Files
cup_edit/ios/include/FlutterFilamentFFIApi.h
2024-03-05 13:51:57 +08:00

126 lines
7.3 KiB
C

#ifndef _FLUTTER_FILAMENT_FFI_API_H
#define _FLUTTER_FILAMENT_FFI_API_H
#include "FlutterFilamentApi.h"
#ifdef __cplusplus
extern "C"
{
#endif
///
/// This header replicates most of the methods in FlutterFilamentApi.h, and is only intended to be used to generate client FFI bindings.
/// The intention is that calling one of these methods will call its respective method in FlutterFilamentApi.h, but wrapped in some kind of thread runner to ensure thread safety.
///
typedef int32_t EntityId;
typedef void (*FilamentRenderCallback)(void *const owner);
FLUTTER_PLUGIN_EXPORT void create_filament_viewer_ffi(
void *const context,
void *const platform,
const char *uberArchivePath,
const ResourceLoaderWrapper *const loader,
void (*renderCallback)(void *const renderCallbackOwner),
void *const renderCallbackOwner,
void (*callback)(void* const viewer)
);
FLUTTER_PLUGIN_EXPORT void create_swap_chain_ffi(void *const viewer, void *const surface, uint32_t width, uint32_t height, void (*onComplete)());
FLUTTER_PLUGIN_EXPORT void destroy_swap_chain_ffi(void *const viewer, void (*onComplete)());
FLUTTER_PLUGIN_EXPORT void create_render_target_ffi(void *const viewer, intptr_t nativeTextureId, uint32_t width, uint32_t height, void (*onComplete)());
FLUTTER_PLUGIN_EXPORT void destroy_filament_viewer_ffi(void *const viewer);
FLUTTER_PLUGIN_EXPORT void render_ffi(void *const viewer);
FLUTTER_PLUGIN_EXPORT FilamentRenderCallback make_render_callback_fn_pointer(FilamentRenderCallback);
FLUTTER_PLUGIN_EXPORT void set_rendering_ffi(void *const viewer, bool rendering);
FLUTTER_PLUGIN_EXPORT void set_frame_interval_ffi(float frameInterval);
FLUTTER_PLUGIN_EXPORT void update_viewport_and_camera_projection_ffi(void *const viewer, const uint32_t width, const uint32_t height, const float scaleFactor, void (*onComplete)());
FLUTTER_PLUGIN_EXPORT void set_background_color_ffi(void *const viewer, const float r, const float g, const float b, const float a);
FLUTTER_PLUGIN_EXPORT void clear_background_image_ffi(void *const viewer);
FLUTTER_PLUGIN_EXPORT void set_background_image_ffi(void *const viewer, const char *path, bool fillHeight);
FLUTTER_PLUGIN_EXPORT void set_background_image_position_ffi(void *const viewer, float x, float y, bool clamp);
FLUTTER_PLUGIN_EXPORT void set_tone_mapping_ffi(void *const viewer, int toneMapping);
FLUTTER_PLUGIN_EXPORT void set_bloom_ffi(void *const viewer, float strength);
FLUTTER_PLUGIN_EXPORT void load_skybox_ffi(void *const viewer, const char *skyboxPath);
FLUTTER_PLUGIN_EXPORT void load_ibl_ffi(void *const viewer, const char *iblPath, float intensity);
FLUTTER_PLUGIN_EXPORT void remove_skybox_ffi(void *const viewer);
FLUTTER_PLUGIN_EXPORT void remove_ibl_ffi(void *const viewer);
FLUTTER_PLUGIN_EXPORT void add_light_ffi(
void *const viewer,
uint8_t type,
float colour,
float intensity,
float posX,
float posY,
float posZ,
float dirX,
float dirY,
float dirZ,
bool shadows,
void (*callback)(EntityId));
FLUTTER_PLUGIN_EXPORT void remove_light_ffi(void *const viewer, EntityId entityId);
FLUTTER_PLUGIN_EXPORT void clear_lights_ffi(void *const viewer);
FLUTTER_PLUGIN_EXPORT void load_glb_ffi(void *const sceneManager, const char *assetPath, int numInstances, void (*callback)(EntityId));
