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@@ -13,6 +13,9 @@ const FilamentEntity FILAMENT_ASSET_ERROR = 0;
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enum ToneMapper { ACES, FILMIC, LINEAR }
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abstract class FilamentController {
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// the current target size of the viewport, in logical pixels
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ui.Size size = ui.Size.zero;
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Stream<int?> get textureId;
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Future get isReadyForScene;
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Future setRendering(bool render);
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@@ -101,7 +104,7 @@ abstract class FilamentController {
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/// [morphWeights] is a list of doubles in frame-major format.
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/// Each frame is [numWeights] in length, and each entry is the weight to be applied to the morph target located at that index in the mesh primitive at that frame.
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///
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void setMorphAnimationData(
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Future setMorphAnimationData(
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FilamentEntity asset, MorphAnimationData animation);
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///
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@@ -110,39 +113,39 @@ abstract class FilamentController {
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/// Each frame is [numWeights] in length, and each entry is the weight to be applied to the morph target located at that index in the mesh primitive at that frame.
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/// for now we only allow animating a single bone (though multiple skinned targets are supported)
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///
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void setBoneAnimation(FilamentEntity asset, BoneAnimationData animation);
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void removeAsset(FilamentEntity asset);
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void clearAssets();
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void zoomBegin();
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void zoomUpdate(double z);
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void zoomEnd();
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void playAnimation(FilamentEntity asset, int index,
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Future setBoneAnimation(FilamentEntity asset, BoneAnimationData animation);
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Future removeAsset(FilamentEntity asset);
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Future clearAssets();
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Future zoomBegin();
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Future zoomUpdate(double z);
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Future zoomEnd();
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Future playAnimation(FilamentEntity asset, int index,
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{bool loop = false,
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bool reverse = false,
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bool replaceActive = true,
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double crossfade = 0.0});
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void setAnimationFrame(FilamentEntity asset, int index, int animationFrame);
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void stopAnimation(FilamentEntity asset, int animationIndex);
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void setCamera(FilamentEntity asset, String? name);
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void setToneMapping(ToneMapper mapper);
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void setBloom(double bloom);
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void setCameraFocalLength(double focalLength);
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void setCameraFocusDistance(double focusDistance);
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void setCameraPosition(double x, double y, double z);
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void moveCameraToAsset(FilamentEntity asset);
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void setViewFrustumCulling(bool enabled);
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void setCameraExposure(
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Future setAnimationFrame(FilamentEntity asset, int index, int animationFrame);
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Future stopAnimation(FilamentEntity asset, int animationIndex);
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Future setCamera(FilamentEntity asset, String? name);
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Future setToneMapping(ToneMapper mapper);
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Future setBloom(double bloom);
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Future setCameraFocalLength(double focalLength);
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Future setCameraFocusDistance(double focusDistance);
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Future setCameraPosition(double x, double y, double z);
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Future moveCameraToAsset(FilamentEntity asset);
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Future setViewFrustumCulling(bool enabled);
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Future setCameraExposure(
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double aperture, double shutterSpeed, double sensitivity);
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void setCameraRotation(double rads, double x, double y, double z);
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void setCameraModelMatrix(List<double> matrix);
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Future setCameraRotation(double rads, double x, double y, double z);
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Future setCameraModelMatrix(List<double> matrix);
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void setMaterialColor(
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Future setMaterialColor(
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FilamentEntity asset, String meshName, int materialIndex, Color color);
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void transformToUnitCube(FilamentEntity asset);
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void setPosition(FilamentEntity asset, double x, double y, double z);
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void setScale(FilamentEntity asset, double scale);
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void setRotation(
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Future transformToUnitCube(FilamentEntity asset);
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Future setPosition(FilamentEntity asset, double x, double y, double z);
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Future setScale(FilamentEntity asset, double scale);
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Future setRotation(
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FilamentEntity asset, double rads, double x, double y, double z);
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void hide(FilamentEntity asset, String meshName);
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void reveal(FilamentEntity asset, String meshName);
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Future hide(FilamentEntity asset, String meshName);
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Future reveal(FilamentEntity asset, String meshName);
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}
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