more documentation for FilamentController

This commit is contained in:
Nick Fisher
2023-10-13 10:14:43 +08:00
parent 8358c0b236
commit d655672587

View File

@@ -45,7 +45,8 @@ abstract class FilamentController {
void setPixelRatio(double ratio);
///
/// Destroys the viewer and all backing textures. You can leave the FilamentWidget in the hierarchy after this is called, but
/// 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
///
Future destroy();
///
@@ -59,9 +60,10 @@ abstract class FilamentController {
Future destroyTexture();
///
/// You can insert a Filament viewport into the Flutter rendering hierarchy as follows:
/// Called by [FilamentWidget]; you generally will not need to call this yourself.
/// To recap, you can create a viewport is created in the Flutter rendering hierarchy by:
/// 1) Create a FilamentController
/// 2) Insert a FilamentWidget into the rendering tree, passing this instance of FilamentController
/// 2) Insert a FilamentWidget into the rendering tree, passing your FilamentController
/// 3) Initially, the FilamentWidget will only contain an empty Container (by default, with a solid red background).
/// 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.
/// 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) .
@@ -70,26 +72,68 @@ abstract class FilamentController {
/// If you need to wait until a FilamentViewer has been created, [await] the [isReadyForScene] Future.
///
Future createViewer(int width, int height);
///
/// Resize the viewport & backing texture.
/// This is called by FilamentWidget; you shouldn't need to invoke this manually.
///
Future resize(int width, int height, {double scaleFactor = 1.0});
Future clearBackgroundImage();
///
/// Set the background image to [path] (which should have a file extension .png, .jpg, or .ktx).
/// This will be rendered at the maximum depth (i.e. behind all other objects including the skybox).
/// 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
/// If [fillHeight] is true, the image will be stretched/compressed to fit the height of the viewport.
///
Future setBackgroundImage(String path, {bool fillHeight = false});
Future setBackgroundColor(Color color);
///
/// Moves the background image to the relative offset from the origin (bottom-left) specified by [x] and [y].
/// If [clamp] is true, the image cannot be positioned outside the bounds of the viewport.
///
Future setBackgroundImagePosition(double x, double y, {bool clamp = false});
///
/// Removes the background image.
///
Future clearBackgroundImage();
///
/// Sets the color for the background plane (positioned at the maximum depth, i.e. behind all other objects including the skybox).
///
Future setBackgroundColor(Color color);
///
/// Load a skybox from [skyboxPath] (which must be a .ktx file)
///
Future loadSkybox(String skyboxPath);
Future loadIbl(String lightingPath, {double intensity = 30000});
///
/// Removes the skybox from the scene.
///
Future removeSkybox();
///
/// Loads an image-based light from the specified path at the given intensity.
/// Only one IBL can be active at any given time; if an IBL has already been loaded, it will be replaced.
///
Future loadIbl(String lightingPath, {double intensity = 30000});
///
/// Removes the image-based light from the scene.
///
Future removeIbl();
// copied from LightManager.h
// enum class Type : uint8_t {
// SUN, //!< Directional light that also draws a sun's disk in the sky.
// DIRECTIONAL, //!< Directional light, emits light in a given direction.
// POINT, //!< Point light, emits light from a position, in all directions.
// FOCUSED_SPOT, //!< Physically correct spot light.
// SPOT, //!< Spot light with coupling of outer cone and illumination disabled.
// };
///
/// Adds a dynamic light to the scene.
/// copied from filament LightManager.h
/// enum class Type : uint8_t {
/// SUN, //!< Directional light that also draws a sun's disk in the sky.
/// DIRECTIONAL, //!< Directional light, emits light in a given direction.
/// POINT, //!< Point light, emits light from a position, in all directions.
/// FOCUSED_SPOT, //!< Physically correct spot light.
/// SPOT, //!< Spot light with coupling of outer cone and illumination disabled.
/// };
Future<FilamentEntity> addLight(
int type,
double colour,
@@ -147,17 +191,18 @@ abstract class FilamentController {
/// Set the weights for all morph targets under node [meshName] in [asset] to [weights].
///
Future setMorphTargetWeights(
FilamentEntity asset, String meshName, List<double> weights);
