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2025-11-30 08:35:03 +02:00

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5.9 KiB
C#

// SPDX-FileCopyrightText: 2023 Unity Technologies and the glTFast authors
// SPDX-License-Identifier: Apache-2.0
using Unity.Collections;
using UnityEngine;
namespace GLTFast
{
/// <summary>
/// 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.
/// </summary>
public interface IInstantiator
{
/// <summary>
/// Starts creating a scene instance.
/// Has to be called at first and concluded by calling
/// <see cref="EndScene"/>.
/// </summary>
/// <param name="name">Name of the scene</param>
/// <param name="rootNodeIndices">Indices of root level nodes in scene</param>
void BeginScene(
string name
, uint[] rootNodeIndices
);
#if UNITY_ANIMATION
/// <summary>
/// Adds animation clips to the current scene.
/// Only available if the built-in Animation module is enabled.
/// </summary>
/// <param name="animationClips">Animation clips</param>
void AddAnimation(AnimationClip[] animationClips);
#endif
/// <summary>
/// Called for every Node in the glTF file
/// </summary>
/// <param name="nodeIndex">Index of node. Serves as identifier.</param>
/// <param name="parentIndex">Index of the parent's node. If it's null,
/// the node's a root-level node</param>
/// <param name="position">Node's local position in hierarchy</param>
/// <param name="rotation">Node's local rotation in hierarchy</param>
/// <param name="scale">Node's local scale in hierarchy</param>
void CreateNode(
uint nodeIndex,
uint? parentIndex,
Vector3 position,
Quaternion rotation,
Vector3 scale
);
/// <summary>
/// Sets the name of a node.
/// If a node has no name it falls back to the first valid mesh name.
/// Null otherwise.
/// </summary>
/// <param name="nodeIndex">Index of the node to be named.</param>
/// <param name="name">Valid name or null</param>
void SetNodeName(uint nodeIndex, string name);
/// <summary>
/// Adds a Mesh/MeshResult to a Node for rendering purpose.
/// </summary>
/// <param name="nodeIndex">Index of the node</param>
/// <param name="meshName">Mesh's name</param>
/// <param name="meshResult">The converted Mesh</param>
/// <param name="joints">If a skin was attached, the joint indices. Null otherwise</param>
/// <param name="rootJoint">Root joint node index, if present</param>
/// <param name="morphTargetWeights">Morph target weights, if present</param>
/// <param name="meshNumeration">Per glTF mesh <see cref="MeshResult"/> numeration. A glTF mesh is converted
/// into one or more MeshResults which are numbered consecutively. <see cref="AddPrimitive"/> is called once
/// for each of those MeshResults.</param>
void AddPrimitive(
uint nodeIndex,
string meshName,
MeshResult meshResult,
uint[] joints = null,
uint? rootJoint = null,
float[] morphTargetWeights = null,
int meshNumeration = 0
);
/// <summary>
/// Adds a Mesh/MeshResult to a Node with the purpose of rendering multiple instances of this MeshResult and
/// material combination (through glTF extension
/// <a href="https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_mesh_gpu_instancing/README.md">EXT_mesh_gpu_instancing</a>).
/// In contrast to <see cref="AddPrimitive"/> it lacks joints/skin support.
/// </summary>
/// <param name="nodeIndex">Index of the node</param>
/// <param name="meshName">Mesh's name</param>
/// <param name="meshResult">The converted Mesh</param>
/// <param name="instanceCount">Number of instances</param>
/// <param name="positions">Instance positions</param>
/// <param name="rotations">Instance rotations</param>
/// <param name="scales">Instance scales</param>
/// <param name="meshNumeration">Per glTF mesh <see cref="MeshResult"/> numeration. A glTF mesh is converted
/// into one or more MeshResults which are numbered consecutively. <see cref="AddPrimitive"/> is called once
/// for each of those MeshResults.</param>
void AddPrimitiveInstanced(
uint nodeIndex,
string meshName,
MeshResult meshResult,
uint instanceCount,
NativeArray<Vector3>? positions,
NativeArray<Quaternion>? rotations,
NativeArray<Vector3>? scales,
int meshNumeration = 0
);
/// <summary>
/// Called when a node has a camera assigned
/// </summary>
/// <param name="nodeIndex">Index of the node</param>
/// <param name="cameraIndex">Index of the assigned camera</param>
void AddCamera(
uint nodeIndex,
uint cameraIndex
);
/// <summary>
/// Called when a node has a punctual light assigned (KHR_lights_punctual)
/// </summary>
/// <param name="nodeIndex">Index of the node</param>
/// <param name="lightIndex">Index of the punctual light</param>
void AddLightPunctual(
uint nodeIndex,
uint lightIndex
);
/// <summary>
/// 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.
/// </summary>
/// <param name="rootNodeIndices">Indices of root level nodes in scene</param>
void EndScene(
uint[] rootNodeIndices
);
}
}