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cup_edit/dart_filament/lib/dart_filament/abstract_filament_viewer.dart
2024-05-26 12:11:11 +08:00

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Dart

import 'dart:math';
import 'package:vector_math/vector_math_64.dart';
import 'dart:async';
import 'package:animation_tools_dart/animation_tools_dart.dart';
import 'package:dart_filament/dart_filament/entities/filament_entity.dart';
// "picking" means clicking/tapping on the viewport, and unprojecting the X/Y coordinate to determine whether any renderable entities were present at those coordinates.
typedef FilamentPickResult = ({FilamentEntity entity, double x, double y});
enum LightType {
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,
}
// copied from filament/backened/DriverEnums.h
enum PrimitiveType {
// don't change the enums values (made to match GL)
POINTS, //!< points
LINES, //!< lines
UNUSED1,
LINE_STRIP, //!< line strip
TRIANGLES, //!< triangles
TRIANGLE_STRIP, //!< triangle strip
}
enum ToneMapper { ACES, FILMIC, LINEAR }
// see filament Manipulator.h for more details
enum ManipulatorMode { ORBIT, MAP, FREE_FLIGHT }
class TextureDetails {
final int textureId;
// both width and height are in physical, not logical pixels
final int width;
final int height;
TextureDetails(
{required this.textureId, required this.width, required this.height});
}
abstract class AbstractFilamentViewer {
Future<bool> get initialized;
///
/// 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<FilamentPickResult> 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);
///
/// Destroys/disposes the viewer (including the entire scene). You cannot use the viewer after calling this method.
///
Future dispose();
///
/// 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(double r, double g, double b, double alpha);
///
/// 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});
///
/// Rotates the IBL & skybox.
///
Future rotateIbl(Matrix3 rotation);
///
/// Removes the image-based light from the scene.
///
Future removeIbl();
///
/// Add a light to the scene.
/// See LightManager.h for details
/// Note that [sunAngularRadius] is in degrees,
/// whereas [spotLightConeInner] and [spotLightConeOuter] are in radians
///
Future<FilamentEntity> addLight(
LightType type,
double colour,
double intensity,
double posX,
double posY,
double posZ,
double dirX,
double dirY,
double dirZ,
{
double falloffRadius=1.0,
double spotLightConeInner=pi/8,
double spotLightConeOuter=pi/4,
double sunAngularRadius=0.545,
double sunHaloSize=10.0,
double sunHaloFallof=80.0,
bool castShadows=true
}
);
Future removeLight(FilamentEntity light);
///
/// Remove all lights (excluding IBL) from the scene.
///
Future clearLights();
///
/// Load the .glb asset at the given path and insert into the scene.
///
Future<FilamentEntity> loadGlb(String path, {int numInstances = 1});
///
/// Create a new instance of [entity].
///
Future<FilamentEntity> createInstance(FilamentEntity entity);
///
/// Returns the number of instances of the asset associated with [entity].
///
Future<int> getInstanceCount(FilamentEntity entity);
///
/// Returns all instances of [entity].
///
Future<List<FilamentEntity>> getInstances(FilamentEntity entity);
///
/// Load the .gltf asset at the given path and insert into the scene.
/// [relativeResourcePath] is the folder path where the glTF resources are stored;
/// this is usually the parent directory of the .gltf file itself.
///
Future<FilamentEntity> loadGltf(String path, String relativeResourcePath,
{bool force = false});
///
/// 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 in [entity] to [weights].
/// Note that [weights] must contain values for ALL morph targets, but no exception will be thrown if you don't do so (you'll just get incorrect results).
/// If you only want to set one value, set all others to zero (check [getMorphTargetNames] if you need the get a list of all morph targets).
/// IMPORTANT - this accepts the actual FilamentEntity with the relevant morph targets (unlike [getMorphTargetNames], which uses the parent entity and the child mesh name).
/// Use [getChildEntityByName] if you are setting the weights for a child mesh.
///
Future setMorphTargetWeights(FilamentEntity entity, List<double> weights);
///
/// Gets the names of all morph targets for the child renderable [childEntity] under [entity].
///
Future<List<String>> getMorphTargetNames(
FilamentEntity entity, FilamentEntity childEntity);
///
/// Gets the names of all bones for the armature at [skinIndex] under the specified [entity].
///
Future<List<String>> getBoneNames(
FilamentEntity entity, { int skinIndex = 0});
///
/// Gets the names of all glTF animations embedded in the specified entity.
///
Future<List<String>> getAnimationNames(FilamentEntity entity);
///
/// Returns the length (in seconds) of the animation at the given index.
///
Future<double> 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,
{List<String>? targetMeshNames});
///
/// Resets all bones in the given entity to their rest pose.
/// This should be done before every call to addBoneAnimation.
///
Future resetBones(FilamentEntity entity);
///
/// Transforms the bone(s)/joint(s) according [animation].
/// To set the instantaneous transform, just use a single frame.