FilamentEntity entity, String meshName, List<double> weights);
Future<List<String>> getMorphTargetNames(
FilamentEntity asset, String meshName);
FilamentEntity entity, String meshName);
Future<List<String>> getAnimationNames(FilamentEntity asset);
Future<List<String>> getAnimationNames(FilamentEntity entity);
///
/// Returns the length (in seconds) of the animation at the given index.
///
Future<double> getAnimationDuration(FilamentEntity asset, int animationIndex);
Future<double> getAnimationDuration(
FilamentEntity entity, int animationIndex);
///
/// Create/start a dynamic morph target animation for [asset].
@@ -166,7 +211,7 @@ abstract class FilamentController {
/// 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.
///
Future setMorphAnimationData(
FilamentEntity asset, MorphAnimationData animation);
FilamentEntity entity, MorphAnimationData animation);
///
/// Animates morph target weights/bone transforms (where each frame requires a duration of [frameLengthInMs].
@@ -174,13 +219,13 @@ abstract class FilamentController {
/// 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.
/// for now we only allow animating a single bone (though multiple skinned targets are supported)
///
Future setBoneAnimation(FilamentEntity asset, BoneAnimationData animation);
Future setBoneAnimation(FilamentEntity entity, BoneAnimationData animation);
///
/// Removes/destroys the specified entity from the scene.
/// [asset] will no longer be a valid handle after this method is called; ensure you immediately discard all references once this method is complete.
///
Future removeAsset(FilamentEntity asset);
Future removeAsset(FilamentEntity entity);
///
/// Removes/destroys all renderable entities from the scene (including cameras).
@@ -206,18 +251,19 @@ abstract class FilamentController {
///
/// Schedules the glTF animation at [index] in [asset] to start playing on the next frame.
///
Future playAnimation(FilamentEntity asset, int index,
Future playAnimation(FilamentEntity entity, int index,
{bool loop = false,
bool reverse = false,
bool replaceActive = true,
double crossfade = 0.0});
Future setAnimationFrame(FilamentEntity asset, int index, int animationFrame);
Future stopAnimation(FilamentEntity asset, int animationIndex);
Future setAnimationFrame(
FilamentEntity entity, int index, int animationFrame);
Future stopAnimation(FilamentEntity entity, int animationIndex);
///
/// Sets the current scene camera to the glTF camera under [name] in [asset].
///
Future setCamera(FilamentEntity asset, String? name);
Future setCamera(FilamentEntity entity, String? name);
///
/// Sets the tone mapping (requires postprocessing).
@@ -235,7 +281,7 @@ abstract class FilamentController {
///
/// Repositions the camera to the last vertex of the bounding box of [asset], looking at the penultimate vertex.
///
Future moveCameraToAsset(FilamentEntity asset);
Future moveCameraToAsset(FilamentEntity entity);
///
/// 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.
@@ -247,27 +293,39 @@ abstract class FilamentController {
Future setCameraModelMatrix(List<double> matrix);
Future setMaterialColor(
FilamentEntity asset, String meshName, int materialIndex, Color color);
FilamentEntity entity, String meshName, int materialIndex, Color color);
///
/// Scales [asset] up/down so it fits within a unit cube.
///
Future transformToUnitCube(FilamentEntity asset);
Future transformToUnitCube(FilamentEntity entity);
///
/// Sets the world space position for [asset] to the given coordinates.
///
Future setPosition(FilamentEntity asset, double x, double y, double z);
Future setPosition(FilamentEntity entity, double x, double y, double z);
///
/// Enable/disable postprocessing.
///
Future setPostProcessing(bool enabled);
Future setScale(FilamentEntity asset, double scale);
///
/// Sets the scale for the given entity.
///
Future setScale(FilamentEntity entity, double scale);
Future setRotation(
FilamentEntity asset, double rads, double x, double y, double z);
Future hide(FilamentEntity asset, String meshName);
Future reveal(FilamentEntity asset, String meshName);
FilamentEntity entity, double rads, double x, double y, double z);
///
/// Reveal the node [meshName] under [entity]. Only applicable if [hide] had previously been called; this is a no-op otherwise.
///
Future reveal(FilamentEntity entity, String meshName);
///
/// 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.
///
Future hide(FilamentEntity entity, String meshName);
///
/// Used to select the entity in the scene at the given viewport coordinates.