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Updated Servo2D to LRE v0.22.0
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29 changed files with 791 additions and 174 deletions
74
support/magicleap/Servo2D/code/inc.gen/PrismSceneManager.h
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74
support/magicleap/Servo2D/code/inc.gen/PrismSceneManager.h
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// -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING --
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//
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// THE CONTENTS OF THIS FILE IS GENERATED BY CODE AND
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// ANY MODIFICATIONS WILL BE OVERWRITTEN
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//
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// -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING -- WARNING --
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// %BANNER_BEGIN%
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// ---------------------------------------------------------------------
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// %COPYRIGHT_BEGIN%
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//
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// Copyright (c) 2018 Magic Leap, Inc. All Rights Reserved.
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// Use of this file is governed by the Creator Agreement, located
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// here: https://id.magicleap.com/creator-terms
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//
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// %COPYRIGHT_END%
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// ---------------------------------------------------------------------
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// %BANNER_END%
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// %SRC_VERSION%: 1
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#pragma once
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#include <lumin/Prism.h>
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#include <lumin/node/Node.h>
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#include <SceneDescriptor.h>
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#include <SpawnedSceneBase.h>
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#include <SpawnedSceneUserData.h>
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#include <scenes.h>
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class PrismSceneManager {
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public:
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typedef std::function<SpawnedSceneUserData*(SpawnedSceneBase&)> (*CreateSpawnedSceneUserData);
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static void setUserDataCreator(const SceneDescriptor & sceneDescriptor, CreateSpawnedSceneUserData createSpawnedSceneUserData);
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public:
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PrismSceneManager(lumin::Prism* prism);
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enum class SceneState {
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Unloaded,
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ResourceModelLoaded,
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ResourceAndObjectModelLoaded,
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};
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void setSceneState(const SceneDescriptor & sceneDescriptor, SceneState sceneState);
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SceneState getSceneState(const SceneDescriptor & sceneDescriptor, SceneState sceneState) const;
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SpawnedSceneBase* spawnScene(const SceneDescriptor & sceneDescriptor);
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lumin::Node* spawn(const SceneDescriptor & sceneDescriptor);
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private:
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typedef SpawnedSceneBase* (*CreateSpawnedScene)(const SceneDescriptor& sceneDescriptor, lumin::Node* root);
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static const CreateSpawnedScene createSpawnedScene[scenes::numberOfExternalScenes];
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typedef SpawnedSceneHandlers* (*CreateSpawnedSceneHandlers)(SpawnedSceneBase& spawnedScene);
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static const CreateSpawnedSceneHandlers createSpawnedSceneHandlers[scenes::numberOfExternalScenes];
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static CreateSpawnedSceneUserData createSpawnedSceneUserData[scenes::numberOfExternalScenes];
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private:
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lumin::Node* createNodeTree(const SceneDescriptor & sceneDescriptor);
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private:
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lumin::Prism* prism_;
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SceneState sceneStates_[scenes::numberOfExternalScenes];
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std::string objectModelNames_[scenes::numberOfExternalScenes];
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};
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