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cup_edit/windows/include/filament/gltfio/NodeManager.h

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/*
* Copyright (C) 2022 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef GLTFIO_NODEMANAGER_H
#define GLTFIO_NODEMANAGER_H
#include <filament/FilamentAPI.h>
#include <utils/bitset.h>
#include <utils/compiler.h>
#include <utils/CString.h>
#include <utils/EntityInstance.h>
#include <utils/FixedCapacityVector.h>
namespace utils {
class Entity;
} // namespace utils
namespace filament::gltfio {
class FNodeManager;
/**
* NodeManager is used to add annotate entities with glTF-specific information.
*
* Node components are created by gltfio and exposed to users to allow inspection.
*
* Nodes do not store the glTF hierarchy or names; see TransformManager and NameComponentManager.
*/
class UTILS_PUBLIC NodeManager {
public:
using Instance = utils::EntityInstance<NodeManager>;
using Entity = utils::Entity;
using CString = utils::CString;
using SceneMask = utils::bitset32;
static constexpr size_t MAX_SCENE_COUNT = 32;
/**
* Returns whether a particular Entity is associated with a component of this NodeManager
* @param e An Entity.
* @return true if this Entity has a component associated with this manager.
*/
bool hasComponent(Entity e) const noexcept;
/**
* Gets an Instance representing the node component associated with the given Entity.
* @param e An Entity.
* @return An Instance object, which represents the node component associated with the Entity e.
* @note Use Instance::isValid() to make sure the component exists.
* @see hasComponent()
*/
Instance getInstance(Entity e) const noexcept;
/**
* Creates a node component and associates it with the given entity.
* @param entity An Entity to associate a node component with.
*
* If this component already exists on the given entity, it is first destroyed as if
* destroy(Entity e) was called.
*
* @see destroy()
*/
void create(Entity entity);
/**
* Destroys this component from the given entity.
* @param e An entity.
*
* @see create()
*/
void destroy(Entity e) noexcept;
void setMorphTargetNames(Instance ci, utils::FixedCapacityVector<CString> names) noexcept;
const utils::FixedCapacityVector<CString>& getMorphTargetNames(Instance ci) const noexcept;
void setExtras(Instance ci, CString extras) noexcept;
const CString& getExtras(Instance ci) const noexcept;
void setSceneMembership(Instance ci, SceneMask scenes) noexcept;
SceneMask getSceneMembership(Instance ci) const noexcept;
protected:
NodeManager() noexcept = default;
~NodeManager() = default;
public:
NodeManager(NodeManager const&) = delete;
NodeManager(NodeManager&&) = delete;
NodeManager& operator=(NodeManager const&) = delete;
NodeManager& operator=(NodeManager&&) = delete;
};
} // namespace filament::gltfio
#endif // GLTFIO_NODEMANAGER_H