Package-level declarations
Types
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                  open class SceneView @JvmOverloads constructor(context: Context, attrs: AttributeSet? = null, defStyleAttr: Int = 0, defStyleRes: Int = 0, sharedEngine: Engine? = null, sharedModelLoader: ModelLoader? = null, sharedMaterialLoader: MaterialLoader? = null, sharedEnvironmentLoader: EnvironmentLoader? = null, sharedScene: Scene? = null, sharedView: View? = null, sharedRenderer: Renderer? = null, sharedCameraNode: CameraNode? = null, sharedMainLightNode: LightNode? = null, sharedEnvironment: Environment? = null, isOpaque: Boolean = true, sharedCollisionSystem: CollisionSystem? = null, cameraManipulator: Manipulator? = createDefaultCameraManipulator(sharedCameraNode?.worldPosition), var viewNodeWindowManager: ViewNode2.WindowManager? = null, onGestureListener: GestureDetector.OnGestureListener? = null, var onTouchEvent: (e: MotionEvent, hitResult: HitResult?) -> Boolean? = null, sharedActivity: ComponentActivity? = null, sharedLifecycle: Lifecycle? = null) : SurfaceView
A SurfaceView that manages rendering and interactions with the 3D scene.
Functions
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                  fun rememberCameraManipulator(orbitHomePosition: Position? = null, targetPosition: Position? = null, creator: () -> Manipulator = {
        SceneView.createDefaultCameraManipulator(orbitHomePosition, targetPosition)
    }): Manipulator
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                  fun rememberCollisionSystem(view: View, creator: () -> CollisionSystem = {
        SceneView.createCollisionSystem(view)
    }): CollisionSystem
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                  fun rememberEngine(eglContextCreator: () -> EGLContext = { SceneView.createEglContext() }, engineCreator: (eglContext: EGLContext) -> Engine = { SceneView.createEngine(it) }): Engine
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                  fun rememberEnvironment(engine: Engine, isOpaque: Boolean = true, environment: () -> Environment = {
        SceneView.createEnvironment(engine, isOpaque)
    }): Environment
fun rememberEnvironment(environmentLoader: EnvironmentLoader, isOpaque: Boolean = true, environment: () -> Environment = {
        SceneView.createEnvironment(environmentLoader, isOpaque)
    }): Environment
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                  fun rememberEnvironmentLoader(engine: Engine, context: Context = LocalContext.current, creator: () -> EnvironmentLoader = {
        SceneView.createEnvironmentLoader(engine, context)
    }): EnvironmentLoader
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                  fun rememberMaterialLoader(engine: Engine, context: Context = LocalContext.current, creator: () -> MaterialLoader = {
        SceneView.createMaterialLoader(engine, context)
    }): MaterialLoader
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                  fun rememberModelLoader(engine: Engine, context: Context = LocalContext.current, creator: () -> ModelLoader = {
        SceneView.createModelLoader(engine, context)
    }): ModelLoader
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                  fun rememberOnGestureListener(onDown: (e: MotionEvent, node: Node?) -> Unit = { _, _ -> }, onShowPress: (e: MotionEvent, node: Node?) -> Unit = { _, _ -> }, onSingleTapUp: (e: MotionEvent, node: Node?) -> Unit = { _, _ -> }, onScroll: (e1: MotionEvent?, e2: MotionEvent, node: Node?, distance: Float2) -> Unit = { _, _, _, _ -> }, onLongPress: (e: MotionEvent, node: Node?) -> Unit = { _, _ -> }, onFling: (e1: MotionEvent?, e2: MotionEvent, node: Node?, velocity: Float2) -> Unit = { _, _, _, _ -> }, onSingleTapConfirmed: (e: MotionEvent, node: Node?) -> Unit = { _, _ -> }, onDoubleTap: (e: MotionEvent, node: Node?) -> Unit = { _, _ -> }, onDoubleTapEvent: (e: MotionEvent, node: Node?) -> Unit = { _, _ -> }, onContextClick: (e: MotionEvent, node: Node?) -> Unit = { _, _ -> }, onMoveBegin: (detector: MoveGestureDetector, e: MotionEvent, node: Node?) -> Unit = { _, _, _ -> }, onMove: (detector: MoveGestureDetector, e: MotionEvent, node: Node?) -> Unit = { _, _, _ -> }, onMoveEnd: (detector: MoveGestureDetector, e: MotionEvent, node: Node?) -> Unit = { _, _, _ -> }, onRotateBegin: (detector: RotateGestureDetector, e: MotionEvent, node: Node?) -> Unit = { _, _, _ -> }, onRotate: (detector: RotateGestureDetector, e: MotionEvent, node: Node?) -> Unit = { _, _, _ -> }, onRotateEnd: (detector: RotateGestureDetector, e: MotionEvent, node: Node?) -> Unit = { _, _, _ -> }, onScaleBegin: (detector: ScaleGestureDetector, e: MotionEvent, node: Node?) -> Unit = { _, _, _ -> }, onScale: (detector: ScaleGestureDetector, e: MotionEvent, node: Node?) -> Unit = { _, _, _ -> }, onScaleEnd: (detector: ScaleGestureDetector, e: MotionEvent, node: Node?) -> Unit = { _, _, _ -> }, creator: () -> GestureDetector.OnGestureListener = {
