add Material.compile and Engine.flush java bindings (#7348)
* Add Material.compile() Java binding. * Add Engine.flush() java binding * Add Scene.forEach java binding update the Android gltf-viewer sample to precompile all variants of all materials in the scene, similarly to the desktop sample.
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@@ -98,3 +98,22 @@ Java_com_google_android_filament_Scene_nHasEntity(JNIEnv *env, jclass type, jlon
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Entity entity = Entity::import(entityId);
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return (jboolean) scene->hasEntity(entity);
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}
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extern "C"
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JNIEXPORT jboolean JNICALL
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Java_com_google_android_filament_Scene_nGetEntities(JNIEnv *env, jclass ,
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jlong nativeScene, jintArray outArray, jint length) {
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Scene const* const scene = (Scene*) nativeScene;
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if (length < scene->getEntityCount()) {
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// should not happen because we already checked on the java side
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return JNI_FALSE;
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}
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jint *out = (jint *) env->GetIntArrayElements(outArray, nullptr);
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scene->forEach([out, length, i = 0](Entity entity)mutable {
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if (i < length) { // this is just paranoia here
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out[i++] = (jint) entity.getId();
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}
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});
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env->ReleaseIntArrayElements(outArray, (jint*) out, JNI_ABORT);
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return JNI_TRUE;
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}
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