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.
63 lines
1.3 KiB
C++
63 lines
1.3 KiB
C++
#pragma once
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#include <stddef.h>
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#include <filament/Engine.h>
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#include <filament/Frustum.h>
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#include <filament/VertexBuffer.h>
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#include <filament/IndexBuffer.h>
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#include <filament/TransformManager.h>
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#include <filament/Texture.h>
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#include <filament/RenderableManager.h>
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#include <filament/Viewport.h>
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#include <utils/Entity.h>
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#include <utils/EntityManager.h>
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namespace thermion
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{
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using namespace filament;
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class CustomGeometry {
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public:
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CustomGeometry(
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float* vertices,
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uint32_t numVertices,
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float* normals,
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uint32_t numNormals,
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float *uvs,
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uint32_t numUvs,
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uint16_t* indices,
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uint32_t numIndices,
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MaterialInstance* materialInstance,
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RenderableManager::PrimitiveType primitiveType,
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Engine* engine);
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~CustomGeometry();
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utils::Entity createInstance(MaterialInstance *materialInstance);
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private:
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Engine* _engine;
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MaterialInstance* _materialInstance = nullptr;
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VertexBuffer* vertexBuffer;
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IndexBuffer* indexBuffer;
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float* vertices = nullptr;
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float* normals = nullptr;
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float *uvs = nullptr;
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uint32_t numVertices = 0;
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uint16_t* indices = 0;
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uint32_t numIndices = 0;
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Box boundingBox;
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RenderableManager::PrimitiveType primitiveType;
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void computeBoundingBox();
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};
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} |