Class RootBase<TAccessor, TAnimation, TAsset, TBuffer, TBufferView, TCamera, TExtensions, TImage, TMaterial, TMesh, TNode, TSampler, TScene, TSkin, TTexture>
The root object for a glTF asset.
Inheritance
Inherited Members
Namespace: GLTFast.Schema
Assembly: solution.dll
Syntax
[Serializable]
public abstract class RootBase<TAccessor, TAnimation, TAsset, TBuffer, TBufferView, TCamera, TExtensions, TImage, TMaterial, TMesh, TNode, TSampler, TScene, TSkin, TTexture> : RootBase where TAccessor : AccessorBase where TAnimation : AnimationBase where TAsset : Asset where TBuffer : Buffer where TBufferView : BufferViewBase where TCamera : CameraBase where TExtensions : RootExtensions where TImage : Image where TMaterial : MaterialBase where TMesh : MeshBase where TNode : NodeBase where TSampler : Sampler where TScene : Scene where TSkin : Skin where TTexture : TextureBase
Type Parameters
Name | Description |
---|---|
TAccessor | Accessor type |
TAnimation | Animation type |
TAsset | Asset type |
TBuffer | Buffer type |
TBufferView | BufferView type |
TCamera | Camera type |
TExtensions | Extensions type |
TImage | Image type |
TMaterial | Material type |
TMesh | Mesh type |
TNode | Node type |
TSampler | Sampler type |
TScene | Scene type |
TSkin | Skin type |
TTexture | Texture type |
Fields
Name | Description |
---|---|
accessors | An array of accessors. An accessor is a typed view into a bufferView. |
animations | An array of keyframe animations. |
asset | Metadata about the glTF asset. |
bufferViews | A view into a buffer generally representing a subset of the buffer. |
buffers | A buffer points to binary geometry, animation, or skins. |
cameras | A camera’s projection |
extensions | glTF root extensions |
images | Image data used to create a texture. |
materials | The material appearance of a primitive. |
meshes | An array of meshes. A mesh is a set of primitives to be rendered. |
nodes | An object defining the hierarchy relations and the local transform of its content. |
samplers | Texture sampler properties for filtering and wrapping modes. |
scenes | Scene, the top level hierarchy object. |
skins | Joints and matrices defining a skinned mesh. |
textures | A texture is defined by an image and a sampler. |
Properties
Name | Description |
---|---|
Accessors | An array of accessors. An accessor is a typed view into a bufferView. |
Animations | An array of keyframe animations. |
Asset | Metadata about the glTF asset. |
BufferViews | An array of bufferViews. A bufferView is a view into a buffer generally representing a subset of the buffer. |
Buffers | An array of buffers. A buffer points to binary geometry, animation, or skins. |
Cameras | An array of cameras. A camera defines a projection matrix. |
Extensions | glTF root extensions |
Images | An array of images. An image defines data used to create a texture. |
Materials | An array of materials. A material defines the appearance of a primitive. |
Meshes | An array of meshes. A mesh is a set of primitives to be rendered. |
Nodes | An array of nodes. |
Samplers | An array of samplers. A sampler contains properties for texture filtering and wrapping modes. |
Scenes | An array of scenes. |
Skins | An array of skins. A skin is defined by joints and matrices. |
Textures | An array of textures. |