615 lines
22 KiB
Dart
615 lines
22 KiB
Dart
// ignore_for_file: constant_identifier_names
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import 'dart:async';
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import 'dart:ui' as ui;
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import 'package:flutter/widgets.dart';
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import 'package:flutter_filament/animations/animation_data.dart';
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import 'package:flutter_filament/entities/entity_transform_controller.dart';
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import 'package:flutter_filament/generated_bindings.dart';
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import 'package:vector_math/vector_math_64.dart';
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// a handle that can be safely passed back to the rendering layer to manipulate an Entity
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typedef FilamentEntity = int;
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enum ToneMapper { ACES, FILMIC, LINEAR }
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// see filament Manipulator.h for more details
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enum ManipulatorMode { ORBIT, MAP, FREE_FLIGHT }
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class TextureDetails {
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final int textureId;
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// both width and height are in physical, not logical pixels
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final int width;
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final int height;
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TextureDetails(
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{required this.textureId, required this.width, required this.height});
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}
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abstract class FilamentController {
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///
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/// A Stream containing every FilamentEntity added to the scene (i.e. via [loadGlb], [loadGltf] or [addLight]).
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/// 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.
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///
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Stream<FilamentEntity> get onLoad;
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///
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/// A Stream containing every FilamentEntity removed from the scene (i.e. via [removeEntity], [clearEntities], [removeLight] or [clearLights]).
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Stream<FilamentEntity> get onUnload;
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///
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/// A [ValueNotifier] to indicate whether a FilamentViewer is currently available.
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/// (FilamentViewer is a C++ type, hence why it is not referenced) here.
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/// Call [createViewer]/[destroyViewer] to create/destroy a FilamentViewer.
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///
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ValueNotifier<bool> get hasViewer;
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///
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/// Whether a Flutter Texture widget should be inserted into the widget hierarchy.
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/// This will be false on certain platforms where we use a transparent window underlay.
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/// Used internally by [FilamentWidget]; you probably don't need to access this property directly.
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///
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bool get requiresTextureWidget;
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///
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/// The Flutter texture ID and dimensions for current texture in use.
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/// This is only used by [FilamentWidget]; you shouldn't need to access directly yourself.
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///
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final textureDetails = ValueNotifier<TextureDetails?>(null);
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///
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/// The result(s) of calling [pick] (see below).
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/// This may be a broadcast stream, so you should ensure you have subscribed to this stream before calling [pick].
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/// If [pick] is called without an active subscription to this stream, the results will be silently discarded.
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///
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Stream<FilamentEntity?> get pickResult;
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///
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/// Whether the controller is currently rendering at [framerate].
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///
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bool get rendering;
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///
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/// Set to true to continuously render the scene at the framerate specified by [setFrameRate] (60 fps by default).
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///
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Future setRendering(bool render);
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///
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/// Render a single frame.
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///
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Future render();
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///
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/// Sets the framerate for continuous rendering when [setRendering] is enabled.
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///
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Future setFrameRate(int framerate);
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///
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/// 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
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///
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Future destroy();
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///
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/// 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.
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///
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Future destroyViewer();
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///
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/// 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.
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///
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Future destroyTexture();
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///
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/// Create a FilamentViewer. Must be called at least one frame after a [FilamentWidget] has been inserted into the rendering hierarchy.
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///
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/// Before a FilamentViewer is created, the FilamentWidget will only contain an empty Container (by default, with a solid red background).
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/// FilamentWidget will then call [setDimensions] with dimensions/pixel ratio of the viewport
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/// Calling [createViewer] will then 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) .
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/// [FilamentWidget] will be notified that a texture is available and will replace the empty Container with a Texture widget
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///
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Future createViewer();
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///
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/// Sets the dimensions of the viewport and pixel ratio (obtained from [MediaQuery]) to be used the next time [resize] or [createViewer] is called.
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/// This is called by FilamentWidget; you shouldn't need to invoke this manually.
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///
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Future setDimensions(ui.Rect rect, double pixelRatio);
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///
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/// Resize the viewport & backing texture to the current dimensions (as last set by [setDimensions]).
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/// This is called by FilamentWidget; you shouldn't need to invoke this manually.
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///
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Future resize();
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///
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/// Set the background image to [path] (which should have a file extension .png, .jpg, or .ktx).
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/// This will be rendered at the maximum depth (i.e. behind all other objects including the skybox).
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/// 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
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/// If [fillHeight] is true, the image will be stretched/compressed to fit the height of the viewport.
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///
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Future setBackgroundImage(String path, {bool fillHeight = false});
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///
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/// Moves the background image to the relative offset from the origin (bottom-left) specified by [x] and [y].
