scene library

3D rendering for Flutter, built on Flutter GPU and Impeller.

The entry points most applications need are:

Flutter Scene currently requires the Flutter master channel because it depends on the Flutter GPU API.

Classes

AmbientOcclusionSettings
Screen-space ambient occlusion settings for a Scene.
Animation
A reusable description of an animation, parsed from a model.
AnimationClip
An instance of an Animation that has been bound to a specific Node.
AnimationPlayer
Drives playback and blending for the AnimationClips on a single node subtree.
BasicCollider
Pure-Dart Collider implementation registered with the ancestor BasicPhysicsWorld on mount.
BasicKinematicBody
Pure-Dart RigidBody implementation. Always BodyType.kinematic; the user moves the owning node's transform directly and the body records velocity for components that read it. There is no dynamics solver in the basic backend, so force and impulse APIs are no-ops.
BasicPhysicsWorld
Pure-Dart PhysicsWorld suitable for picking, area triggers, and kinematic-only gameplay.
BezierPath
A path of joined cubic Bezier segments.
BloomSettings
Makes bright areas bleed light into their surroundings. Computed in a chain of HDR passes and added back to the scene before tone mapping.
BoxShape
An axis-aligned box of the given halfExtents centered at the collider's local origin.
Camera
A view onto a scene: a world-space eye position and orientation paired with a lens projection, used by Scene.render to map the scene into clip space.
CameraComponent
An engine Component that places a Camera in the scene.
CameraProjection
A lens projection that maps view-space coordinates into clip space.
CapsuleShape
A capsule aligned with the local Y axis. halfHeight is the half length of the cylindrical section, excluding the hemispherical caps.
CatmullRomPath
A smooth curve passing through every one of a list of points.
ChromaticAberrationSettings
Splits the red and blue channels toward the edges, like a simple lens. Sampled from the scene color before grading and tone mapping.
Collider
Common surface for a collision volume attached to a Node.
CollisionBegan
Fired the first step a pair of solid colliders touch.
CollisionEnded
Fired the step a previously-touching solid pair separates.
CollisionEvent
Base type for collision lifecycle events streamed by a physics world.
ColorGradingSettings
Color grading applied to the linear HDR scene color, before exposure and tone mapping.
Component
A unit of data or behavior attached to a Node.
CompoundChild
One child of a CompoundShape: a shape positioned by localPose relative to the compound's origin.
CompoundShape
A union of children, each positioned by its own local pose.
ContactPoint
One contact point in a CollisionBegan event.
ConvexHullShape
The convex hull of points, stored as packed xyz triplets.
CuboidGeometry
An axis-aligned box geometry spanning -extents/2 to +extents/2 on each axis, with flat per-face normals.
CylinderShape
A cylinder aligned with the local Y axis. halfHeight is half the total height.
DashPattern
A repeating dash-and-gap pattern for a PolylineGeometry, measured in scene units along the line's arc length.
DirectionalLight
An infinitely-distant light source (e.g. the sun) that illuminates the whole scene from a single direction.
DirectionalLightComponent
An engine Component that places a DirectionalLight in the scene.
EnvironmentMap
A source of image-based lighting: diffuse irradiance plus prefiltered specular radiance, both derived from an equirectangular environment.
EnvironmentSkySource
Shows the scene's image-based-lighting environment as the background, optionally blurred.
ExtrudeGeometry
An arbitrary closed 2D profile swept along a ScenePath.
FilmGrainSettings
Adds animated noise over the final image, after tone mapping.
FixedJoint
Welds two bodies together with zero degrees of freedom.
FmatMaterialRegistry
Resolves and loads .fmat materials registered through DataAssets.
GenericJoint
A fully configurable six-degree-of-freedom joint.
Geometry
Vertex (and optional index) data along with the vertex shader used to transform it.
GeometryBuilder
Assembles a MeshGeometry one vertex and triangle at a time.
GradientSkySource
A stylized gradient sky: zenith, horizon, and ground colors with an HDR sun disk.
HeightFieldShape
A row-major heightfield of width x depth samples, scaled by scale. Heights are sampled in the local XZ plane and offset along Y.
InstancedMesh
Many copies of one Geometry / Material pair, each placed by its own model transform.
InstancedMeshComponent
An engine Component that draws an InstancedMesh.
Joint
A constraint linking the owning node's rigid body to another body.
JointAxisConfig
The configuration of one of a GenericJoint's six axes.
JointMotor
A spring-damper drive on a single GenericJoint axis.
Lighting
The lighting state handed to a Material when it binds for a draw.
Material
Base class for shading a MeshPrimitive.
MaterialParameters
Type-checked, name-addressed parameters for a custom material.
Mesh
Defines the shape and appearance of a 3D model in the scene.
MeshComponent
An engine Component that draws a Mesh.
MeshGeometry
A triangle mesh built at runtime from vertex attribute arrays.
MeshPrimitive
Represents a single part of a Mesh, containing both Geometry and Material properties.
Node
A Node represents a single element in a 3D scene graph.
NodeCamera
