ed444b0615078266120f78cc6a9e02d5ff2d823a
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.
Quickstart (Flutter) • Documentation • Showcase • Playground • Discord
Cross-platform 3D toolkit for Dart and Flutter.
Features
- Supports iOS (arm64), MacOS (arm64/x64), Android (arm64), Windows (x64) (>= 10), Web/WASM
- glTF, KTX, PNG & JPEG texture support
- camera/entity manipulation with mouse (desktop) and gestures (mobile)
- skinning + morph animations
Quickstart (Flutter)
From the command line:
flutter channel master
flutter upgrade
flutter config --enable-native-assets
In your Flutter app:
_thermionViewer = await ThermionFlutterPlugin.createViewer();
// Geometry and models are represented as "entities". Here, we load a glTF
// file containing a plain cube.
// By default, all paths are treated as asset paths. To load from a file
// instead, use file:// URIs.
var entity =
await _thermionViewer!.loadGlb("assets/cube.glb", keepData: true);
// Thermion uses a right-handed coordinate system where +Y is up and -Z is
// "into" the screen.
// By default, the camera is located at (0,0,0) looking at (0,0,-1); this
// would place it directly inside the cube we just loaded.
//
// Let's move the camera to (0,0,10) to ensure the cube is visible in the
// viewport.
await _thermionViewer!.setCameraPosition(0, 0, 10);
// Without a light source, your scene will be totally black. Let's load a skybox
// (a cubemap image that is rendered behind everything else in the scene)
// and an image-based indirect light that has been precomputed from the same
// skybox.
await _thermionViewer!.loadSkybox("assets/default_env_skybox.ktx");
await _thermionViewer!.loadIbl("assets/default_env_ibl.ktx");
// Finally, you need to explicitly enable rendering. Setting rendering to
// false is designed to allow you to pause rendering to conserve battery life
await _thermionViewer!.setRendering(true);
and then in your widget tree:
@override
Widget build(BuildContext context) {
return Stack(children: [
if (_thermionViewer != null)
Positioned.fill(
child: ThermionWidget(
viewer: _thermionViewer!,
)),
]);
}
Sponsors, Contributors & Acknowledgments
Thermion uses the Filament Physically Based Rendering engine under the hood.
Special thanks to odd-io for sponsoring work on supporting Windows, raycasting, testing and documentation.
Thank you to the following people:
- @Hannnes1 for help migrating to
native-assets - @jarrodcolburn for documentation contributions
- @daverin for MacOS library contributions
- @LukasPoque for CI/refactoring work
- @alexmercerind for his work on integrating ANGLE textures on Flutter Windows
Description
Languages
C++
48.3%
C
45.1%
Dart
5.8%
Objective-C
0.2%
CMake
0.2%
Other
0.2%
