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.
53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
#pragma once
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#include <memory>
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#include <utils/Entity.h>
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#include <gltfio/FilamentAsset.h>
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#include <filament/Scene.h>
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#include "CustomGeometry.hpp"
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#include "Log.hpp"
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namespace thermion {
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using namespace filament;
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using namespace utils;
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class SceneAsset {
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public:
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enum SceneAssetType { Gltf, Geometry, Light, Skybox, Ibl, Image, Gizmo };
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virtual ~SceneAsset() {
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}
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virtual SceneAssetType getType() = 0;
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virtual utils::Entity getEntity() {
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return utils::Entity::import(0);
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}
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virtual bool isInstance() = 0;
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virtual SceneAsset* createInstance(MaterialInstance **materialInstances, size_t materialInstanceCount) = 0;
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virtual MaterialInstance **getMaterialInstances() = 0;
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virtual size_t getMaterialInstanceCount() = 0;
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virtual void addAllEntities(Scene *scene) = 0;
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virtual void removeAllEntities(Scene *scene) = 0;
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virtual size_t getInstanceCount() = 0;
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virtual SceneAsset *getInstanceByEntity(utils::Entity entity) = 0;
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virtual SceneAsset *getInstanceAt(size_t index) = 0;
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virtual size_t getChildEntityCount() = 0;
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virtual const Entity* getChildEntities() = 0;
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virtual Entity findEntityByName(const char* name) = 0;
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virtual void setPriority(RenderableManager& rm, int mask) = 0;
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virtual void setLayer(RenderableManager& rm, int layer) = 0;
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};
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} |