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.
30 lines
926 B
Dart
30 lines
926 B
Dart
import 'dart:async';
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import 'dart:typed_data';
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import 'package:animation_tools_dart/animation_tools_dart.dart';
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import 'package:test/test.dart';
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import 'helpers.dart';
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void main() async {
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final testHelper = TestHelper("animation");
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group('morph animation tests', () {
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test('set morph animation', () async {
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await testHelper.withViewer((viewer) async {
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final cube = await viewer.loadGlb(
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"${testHelper.testDir}/assets/cube_with_morph_targets.glb");
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var morphData = MorphAnimationData(
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Float32List.fromList(List<double>.generate(60, (i) => i / 60)),
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["Key 1"]);
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await viewer.setMorphAnimationData(cube, morphData);
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for (int i = 0; i < 60; i++) {
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await viewer.requestFrame();
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await Future.delayed(Duration(milliseconds: 17));
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}
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await testHelper.capture(viewer, "morph_animation");
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});
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});
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});
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}
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