Properties
Protected _pbrDefaultMaterial
Protected _resourceManager
Protected _sceneName
_sceneName: string
Methods
Protected generateScenes
- generateScenes(asset: GltfAsset, meshes: Array<GLTFMesh>): Promise<void>
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Parameters
Returns Promise<void>
Protected getTexture
- getTexture(index: number): Texture2D | undefined
Protected inferBufferUsage
- inferBufferUsage(asset: GltfAsset, bufferViewId: number): GLenum
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Parameters
-
asset: GltfAsset
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bufferViewId: number
Returns GLenum
loadAsset
- loadAsset(uri: string): Promise<void>
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Parameters
Returns Promise<void>
Protected loadBuffers
- loadBuffers(asset: GltfAsset): Promise<void>
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Parameters
Returns Promise<void>
Protected loadMaterials
- loadMaterials(asset: GltfAsset): Promise<void>
-
Parameters
Returns Promise<void>
Protected loadMeshes
- loadMeshes(asset: GltfAsset): Promise<Array<GLTFMesh>>
-
Parameters
Returns Promise<Array<GLTFMesh>>
Protected loadPrimitive
- loadPrimitive(asset: GltfAsset, primitiveInfo: MeshPrimitive, id: number): Promise<GLTFPrimitive | undefined>
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Parameters
-
asset: GltfAsset
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primitiveInfo: MeshPrimitive
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id: number
Returns Promise<GLTFPrimitive | undefined>
Protected loadTextures
- loadTextures(asset: GltfAsset): Promise<void>
-
Parameters
Returns Promise<void>
This class can be used to load the glTF file format, which describes scenes and models. It handles all buffer, texture and geometry creation as well as scene generation. Per glTF scene, one SceneNode is generated which represents the hierarchy of the scene.
const loader = new GLTFLoader(this._context); await loader.loadAsset(GltfRenderer.assetURI); const rootNode = loader.defaultScene;