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ModelViewer.kt
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ModelViewer.kt
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/*
* Copyright (C) 2020 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.
*/
package com.google.android.filament.utils
import android.view.MotionEvent
import android.view.Surface
import android.view.SurfaceView
import android.view.TextureView
import com.google.android.filament.*
import com.google.android.filament.android.DisplayHelper
import com.google.android.filament.android.UiHelper
import com.google.android.filament.gltfio.*
import kotlinx.coroutines.*
import java.nio.Buffer
private const val kNearPlane = 0.05 // 5 cm
private const val kFarPlane = 1000.0 // 1 km
private const val kAperture = 16f
private const val kShutterSpeed = 1f / 125f
private const val kSensitivity = 100f
/**
* Helps render glTF models into a [SurfaceView] or [TextureView] with an orbit controller.
*
* `ModelViewer` owns a Filament engine, renderer, swapchain, view, and scene. It allows clients
* to access these objects via read-only properties. The viewer can display only one glTF scene
* at a time, which can be scaled and translated into the viewing frustum by calling
* [transformToUnitCube]. All ECS entities can be accessed and modified via the [asset] property.
*
* For GLB files, clients can call [loadModelGlb] and pass in a [Buffer] with the contents of the
* GLB file. For glTF files, clients can call [loadModelGltf] and pass in a [Buffer] with the JSON
* contents, as well as a callback for loading external resources.
*
* `ModelViewer` reduces much of the boilerplate required for simple Filament applications, but
* clients still have the responsibility of adding an [IndirectLight] and [Skybox] to the scene.
* Additionally, clients should:
*
* 1. Pass the model viewer into [SurfaceView.setOnTouchListener] or call its [onTouchEvent]
* method from your touch handler.
* 2. Call [render] and [Animator.applyAnimation] from a `Choreographer` frame callback.
*
* NOTE: if its associated SurfaceView or TextureView has become detached from its window, the
* ModelViewer becomes invalid and must be recreated.
*
* See `sample-gltf-viewer` for a usage example.
*/
class ModelViewer(val engine: Engine) : android.view.View.OnTouchListener {
var asset: FilamentAsset? = null
private set
var animator: Animator? = null
private set
@Suppress("unused")
val progress
get() = resourceLoader.asyncGetLoadProgress()
var normalizeSkinningWeights = true
var recomputeBoundingBoxes = false
var cameraFocalLength = 28f
set(value) {
field = value
updateCameraProjection()
}
val scene: Scene
val view: View
val camera: Camera
val renderer: Renderer
@Entity val light: Int
private val uiHelper: UiHelper = UiHelper(UiHelper.ContextErrorPolicy.DONT_CHECK)
private lateinit var displayHelper: DisplayHelper
private lateinit var cameraManipulator: Manipulator
private lateinit var gestureDetector: GestureDetector
private var surfaceView: SurfaceView? = null
private var textureView: TextureView? = null
private var fetchResourcesJob: Job? = null
private var swapChain: SwapChain? = null
private var assetLoader: AssetLoader
private var resourceLoader: ResourceLoader
private val readyRenderables = IntArray(128) // add up to 128 entities at a time
private val eyePos = DoubleArray(3)
private val target = DoubleArray(3)
private val upward = DoubleArray(3)
init {
renderer = engine.createRenderer()
scene = engine.createScene()
camera = engine.createCamera(engine.entityManager.create()).apply { setExposure(kAperture, kShutterSpeed, kSensitivity) }
view = engine.createView()
view.scene = scene
view.camera = camera
assetLoader = AssetLoader(engine, MaterialProvider(engine), EntityManager.get())
resourceLoader = ResourceLoader(engine, normalizeSkinningWeights, recomputeBoundingBoxes)
// Always add a direct light source since it is required for shadowing.
