#ifndef _FLUTTER_FILAMENT_API_H #define _FLUTTER_FILAMENT_API_H #ifdef _WIN32 #ifdef IS_DLL #define FLUTTER_PLUGIN_EXPORT __declspec(dllimport) #else #define FLUTTER_PLUGIN_EXPORT __declspec(dllexport) #endif #else #define FLUTTER_PLUGIN_EXPORT __attribute__((visibility("default"))) #endif // we copy the LLVM here rather than including, // because on Windows it's difficult to pin the exact location which confuses dart ffigen #ifndef __STDBOOL_H #define __STDBOOL_H #define __bool_true_false_are_defined 1 #if defined(__STDC_VERSION__) && __STDC_VERSION__ > 201710L /* FIXME: We should be issuing a deprecation warning here, but cannot yet due * to system headers which include this header file unconditionally. */ #elif !defined(__cplusplus) #define bool _Bool #define true 1 #define false 0 #elif defined(__GNUC__) && !defined(__STRICT_ANSI__) /* Define _Bool as a GNU extension. */ #define _Bool bool #if defined(__cplusplus) && __cplusplus < 201103L /* For C++98, define bool, false, true as a GNU extension. */ #define bool bool #define false false #define true true #endif #endif #endif /* __STDBOOL_H */ #if defined(__APPLE__) || defined(__EMSCRIPTEN__) #include #endif #include "ResourceBuffer.hpp" typedef int32_t EntityId; typedef int32_t _ManipulatorMode; #ifdef __cplusplus extern "C" { #endif FLUTTER_PLUGIN_EXPORT const void *create_filament_viewer(const void *const context, const ResourceLoaderWrapper *const loader, void *const platform, const char *uberArchivePath); FLUTTER_PLUGIN_EXPORT void destroy_filament_viewer(const void *const viewer); FLUTTER_PLUGIN_EXPORT ResourceLoaderWrapper *make_resource_loader(LoadFilamentResourceFromOwner loadFn, FreeFilamentResourceFromOwner freeFn, void *owner); FLUTTER_PLUGIN_EXPORT void *get_scene_manager(const void *const viewer); FLUTTER_PLUGIN_EXPORT void create_render_target(const void *const viewer, intptr_t texture, uint32_t width, uint32_t height); FLUTTER_PLUGIN_EXPORT void clear_background_image(const void *const viewer); FLUTTER_PLUGIN_EXPORT void set_background_image(const void *const viewer, const char *path, bool fillHeight); FLUTTER_PLUGIN_EXPORT void set_background_image_position(const void *const viewer, float x, float y, bool clamp); FLUTTER_PLUGIN_EXPORT void set_background_color(const void *const viewer, const float r, const float g, const float b, const float a); FLUTTER_PLUGIN_EXPORT void set_tone_mapping(const void *const viewer, int toneMapping); FLUTTER_PLUGIN_EXPORT void set_bloom(const void *const viewer, float strength); FLUTTER_PLUGIN_EXPORT void load_skybox(const void *const viewer, const char *skyboxPath); FLUTTER_PLUGIN_EXPORT void load_ibl(const void *const viewer, const char *iblPath, float intensity); FLUTTER_PLUGIN_EXPORT void rotate_ibl(const void *const viewer, float* rotationMatrix); FLUTTER_PLUGIN_EXPORT void remove_skybox(const void *const viewer); FLUTTER_PLUGIN_EXPORT void remove_ibl(const void *const viewer); FLUTTER_PLUGIN_EXPORT EntityId add_light(const void *const viewer, uint8_t type, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows); FLUTTER_PLUGIN_EXPORT void remove_light(const void *const viewer, EntityId entityId); FLUTTER_PLUGIN_EXPORT void clear_lights(const void *const viewer); FLUTTER_PLUGIN_EXPORT EntityId load_glb(void *sceneManager, const char *assetPath, bool unlit); FLUTTER_PLUGIN_EXPORT EntityId load_gltf(void *sceneManager, const char *assetPath, const char *relativePath); FLUTTER_PLUGIN_EXPORT void set_main_camera(const void *const viewer); FLUTTER_PLUGIN_EXPORT bool set_camera(const void *const viewer, EntityId asset, const char *nodeName); FLUTTER_PLUGIN_EXPORT void set_view_frustum_culling(const void *const viewer, bool enabled); FLUTTER_PLUGIN_EXPORT void render( const void *const viewer, uint64_t frameTimeInNanos, void *pixelBuffer, void (*callback)(void *buf, size_t size, void *data), void *data); FLUTTER_PLUGIN_EXPORT void create_swap_chain(const void *const viewer, const void *const window, uint32_t width, uint32_t height); FLUTTER_PLUGIN_EXPORT void destroy_swap_chain(const void *const viewer); FLUTTER_PLUGIN_EXPORT void set_frame_interval(const void *const viewer, float interval); FLUTTER_PLUGIN_EXPORT void update_viewport_and_camera_projection(const void *const viewer, uint32_t width, uint32_t height, float scaleFactor); FLUTTER_PLUGIN_EXPORT void scroll_begin(const void *const viewer); FLUTTER_PLUGIN_EXPORT void scroll_update(const void *const viewer, float x, float y, float z); FLUTTER_PLUGIN_EXPORT void scroll_end(const void *const viewer); FLUTTER_PLUGIN_EXPORT void grab_begin(const void *const viewer, float x, float y, bool pan); FLUTTER_PLUGIN_EXPORT void grab_update(const void *const viewer, float x, float y); FLUTTER_PLUGIN_EXPORT void grab_end(const void *const viewer); FLUTTER_PLUGIN_EXPORT void apply_weights( void *sceneManager, EntityId asset, const char *const entityName, float *const weights, int count); FLUTTER_PLUGIN_EXPORT void set_morph_target_weights( void *sceneManager, EntityId asset, const char *const entityName, const float *const morphData, int numWeights); FLUTTER_PLUGIN_EXPORT bool set_morph_animation( void *sceneManager, EntityId asset, const char *const entityName, const float *const morphData, const int *const morphIndices, int numMorphTargets, int numFrames, float frameLengthInMs); FLUTTER_PLUGIN_EXPORT void reset_to_rest_pose( void *sceneManager, EntityId asset); FLUTTER_PLUGIN_EXPORT void add_bone_animation( void *sceneManager, EntityId asset, const float *const frameData, int numFrames, const char *const boneName, const char **const meshNames, int numMeshTargets, float frameLengthInMs, bool isModelSpace); FLUTTER_PLUGIN_EXPORT bool set_bone_transform( void *sceneManager, EntityId asset, const char *entityName, const float *const transform, const char *boneName); FLUTTER_PLUGIN_EXPORT void play_animation(void *sceneManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade); FLUTTER_PLUGIN_EXPORT void set_animation_frame(void *sceneManager, EntityId asset, int animationIndex, int animationFrame); FLUTTER_PLUGIN_EXPORT void stop_animation(void *sceneManager, EntityId asset, int index); FLUTTER_PLUGIN_EXPORT int get_animation_count(void *sceneManager, EntityId asset); FLUTTER_PLUGIN_EXPORT void get_animation_name(void *sceneManager, EntityId asset, char *const outPtr, int index); FLUTTER_PLUGIN_EXPORT float get_animation_duration(void *sceneManager, EntityId asset, int index); FLUTTER_PLUGIN_EXPORT void get_morph_target_name(void *sceneManager, EntityId asset, const char *meshName, char *const outPtr, int index); FLUTTER_PLUGIN_EXPORT int get_morph_target_name_count(void *sceneManager, EntityId asset, const char *meshName); FLUTTER_PLUGIN_EXPORT void remove_entity(const void *const viewer, EntityId asset); FLUTTER_PLUGIN_EXPORT void clear_entities(const void *const viewer); FLUTTER_PLUGIN_EXPORT bool set_material_color(void *sceneManager, EntityId asset, const char *meshName, int materialIndex, const float r, const float g, const float b, const float a); FLUTTER_PLUGIN_EXPORT void transform_to_unit_cube(void *sceneManager, EntityId asset); FLUTTER_PLUGIN_EXPORT void queue_position_update(void *sceneManager, EntityId asset, float x, float y, float z, bool relative); FLUTTER_PLUGIN_EXPORT void queue_rotation_update(void *sceneManager, EntityId asset, float rads, float x, float y, float z, float w, bool relative); FLUTTER_PLUGIN_EXPORT void set_position(void *sceneManager, EntityId asset, float x, float y, float z); FLUTTER_PLUGIN_EXPORT void set_rotation(void *sceneManager, EntityId asset, float rads, float x, float y, float z, float w); FLUTTER_PLUGIN_EXPORT void set_scale(void *sceneManager, EntityId asset, float scale); // Camera