import 'dart:async'; import 'dart:ui' as ui; import 'package:flutter/services.dart'; import 'package:polyvox_filament/animations/animation_data.dart'; typedef FilamentEntity = int; enum ToneMapper { ACES, FILMIC, LINEAR } class TextureDetails { final int textureId; final int width; final int height; TextureDetails( {required this.textureId, required this.width, required this.height}); } abstract class FilamentController { /// /// The Flutter texture ID and dimensions for current texture in use. /// This is only used by [FilamentWidget]; you shouldn't need to access directly yourself. /// TextureDetails? get textureDetails; /// /// A stream to indicate whether a FilamentViewer is available. /// [FilamentWidget] will (asynchronously) create a [FilamentViewer] after being inserted into the widget hierarchy; /// listen to this stream beforehand to perform any work necessary once the viewer is available. /// [FilamentWidget] may also destroy/recreate the viewer on certain lifecycle events (e.g. backgrounding a mobile app); /// listen for any corresponding [false]/[true] events to perform related work. /// Note this is not a broadcast stream; only one listener can be registered and events will be buffered. /// Stream get hasViewer; /// /// The result(s) of calling [pick] (see below). /// This may be a broadcast stream, so you should ensure you have subscribed to this stream before calling [pick]. /// If [pick] is called without an active subscription to this stream, the results will be silently discarded. /// Stream get pickResult; /// /// Whether the controller is currently rendering at [framerate]. /// bool get rendering; /// /// Set to true to continuously render the scene at the framerate specified by [setFrameRate] (60 fps by default). /// Future setRendering(bool render); /// /// Render a single frame. /// Future render(); /// /// Sets the framerate for continuous rendering when [setRendering] is enabled. /// Future setFrameRate(int framerate); /// /// Called by FilamentGestureDetector to set the pixel ratio (obtained from [MediaQuery]) before creating the texture/viewport. /// You may call this yourself if you want to increase/decrease the pixel density of the viewport, but calling this method won't do anything on its own. /// You will need to manually recreate the texture/viewer afterwards. /// void setPixelRatio(double ratio); /// /// Destroys the viewer and all backing textures. You can leave the FilamentWidget in the hierarchy after this is called, but you will need to manually call [createViewer] to /// Future destroy(); /// /// Destroys the viewer only, leaving the texture intact. You probably want to call [destroy] instead of this; [destroyViewer] is exposed mostly for lifecycle changes which are handled by FilamentWidget. /// Future destroyViewer(); /// /// Destroys the specified backing texture. You probably want to call [destroy] instead of this; this is exposed mostly for lifecycle changes which are handled by FilamentWidget. /// Future destroyTexture(); /// /// Called by [FilamentWidget]; you generally will not need to call this yourself. /// To recap, you can create a viewport is created in the Flutter rendering hierarchy by: /// 1) Create a FilamentController /// 2) Insert a FilamentWidget into the rendering tree, passing your FilamentController /// 3) Initially, the FilamentWidget will only contain an empty Container (by default, with a solid red background). /// This widget will render a single frame to get its actual size, then will itself call [createViewer]. You do not need to call [createViewer] yourself. /// This will dispatch a request to the native platform to create a hardware texture (Metal on iOS, OpenGL on Linux, GLES on Android and Windows) and a FilamentViewer (the main interface for manipulating the 3D scene) . /// 4) The FilamentController will notify FilamentWidget that a texture is available /// 5) The FilamentWidget will replace the empty Container with a Texture widget /// If you need to wait until a FilamentViewer has been created, listen to the [viewer] stream. /// Future createViewer(int width, int height); /// /// Resize the viewport & backing texture. /// This is called by FilamentWidget; you shouldn't need to invoke this manually. /// Future resize(int width, int height, {double scaleFactor = 1.0}); /// /// Set the background image to [path] (which should have a file extension .png, .jpg, or .ktx). /// This will be rendered at the maximum depth (i.e. behind all other objects including the skybox). /// If [fillHeight] is false, the image will be rendered at its original size. Note this may cause issues with pixel density so be sure to specify the correct resolution /// If [fillHeight] is true, the image will be stretched/compressed to fit the height of the viewport. /// Future setBackgroundImage(String path, {bool fillHeight = false}); /// /// Moves the background image to the relative offset from the origin (bottom-left) specified by [x] and [y]. /// If [clamp] is true, the image cannot be positioned outside the bounds of the viewport. /// Future setBackgroundImagePosition(double x, double y, {bool clamp = false}); /// /// Removes the background image. /// Future clearBackgroundImage(); /// /// Sets the color for the background plane (positioned at the maximum depth, i.e. behind all other objects including the skybox). /// Future setBackgroundColor(Color color); /// /// Load a skybox from [skyboxPath] (which must be a .ktx file) /// Future loadSkybox(String skyboxPath); /// /// Removes the skybox from the scene. /// Future removeSkybox(); /// /// Loads an image-based light from the specified path at the given intensity. /// Only one IBL can be active at any given time; if an IBL has already been loaded, it will be replaced. /// Future loadIbl(String lightingPath, {double intensity = 30000}); /// /// Removes the image-based light from the scene. /// Future removeIbl(); /// /// Adds a dynamic light to the scene. /// copied from filament LightManager.h /// enum class Type : uint8_t { /// SUN, //!< Directional light that also draws a sun's disk in the sky. /// DIRECTIONAL, //!< Directional light, emits light in a given direction. /// POINT, //!< Point light, emits light from a position, in all directions. /// FOCUSED_SPOT, //!< Physically correct spot light. /// SPOT, //!< Spot light with coupling of outer cone and illumination disabled. /// }; Future addLight( int type, double colour, double intensity, double posX, double posY, double posZ, double dirX, double dirY, double dirZ, bool castShadows); Future removeLight(FilamentEntity light); /// /// Remove all lights (excluding IBL) from the scene. /// Future clearLights(); Future loadGlb(String path, {bool unlit = false}); Future loadGltf(String path, String relativeResourcePath); /// /// Called by `FilamentGestureDetector`. You probably don't want to call this yourself. /// Future panStart(double x, double y); /// /// Called by `FilamentGestureDetector`. You probably don't want to call this yourself. /// Future panUpdate(double x, double y); /// /// Called by `FilamentGestureDetector`. You probably don't want to call this yourself. /// Future panEnd(); /// /// Called by `FilamentGestureDetector`. You probably don't want to call this yourself. /// Future rotateStart(double x, double y); /// /// Called by `FilamentGestureDetector`. You probably don't want to call this yourself. /// Future rotateUpdate(double x, double y); /// /// Called by `FilamentGestureDetector`. You probably don't want to call this yourself. /// Future rotateEnd(); /// /// Set the weights for all morph targets under node [meshName] in [asset] to [weights]. /// Future setMorphTargetWeights( FilamentEntity entity, String meshName, List weights); Future> getMorphTargetNames( FilamentEntity entity, String meshName); Future> getAnimationNames(FilamentEntity entity); /// /// Returns the length (in seconds) of the animation at the given index. /// Future getAnimationDuration( FilamentEntity entity, int animationIndex); /// /// Animate the morph targets in [entity]. See [MorphTargetAnimation] for an explanation as to how to construct the animation frame data. /// This method will check the morph target names specified in [animation] against the morph target names that actually exist exist under [meshName] in [entity], /// throwing an exception if any cannot be found. /// It is permissible for [animation] to omit any targets that do exist under [meshName]; these simply won't be animated. /// Future setMorphAnimationData( FilamentEntity entity, MorphAnimationData animation); /// /// Animates morph target weights/bone transforms (where each frame requires a duration of [frameLengthInMs]. /// [morphWeights] is a list of doubles in frame-major format. /// Each frame is [numWeights] in length, and