Interface IInstantiator
After parsing and loading a glTF's content and converting its content into Unity resources,the second step is instantiation. Implementors of this interface can convert glTF resources into scene objects.
Namespace: GLTFast
Assembly: solution.dll
Syntax
public interface IInstantiator
Methods
AddAnimation(AnimationClip[])
Adds animation clips to the current scene. Only available if the built-in Animation module is enabled.
Declaration
void AddAnimation(AnimationClip[] animationClips)
Parameters
Type | Name | Description |
---|---|---|
AnimationClip[] | animationClips | Animation clips |
AddCamera(uint, uint)
Called when a node has a camera assigned
Declaration
void AddCamera(uint nodeIndex, uint cameraIndex)
Parameters
Type | Name | Description |
---|---|---|
uint | nodeIndex | Index of the node |
uint | cameraIndex | Index of the assigned camera |
AddLightPunctual(uint, uint)
Called when a node has a punctual light assigned (KHR_lights_punctual)
Declaration
void AddLightPunctual(uint nodeIndex, uint lightIndex)
Parameters
Type | Name | Description |
---|---|---|
uint | nodeIndex | Index of the node |
uint | lightIndex | Index of the punctual light |
AddPrimitive(uint, string, MeshResult, uint[], uint?, float[], int)
Called for adding a Primitive/Mesh to a Node.
Declaration
void AddPrimitive(uint nodeIndex, string meshName, MeshResult meshResult, uint[] joints = null, uint? rootJoint = null, float[] morphTargetWeights = null, int primitiveNumeration = 0)
Parameters
Type | Name | Description |
---|---|---|
uint | nodeIndex | Index of the node |
string | meshName | Mesh's name |
MeshResult | meshResult | The converted Mesh |
uint[] | joints | If a skin was attached, the joint indices. Null otherwise |
uint? | rootJoint | Root joint node index, if present |
float[] | morphTargetWeights | Morph target weights, if present |
int | primitiveNumeration | Primitives are numerated per Node, starting with 0 |
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.
Declaration
void AddPrimitiveInstanced(uint nodeIndex, string meshName, MeshResult meshResult, uint instanceCount, NativeArray<Vector3>? positions, NativeArray<Quaternion>? rotations, NativeArray<Vector3>? scales, int primitiveNumeration = 0)
Parameters
Type | Name | Description |
---|---|---|
uint | nodeIndex | Index of the node |
string | meshName | Mesh's name |
MeshResult | meshResult | The converted Mesh |
uint | instanceCount | Number of instances |
NativeArray<Vector3>? | positions | Instance positions |
NativeArray<Quaternion>? | rotations | Instance rotations |
NativeArray<Vector3>? | scales | Instance scales |
int | primitiveNumeration | Primitives are numerated per Node, starting with 0 |
BeginScene(string, uint[])
Starts creating a scene instance. Has to be called at first and concluded by calling EndScene(uint[]).
Declaration
void BeginScene(string name, uint[] rootNodeIndices)
Parameters
Type | Name | Description |
---|---|---|
string | name | Name of the scene |
uint[] | rootNodeIndices | Indices of root level nodes in scene |
CreateNode(uint, uint?, Vector3, Quaternion, Vector3)
Called for every Node in the glTF file
Declaration
void CreateNode(uint nodeIndex, uint? parentIndex, Vector3 position, Quaternion rotation, Vector3 scale)
Parameters
Type | Name | Description |
---|---|---|
uint | nodeIndex | Index of node. Serves as identifier. |
uint? | 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 |
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.
Declaration
void EndScene(uint[] rootNodeIndices)
Parameters
Type | Name | Description |
---|---|---|
uint[] | rootNodeIndices | Indices of root level nodes in scene |
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.
Declaration
void SetNodeName(uint nodeIndex, string name)
Parameters
Type | Name | Description |
---|---|---|
uint | nodeIndex | Index of the node to be named. |
string | name | Valid name or null |