implement picker/getNameForEntity
This commit is contained in:
@@ -1,11 +1,8 @@
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import 'dart:async';
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import 'dart:ffi';
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import 'dart:io';
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import 'dart:ui' as ui;
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import 'package:flutter/services.dart';
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import 'package:polyvox_filament/animations/bone_animation_data.dart';
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import 'package:polyvox_filament/animations/morph_animation_data.dart';
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import 'package:polyvox_filament/generated_bindings.dart';
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typedef FilamentEntity = int;
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const FilamentEntity FILAMENT_ASSET_ERROR = 0;
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@@ -18,9 +15,34 @@ abstract class FilamentController {
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Stream<int?> get textureId;
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Future get isReadyForScene;
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///
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/// The result(s) of calling [pick] (see below).
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/// This may be a broadcast stream, so you should ensure you have subscribed to this stream before calling [pick].
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/// If [pick] is called without an active subscription to this stream, the results will be silently discarded.
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///
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Stream<FilamentEntity?> get pickResult;
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///
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/// Set to true to continuously render the scene at the framerate specified by [setFrameRate] (60 fps by default).
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///
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Future setRendering(bool render);
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///
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/// Render a single frame.
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///
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Future render();
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///
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/// Sets the framerate for continuous rendering when [setRendering] is enabled.
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///
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Future setFrameRate(int framerate);
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///
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/// Called by FilamentGestureDetector to set the pixel ratio (obtained from [MediaQuery]) before creating the texture/viewport.
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/// You may call this yourself if you want to increase/decrease the pixel density of the viewport, but calling this method won't do anything on its own.
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/// You will need to manually recreate the texture/viewer afterwards.
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///
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void setPixelRatio(double ratio);
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///
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@@ -80,24 +102,51 @@ abstract class FilamentController {
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double dirY,
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double dirZ,
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bool castShadows);
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Future removeLight(FilamentEntity light);
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///
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/// Remove all lights (excluding IBL) from the scene.
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///
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Future clearLights();
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Future<FilamentEntity> loadGlb(String path, {bool unlit = false});
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Future<FilamentEntity> loadGltf(String path, String relativeResourcePath);
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future panStart(double x, double y);
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future panUpdate(double x, double y);
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future panEnd();
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future rotateStart(double x, double y);
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future rotateUpdate(double x, double y);
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future rotateEnd();
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///
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/// Set the weights for all morph targets under node [meshName] in [asset] to [weights].
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///
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Future setMorphTargetWeights(
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FilamentEntity asset, String meshName, List<double> weights);
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@@ -112,6 +161,7 @@ abstract class FilamentController {
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Future<double> getAnimationDuration(FilamentEntity asset, int animationIndex);
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///
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/// Create/start a dynamic morph target animation for [asset].
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/// Animates morph target weights/bone transforms (where each frame requires a duration of [frameLengthInMs].
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/// [morphWeights] is a list of doubles in frame-major format.
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/// Each frame is [numWeights] in length, and each entry is the weight to be applied to the morph target located at that index in the mesh primitive at that frame.
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@@ -126,11 +176,37 @@ abstract class FilamentController {
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/// for now we only allow animating a single bone (though multiple skinned targets are supported)
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///
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Future setBoneAnimation(FilamentEntity asset, BoneAnimationData animation);
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///
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/// Removes/destroys the specified entity from the scene.
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/// [asset] will no longer be a valid handle after this method is called; ensure you immediately discard all references once this method is complete.
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///
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Future removeAsset(FilamentEntity asset);
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///
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/// Removes/destroys all renderable entities from the scene (including cameras).
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/// All [FilamentEntity] handles will no longer be valid after this method is called; ensure you immediately discard all references to all entities once this method is complete.
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///
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Future clearAssets();
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future zoomBegin();
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future zoomUpdate(double z);
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future zoomEnd();
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///
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/// Schedules the glTF animation at [index] in [asset] to start playing on the next frame.
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///
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Future playAnimation(FilamentEntity asset, int index,
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{bool loop = false,
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bool reverse = false,
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@@ -138,13 +214,33 @@ abstract class FilamentController {
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double crossfade = 0.0});
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Future setAnimationFrame(FilamentEntity asset, int index, int animationFrame);
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Future stopAnimation(FilamentEntity asset, int animationIndex);
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///
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/// Sets the current scene camera to the glTF camera under [name] in [asset].
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///
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Future setCamera(FilamentEntity asset, String? name);
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///
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/// Sets the tone mapping (requires postprocessing).
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///
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Future setToneMapping(ToneMapper mapper);
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///
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/// Sets the strength of the bloom.
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///
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Future setBloom(double bloom);
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Future setCameraFocalLength(double focalLength);
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Future setCameraFocusDistance(double focusDistance);
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Future setCameraPosition(double x, double y, double z);
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///
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/// Repositions the camera to the last vertex of the bounding box of [asset], looking at the penultimate vertex.
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///
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Future moveCameraToAsset(FilamentEntity asset);
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///
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/// Enables/disables frustum culling. Currently we don't expose a method for manipulating the camera projection/culling matrices so this is your only option to deal with unwanted near/far clipping.
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///
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Future setViewFrustumCulling(bool enabled);
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Future setCameraExposure(
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double aperture, double shutterSpeed, double sensitivity);
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@@ -153,12 +249,32 @@ abstract class FilamentController {
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Future setMaterialColor(
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FilamentEntity asset, String meshName, int materialIndex, Color color);
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///
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/// Scales [asset] up/down so it fits within a unit cube.
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///
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Future transformToUnitCube(FilamentEntity asset);
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///
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/// Sets the world space position for [asset] to the given coordinates.
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///
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Future setPosition(FilamentEntity asset, double x, double y, double z);
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///
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/// Enable/disable postprocessing.
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///
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Future setPostProcessing(bool enabled);
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Future setScale(FilamentEntity asset, double scale);
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Future setRotation(
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FilamentEntity asset, double rads, double x, double y, double z);
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Future hide(FilamentEntity asset, String meshName);
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Future reveal(FilamentEntity asset, String meshName);
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///
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/// Used to select the entity in the scene at the given viewport coordinates.
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/// Called by `FilamentGestureDetector` on a mouse/finger down event. You probably don't want to call this yourself.
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/// This is asynchronous and will require 2-3 frames to complete - subscribe to the [pickResult] stream to receive the results of this method.
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/// [x] and [y] must be in local logical coordinates (i.e. where 0,0 is at top-left of the FilamentWidget).
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///
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void pick(int x, int y);
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}
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