Class GameObjectInstantiator
Generates a GameObject hierarchy from a glTF scene
Inherited Members
Namespace: GLTFast
Syntax
public class GameObjectInstantiator : IInstantiator
Constructors
GameObjectInstantiator(IGltfReadable, Transform, ICodeLogger, InstantiationSettings)
Constructs a GameObjectInstantiator
Declaration
public GameObjectInstantiator(IGltfReadable gltf, Transform parent, ICodeLogger logger = null, InstantiationSettings settings = null)
Parameters
Type | Name | Description |
---|---|---|
IGltfReadable | gltf | glTF to instantiate from |
Transform | parent | Generated GameObjects will get parented to this Transform |
ICodeLogger | logger | Custom logger |
InstantiationSettings | settings | Instantiation settings |
Fields
m_Gltf
glTF to instantiate from
Declaration
protected IGltfReadable m_Gltf
Field Value
Type | Description |
---|---|
IGltfReadable |
m_Logger
Instantiation logger
Declaration
protected ICodeLogger m_Logger
Field Value
Type | Description |
---|---|
ICodeLogger |
m_Nodes
glTF node index to instantiated GameObject dictionary
Declaration
protected Dictionary<uint, GameObject> m_Nodes
Field Value
Type | Description |
---|---|
Dictionary<UInt32, GameObject> |
m_Parent
Generated GameObjects will get parented to this Transform
Declaration
protected Transform m_Parent
Field Value
Type | Description |
---|---|
Transform |
m_Settings
Instantiation settings
Declaration
protected InstantiationSettings m_Settings
Field Value
Type | Description |
---|---|
InstantiationSettings |
Properties
SceneInstance
Contains information about the latest instance of a glTF scene
Declaration
public GameObjectSceneInstance SceneInstance { get; protected set; }
Property Value
Type | Description |
---|---|
GameObjectSceneInstance |
SceneTransform
Transform representing the scene. Root nodes will get parented to it.
Declaration
public Transform SceneTransform { get; protected set; }
Property Value
Type | Description |
---|---|
Transform |
Methods
AddAnimation(AnimationClip[])
Adds animation clips to the current scene. Only available if the built-in Animation module is enabled.
Declaration
public void AddAnimation(AnimationClip[] animationClips)
Parameters
Type | Name | Description |
---|---|---|
AnimationClip[] | animationClips | Animation clips |
Implements
AddCamera(UInt32, UInt32)
Called when a node has a camera assigned
Declaration
public virtual void AddCamera(uint nodeIndex, uint cameraIndex)
Parameters
Type | Name | Description |
---|---|---|
UInt32 | nodeIndex | Index of the node |
UInt32 | cameraIndex | Index of the assigned camera |
Implements
AddLightPunctual(UInt32, UInt32)
Called when a node has a punctual light assigned (KHR_lights_punctual)
Declaration
public void AddLightPunctual(uint nodeIndex, uint lightIndex)
Parameters
Type | Name | Description |
---|---|---|
UInt32 | nodeIndex | Index of the node |
UInt32 | lightIndex | Index of the punctual light |
Implements
AddPrimitive(UInt32, String, Mesh, Int32[], UInt32[], Nullable<UInt32>, Single[], Int32)
Called for adding a Primitive/Mesh to a Node.
Declaration
public virtual void AddPrimitive(uint nodeIndex, string meshName, Mesh mesh, int[] materialIndices, uint[] joints = null, uint? rootJoint = null, float[] morphTargetWeights = null, int primitiveNumeration = 0)
Parameters
Type | Name | Description |
---|---|---|
UInt32 | nodeIndex | Index of the node |
String | meshName | Mesh's name |
Mesh | mesh | The actual Mesh |
Int32[] | materialIndices | Material indices. Should be used to query the material |
UInt32[] | joints | If a skin was attached, the joint indices. Null otherwise |
Nullable<UInt32> | rootJoint | Root joint node index, if present |
Single[] | morphTargetWeights | Morph target weights, if present |
Int32 | primitiveNumeration | Primitives are numerated per Node, starting with 0 |
Implements
AddPrimitiveInstanced(UInt32, String, Mesh, Int32[], UInt32, Nullable<NativeArray<Vector3>>, Nullable<NativeArray<Quaternion>>, Nullable<NativeArray<Vector3>>, Int32)
Called for adding a Primitive/Mesh to a Node that uses GPU instancing (EXT_mesh_gpu_instancing) to render the same mesh/material combination many times. Similar to/called instead of AddPrimitive(UInt32, String, Mesh, Int32[], UInt32[], Nullable<UInt32>, Single[], Int32), without joints/skin support.
Declaration
public virtual void AddPrimitiveInstanced(uint nodeIndex, string meshName, Mesh mesh, int[] materialIndices, uint instanceCount, NativeArray<Vector3>? positions, NativeArray<Quaternion>? rotations, NativeArray<Vector3>? scales, int primitiveNumeration = 0)
Parameters
Type | Name | Description |
---|---|---|
UInt32 | nodeIndex | Index of the node |
String | meshName | Mesh's name |
Mesh | mesh | The actual Mesh |
Int32[] | materialIndices | Material indices. Should be used to query the material |
UInt32 | instanceCount | Number of instances |
Nullable<NativeArray<Vector3>> | positions | Instance positions |
Nullable<NativeArray<Quaternion>> | rotations | Instance rotations |
Nullable<NativeArray<Vector3>> | scales | Instance scales |
Int32 | primitiveNumeration | Primitives are numerated per Node, starting with 0 |
Implements
BeginScene(String, UInt32[])
Starts creating a scene instance. Has to be called at first and concluded by calling EndScene(UInt32[]).
Declaration
public virtual void BeginScene(string name, uint[] rootNodeIndices)
Parameters
Type | Name | Description |
---|---|---|
String | name | Name of the scene |
UInt32[] | rootNodeIndices | Indices of root level nodes in scene |
Implements
CreateNode(UInt32, Nullable<UInt32>, Vector3, Quaternion, Vector3)
Called for every Node in the glTF file
Declaration
public void CreateNode(uint nodeIndex, uint? parentIndex, Vector3 position, Quaternion rotation, Vector3 scale)
Parameters
Type | Name | Description |
---|---|---|
UInt32 | nodeIndex | Index of node. Serves as identifier. |
Nullable<UInt32> | parentIndex | Index of the parent's node. If it's null, the node's a root-level node |
Vector3 | position | Node's local position in hierarchy |
Quaternion | rotation | Node's local rotation in hierarchy |
Vector3 | scale | Node's local scale in hierarchy |
Implements
EndScene(UInt32[])
Is called at last, after all scene content has been created. Immediately afterwards the scene will be rendered, so use it to finally prepare the instance.
Declaration
public virtual void EndScene(uint[] rootNodeIndices)
Parameters
Type | Name | Description |
---|---|---|
UInt32[] | rootNodeIndices | Indices of root level nodes in scene |
Implements
SetNodeName(UInt32, String)
Sets the name of a node. If a node has no name it falls back to the first valid mesh name. Null otherwise.
Declaration
public virtual void SetNodeName(uint nodeIndex, string name)
Parameters
Type | Name | Description |
---|---|---|
UInt32 | nodeIndex | Index of the node to be named. |
String | name | Valid name or null |