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/// If [clamp] is true, the image cannot be positioned outside the bounds of the viewport.
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///
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Future setBackgroundImagePosition(double x, double y, {bool clamp = false});
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///
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/// Removes the background image.
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///
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Future clearBackgroundImage();
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///
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/// Sets the color for the background plane (positioned at the maximum depth, i.e. behind all other objects including the skybox).
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///
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Future setBackgroundColor(Color color);
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///
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/// Load a skybox from [skyboxPath] (which must be a .ktx file)
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///
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Future loadSkybox(String skyboxPath);
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///
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/// Removes the skybox from the scene.
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///
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Future removeSkybox();
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///
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/// Loads an image-based light from the specified path at the given intensity.
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/// Only one IBL can be active at any given time; if an IBL has already been loaded, it will be replaced.
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///
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Future loadIbl(String lightingPath, {double intensity = 30000});
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///
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/// Rotates the IBL & skybox.
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///
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Future rotateIbl(Matrix3 rotation);
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///
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/// Removes the image-based light from the scene.
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///
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Future removeIbl();
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///
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/// Adds a dynamic light to the scene.
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/// copied from filament LightManager.h
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/// enum class Type : uint8_t {
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/// SUN, //!< Directional light that also draws a sun's disk in the sky.
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/// DIRECTIONAL, //!< Directional light, emits light in a given direction.
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/// POINT, //!< Point light, emits light from a position, in all directions.
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/// FOCUSED_SPOT, //!< Physically correct spot light.
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/// SPOT, //!< Spot light with coupling of outer cone and illumination disabled.
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/// };
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Future<FilamentEntity> addLight(
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int type,
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double colour,
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double intensity,
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double posX,
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double posY,
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double posZ,
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double dirX,
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double dirY,
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double dirZ,
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bool castShadows);
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Future removeLight(FilamentEntity light);
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///
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/// Remove all lights (excluding IBL) from the scene.
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///
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Future clearLights();
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///
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/// Load the .glb asset at the given path and insert into the scene.
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///
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Future<FilamentEntity> loadGlb(String path, {bool unlit = false});
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///
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/// Load the .gltf asset at the given path and insert into the scene.
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/// [relativeResourcePath] is the folder path where the glTF resources are stored;
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/// this is usually the parent directory of the .gltf file itself.
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///
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Future<FilamentEntity> loadGltf(String path, String relativeResourcePath,
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{bool force = false});
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future panStart(double x, double y);
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future panUpdate(double x, double y);
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future panEnd();
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future rotateStart(double x, double y);
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future rotateUpdate(double x, double y);
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future rotateEnd();
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///
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/// Set the weights for all morph targets under node [meshName] in [entity] to [weights].
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/// 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).
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/// 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.)
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///
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Future setMorphTargetWeights(
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FilamentEntity entity, String meshName, List<double> weights);
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Future<List<String>> getMorphTargetNames(
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FilamentEntity entity, String meshName);
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Future<List<String>> getAnimationNames(FilamentEntity entity);
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///
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/// Returns the length (in seconds) of the animation at the given index.
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///
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Future<double> getAnimationDuration(
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FilamentEntity entity, int animationIndex);
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///
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/// Animate the morph targets in [entity]. See [MorphTargetAnimation] for an explanation as to how to construct the animation frame data.
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/// This method will check the morph target names specified in [animation] against the morph target names that actually exist exist under [meshName] in [entity],
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/// throwing an exception if any cannot be found.
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/// It is permissible for [animation] to omit any targets that do exist under [meshName]; these simply won't be animated.
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///
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Future setMorphAnimationData(
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FilamentEntity entity, MorphAnimationData animation);
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///
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/// Resets all bones in the given entity to their rest pose.
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/// This should be done before every call to addBoneAnimation.
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///
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Future resetBones(FilamentEntity entity);
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///
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/// Starts animating a bone (joint) according to the specified [animation].
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///
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Future addBoneAnimation(FilamentEntity entity, BoneAnimationData animation);
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///
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/// Sets the local joint transform for the bone at the given index in [entity] for the mesh under [meshName].
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///
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Future setBoneTransform(
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FilamentEntity entity, String meshName, String boneName, Matrix4 data);
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///
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/// Removes/destroys the specified entity from the scene.
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/// [entity] will no longer be a valid handle after this method is called; ensure you immediately discard all references once this method is complete.
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///
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Future removeEntity(FilamentEntity entity);
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///
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/// Removes/destroys all renderable entities from the scene (including cameras).
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/// 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.
