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    Class EntityInstantiator

    Inheritance
    object
    EntityInstantiator
    Implements
    IInstantiator
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: GLTFast
    Assembly: solution.dll
    Syntax
    public class EntityInstantiator : IInstantiator

    Constructors

    Name Description
    EntityInstantiator(IGltfReadable, Entity, ICodeLogger, InstantiationSettings)

    Fields

    Name Description
    m_Gltf
    m_Logger
    m_Nodes
    m_Parent
    m_Settings

    Methods

    Name Description
    AddAnimation(AnimationClip[])

    Adds animation clips to the current scene. Only available if the built-in Animation module is enabled.

    AddCamera(uint, uint)

    Called when a node has a camera assigned

    AddLightPunctual(uint, uint)

    Called when a node has a punctual light assigned (KHR_lights_punctual)

    AddPrimitive(uint, string, MeshResult, uint[], uint?, float[], int)

    Called for adding a Primitive/Mesh to a Node.

    AddPrimitiveInstanced(uint, string, MeshResult, uint, NativeArray<Vector3>?, NativeArray<Quaternion>?, NativeArray<Vector3>?, int)

    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(uint, string, MeshResult, uint[], uint?, float[], int), without joints/skin support.

    BeginScene(string, uint[])

    Starts creating a scene instance. Has to be called at first and concluded by calling EndScene(uint[]).

    CreateNode(uint, uint?, Vector3, Quaternion, Vector3)

    Called for every Node in the glTF file

    EndScene(uint[])

    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.

    SetNodeName(uint, string)

    Sets the name of a node. If a node has no name it falls back to the first valid mesh name. Null otherwise.

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