FLUTTER_PLUGIN_EXPORT void load_glb_from_buffer_ffi(void *const sceneManager, const void *const data, size_t length, int numInstances, void (*callback)(EntityId));
FLUTTER_PLUGIN_EXPORT void load_gltf_ffi(void *const sceneManager, const char *assetPath, const char *relativePath, void (*callback)(EntityId));
FLUTTER_PLUGIN_EXPORT void create_instance_ffi(void *const sceneManager, EntityId entityId, void (*callback)(EntityId));
FLUTTER_PLUGIN_EXPORT void remove_entity_ffi(void *const viewer, EntityId asset, void (*callback)());
FLUTTER_PLUGIN_EXPORT void clear_entities_ffi(void *const viewer, void (*callback)());
FLUTTER_PLUGIN_EXPORT void set_camera_ffi(void *const viewer, EntityId asset, const char *nodeName, void (*callback)(bool));
FLUTTER_PLUGIN_EXPORT void apply_weights_ffi(
void *const sceneManager,
EntityId asset,
const char *const entityName,
float *const weights,
int count);
FLUTTER_PLUGIN_EXPORT void play_animation_ffi(void *const sceneManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
FLUTTER_PLUGIN_EXPORT void set_animation_frame_ffi(void *const sceneManager, EntityId asset, int animationIndex, int animationFrame);
FLUTTER_PLUGIN_EXPORT void stop_animation_ffi(void *const sceneManager, EntityId asset, int index);
FLUTTER_PLUGIN_EXPORT void get_animation_count_ffi(void *const sceneManager, EntityId asset, void (*callback)(int));
FLUTTER_PLUGIN_EXPORT void get_animation_name_ffi(void *const sceneManager, EntityId asset, char *const outPtr, int index, void (*callback)());
FLUTTER_PLUGIN_EXPORT void get_morph_target_name_ffi(void *const sceneManager, EntityId asset, const char *meshName, char *const outPtr, int index, void (*callback)());
FLUTTER_PLUGIN_EXPORT void get_morph_target_name_count_ffi(void *const sceneManager, EntityId asset, const char *meshName, void (*callback)(int32_t));
FLUTTER_PLUGIN_EXPORT void set_morph_target_weights_ffi(void *const sceneManager,
EntityId asset,
const char *const entityName,
const float *const morphData,
int numWeights);
FLUTTER_PLUGIN_EXPORT void set_morph_animation_ffi(
void *sceneManager,
EntityId asset,
const char *const entityName,
const float *const morphData,
const int *const morphIndices,
int numMorphTargets,
int numFrames,
float frameLengthInMs,
void (*callback)(bool));
FLUTTER_PLUGIN_EXPORT void set_bone_transform_ffi(
void *sceneManager,
EntityId asset,
const char *entityName,
const float *const transform,
const char *boneName,
void (*callback)(bool));
FLUTTER_PLUGIN_EXPORT void add_bone_animation_ffi(
void *sceneManager,
EntityId asset,
const float *const frameData,
int numFrames,
const char *const boneName,
const char **const meshNames,
int numMeshTargets,
float frameLengthInMs,
bool isModelSpace);
FLUTTER_PLUGIN_EXPORT void set_post_processing_ffi(void *const viewer, bool enabled);
FLUTTER_PLUGIN_EXPORT void pick_ffi(void *const viewer, int x, int y, EntityId *entityId);
FLUTTER_PLUGIN_EXPORT void reset_to_rest_pose_ffi(void *const sceneManager, EntityId entityId);
FLUTTER_PLUGIN_EXPORT void ios_dummy_ffi();
FLUTTER_PLUGIN_EXPORT void create_geometry_ffi(void *const viewer, float *vertices, int numVertices, uint16_t *indices, int numIndices, const char *materialPath, void (*callback)(EntityId));
#ifdef __cplusplus
}
#endif
#endif // _FLUTTER_FILAMENT_FFI_API_H