Commit Graph

8 Commits

Author SHA1 Message Date
Nick Fisher
fc7f5d7b93 create material for texture baking
textures can now be created manually and are no longer tracked by SceneManager (and therefore require manual tracking/disposal)
2025-03-04 14:52:48 +08:00
Nick Fisher
94d77ff21b move Engine_ FFI methods to own header/source 2025-03-03 11:32:45 +08:00
Nick Fisher
916ecd5629 internal: rename Viewer_getMainCamera and return null in Engine_getCameraComponent if camera entity is null 2025-01-07 08:25:48 +08:00
Nick Fisher
4e64c4976f refactor!: rename removeAsset to destroyAsset
use render thread methods for lights
2025-01-07 08:25:48 +08:00
Nick Fisher
744e39e8dd fix: move removeIbl to render thread 2025-01-07 08:25:48 +08:00
Nick Fisher
baf86d1ade refactor!: move light methods from FilamentViewer to SceneManager/TLightManager and rename clearLights/clearAssets to destroyLights/destroyAssets 2025-01-07 08:25:48 +08:00
Nick Fisher
c1a294315a internal: expose Engine getters (TransformManager, RenderableManager), and build/desotry material methods 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