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:
@@ -1,7 +1,5 @@
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#pragma once
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#include "Log.hpp"
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#include <chrono>
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#include <variant>
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@@ -18,10 +16,11 @@
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#include <math/norm.h>
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#include <gltfio/Animator.h>
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#include <gltfio/AssetLoader.h>
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#include <gltfio/ResourceLoader.h>
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#include <gltfio/math.h>
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#include <utils/NameComponentManager.h>
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#include <utils/SingleInstanceComponentManager.h>
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#include "Log.hpp"
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template class std::vector<float>;
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namespace thermion
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@@ -170,7 +169,6 @@ namespace thermion
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if (std::holds_alternative<FilamentInstance *>(animationComponent.target))
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{
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auto target = std::get<FilamentInstance *>(animationComponent.target);
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auto animator = target->getAnimator();
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auto &gltfAnimations = animationComponent.gltfAnimations;
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@@ -225,7 +223,6 @@ namespace thermion
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if (elapsedInSecs >= (animationStatus.durationInSecs + animationStatus.fadeInInSecs + animationStatus.fadeOutInSecs))
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{
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if(!animationStatus.loop) {
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Log("Bone animation %d finished", i);
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boneAnimations.erase(boneAnimations.begin() + i);
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continue;
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}
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