A Camera whose view comes from a node's world transform: the +Z axis is the look direction, +Y is up, and the translation is the eye. This is the inverse of the eye/target/up convention PerspectiveCamera builds, so a node placed at inverse(camera.getViewMatrix()) yields the same view.
OverlapHit
One collider returned by an overlap query (sphere or box).
PerspectiveCamera
A standard pinhole-style perspective camera.
PerspectiveProjection
A standard pinhole perspective projection.
PhysicallyBasedMaterial
A glTF-style metallic-roughness physically based material with image-based lighting.
PhysicalSkySource
A physically based daylight sky: an analytic single-scattering atmosphere (Rayleigh and Mie terms) with an HDR sun disk, producing plausible day, sunset, and twilight skies from a sun direction.
PhysicsMaterial
Surface properties (friction, restitution, density) of a collider.
PhysicsWorld
The simulation world for a subtree of the scene graph.
PlaneGeometry
A flat rectangular grid in the XZ plane, centered on the origin, with its surface facing +Y.
PolylineGeometry
A thick, camera-facing line through a list of points.
PolylinePath
A path of straight segments connecting a list of points.
PostEffect
A custom, user-authored post-processing effect: a fragment shader that reads the current color and writes a new one.
PostProcessSettings
Built-in post-processing settings for a Scene.
PreprocessedMaterial
A material driven by a .fmat custom-material shader and its sidecar metadata (produced at build time by buildMaterials).
PreprocessedSky
A sky driven by a .fmat sky shader (sky { vec3 Sky(vec3 direction) }) and its sidecar metadata (produced at build time by buildMaterials).
PrismaticJoint
A slider: one translational degree of freedom along a shared axis.
RaycastHit
The closest collider intersected by a Ray, or one entry of a raycast-all result list.
RenderTexture
An offscreen render target a RenderView can render into.
RenderTextureSampling
Sampling options used when a material samples a RenderTexture.
RenderTextureUpdate
When a RenderTexture re-renders.
RenderTextureView
Displays a live RenderTexture in the widget tree.
RenderView
One view of a Scene: a camera plus where and how its image is drawn.
RevoluteJoint
A hinge: one rotational degree of freedom around a shared axis.
RibbonGeometry
A flat strip of constant width swept along a ScenePath.
RigidBody
A simulated rigid body attached to a Node.
Scene
Represents a 3D scene, which is a collection of nodes that can be rendered onto the screen.
ScenePath
A curve through 3D space, independent of any geometry or rendering.
ScenePathFrame
An oriented coordinate frame at a point along a ScenePath.
ScenePointer
A programmatic pointer into a scene: a crosshair, a gamepad-driven cursor, a VR laser, or the built-in pointer behind automatic widget input.
SceneRaycastHit
A render-geometry intersection from raycastNode (or Scene.raycast).
SceneRegistry
Resolves DataAssets-backed .fsceneb files by source path, the .fscene counterpart of ModelRegistry.
SceneScope
Exposes the active Scene (and the per-frame elapsed time) to descendants of a SceneView.
SceneView
A widget that renders a Scene and drives its per-frame repaint.
ShaderMaterial
A Material backed by a caller-supplied fragment shader.
ShaderSkySource
Draws a custom sky from a fragment shader.
ShadowCascade
One cascade of a cascaded shadow map, produced by DirectionalLight.computeCascades.
Shape
Geometric description of a collider's volume.
ShapeCastHit
The first collider intersected by a shape cast, with the same fields as RaycastHit plus the cast direction's hit distance.
Skin
A skeletal binding used by skinned meshes for animation.
SkinnedGeometry
Geometry whose vertices use the skinned 80-byte layout: the unskinned attributes followed by 4 joint indices and 4 joint weights.
Skybox
The visible background drawn behind a Scene.
SkyEnvironment
Drives Scene.environment from a sky on a refresh policy.
SkySource
A source of skybox color as a function of world-space view direction.
SphereGeometry
A UV sphere centered on the origin.
SphereShape
A sphere centered at the collider's local origin.
SphericalJoint
A ball-and-socket joint: three rotational degrees of freedom, zero translational.
Surface
Manages the swapchain color textures a Scene composites onto the Flutter canvas, plus the pools of transient render-graph attachments.
TriggerEntered
Fired the first step a non-trigger collider overlaps a trigger volume.
TriggerExited
Fired the step a previously-overlapping pair stops overlapping a trigger volume.
TriMeshShape
A triangle mesh defined by vertices (packed xyz triplets) and indices (groups of three vertex indices forming one triangle each).
TubeGeometry
A round cross-section of constant radius swept along a ScenePath.
UnlitMaterial
A material that draws geometry with a flat color or texture, ignoring scene lighting.
UnskinnedGeometry
Geometry whose vertices use the unskinned 48-byte layout: position (vec3), normal (vec3), tex coords (vec2), color (vec4).
VignetteSettings
Darkens the image toward the edges, after tone mapping.
WedgeGeometry
A triangular-prism wedge (a ramp), centered on the origin in X and Z with its base on the y = 0 plane.
WidgetComponent
A live widget subtree on a scene surface.
WidgetTexture
Hosts a live widget subtree and streams its visual output into a WidgetTextureController's texture for sampling inside a scene.
WidgetTextureController
Owns the gpu.Texture a WidgetTexture streams its child into.
WidgetUpdatePolicy
When a WidgetTexture (or a WidgetComponent) re-captures its child.

