Commit Graph

8 Commits

Author SHA1 Message Date
Nick Fisher
6744c02019 refactoring 2025-03-19 17:54:43 +08:00
Nick Fisher
ac86dc7ad7 refactoring 2025-03-19 16:02:43 +08:00
Nick Fisher
d5bffd5ad2 refactor 2025-03-18 23:15:13 +08:00
Nick Fisher
951f5daa2d more refactoring 2025-03-18 18:06:17 +08:00
Nick Fisher
593bca3365 feat: expose setCastShadows/setReceiveShadows 2025-03-05 14:47:55 +08:00
Nick Fisher
b1c0d4b2e8 internal: expose more RenderableManager/LightManager bindings 2025-01-07 08:25:48 +08:00
Nick Fisher
96fe2c89ea internal: add FFI method to check for valid renderable 2025-01-07 08:25:48 +08:00
Nick Fisher
ed444b0615 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.
2024-11-27 15:02:37 +11:00