        object : GestureDetector.OnGestureListener {
            override fun onDown(e: MotionEvent, node: Node?) = onDown(e, node)
            override fun onShowPress(e: MotionEvent, node: Node?) = onShowPress(e, node)
            override fun onSingleTapUp(e: MotionEvent, node: Node?) = onSingleTapUp(e, node)
            override fun onScroll(
                e1: MotionEvent?,
                e2: MotionEvent,
                node: Node?,
                distance: Float2
            ) = onScroll(e1, e2, node, distance)
            override fun onLongPress(e: MotionEvent, node: Node?) = onLongPress(e, node)
            override fun onFling(e1: MotionEvent?, e2: MotionEvent, node: Node?, velocity: Float2) =
                onFling(e1, e2, node, velocity)
            override fun onSingleTapConfirmed(e: MotionEvent, node: Node?) =
                onSingleTapConfirmed(e, node)
            override fun onDoubleTap(e: MotionEvent, node: Node?) = onDoubleTap(e, node)
            override fun onDoubleTapEvent(e: MotionEvent, node: Node?) = onDoubleTapEvent(e, node)
            override fun onContextClick(e: MotionEvent, node: Node?) = onContextClick(e, node)
            override fun onMoveBegin(detector: MoveGestureDetector, e: MotionEvent, node: Node?) =
                onMoveBegin(detector, e, node)
            override fun onMove(detector: MoveGestureDetector, e: MotionEvent, node: Node?) =
                onMove(detector, e, node)
            override fun onMoveEnd(detector: MoveGestureDetector, e: MotionEvent, node: Node?) =
                onMoveEnd(detector, e, node)
            override fun onRotateBegin(
                detector: RotateGestureDetector,
                e: MotionEvent,
                node: Node?
            ) = onRotateBegin(detector, e, node)
            override fun onRotate(detector: RotateGestureDetector, e: MotionEvent, node: Node?) =
                onRotate(detector, e, node)
            override fun onRotateEnd(detector: RotateGestureDetector, e: MotionEvent, node: Node?) =
                onRotateEnd(detector, e, node)
            override fun onScaleBegin(detector: ScaleGestureDetector, e: MotionEvent, node: Node?) =
                onScaleBegin(detector, e, node)
            override fun onScale(detector: ScaleGestureDetector, e: MotionEvent, node: Node?) =
                onScale(detector, e, node)
            override fun onScaleEnd(detector: ScaleGestureDetector, e: MotionEvent, node: Node?) =
                onScaleEnd(detector, e, node)
        }
    }): GestureDetector.OnGestureListener
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                  fun rememberRenderer(engine: Engine, creator: () -> Renderer = { SceneView.createRenderer(engine) }): Renderer
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                  fun rememberViewNodeManager(context: Context = LocalContext.current, creator: () -> ViewNode2.WindowManager = {
        SceneView.createViewNodeManager(context)
    }): ViewNode2.WindowManager
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                  fun Scene(modifier: Modifier = Modifier, engine: Engine = rememberEngine(), modelLoader: ModelLoader = rememberModelLoader(engine), materialLoader: MaterialLoader = rememberMaterialLoader(engine), environmentLoader: EnvironmentLoader = rememberEnvironmentLoader(engine), view: View = rememberView(engine), isOpaque: Boolean = true, renderer: Renderer = rememberRenderer(engine), scene: Scene = rememberScene(engine), environment: Environment = rememberEnvironment(environmentLoader, isOpaque = isOpaque), mainLightNode: LightNode? = rememberMainLightNode(engine), cameraNode: CameraNode = rememberCameraNode(engine), childNodes: List<Node> = rememberNodes(), collisionSystem: CollisionSystem = rememberCollisionSystem(view), cameraManipulator: Manipulator? = rememberCameraManipulator(
        cameraNode.worldPosition
    ), viewNodeWindowManager: ViewNode2.WindowManager? = null, onGestureListener: GestureDetector.OnGestureListener? = rememberOnGestureListener(), onTouchEvent: (e: MotionEvent, hitResult: HitResult?) -> Boolean? = null, activity: ComponentActivity? = LocalContext.current as? ComponentActivity, lifecycle: Lifecycle = LocalLifecycleOwner.current.lifecycle, onFrame: (frameTimeNanos: Long) -> Unit? = null, onViewCreated: SceneView.() -> Unit? = null, onViewUpdated: SceneView.() -> Unit? = null)