import 'dart:async'; import 'dart:ffi'; import 'dart:io'; import 'dart:ui' as ui; import 'package:flutter/services.dart'; import 'package:polyvox_filament/animations/bone_animation_data.dart'; import 'package:polyvox_filament/animations/morph_animation_data.dart'; import 'package:polyvox_filament/generated_bindings.dart'; typedef FilamentEntity = int; const FilamentEntity FILAMENT_ASSET_ERROR = 0; enum ToneMapper { ACES, FILMIC, LINEAR } abstract class FilamentController { Stream get textureId; Future get isReadyForScene; Future setRendering(bool render); Future render(); Future setFrameRate(int framerate); void setPixelRatio(double ratio); Future destroyViewer(); Future destroyTexture(); /// /// You can insert a Filament viewport into the Flutter rendering hierarchy as follows: /// 1) Create a FilamentController /// 2) Insert a FilamentWidget into the rendering tree, passing this instance of 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, [await] the [isReadyForScene] Future. /// Future createViewer(int width, int height); Future resize(int width, int height, {double scaleFactor = 1.0}); Future clearBackgroundImage(); Future setBackgroundImage(String path, {bool fillHeight = false}); Future setBackgroundColor(Color color); Future setBackgroundImagePosition(double x, double y, {bool clamp = false}); Future loadSkybox(String skyboxPath); Future loadIbl(String lightingPath, {double intensity = 30000}); Future removeSkybox(); Future removeIbl(); // copied from 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); Future clearLights(); Future loadGlb(String path, {bool unlit = false}); Future loadGltf(String path, String relativeResourcePath); Future panStart(double x, double y); Future panUpdate(double x, double y); Future panEnd(); Future rotateStart(double x, double y); Future rotateUpdate(double x, double y); Future rotateEnd(); Future setMorphTargetWeights( FilamentEntity asset, String meshName, List weights); Future> getMorphTargetNames( FilamentEntity asset, String meshName); Future> getAnimationNames(FilamentEntity asset); /// /// Returns the length (in seconds) of the animation at the given index. /// Future getAnimationDuration(FilamentEntity asset, int animationIndex); /// /// 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. /// void setMorphAnimationData( FilamentEntity asset, 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) /// void setBoneAnimation(FilamentEntity asset, BoneAnimationData animation); void removeAsset(FilamentEntity asset); void clearAssets(); void zoomBegin(); void zoomUpdate(double z); void zoomEnd(); void playAnimation(FilamentEntity asset, int index, {bool loop = false, bool reverse = false, bool replaceActive = true, double crossfade = 0.0}); void setAnimationFrame(FilamentEntity asset, int index, int animationFrame); void stopAnimation(FilamentEntity asset, int animationIndex); void setCamera(FilamentEntity asset, String? name); void setToneMapping(ToneMapper mapper); void setBloom(double bloom); void setCameraFocalLength(double focalLength); void setCameraFocusDistance(double focusDistance); void setCameraPosition(double x, double y, double z); void moveCameraToAsset(FilamentEntity asset); void setViewFrustumCulling(bool enabled); void setCameraExposure( double aperture, double shutterSpeed, double sensitivity); void setCameraRotation(double rads, double x, double y, double z); void setCameraModelMatrix(List matrix); void setMaterialColor( FilamentEntity asset, String meshName, int materialIndex, Color color); void transformToUnitCube(FilamentEntity asset); void setPosition(FilamentEntity asset, double x, double y, double z); void setScale(FilamentEntity asset, double scale); void setRotation( FilamentEntity asset, double rads, double x, double y, double z); void hide(FilamentEntity asset, String meshName); void reveal(FilamentEntity asset, String meshName); }