more documentation for FilamentController
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@@ -45,7 +45,8 @@ abstract class FilamentController {
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void setPixelRatio(double ratio);
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///
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/// Destroys the viewer and all backing textures. You can leave the FilamentWidget in the hierarchy after this is called, but
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/// Destroys the viewer and all backing textures. You can leave the FilamentWidget in the hierarchy after this is called, but you will need to manually call [createViewer] to
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///
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Future destroy();
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///
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@@ -59,9 +60,10 @@ abstract class FilamentController {
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Future destroyTexture();
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///
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/// You can insert a Filament viewport into the Flutter rendering hierarchy as follows:
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/// Called by [FilamentWidget]; you generally will not need to call this yourself.
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/// To recap, you can create a viewport is created in the Flutter rendering hierarchy by:
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/// 1) Create a FilamentController
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/// 2) Insert a FilamentWidget into the rendering tree, passing this instance of FilamentController
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/// 2) Insert a FilamentWidget into the rendering tree, passing your FilamentController
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/// 3) Initially, the FilamentWidget will only contain an empty Container (by default, with a solid red background).
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/// This widget will render a single frame to get its actual size, then will itself call [createViewer]. You do not need to call [createViewer] yourself.
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/// This will dispatch a request to the native platform to create a hardware texture (Metal on iOS, OpenGL on Linux, GLES on Android and Windows) and a FilamentViewer (the main interface for manipulating the 3D scene) .
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@@ -70,26 +72,68 @@ abstract class FilamentController {
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/// If you need to wait until a FilamentViewer has been created, [await] the [isReadyForScene] Future.
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///
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Future createViewer(int width, int height);
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///
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/// Resize the viewport & backing texture.
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/// This is called by FilamentWidget; you shouldn't need to invoke this manually.
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///
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Future resize(int width, int height, {double scaleFactor = 1.0});
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Future clearBackgroundImage();
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///
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/// Set the background image to [path] (which should have a file extension .png, .jpg, or .ktx).
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/// This will be rendered at the maximum depth (i.e. behind all other objects including the skybox).
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/// If [fillHeight] is false, the image will be rendered at its original size. Note this may cause issues with pixel density so be sure to specify the correct resolution
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/// If [fillHeight] is true, the image will be stretched/compressed to fit the height of the viewport.
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///
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Future setBackgroundImage(String path, {bool fillHeight = false});
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Future setBackgroundColor(Color color);
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///
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/// Moves the background image to the relative offset from the origin (bottom-left) specified by [x] and [y].
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/// If [clamp] is true, the image cannot be positioned outside the bounds of the viewport.
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///
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Future setBackgroundImagePosition(double x, double y, {bool clamp = false});
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///
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/// Removes the background image.
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///
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Future clearBackgroundImage();
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///
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/// Sets the color for the background plane (positioned at the maximum depth, i.e. behind all other objects including the skybox).
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///
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Future setBackgroundColor(Color color);
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///
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/// Load a skybox from [skyboxPath] (which must be a .ktx file)
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///
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Future loadSkybox(String skyboxPath);
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Future loadIbl(String lightingPath, {double intensity = 30000});
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///
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/// Removes the skybox from the scene.
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///
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Future removeSkybox();
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///
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/// Loads an image-based light from the specified path at the given intensity.
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/// Only one IBL can be active at any given time; if an IBL has already been loaded, it will be replaced.
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///
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Future loadIbl(String lightingPath, {double intensity = 30000});
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///
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/// Removes the image-based light from the scene.
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///
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Future removeIbl();
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// copied from LightManager.h
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// enum class Type : uint8_t {
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// SUN, //!< Directional light that also draws a sun's disk in the sky.
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// DIRECTIONAL, //!< Directional light, emits light in a given direction.
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// POINT, //!< Point light, emits light from a position, in all directions.
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// FOCUSED_SPOT, //!< Physically correct spot light.
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// SPOT, //!< Spot light with coupling of outer cone and illumination disabled.
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// };
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///
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/// Adds a dynamic light to the scene.
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/// copied from filament LightManager.h
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/// enum class Type : uint8_t {
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/// SUN, //!< Directional light that also draws a sun's disk in the sky.
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/// DIRECTIONAL, //!< Directional light, emits light in a given direction.
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/// POINT, //!< Point light, emits light from a position, in all directions.
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/// FOCUSED_SPOT, //!< Physically correct spot light.
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/// SPOT, //!< Spot light with coupling of outer cone and illumination disabled.
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/// };
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Future<FilamentEntity> addLight(
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int type,
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double colour,
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@@ -147,17 +191,18 @@ abstract class FilamentController {
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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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FilamentEntity entity, String meshName, List<double> weights);
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Future<List<String>> getMorphTargetNames(
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FilamentEntity asset, String meshName);
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FilamentEntity entity, String meshName);
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Future<List<String>> getAnimationNames(FilamentEntity asset);
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Future<List<String>> getAnimationNames(FilamentEntity entity);
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///
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/// Returns the length (in seconds) of the animation at the given index.
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///
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Future<double> getAnimationDuration(FilamentEntity asset, int animationIndex);
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Future<double> getAnimationDuration(
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FilamentEntity entity, int animationIndex);
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///
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/// Create/start a dynamic morph target animation for [asset].
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@@ -166,7 +211,7 @@ abstract class FilamentController {
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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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///
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Future setMorphAnimationData(
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FilamentEntity asset, MorphAnimationData animation);
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FilamentEntity entity, MorphAnimationData animation);
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///
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/// Animates morph target weights/bone transforms (where each frame requires a duration of [frameLengthInMs].
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@@ -174,13 +219,13 @@ abstract class FilamentController {
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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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/// 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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Future setBoneAnimation(FilamentEntity entity, 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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Future removeAsset(FilamentEntity entity);
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///
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/// Removes/destroys all renderable entities from the scene (including cameras).
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@@ -206,18 +251,19 @@ abstract class FilamentController {
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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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Future playAnimation(FilamentEntity entity, int index,
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{bool loop = false,
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bool reverse = false,
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bool replaceActive = true,
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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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Future setAnimationFrame(
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FilamentEntity entity, int index, int animationFrame);
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Future stopAnimation(FilamentEntity entity, 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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Future setCamera(FilamentEntity entity, String? name);
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///
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/// Sets the tone mapping (requires postprocessing).
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@@ -235,7 +281,7 @@ abstract class FilamentController {
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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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Future moveCameraToAsset(FilamentEntity entity);
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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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@@ -247,27 +293,39 @@ abstract class FilamentController {
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Future setCameraModelMatrix(List<double> matrix);
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Future setMaterialColor(
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FilamentEntity asset, String meshName, int materialIndex, Color color);
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FilamentEntity entity, 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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Future transformToUnitCube(FilamentEntity entity);
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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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Future setPosition(FilamentEntity entity, 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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///
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/// Sets the scale for the given entity.
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///
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Future setScale(FilamentEntity entity, 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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FilamentEntity entity, double rads, double x, double y, double z);
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///
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/// Reveal the node [meshName] under [entity]. Only applicable if [hide] had previously been called; this is a no-op otherwise.
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///
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Future reveal(FilamentEntity entity, String meshName);
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///
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/// Hide the node [meshName] under [entity]. The node is still loaded, but is no longer being rendered into the scene. Call [reveal] to re-commence rendering.
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///
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Future hide(FilamentEntity entity, 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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