feature!:
This is a breaking change needed to fully implement instancing and stencil highlighting.
Previously, users would work directly with entities (on the Dart side, ThermionEntity), e.g.
final entity = await viewer.loadGlb("some.glb");
However, Filament "entities" are a lower-level abstraction.
Loading a glTF file, for example, inserts multiple entities into the scene.
For example, each mesh, light, and camera within a glTF asset will be assigned an entity. A top-level (non-renderable) entity will also be created for the glTF asset, which can be used to transform the entire hierarchy.
"Asset" is a better representation for loading/inserting objects into the scene; think of this as a bundle of entities.
Unless you need to work directly with transforms, instancing, materials and renderables, you can work directly with ThermionAsset.
This commit is contained in:
66
thermion_dart/native/include/c_api/TSceneManager.h
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66
thermion_dart/native/include/c_api/TSceneManager.h
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#pragma once
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#include "APIBoundaryTypes.h"
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#include "ResourceBuffer.hpp"
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#include "MathUtils.hpp"
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#include "TCamera.h"
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#include "TMaterialInstance.h"
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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EMSCRIPTEN_KEEPALIVE TGizmo *SceneManager_createGizmo(TSceneManager *tSceneManager, TView *tView, TScene *tScene);
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_createGeometry(
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TSceneManager *sceneManager,
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float *vertices,
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int numVertices,
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float *normals,
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int numNormals,
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float *uvs,
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int numUvs,
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uint16_t *indices,
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int numIndices,
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int primitiveType,
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TMaterialInstance **materialInstances,
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int materialInstanceCount,
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bool keepData);
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EMSCRIPTEN_KEEPALIVE TMaterialProvider *SceneManager_getUbershaderMaterialProvider(TSceneManager *sceneManager);
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EMSCRIPTEN_KEEPALIVE TMaterialProvider *SceneManager_getUnlitMaterialProvider(TSceneManager *sceneManager);
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EMSCRIPTEN_KEEPALIVE TMaterialInstance *SceneManager_createUnlitMaterialInstance(TSceneManager *sceneManager);
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EMSCRIPTEN_KEEPALIVE TMaterialInstance *SceneManager_createUnlitFixedSizeMaterialInstance(TSceneManager *sceneManager);
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EMSCRIPTEN_KEEPALIVE void SceneManager_queueTransformUpdates(TSceneManager *sceneManager, EntityId *entities, const double *const transforms, int numEntities);
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EMSCRIPTEN_KEEPALIVE TCamera *SceneManager_findCameraByName(TSceneManager *tSceneManager, EntityId entity, const char *name);
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EMSCRIPTEN_KEEPALIVE void SceneManager_setVisibilityLayer(TSceneManager *tSceneManager, EntityId entity, int layer);
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EMSCRIPTEN_KEEPALIVE TScene *SceneManager_getScene(TSceneManager *tSceneManager);
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EMSCRIPTEN_KEEPALIVE TCamera *SceneManager_createCamera(TSceneManager *sceneManager);
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EMSCRIPTEN_KEEPALIVE void SceneManager_destroyCamera(TSceneManager *sceneManager, TCamera *camera);
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EMSCRIPTEN_KEEPALIVE size_t SceneManager_getCameraCount(TSceneManager *sceneManager);
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EMSCRIPTEN_KEEPALIVE TCamera *SceneManager_getCameraAt(TSceneManager *sceneManager, size_t index);
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EMSCRIPTEN_KEEPALIVE void SceneManager_destroyMaterialInstance(TSceneManager *sceneManager, TMaterialInstance *instance);
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EMSCRIPTEN_KEEPALIVE Aabb3 SceneManager_getRenderableBoundingBox(TSceneManager *tSceneManager, EntityId entity);
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EMSCRIPTEN_KEEPALIVE int SceneManager_addToScene(TSceneManager *tSceneManager, EntityId entity);
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EMSCRIPTEN_KEEPALIVE int SceneManager_removeFromScene(TSceneManager *tSceneManager, EntityId entity);
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EMSCRIPTEN_KEEPALIVE void SceneManager_transformToUnitCube(TSceneManager *sceneManager, EntityId asset);
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_loadGlbFromBuffer(TSceneManager *tSceneManager, const uint8_t *const, size_t length, bool keepData, int priority, int layer, bool loadResourcesAsync);
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_loadGlb(TSceneManager *sceneManager, const char *assetPath, int numInstances, bool keepData);
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneManager_loadGltf(TSceneManager *sceneManager, const char *assetPath, const char *relativePath, bool keepData);
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EMSCRIPTEN_KEEPALIVE TAnimationManager *SceneManager_getAnimationManager(TSceneManager *tSceneManager);
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EMSCRIPTEN_KEEPALIVE void *SceneManager_destroyAll(TSceneManager *tSceneManager);
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EMSCRIPTEN_KEEPALIVE void *SceneManager_destroyAsset(TSceneManager *tSceneManager, TSceneAsset *sceneAsset);
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EMSCRIPTEN_KEEPALIVE TNameComponentManager *SceneManager_getNameComponentManager(TSceneManager *tSceneManager);
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EMSCRIPTEN_KEEPALIVE size_t SceneManager_getOverlayEntityCount(TSceneManager *tSceneManager);
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EMSCRIPTEN_KEEPALIVE EntityId SceneManager_getOverlayEntityAt(TSceneManager *tSceneManager, size_t index);
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#ifdef __cplusplus
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}
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#endif
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