///
Future addBoneAnimation(FilamentEntity entity, BoneAnimationData animation);
///
/// Removes/destroys the specified entity from the scene.
/// [entity] will no longer be a valid handle after this method is called; ensure you immediately discard all references once this method is complete.
///
Future removeEntity(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 clearEntities();
///
/// 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 [entity] 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});
///
/// Schedules the glTF animation at [index] in [entity] to start playing on the next frame.
///
Future playAnimationByName(FilamentEntity entity, String name,
{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);
Future stopAnimationByName(FilamentEntity entity, String name);
///
/// Sets the current scene camera to the glTF camera under [name] in [entity].
///
Future setCamera(FilamentEntity entity, String? name);
///
/// Sets the current scene camera to the main camera (which is always available and added to every scene by default).
///
Future setMainCamera();
///
/// Returns the entity associated with the main camera.
///
Future<FilamentEntity> getMainCamera();
///
/// Sets the current scene camera to the glTF camera under [name] in [entity].
///
Future setCameraFov(double degrees, double width, double height);
///
/// Sets the tone mapping (requires postprocessing).
///
Future setToneMapping(ToneMapper mapper);
///
/// Sets the strength of the bloom.
///
Future setBloom(double bloom);
///
/// Sets the focal length of the camera. Default value is 28.0.
///
Future setCameraFocalLength(double focalLength);
///
/// Sets the distance (in world units) to the near/far planes for the active camera. Default values are 0.05/1000.0. See Camera.h for details.
///
Future setCameraCulling(double near, double far);
///
/// Get the distance (in world units) to the near culling plane for the active camera.
///
Future<double> getCameraCullingNear();
///
/// Get the distance (in world units) to the far culling plane for the active camera.
///
Future<double> getCameraCullingFar();
///
/// Sets the focus distance for the camera.
///
Future setCameraFocusDistance(double focusDistance);
///
/// Get the camera position in world space.
///
Future<Vector3> getCameraPosition();
///
/// Get the camera's model matrix.
///
Future<Matrix4> getCameraModelMatrix();
///
/// Get the camera's view matrix. See Camera.h for more details.
///
Future<Matrix4> getCameraViewMatrix();
///
/// Get the camera's projection matrix. See Camera.h for more details.
///
Future<Matrix4> getCameraProjectionMatrix();
///
/// Get the camera's culling projection matrix. See Camera.h for more details.
///
Future<Matrix4> getCameraCullingProjectionMatrix();
///
/// Get the camera's culling frustum in world space. Returns a (vector_math) [Frustum] instance where plane0-plane6 define the left, right, bottom, top, far and near planes respectively.
/// See Camera.h and (filament) Frustum.h for more details.
///
Future<Frustum> getCameraFrustum();
///
/// Set the camera position in world space. Note this is not persistent - any viewport navigation will reset the camera transform.
///
Future setCameraPosition(double x, double y, double z);
///
/// Get the camera rotation matrix.
///
Future<Matrix3> getCameraRotation();
///
/// Repositions the camera to the last vertex of the bounding box of [entity], 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);
///
/// Sets the camera exposure.
///
Future setCameraExposure(
double aperture, double shutterSpeed, double sensitivity);
///
/// Rotate the camera by [rads] around the given axis. Note this is not persistent - any viewport navigation will reset the camera transform.
///
Future setCameraRotation(Quaternion quaternion);
///
/// Sets the camera model matrix.
///
Future setCameraModelMatrix(List<double> matrix);
///
/// Sets the `baseColorFactor` property for the material at index [materialIndex] in [entity] under node [meshName] to [color].
///
Future setMaterialColor(FilamentEntity entity, String meshName,
int materialIndex, double r, double g, double b, double a);
///
/// Scale [entity] to fit within the unit cube.
///
Future transformToUnitCube(FilamentEntity entity);
///
/// Directly sets the world space position for [entity] to the given coordinates, skipping all collision detection.
///
Future setPosition(FilamentEntity entity, double x, double y, double z);
///
/// Directly sets the scale for [entity], skipping all collision detection.
///
Future setScale(FilamentEntity entity, double scale);
///
/// Directly sets the rotation for [entity] to [rads] around the axis {x,y,z}, skipping all collision detection.
///
Future setRotation(
FilamentEntity entity, double rads, double x, double y, double z);
///
/// Queues an update to the worldspace position for [entity] to {x,y,z}.
/// The actual update will occur on the next frame, and will be subject to collision detection.
///
Future queuePositionUpdate(
FilamentEntity entity, double x, double y, double z,
{bool relative = false});
///
/// Queues an update to the worldspace rotation for [entity].
/// The actual update will occur on the next frame, and will be subject to collision detection.
///
Future queueRotationUpdate(
FilamentEntity entity, double rads, double x, double y, double z,
{bool relative = false});
///
/// Same as [queueRotationUpdate].
///
Future queueRotationUpdateQuat(FilamentEntity entity, Quaternion quat,
{bool relative = false});
///
/// Enable/disable postprocessing.
///
Future setPostProcessing(bool enabled);
///
/// Set antialiasing options.