// We highly recommend adding an indirect light as well.
light = EntityManager.get().create()
val (r, g, b) = Colors.cct(6_500.0f)
LightManager.Builder(LightManager.Type.DIRECTIONAL)
.color(r, g, b)
.intensity(100_000.0f)
.direction(0.0f, -1.0f, 0.0f)
.castShadows(true)
.build(engine, light)
scene.addEntity(light)
}
constructor(surfaceView: SurfaceView, engine: Engine = Engine.create(), manipulator: Manipulator? = null) : this(engine) {
cameraManipulator = manipulator ?: Manipulator.Builder()
.targetPosition(kDefaultObjectPosition.x, kDefaultObjectPosition.y, kDefaultObjectPosition.z)
.viewport(surfaceView.width, surfaceView.height)
.build(Manipulator.Mode.ORBIT)
this.surfaceView = surfaceView
gestureDetector = GestureDetector(surfaceView, cameraManipulator)
displayHelper = DisplayHelper(surfaceView.context)
uiHelper.renderCallback = SurfaceCallback()
uiHelper.attachTo(surfaceView)
addDetachListener(surfaceView)
}
@Suppress("unused")
constructor(textureView: TextureView, engine: Engine = Engine.create(), manipulator: Manipulator? = null) : this(engine) {
cameraManipulator = manipulator ?: Manipulator.Builder()
.targetPosition(kDefaultObjectPosition.x, kDefaultObjectPosition.y, kDefaultObjectPosition.z)
.viewport(textureView.width, textureView.height)
.build(Manipulator.Mode.ORBIT)
this.textureView = textureView
gestureDetector = GestureDetector(textureView, cameraManipulator)
displayHelper = DisplayHelper(textureView.context)
uiHelper.renderCallback = SurfaceCallback()
uiHelper.attachTo(textureView)
addDetachListener(textureView)
}
/**
* Loads a monolithic binary glTF and populates the Filament scene.
*/
fun loadModelGlb(buffer: Buffer) {
destroyModel()
asset = assetLoader.createAssetFromBinary(buffer)
asset?.let { asset ->
resourceLoader.asyncBeginLoad(asset)
animator = asset.animator
asset.releaseSourceData()
}
}
/**
* Loads a JSON-style glTF file and populates the Filament scene.
*
* The given callback is triggered for each requested resource.
*/
fun loadModelGltf(buffer: Buffer, callback: (String) -> Buffer?) {
destroyModel()
asset = assetLoader.createAssetFromJson(buffer)
asset?.let { asset ->
for (uri in asset.resourceUris) {
val resourceBuffer = callback(uri)
if (resourceBuffer == null) {
this.asset = null
return
}
resourceLoader.addResourceData(uri, resourceBuffer)
}
resourceLoader.asyncBeginLoad(asset)
animator = asset.animator
asset.releaseSourceData()
}
}
/**
* Loads a JSON-style glTF file and populates the Filament scene.
*
* The given callback is triggered from a worker thread for each requested resource.
*/
fun loadModelGltfAsync(buffer: Buffer, callback: (String) -> Buffer) {
destroyModel()
asset = assetLoader.createAssetFromJson(buffer)
fetchResourcesJob = CoroutineScope(Dispatchers.IO).launch {
fetchResources(asset!!, callback)
}
}
/**
* Sets up a root transform on the current model to make it fit into a unit cube.
*
* @param centerPoint Coordinate of center point of unit cube, defaults to < 0, 0, -4 >
*/
fun transformToUnitCube(centerPoint: Float3 = kDefaultObjectPosition) {
asset?.let { asset ->
val tm = engine.transformManager
var center = asset.boundingBox.center.let { v-> Float3(v[0], v[1], v[2]) }
val halfExtent = asset.boundingBox.halfExtent.let { v-> Float3(v[0], v[1], v[2]) }
val maxExtent = 2.0f * max(halfExtent)
val scaleFactor = 2.0f / maxExtent
center -= centerPoint / scaleFactor
val transform = scale(Float3(scaleFactor)) * translation(-center)
tm.setTransform(tm.getInstance(asset.root), transpose(transform).toFloatArray())
}
}
/**
* Removes the transformation that was set up via transformToUnitCube.
*/
fun clearRootTransform() {
asset?.let {
val tm = engine.transformManager
tm.setTransform(tm.getInstance(it.root), Mat4().toFloatArray())
}
}
/**
* Frees all entities associated with the most recently-loaded model.
*/
fun destroyModel() {
fetchResourcesJob?.cancel()
resourceLoader.asyncCancelLoad()
resourceLoader.evictResourceData()
asset?.let { asset ->
this.scene.removeEntities(asset.entities)
assetLoader.destroyAsset(asset)
this.asset = null
this.animator = null
}
}
/**
* Renders the model and updates the Filament camera.
