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- 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
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!,
)),
]);
}
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