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@@ -18,7 +18,6 @@ import 'dart:async';
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/// using the methods directly via FilamentApp.instance;
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///
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abstract class ThermionViewer {
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///
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///
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///
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@@ -138,33 +137,33 @@ abstract class ThermionViewer {
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///
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/// Load the glTF asset at the given path (.glb or .gltf)
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///
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/// If the file is a .gltf and [resourceUri] is not specified,
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/// all resources will be loaded relative to the URI of the file (so if
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/// [uri] is asset://assets/scene.gltf, the loader will attempt to load
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///
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/// If the file is a .gltf and [resourceUri] is not specified,
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/// all resources will be loaded relative to the URI of the file (so if
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/// [uri] is asset://assets/scene.gltf, the loader will attempt to load
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/// asset://assets/scene.bin, asset://assets/texture.png, and so on).
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///
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/// If [resourceUri] is specified, resources will be loaded relative to
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///
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/// If [resourceUri] is specified, resources will be loaded relative to
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/// that path.
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///
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///
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/// If [addToScene] is [true], all renderable entities (including lights)
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/// in the asset will be added to the scene.
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///
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/// If you want to dynamically create instances of this asset after it is
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///
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/// If you want to dynamically create instances of this asset after it is
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/// instantiated, pass [kee]
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/// Alternatively, specifying [numInstances] will pre-allocate the specified
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/// number of instances. This is more efficient than dynamically instantating at a later time.
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/// Alternatively, specifying [numInstances] will pre-allocate the specified
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/// number of instances. This is more efficient than dynamically instantating at a later time.
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/// You can then retrieve the created instances with [getInstances].
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///
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/// If [keepData] is false and [numInstances] is 1,
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/// the source glTF data will be released and [createInstance]
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///
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/// If [keepData] is false and [numInstances] is 1,
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/// the source glTF data will be released and [createInstance]
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/// will throw an exception.
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///
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///
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Future<ThermionAsset> loadGltf(String uri,
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{ bool addToScene = true,
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int numInstances = 1,
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{bool addToScene = true,
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int numInstances = 1,
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bool keepData = false,
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String? resourceUri,
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bool loadAsync = false});
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@@ -178,15 +177,15 @@ abstract class ThermionViewer {
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/// be loaded asynchronously (so expect some material/texture pop-in);
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///
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///
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Future<ThermionAsset> loadGltfFromBuffer(Uint8List data,
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{
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String? resourceUri,
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int numInstances = 1,
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bool keepData = false,
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int priority = 4,
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int layer = 0,
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bool loadResourcesAsync = false,
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});
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Future<ThermionAsset> loadGltfFromBuffer(
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Uint8List data, {
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String? resourceUri,
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int numInstances = 1,
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bool keepData = false,
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int priority = 4,
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int layer = 0,
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bool loadResourcesAsync = false,
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});
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///
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/// Destroys [asset] and all underlying resources
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@@ -216,14 +215,14 @@ abstract class ThermionViewer {
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Future setViewFrustumCulling(bool enabled);
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///
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/// Sets the viewport sizes and updates all cameras to use the new aspect ratio.
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/// Sets the viewport sizes and updates all cameras to use the new aspect ratio.
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///
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Future setViewport(int width, int height);
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///
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///
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///
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Future setLayerVisibility(VisibilityLayers layer, bool visible);
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Future setLayerVisibility(VisibilityLayers layer, bool visible);
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///
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/// Set the world space position for [lightEntity] to the given coordinates.
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@@ -270,7 +269,9 @@ abstract class ThermionViewer {
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///
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///
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Future<ThermionAsset> createGeometry(Geometry geometry,
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{List<MaterialInstance>? materialInstances, bool keepData = false, bool addToScene=true});
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{List<MaterialInstance>? materialInstances,
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bool keepData = false,
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bool addToScene = true});
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///
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/// Returns a gizmo for translating/rotating objects.
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@@ -325,9 +326,9 @@ abstract class ThermionViewer {
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///
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/// Adds the asset to the scene, meaning the asset will be rendered/visible.
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///
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///
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Future addToScene(covariant ThermionAsset asset);
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///
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/// Removes the asset from the scene, meaning the asset will not be rendered/visible.
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/// The asset itself will remain valid.
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