLTFAnimation> _embeddedAnimationStatus;
LoadResource _loadResource;
FreeResource _freeResource;
// a slot to preload textures
filament::Texture* _texture = nullptr;
// initialized to identity
math::mat4f _position;
// initialized to identity
math::mat4f _rotation;
float _scale = 1;
void updateTransform();
};
}