///
Future setAntiAliasing(bool msaa, bool fxaa, bool taa);
///
/// Sets the rotation for [entity] to the specified quaternion.
///
Future setRotationQuat(FilamentEntity entity, Quaternion rotation);
///
/// 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);
///
/// If [meshName] is provided, hide the node [meshName] under [entity], otherwise hide the root node for [entity].
/// The entity still exists in memory, 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);
///
/// Sets the options for manipulating the camera via the viewport.
/// ManipulatorMode.FREE_FLIGHT and ManipulatorMode.MAP are currently unsupported and will throw an exception.
///
Future setCameraManipulatorOptions(
{ManipulatorMode mode = ManipulatorMode.ORBIT,
double orbitSpeedX = 0.01,
double orbitSpeedY = 0.01,
double zoomSpeed = 0.01});
///
/// Returns all child entities under [parent].
///
Future<List<FilamentEntity>> getChildEntities(
FilamentEntity parent, bool renderableOnly);
///
/// Finds the child entity named [childName] associated with the given parent.
/// Usually, [parent] will be the return value from [loadGlb]/[loadGltf] and [childName] will be the name of a node/mesh.
///
Future<FilamentEntity> getChildEntity(
FilamentEntity parent, String childName);
///
/// List the name of all child entities under the given entity.
///
Future<List<String>> getChildEntityNames(FilamentEntity entity,
{bool renderableOnly = true});
///
/// If [recording] is set to true, each frame the framebuffer/texture will be written to /tmp/output_*.png.
/// This will impact performance; handle with care.
///
Future setRecording(bool recording);
///
/// Sets the output directory where recorded PNGs will be placed.
///
Future setRecordingOutputDirectory(String outputDirectory);
///
/// An [entity] will only be animatable after an animation component is attached.
/// Any calls to [playAnimation]/[setBoneAnimation]/[setMorphAnimation] will have no visual effect until [addAnimationComponent] has been called on the instance.
///
Future addAnimationComponent(FilamentEntity entity);
///
/// Makes [entity] collidable.
/// This allows you to call [testCollisions] with any other entity ("entity B") to see if [entity] has collided with entity B. The callback will be invoked if so.
/// Alternatively, if [affectsTransform] is true and this entity collides with another entity, any queued position updates to the latter entity will be ignored.
///
Future addCollisionComponent(FilamentEntity entity,
{void Function(int entityId1, int entityId2)? callback,
bool affectsTransform = false});
///
/// Removes the collision component from [entity], meaning this will no longer be tested when [testCollisions] or [queuePositionUpdate] is called with another entity.
///
Future removeCollisionComponent(FilamentEntity entity);
///
/// Creates a (renderable) entity with the specified geometry and adds to the scene.
///
Future createGeometry(List<double> vertices, List<int> indices,
{String? materialPath,
PrimitiveType primitiveType = PrimitiveType.TRIANGLES});
///
/// Sets the parent transform of [child] to the transform of [parent].
///
Future setParent(FilamentEntity child, FilamentEntity parent);
///
/// Test all collidable entities against this entity to see if any have collided.
/// This method returns void; the relevant callback passed to [addCollisionComponent] will be fired if a collision is detected.
///
Future testCollisions(FilamentEntity entity);
///
/// Sets the draw priority for the given entity. See RenderableManager.h for more details.
///
Future setPriority(FilamentEntity entityId, int priority);
///
/// The Scene holds all loaded entities/lights.
///
Scene get scene;
///
///
///
AbstractGizmo? get gizmo;
}
///
/// For now, this class just holds the entities that have been loaded (though not necessarily visible in the Filament Scene).
///
abstract class Scene {
///
/// The last entity clicked/tapped in the viewport (internally, the result of calling pick);
FilamentEntity? selected;
///
/// A Stream updated whenever an entity is added/removed from the scene.
///
Stream<bool> get onUpdated;
///
/// A Stream containing every FilamentEntity added to the scene (i.e. via [loadGlb], [loadGltf] or [addLight]).
/// This is provided for convenience so you can set listeners in front-end widgets that can respond to entity loads without manually passing around the FilamentEntity returned from those methods.
///
Stream<FilamentEntity> get onLoad;
///
/// A Stream containing every FilamentEntity removed from the scene (i.e. via [removeEntity], [clearEntities], [removeLight] or [clearLights]).
Stream<FilamentEntity> get onUnload;
///
/// Lists all light entities currently loaded (not necessarily active in the scene). Does not account for instances.
///
Iterable<FilamentEntity> listLights();
///
/// Lists all entities currently loaded (not necessarily active in the scene). Does not account for instances.
///
Iterable<FilamentEntity> listEntities();
///
/// Attach the gizmo to the specified entity.
///
void select(FilamentEntity entity);
///
///
///
void registerEntity(FilamentEntity entity);
}
abstract class AbstractGizmo {
bool get isActive;
void translate(double transX, double transY);
void reset();
void attach(FilamentEntity entity);
void detach();
}