*
* @param frameTimeNanos time in nanoseconds when the frame started being rendered,
* typically comes from {@link android.view.Choreographer.FrameCallback}
*/
fun render(frameTimeNanos: Long) {
if (!uiHelper.isReadyToRender) {
return
}
// Allow the resource loader to finalize textures that have become ready.
resourceLoader.asyncUpdateLoad()
// Add renderable entities to the scene as they become ready.
asset?.let { populateScene(it) }
// Extract the camera basis from the helper and push it to the Filament camera.
cameraManipulator.getLookAt(eyePos, target, upward)
camera.lookAt(
eyePos[0], eyePos[1], eyePos[2],
target[0], target[1], target[2],
upward[0], upward[1], upward[2])
// Render the scene, unless the renderer wants to skip the frame.
if (renderer.beginFrame(swapChain!!, frameTimeNanos)) {
renderer.render(view)
renderer.endFrame()
}
}
private fun populateScene(asset: FilamentAsset) {
val rcm = engine.renderableManager
var count = 0
val popRenderables = {count = asset.popRenderables(readyRenderables); count != 0}
while (popRenderables()) {
for (i in 0..count-1) {
val ri = rcm.getInstance(readyRenderables[i])
rcm.setScreenSpaceContactShadows(ri, true)
}
scene.addEntities(readyRenderables.take(count).toIntArray())
}
scene.addEntities(asset.lightEntities)
}
private fun addDetachListener(view: android.view.View) {
view.addOnAttachStateChangeListener(object : android.view.View.OnAttachStateChangeListener {
override fun onViewAttachedToWindow(v: android.view.View?) {}
override fun onViewDetachedFromWindow(v: android.view.View?) {
uiHelper.detach()
destroyModel()
assetLoader.destroy()
resourceLoader.destroy()
engine.destroyEntity(light)
engine.destroyRenderer(renderer)
engine.destroyView(this@ModelViewer.view)
engine.destroyScene(scene)
engine.destroyCameraComponent(camera.entity)
EntityManager.get().destroy(camera.entity)
EntityManager.get().destroy(light)
engine.destroy()
}
})
}
/**
* Handles a [MotionEvent] to enable one-finger orbit, two-finger pan, and pinch-to-zoom.
*/
fun onTouchEvent(event: MotionEvent) {
gestureDetector.onTouchEvent(event)
}
@SuppressWarnings("ClickableViewAccessibility")
override fun onTouch(view: android.view.View, event: MotionEvent): Boolean {
onTouchEvent(event)
return true
}
private suspend fun fetchResources(asset: FilamentAsset, callback: (String) -> Buffer) {
val items = HashMap<String, Buffer>()
val resourceUris = asset.resourceUris
for (resourceUri in resourceUris) {
items[resourceUri] = callback(resourceUri)
}
withContext(Dispatchers.Main) {
for ((uri, buffer) in items) {
resourceLoader.addResourceData(uri, buffer)
}
resourceLoader.asyncBeginLoad(asset)
animator = asset.animator
asset.releaseSourceData()
}
}
private fun updateCameraProjection() {
val width = view.viewport.width
val height = view.viewport.height
val aspect = width.toDouble() / height.toDouble()
camera.setLensProjection(cameraFocalLength.toDouble(), aspect, kNearPlane, kFarPlane)
}
inner class SurfaceCallback : UiHelper.RendererCallback {
override fun onNativeWindowChanged(surface: Surface) {
swapChain?.let { engine.destroySwapChain(it) }
swapChain = engine.createSwapChain(surface)
surfaceView?.let { displayHelper.attach(renderer, it.display) }
textureView?.let { displayHelper.attach(renderer, it.display) }
}
override fun onDetachedFromSurface() {
displayHelper.detach()
swapChain?.let {
engine.destroySwapChain(it)
engine.flushAndWait()
swapChain = null
}
}
override fun onResized(width: Int, height: Int) {
view.viewport = Viewport(0, 0, width, height)
cameraManipulator.setViewport(width, height)
updateCameraProjection()
}
}
companion object {
private val kDefaultObjectPosition = Float3(0.0f, 0.0f, -4.0f)
}
}