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.
35 lines
569 B
Plaintext
35 lines
569 B
Plaintext
**/dgph
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*.mode1v3
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*.mode2v3
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*.moved-aside
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*.pbxuser
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*.perspectivev3
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**/*sync/
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.sconsign.dblite
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.tags*
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**/.vagrant/
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**/DerivedData/
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Icon?
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**/Pods/
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**/.symlinks/
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profile
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xcuserdata
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**/.generated/
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Flutter/App.framework
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Flutter/Flutter.framework
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Flutter/Flutter.podspec
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Flutter/Generated.xcconfig
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Flutter/ephemeral/
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Flutter/app.flx
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Flutter/app.zip
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Flutter/flutter_assets/
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Flutter/flutter_export_environment.sh
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ServiceDefinitions.json
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Runner/GeneratedPluginRegistrant.*
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# Exceptions to above rules.
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!default.mode1v3
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!default.mode2v3
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!default.pbxuser
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!default.perspectivev3
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