methods FLUTTER_PLUGIN_EXPORT void move_camera_to_asset(const void *const viewer, EntityId asset); FLUTTER_PLUGIN_EXPORT void set_view_frustum_culling(const void *const viewer, bool enabled); FLUTTER_PLUGIN_EXPORT void set_camera_exposure(const void *const viewer, float aperture, float shutterSpeed, float sensitivity); FLUTTER_PLUGIN_EXPORT void set_camera_position(const void *const viewer, float x, float y, float z); FLUTTER_PLUGIN_EXPORT void get_camera_position(const void *const viewer); FLUTTER_PLUGIN_EXPORT void set_camera_rotation(const void *const viewer, float rads, float x, float y, float z); FLUTTER_PLUGIN_EXPORT void set_camera_model_matrix(const void *const viewer, const float *const matrix); FLUTTER_PLUGIN_EXPORT const double *const get_camera_model_matrix(const void *const viewer); FLUTTER_PLUGIN_EXPORT const double *const get_camera_view_matrix(const void *const viewer); FLUTTER_PLUGIN_EXPORT const double *const get_camera_projection_matrix(const void *const viewer); FLUTTER_PLUGIN_EXPORT void set_camera_projection_matrix(const void *const viewer, const double *const matrix, double near, double far); FLUTTER_PLUGIN_EXPORT void set_camera_culling(const void *const viewer, double near, double far); FLUTTER_PLUGIN_EXPORT double get_camera_culling_near(const void *const viewer); FLUTTER_PLUGIN_EXPORT double get_camera_culling_far(const void *const viewer); FLUTTER_PLUGIN_EXPORT const double *const get_camera_culling_projection_matrix(const void *const viewer); FLUTTER_PLUGIN_EXPORT const double *const get_camera_frustum(const void *const viewer); FLUTTER_PLUGIN_EXPORT void set_camera_fov(const void *const viewer, float fovInDegrees, float aspect); FLUTTER_PLUGIN_EXPORT void set_camera_focal_length(const void *const viewer, float focalLength); FLUTTER_PLUGIN_EXPORT void set_camera_focus_distance(const void *const viewer, float focusDistance); FLUTTER_PLUGIN_EXPORT void set_camera_manipulator_options(const void *const viewer, _ManipulatorMode mode, double orbitSpeedX, double orbitSpeedY, double zoomSpeed); FLUTTER_PLUGIN_EXPORT int hide_mesh(void *sceneManager, EntityId asset, const char *meshName); FLUTTER_PLUGIN_EXPORT int reveal_mesh(void *sceneManager, EntityId asset, const char *meshName); FLUTTER_PLUGIN_EXPORT void set_post_processing(void *const viewer, bool enabled); FLUTTER_PLUGIN_EXPORT void set_antialiasing(void *const viewer, bool msaa, bool fxaa, bool taa); FLUTTER_PLUGIN_EXPORT void pick(void *const viewer, int x, int y, EntityId *entityId); FLUTTER_PLUGIN_EXPORT const char *get_name_for_entity(void *const sceneManager, const EntityId entityId); FLUTTER_PLUGIN_EXPORT EntityId find_child_entity_by_name(void *const sceneManager, const EntityId parent, const char* name); FLUTTER_PLUGIN_EXPORT int get_entity_count(void *const sceneManager, const EntityId target, bool renderableOnly); FLUTTER_PLUGIN_EXPORT const char* get_entity_name_at(void *const sceneManager, const EntityId target, int index, bool renderableOnly); FLUTTER_PLUGIN_EXPORT void set_recording(void *const viewer, bool recording); FLUTTER_PLUGIN_EXPORT void set_recording_output_directory(void *const viewer, const char* outputDirectory); FLUTTER_PLUGIN_EXPORT void ios_dummy(); FLUTTER_PLUGIN_EXPORT void flutter_filament_free(void *ptr); FLUTTER_PLUGIN_EXPORT void add_collision_component(void *const sceneManager, EntityId entityId, void (*callback)(const EntityId entityId1, const EntityId entityId2), bool affectsCollidingTransform); FLUTTER_PLUGIN_EXPORT EntityId create_geometry(void *const viewer, float* vertices, int numVertices, uint16_t* indices, int numIndices, const char* materialPath); FLUTTER_PLUGIN_EXPORT void set_parent(void *const sceneManager, EntityId child, EntityId parent); FLUTTER_PLUGIN_EXPORT void test_collisions(void *const sceneManager, EntityId entity); #ifdef __cplusplus } #endif #endif