Files
cup_edit/thermion_dart/native/src/c_api/TNameComponentManager.cpp
Nick Fisher ed444b0615 feature!:
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.
2024-11-27 15:02:37 +11:00

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493 B
C++

#include <utils/NameComponentManager.h>
#include "c_api/APIExport.h"
#include "c_api/APIBoundaryTypes.h"
#ifdef __cplusplus
extern "C"
{
#endif
EMSCRIPTEN_KEEPALIVE const char *NameComponentManager_getName(TNameComponentManager *tNameComponentManager, EntityId entity)
{
auto ncm = reinterpret_cast<utils::NameComponentManager *>(tNameComponentManager);
auto instance = ncm->getInstance(utils::Entity::import(entity));
return ncm->getName(instance);
}
#ifdef __cplusplus
}
#endif