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///
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Future clearEntities();
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future zoomBegin();
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future zoomUpdate(double x, double y, double z);
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///
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/// Called by `FilamentGestureDetector`. You probably don't want to call this yourself.
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///
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Future zoomEnd();
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///
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/// Schedules the glTF animation at [index] in [entity] to start playing on the next frame.
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///
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Future playAnimation(FilamentEntity entity, int index,
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{bool loop = false,
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bool reverse = false,
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bool replaceActive = true,
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double crossfade = 0.0});
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///
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/// Schedules the glTF animation at [index] in [entity] to start playing on the next frame.
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///
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Future playAnimationByName(FilamentEntity entity, String name,
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{bool loop = false,
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bool reverse = false,
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bool replaceActive = true,
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double crossfade = 0.0});
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Future setAnimationFrame(
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FilamentEntity entity, int index, int animationFrame);
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Future stopAnimation(FilamentEntity entity, int animationIndex);
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///
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/// Sets the current scene camera to the glTF camera under [name] in [entity].
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///
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Future setCamera(FilamentEntity entity, String? name);
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///
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/// Sets the current scene camera to the main camera (which is always available and added to every scene by default).
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///
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Future setMainCamera();
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///
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/// Sets the current scene camera to the glTF camera under [name] in [entity].
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///
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Future setCameraFov(double degrees);
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///
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/// Sets the tone mapping (requires postprocessing).
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///
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Future setToneMapping(ToneMapper mapper);
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///
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/// Sets the strength of the bloom.
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///
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Future setBloom(double bloom);
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///
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/// Sets the focal length of the camera. Default value is 28.0.
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///
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Future setCameraFocalLength(double focalLength);
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///
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/// 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.
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///
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Future setCameraCulling(double near, double far);
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///
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/// Get the distance (in world units) to the near culling plane for the active camera.
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///
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Future<double> getCameraCullingNear();
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///
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/// Get the distance (in world units) to the far culling plane for the active camera.
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///
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Future<double> getCameraCullingFar();
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///
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/// Sets the focus distance for the camera.
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///
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Future setCameraFocusDistance(double focusDistance);
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///
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/// Get the camera position in world space.
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///
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Future<Vector3> getCameraPosition();
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///
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/// Get the camera's model matrix.
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///
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Future<Matrix4> getCameraModelMatrix();
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///
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/// Get the camera's view matrix. See Camera.h for more details.
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///
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Future<Matrix4> getCameraViewMatrix();
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///
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/// Get the camera's projection matrix. See Camera.h for more details.
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///
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Future<Matrix4> getCameraProjectionMatrix();
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///
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/// Get the camera's culling projection matrix. See Camera.h for more details.
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///
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Future<Matrix4> getCameraCullingProjectionMatrix();
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///
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/// 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.
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/// See Camera.h and (filament) Frustum.h for more details.
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///
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Future<Frustum> getCameraFrustum();
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///
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/// Set the camera position in world space. Note this is not persistent - any viewport navigation will reset the camera transform.
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///
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Future setCameraPosition(double x, double y, double z);
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///
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/// Get the camera rotation matrix.
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///
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Future<Matrix3> getCameraRotation();
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///
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/// Repositions the camera to the last vertex of the bounding box of [entity], looking at the penultimate vertex.
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///
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Future moveCameraToAsset(FilamentEntity entity);
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///
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/// 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.
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///
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Future setViewFrustumCulling(bool enabled);
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///
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/// Sets the camera exposure.
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///
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Future setCameraExposure(
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double aperture, double shutterSpeed, double sensitivity);
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///
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/// Rotate the camera by [rads] around the given axis. Note this is not persistent - any viewport navigation will reset the camera transform.
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///
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Future setCameraRotation(double rads, double x, double y, double z);
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///
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/// Sets the camera model matrix.
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///
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Future setCameraModelMatrix(List<double> matrix);
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///
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/// Sets the `baseColorFactor` property for the material at index [materialIndex] in [entity] under node [meshName] to [color].
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///
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Future setMaterialColor(
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FilamentEntity entity, String meshName, int materialIndex, Color color);
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///
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/// Scale [entity] to fit within the unit cube.
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///
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Future transformToUnitCube(FilamentEntity entity);
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///
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/// Directly sets the world space position for [entity] to the given coordinates, skipping all collision detection.
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///
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Future setPosition(FilamentEntity entity, double x, double y, double z);
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///
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/// Directly sets the scale for [entity], skipping all collision detection.
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///
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Future setScale(FilamentEntity entity, double scale);
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///
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/// Directly sets the rotation for [entity] to [rads] around the axis {x,y,z}, skipping all collision detection.