Enums

AlphaMode
How a PhysicallyBasedMaterial's alpha channel is interpreted, matching glTF's alphaMode.
AntiAliasingMode
Anti-aliasing strategy used when rendering a Scene.
BodyType
Simulation mode for a RigidBody.
CombineRule
How a per-contact friction or restitution value is derived from the two participating materials.
GeometryStorage
How a MeshGeometry manages its GPU buffers over its lifetime.
JointAxis
One of the six degrees of freedom a GenericJoint constrains. The linear axes are translations along, and the angular axes rotations about, the joint frame's local X / Y / Z (oriented by the joint's local bases on each body).
JointAxisMotion
Whether a GenericJoint axis is locked, free, or limited.
JointMotorModel
How a JointMotor turns its drive parameters into a force.
PolylineCap
How a PolylineGeometry finishes its two end points.
PolylineWidthMode
How a PolylineGeometry's width is measured.
PostInsertion
Where in the post-processing chain a PostEffect runs.
RibbonAlignment
How a RibbonGeometry orients its strip across the path.
SkyEnvironmentRefresh
When a SkyEnvironment re-bakes the sky into the scene's lighting.
SpecularAmbientOcclusionMode
How AmbientOcclusionSettings occludes indirect specular reflections.
ToneMappingMode
Tone mapping operator applied when resolving the linear HDR scene color to the display-referred image (see Scene.toneMapping).
WidgetInput
How a WidgetComponent receives pointer input.

Mixins

SceneGraph
Defines a common interface for managing a scene graph, allowing the addition and removal of Nodes.

Extensions

QuaternionSlerp on Quaternion
Spherical interpolation helpers on Quaternion.
Vector3Lerp on Vector3
Per-component arithmetic helpers on Vector3.

