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    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: glTFast.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

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