each entry is the weight to be applied to the morph target located at that index in the mesh primitive at that frame. /// for now we only allow animating a single bone (though multiple skinned targets are supported) /// Future setBoneAnimation(FilamentEntity entity, BoneAnimationData animation); /// /// Removes/destroys the specified entity from the scene. /// [asset] will no longer be a valid handle after this method is called; ensure you immediately discard all references once this method is complete. /// Future removeAsset(FilamentEntity entity); /// /// Removes/destroys all renderable entities from the scene (including cameras). /// All [FilamentEntity] handles will no longer be valid after this method is called; ensure you immediately discard all references to all entities once this method is complete. /// Future clearAssets(); /// /// Called by `FilamentGestureDetector`. You probably don't want to call this yourself. /// Future zoomBegin(); /// /// Called by `FilamentGestureDetector`. You probably don't want to call this yourself. /// Future zoomUpdate(double x, double y, double z); /// /// Called by `FilamentGestureDetector`. You probably don't want to call this yourself. /// Future zoomEnd(); /// /// Schedules the glTF animation at [index] in [asset] to start playing on the next frame. /// Future playAnimation(FilamentEntity entity, int index, {bool loop = false, bool reverse = false, bool replaceActive = true, double crossfade = 0.0}); Future setAnimationFrame( FilamentEntity entity, int index, int animationFrame); Future stopAnimation(FilamentEntity entity, int animationIndex); /// /// Sets the current scene camera to the glTF camera under [name] in [asset]. /// Future setCamera(FilamentEntity entity, String? name); /// /// Sets the tone mapping (requires postprocessing). /// Future setToneMapping(ToneMapper mapper); /// /// Sets the strength of the bloom. /// Future setBloom(double bloom); Future setCameraFocalLength(double focalLength); Future setCameraFocusDistance(double focusDistance); Future setCameraPosition(double x, double y, double z); /// /// Repositions the camera to the last vertex of the bounding box of [asset], looking at the penultimate vertex. /// Future moveCameraToAsset(FilamentEntity entity); /// /// Enables/disables frustum culling. Currently we don't expose a method for manipulating the camera projection/culling matrices so this is your only option to deal with unwanted near/far clipping. /// Future setViewFrustumCulling(bool enabled); Future setCameraExposure( double aperture, double shutterSpeed, double sensitivity); Future setCameraRotation(double rads, double x, double y, double z); Future setCameraModelMatrix(List matrix); Future setMaterialColor( FilamentEntity entity, String meshName, int materialIndex, Color color); /// /// Scales [asset] up/down so it fits within a unit cube. /// Future transformToUnitCube(FilamentEntity entity); /// /// Sets the world space position for [asset] to the given coordinates. /// Future setPosition(FilamentEntity entity, double x, double y, double z); /// /// Enable/disable postprocessing. /// Future setPostProcessing(bool enabled); /// /// Sets the scale for the given entity. /// Future setScale(FilamentEntity entity, double scale); Future setRotation( FilamentEntity entity, double rads, double x, double y, double z); /// /// Reveal the node [meshName] under [entity]. Only applicable if [hide] had previously been called; this is a no-op otherwise. /// Future reveal(FilamentEntity entity, String meshName); /// /// Hide the node [meshName] under [entity]. The node is still loaded, but is no longer being rendered into the scene. Call [reveal] to re-commence rendering. /// Future hide(FilamentEntity entity, String meshName); /// /// Used to select the entity in the scene at the given viewport coordinates. /// Called by `FilamentGestureDetector` on a mouse/finger down event. You probably don't want to call this yourself. /// This is asynchronous and will require 2-3 frames to complete - subscribe to the [pickResult] stream to receive the results of this method. /// [x] and [y] must be in local logical coordinates (i.e. where 0,0 is at top-left of the FilamentWidget). /// void pick(int x, int y); /// /// Retrieves the name assigned to the given FilamentEntity (usually corresponds to the glTF mesh name). /// String? getNameForEntity(FilamentEntity entity); }