react-native-filament
Version:
A real-time physically based 3D rendering engine for React Native
131 lines • 6.62 kB
TypeScript
import { RNFCamera } from './Camera';
import { SurfaceProvider } from '../native/FilamentViewTypes';
import { Renderer } from './Renderer';
import { Scene } from './Scene';
import { View } from './View';
import { FilamentBuffer } from '../native/FilamentBuffer';
import { FilamentAsset } from './FilamentAsset';
import { TransformManager } from './TransformManager';
import { RenderableManager } from './RenderableManager';
import { Material } from './Material';
import { LightManager } from './LightManager';
import { PointerHolder } from './PointerHolder';
import { TFilamentRecorder } from './FilamentRecorder';
import { SwapChain } from './SwapChain';
import { NameComponentManager } from './NameComponentManager';
import { CameraManipulator, OrbitCameraManipulatorConfig } from './CameraManipulator';
export interface Engine extends PointerHolder {
setSurfaceProvider(surfaceProvider: SurfaceProvider): void;
createSwapChainForSurface(surface: SurfaceProvider, enableTransparentRendering: boolean): SwapChain;
createSwapChainForRecorder(recorder: TFilamentRecorder): SwapChain;
setSwapChain(swapChain: SwapChain): void;
/**
* Given a {@linkcode FilamentBuffer} (e.g. from a .glb file), load the asset into the engine.
*/
loadAsset(buffer: FilamentBuffer): FilamentAsset;
/**
* Given a @see FilamentBuffer (e.g. from a .glb file), load the asset into the engine.
* It will create multiple instances of the asset.
*/
loadInstancedAsset(buffer: FilamentBuffer, instanceCount: number): FilamentAsset;
/**
* Set the indirect light for the scene.
* @param iblBuffer A buffer containing the IBL data (e.g. from a .ktx file)
* @param intensity The intensity of the indirect light. Default: 30_000
* @param irradianceBands Number of spherical harmonics bands. Must be 1, 2 or 3. Default: 3
*/
setIndirectLight(iblBuffer: FilamentBuffer, intensity: number | undefined, irradianceBands: number | undefined): void;
/**
* Given a @see FilamentBuffer (e.g. from a .glb file), load the asset into the engine.
* This will by default add all entities from the asset to the attached default scene.
* @worklet
*/
loadAsset(buffer: FilamentBuffer): FilamentAsset;
createRenderer(): Renderer;
getScene(): Scene;
getCamera(): RNFCamera;
getView(): View;
createOrbitCameraManipulator(config: OrbitCameraManipulatorConfig): CameraManipulator;
/**
* @private
*/
createNameComponentManager(): NameComponentManager;
/**
* Per engine instance you only need one {@linkcode TransformManager}.
* You should never need to call this manually, use instead from `useFilamentContext()`.
*/
createTransformManager(): TransformManager;
/**
* Per engine instance you only need one {@linkcode RenderableManager}.
* You should never need to call this manually, use instead from `useFilamentContext()`.
*/
createRenderableManager(): RenderableManager;
/**
* Per engine instance you only need one {@linkcode LightManager}.
* You should never need to call this manually, use instead from `useFilamentContext()`.
*/
createLightManager(): LightManager;
/**
* Creates a new material from the given FilamentBuffer.
* @worklet
*/
createMaterial(matcBuffer: FilamentBuffer): Material;
/**
* Skybox
*
* When added to a Scene, the Skybox fills all untouched pixels.
* By default the scene has no skybox and will be rendered as translucent.
* When using a skybox make sure to pass {@linkcode enableTransparentRendering} as false.
*
* @param showSun Indicates whether the sun should be rendered. The sun can only be
* rendered if there is at least one light of type SUN in the scene.
* Default: false
* @param envIntensity Skybox intensity when no IndirectLight is set on the Scene.
* This call is ignored when an IndirectLight is set on the Scene, and the intensity
* of the IndirectLight is used instead.
* Scale factor applied to the skybox texel values such that
* the result is in lux, or lumen/m^2 (default = 30000)
**/
createAndSetSkyboxByColor: (colorInHex: string, showSun: boolean | undefined, envIntensity: number | undefined) => void;
/**
* Skybox
*
* When added to a Scene, the Skybox fills all untouched pixels.
* By default the scene has no skybox and will be rendered as translucent.
* When using a skybox make sure to pass {@linkcode enableTransparentRendering} as false.
*
* @param showSun Indicates whether the sun should be rendered. The sun can only be
* rendered if there is at least one light of type SUN in the scene.
* Default: false
* @param envIntensity Skybox intensity when no IndirectLight is set on the Scene.
* This call is ignored when an IndirectLight is set on the Scene, and the intensity
* of the IndirectLight is used instead.
* Scale factor applied to the skybox texel values such that
* the result is in lux, or lumen/m^2 (default = 30000)
**/
createAndSetSkyboxByTexture: (buffer: FilamentBuffer, showSun: boolean | undefined, envIntensity: number | undefined) => void;
/**
* Removed the skybox from the scene.
*/
clearSkybox: () => void;
/**
* Enables or disables automatic instancing of render primitives. Instancing of render
* primitives can greatly reduce CPU overhead but requires the instanced primitives to be
* identical (i.e. use the same geometry) and use the same MaterialInstance. If it is known
* that the scene doesn't contain any identical primitives, automatic instancing can have some
* overhead and it is then best to disable it.
*
* Disabled by default.
*
* @param enable true to enable, false to disable automatic instancing.
*/
setAutomaticInstancingEnabled(enabled: boolean): void;
/**
* Kicks the hardware thread (e.g. the OpenGL, Vulkan or Metal thread) and blocks until
* all commands to this point are executed. Note that does guarantee that the
* hardware is actually finished.
* Note: during on screen rendering this is handled automatically, typically used for offscreen rendering (recording).
*/
flushAndWait(): void;
}
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