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. |