public MeshLoader(GltfLoaderData data) { this.data = data; materialLoader = new MaterialLoader(data); accessorLoader = new AccessorLoader(data); }
public NodeLoader(GltfLoaderData data) { this.data = data; meshLoader = new MeshLoader(data); colliderLoader = new ColliderLoader(data); }
/// <summary> /// /// </summary> /// <param name="path">Path to the gltf file.</param> /// <param name="root">Optional scene root. If not specified, a scene root will be created instead.</param> /// <param name="cache">Optional pre-allocated cache (useful for sharing cache data between multiple gltf instances).</param> /// <param name="pathResolver">Function for resolving uris/paths in gltf files to streams.</param> public GltfLoader(string path, GameObject root = null, AssetCache cache = null, Func <string, Stream> pathResolver = null) { if (pathResolver == null) { pathResolver = GetDefaultPathResolver(); } glTFLoader.Schema.Gltf gltf; using (var stream = pathResolver(path)) gltf = Interface.LoadModel(stream); if (cache == null) { cache = new AssetCache(gltf); } if (root != null) { this.root = root; } data = new GltfLoaderData(path, gltf, cache, pathResolver); nodeLoader = new NodeLoader(data); animationLoader = new AnimationLoader(data); }
public MaterialLoader(GltfLoaderData data) { this.data = data; textureLoader = new TextureLoader(data); }
public AnimationLoader(GltfLoaderData data) { this.data = data; accessorLoader = new AccessorLoader(data); }
public MaterialLoader(GltfLoaderData data) { this.data = data; }
public AccessorLoader(GltfLoaderData data) { this.data = data; }
public TextureLoader(GltfLoaderData data) { this.data = data; }