Constants

kDiffuseShCoefficientCount → const int
Number of L2 spherical-harmonic coefficients used for diffuse irradiance (bands 0..2).
kRenderLayerAll → const int
A layer mask that selects every layer (the default render-view mask).
kRenderLayerDefault → const int
The default layer a Node occupies (bit 0).

Properties

baseShaderLibrary ShaderLibrary
The shader bundle shipped with flutter_scene.
no setter

Functions

environmentAssetPathOf(EnvironmentMap environment) String?
The radiance asset path environment was loaded from through EnvironmentMap.fromAssets, or null for environments built another way.
gpuTextureFromAsset(String assetPath) Future<Texture>
Loads an image from the asset bundle at assetPath and uploads it as a Flutter GPU texture.
gpuTextureFromImage(Image image) Future<Texture>
Uploads a decoded dart:ui ui.Image to a Flutter GPU texture.
imageFromAsset(String assetPath, {AssetBundle? bundle}) Future<Image>
Loads and decodes an image from the asset bundle at assetPath.
imageFromBytes(Uint8List bytes) Future<Image>
Decodes an encoded image (PNG, JPEG, etc.) from raw bytes.
loadBaseShaderLibrary() Future<void>
Asynchronously loads and caches the base shader bundle. Idempotent. Called by Scene.initializeStaticResources so the synchronous baseShaderLibrary getter has a cached library to return (shader assets can't be read synchronously on any backend).
loadFmatMaterial(String sourcePath, {String? package, String? bundleName, AssetBundle? bundle}) Future<PreprocessedMaterial>
loadFmatSky(String sourcePath, {String? package, String? bundleName, AssetBundle? bundle}) Future<PreprocessedSky>
Loads a DataAssets-backed .fmat sky by its source path relative to the owning package's root (for example assets/gradient_sky.fmat).
loadScene(String sourcePath, {String? package, AssetBundle? bundle, FsceneComponentRegistry? registry, SceneReloadCallback? onReload, Scene? applyStageTo}) Future<Node>
Loads a DataAssets-backed .fsceneb scene by its source path relative to the owning package's root (for example assets/levels/forest.glb).
loadSceneSubtree(Node node, {String? package, AssetBundle? bundle, FsceneComponentRegistry? registry}) Future<void>
Streams a lazy placeholder node's prefab content under it, resolving the referenced prefab by its source path (the registry-aware counterpart of loadSubtree for scenes loaded with loadScene).
prefilterEquirectRadiance(Texture sourceEquirect, {bool sourceIsLinear = false, bool mipLayout = false}) Texture
Prefilters an equirectangular radiance texture for image-based specular lighting.
raycastNode(Node root, Ray ray, {double maxDistance = double.infinity, int layerMask = 0xFFFFFFFF, bool where(Node node)?, bool includeInvisible = false}) SceneRaycastHit?
Casts ray (direction need not be normalized) through root's subtree and returns the nearest hit, or null.
raycastNodeAll(Node root, Ray ray, {double maxDistance = double.infinity, int layerMask = 0xFFFFFFFF, bool where(Node node)?, bool includeInvisible = false}) List<SceneRaycastHit>
Casts ray through root's subtree and returns every hit, sorted nearest-first. Parameters as in raycastNode.

Typedefs

GltfResourceResolver = Future<Uint8List> Function(String uri)
Resolves an external resource referenced by a multi-file glTF document (a .bin buffer or an image file).
SceneCameraBuilder = Camera Function(Duration elapsed)
Builds a Camera for the current frame from the elapsed time since the view started ticking. Use this for time-based cameras (for example an orbiting view); pass a fixed SceneView.camera instead when the camera does not change over time.
SceneReloadCallback = void Function(Node root)
Called after a hot-reloaded scene has been patched in place (see loadScene), so the app can re-apply per-instance customizations the patch may have discarded: re-apply a custom material, or re-grab inner nodes by name. root is the same root instance the app holds.
SceneTickCallback = void Function(Duration elapsed, double deltaSeconds)
Called once per frame with the total elapsed time and the deltaSeconds since the previous tick. Drive per-frame app logic here, or advance the scene with a supplied timestep via Scene.update (after which Scene.render skips its implicit wall-clock tick for that frame).