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cup_edit/thermion_dart/native/include/scene/GridOverlay.hpp
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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C++

#pragma once
#include <vector>
#include <utils/Entity.h>
#include <filament/Engine.h>
#include <filament/Material.h>
#include <filament/MaterialInstance.h>
#include <filament/Scene.h>
#include <filament/Camera.h>
#include <filament/View.h>
#include <filament/Viewport.h>
#include <gltfio/AssetLoader.h>
#include <gltfio/FilamentAsset.h>
#include <gltfio/FilamentInstance.h>
#include <gltfio/ResourceLoader.h>
#include <filament/IndexBuffer.h>
#include <filament/InstanceBuffer.h>
namespace thermion {
using namespace filament;
using namespace utils;
class GridOverlay {
public:
GridOverlay(Engine& engine);
void destroy();
utils::Entity sphere() {
return _sphereEntity;
}
utils::Entity grid() {
return _gridEntity;
}
private:
Engine &_engine;
utils::Entity _gridEntity;
utils::Entity _sphereEntity;
Material* _material;
MaterialInstance* _materialInstance;
MaterialInstance* _sphereMaterialInstance;
};
}