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///
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Future setRotation(
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FilamentEntity entity, double rads, double x, double y, double z);
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///
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/// Queues an update to the worldspace position for [entity] to {x,y,z}.
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/// The actual update will occur on the next frame, and will be subject to collision detection.
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///
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Future queuePositionUpdate(
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FilamentEntity entity, double x, double y, double z,
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{bool relative = false});
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///
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/// Queues an update to the worldspace rotation for [entity].
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/// The actual update will occur on the next frame, and will be subject to collision detection.
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///
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Future queueRotationUpdate(
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FilamentEntity entity, double rads, double x, double y, double z,
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{bool relative = false});
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///
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/// Same as [queueRotationUpdate].
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///
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Future queueRotationUpdateQuat(FilamentEntity entity, Quaternion quat,
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{bool relative = false});
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///
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/// Enable/disable postprocessing.
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///
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Future setPostProcessing(bool enabled);
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///
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/// Set antialiasing options.
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///
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Future setAntiAliasing(bool msaa, bool fxaa, bool taa);
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///
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/// Sets the rotation for [entity] to the specified quaternion.
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///
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Future setRotationQuat(FilamentEntity entity, Quaternion rotation);
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///
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/// Reveal the node [meshName] under [entity]. Only applicable if [hide] had previously been called; this is a no-op otherwise.
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///
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Future reveal(FilamentEntity entity, String meshName);
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///
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/// If [meshName] is provided, hide the node [meshName] under [entity], otherwise hide the root node for [entity].
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/// The entity still exists in memory, but is no longer being rendered into the scene. Call [reveal] to re-commence rendering.
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///
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|
Future hide(FilamentEntity entity, String? meshName);
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|
|
|
///
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|
/// Used to select the entity in the scene at the given viewport coordinates.
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/// Called by `FilamentGestureDetector` on a mouse/finger down event. You probably don't want to call this yourself.
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/// This is asynchronous and will require 2-3 frames to complete - subscribe to the [pickResult] stream to receive the results of this method.
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/// [x] and [y] must be in local logical coordinates (i.e. where 0,0 is at top-left of the FilamentWidget).
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|
///
|
|
void pick(int x, int y);
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|
|
|
///
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|
/// Retrieves the name assigned to the given FilamentEntity (usually corresponds to the glTF mesh name).
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|
///
|
|
String? getNameForEntity(FilamentEntity entity);
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|
|
|
///
|
|
/// Sets the options for manipulating the camera via the viewport.
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|
/// ManipulatorMode.FREE_FLIGHT and ManipulatorMode.MAP are currently unsupported and will throw an exception.
|
|
///
|
|
Future setCameraManipulatorOptions(
|
|
{ManipulatorMode mode = ManipulatorMode.ORBIT,
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|
double orbitSpeedX = 0.01,
|
|
double orbitSpeedY = 0.01,
|
|
double zoomSpeed = 0.01});
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|
|
|
///
|
|
/// Finds the child entity named [childName] associated with the given parent.
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|
/// 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);
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|
|
|
///
|
|
/// Lists all child meshes under the given entity.
|
|
///
|
|
Future<List<String>> getMeshNames(FilamentEntity entity, {bool async = true});
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|
|
|
///
|
|
/// 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);
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|
|
|
///
|
|
/// Sets the output directory where recorded PNGs will be placed.
|
|
///
|
|
Future setRecordingOutputDirectory(String outputDirectory);
|
|
|
|
// Stream get keyboardFocusRequested;
|
|
// void requestKeyboardFocus();
|
|
|
|
Future<EntityTransformController> control(FilamentEntity entity,
|
|
{double? translationSpeed, String? forwardAnimation});
|
|
|
|
///
|
|
/// Makes [collidableEntity] collidable with
|
|
/// (a) any entity whose transform is being controlled (via [control]) or
|
|
/// (b) any entity that has been marked as non-transformable but collidable (via [markNonTransformableCollidable])
|
|
/// These are differentiated because a collision will affect the transform for controlled entities
|
|
/// (e.g. if a controlled entity collides with a wall, we ignore the control update to the transform so it doesn't go through the wall)
|
|
///
|
|
Future addCollisionComponent(FilamentEntity collidableEntity,
|
|
{void Function(int entityId1, int entityId2)? callback,
|
|
bool affectsCollingTransform = false});
|
|
|
|
///
|
|
/// Creates a (renderable) entity with the specified geometry and adds to the scene.
|
|
///
|
|
Future createGeometry(
|
|
List<double> vertices, List<int> indices, String? materialPath);
|
|
|
|
///
|
|
/// 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);
|
|
}
|