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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: Unity.Cloud.Gltfast
    Assembly: Unity.Cloud.Gltfast.dll
    Syntax
    [MovedFrom(true, "GLTFast", "glTFast", null)]
    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

    AddMesh(uint, string, MeshResult, IReadOnlyList<uint>, uint?, IReadOnlyList<float>, int)

    Adds a Mesh/MeshResult to a Node for rendering purpose.

    Declaration
    void AddMesh(uint nodeIndex, string meshName, MeshResult meshResult, IReadOnlyList<uint> joints = null, uint? rootJoint = null, IReadOnlyList<float> morphTargetWeights = null, int meshNumeration = 0)
    Parameters
    Type Name Description
    uint nodeIndex

    Index of the node

    string meshName

    Mesh's name

    MeshResult meshResult

    The converted Mesh

    IReadOnlyList<uint> joints

    If a skin was attached, the joint indices. Null otherwise

    uint? rootJoint

    Root joint node index, if present

    IReadOnlyList<float> morphTargetWeights

    Morph target weights, if present

    int meshNumeration

    Per glTF mesh MeshResult numeration. A glTF mesh is converted into one or more MeshResults which are numbered consecutively. AddMesh(uint, string, MeshResult, IReadOnlyList<uint>, uint?, IReadOnlyList<float>, int) is called once for each of those MeshResults.

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

    Adds a Mesh/MeshResult to a Node with the purpose of rendering multiple instances of this MeshResult and material combination (through glTF extension EXT_mesh_gpu_instancing). In contrast to AddMesh(uint, string, MeshResult, IReadOnlyList<uint>, uint?, IReadOnlyList<float>, int) it lacks joints/skin support.

    Declaration
    void AddMeshInstanced(uint nodeIndex, string meshName, MeshResult meshResult, uint instanceCount, NativeArray<Vector3>? positions, NativeArray<Quaternion>? rotations, NativeArray<Vector3>? scales, int meshNumeration = 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 meshNumeration

    Per glTF mesh MeshResult numeration. A glTF mesh is converted into one or more MeshResults which are numbered consecutively. AddMeshInstanced(uint, string, MeshResult, uint, NativeArray<Vector3>?, NativeArray<Quaternion>?, NativeArray<Vector3>?, int) is called once for each of those MeshResults.

    BeginScene(string, IReadOnlyList<uint>)

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

    Declaration
    void BeginScene(string name, IReadOnlyList<uint> rootNodeIndices)
    Parameters
    Type Name Description
    string name

    Name of the scene

    IReadOnlyList<uint> rootNodeIndices

    Indices of root level nodes in scene

    CreateNode(uint, uint?, double3, double4, double3, string)

    Called for every Node in the glTF file.

    Declaration
    void CreateNode(uint nodeIndex, uint? parentIndex, double3 position, double4 rotation, double3 scale, string name)
    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

    double3 position

    Node's local position in hierarchy

    double4 rotation

    Node's local rotation in hierarchy

    double3 scale

    Node's local scale in hierarchy

    string name

    Node's name, or null when the glTF node has none.

    Remarks

    Null only reaches this method with Original, where naming an unnamed node is the implementation's choice. OriginalUnique supplies a synthesized hierarchy-unique name instead, which has to be applied verbatim for animations to bind.

    EndScene(IReadOnlyList<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(IReadOnlyList<uint> rootNodeIndices)
    Parameters
    Type Name Description
    IReadOnlyList<uint> rootNodeIndices

    Indices of root level nodes in scene

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