FilamentAsset

actual class FilamentAsset

FilamentAsset owns a loaded glTF 2.0 asset and all its Filament objects.

A FilamentAsset represents a complete glTF scene with a hierarchy of entities, each having a Transform component. Some entities also have Renderable, Light, Camera, or animation components.

Assets own strong references to VertexBuffer, IndexBuffer, Texture objects, and optionally an Animator for skeletal animations. External resource loading (textures, buffer data) is handled separately via ResourceLoader.

Note: Only the default glTF scene is loaded; other glTF scenes are ignored.

See also

expect class FilamentAsset

FilamentAsset owns a loaded glTF 2.0 asset and all its Filament objects.

A FilamentAsset represents a complete glTF scene with a hierarchy of entities, each having a Transform component. Some entities also have Renderable, Light, Camera, or animation components.

Assets own strong references to VertexBuffer, IndexBuffer, Texture objects, and optionally an Animator for skeletal animations. External resource loading (textures, buffer data) is handled separately via ResourceLoader.

Note: Only the default glTF scene is loaded; other glTF scenes are ignored.

See also

actual class FilamentAsset

FilamentAsset owns a loaded glTF 2.0 asset and all its Filament objects.

A FilamentAsset represents a complete glTF scene with a hierarchy of entities, each having a Transform component. Some entities also have Renderable, Light, Camera, or animation components.

Assets own strong references to VertexBuffer, IndexBuffer, Texture objects, and optionally an Animator for skeletal animations. External resource loading (textures, buffer data) is handled separately via ResourceLoader.

Note: Only the default glTF scene is loaded; other glTF scenes are ignored.

See also

actual class FilamentAsset

FilamentAsset owns a loaded glTF 2.0 asset and all its Filament objects.

A FilamentAsset represents a complete glTF scene with a hierarchy of entities, each having a Transform component. Some entities also have Renderable, Light, Camera, or animation components.

Assets own strong references to VertexBuffer, IndexBuffer, Texture objects, and optionally an Animator for skeletal animations. External resource loading (textures, buffer data) is handled separately via ResourceLoader.

Note: Only the default glTF scene is loaded; other glTF scenes are ignored.

See also

actual class FilamentAsset

FilamentAsset owns a loaded glTF 2.0 asset and all its Filament objects.

A FilamentAsset represents a complete glTF scene with a hierarchy of entities, each having a Transform component. Some entities also have Renderable, Light, Camera, or animation components.

Assets own strong references to VertexBuffer, IndexBuffer, Texture objects, and optionally an Animator for skeletal animations. External resource loading (textures, buffer data) is handled separately via ResourceLoader.

Note: Only the default glTF scene is loaded; other glTF scenes are ignored.

See also

Constructors

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constructor(jsAsset: gltfio_FilamentAsset, _engine: Engine? = null)
constructor(nativeHandle: MemorySegment?)
constructor(nativeHandle: CPointer<FilaFilamentAsset>?)

Properties

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var nativeHandle: MemorySegment?
var nativeHandle: CPointer<FilaFilamentAsset>?

Functions

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actual fun getBoundingBox(): Box
expect fun getBoundingBox(): Box
actual fun getBoundingBox(): Box
actual fun getBoundingBox(): Box
actual fun getBoundingBox(): Box
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actual fun getEngine(): Engine
expect fun getEngine(): Engine
actual fun getEngine(): Engine
actual fun getEngine(): Engine
actual fun getEngine(): Engine
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actual fun getEntities(): IntArray
expect fun getEntities(): IntArray
actual fun getEntities(): IntArray
actual fun getEntities(): IntArray
actual fun getEntities(): IntArray
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actual fun getEntitiesByName(name: String): IntArray
expect fun getEntitiesByName(name: String): IntArray
actual fun getEntitiesByName(name: String): IntArray
actual fun getEntitiesByName(name: String): IntArray
actual fun getEntitiesByName(name: String): IntArray
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actual fun getEntitiesByPrefix(prefix: String): IntArray
expect fun getEntitiesByPrefix(prefix: String): IntArray
actual fun getEntitiesByPrefix(prefix: String): IntArray
actual fun getEntitiesByPrefix(prefix: String): IntArray
actual fun getEntitiesByPrefix(prefix: String): IntArray
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actual fun getEntityCount(): Int
expect fun getEntityCount(): Int
actual fun getEntityCount(): Int
actual fun getEntityCount(): Int
actual fun getEntityCount(): Int
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actual fun getExtras(entity: Entity): String?
expect fun getExtras(entity: Entity): String?
actual fun getExtras(entity: Entity): String?
actual fun getExtras(entity: Entity): String?
actual fun getExtras(entity: Entity): String?
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actual fun getMorphTargetNames(entity: Entity): Array<String>
expect fun getMorphTargetNames(entity: Entity): Array<String>
actual fun getMorphTargetNames(entity: Entity): Array<String>
actual fun getMorphTargetNames(entity: Entity): Array<String>
actual fun getMorphTargetNames(entity: Entity): Array<String>
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actual fun getName(entity: Entity): String?
expect fun getName(entity: Entity): String?
actual fun getName(entity: Entity): String?
actual fun getName(entity: Entity): String?
actual fun getName(entity: Entity): String?
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actual fun getRoot(): Entity
expect fun getRoot(): Entity
actual fun getRoot(): Entity
actual fun getRoot(): Entity
actual fun getRoot(): Entity
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actual fun popRenderable(): Entity
expect fun popRenderable(): Entity
actual fun popRenderable(): Entity
actual fun popRenderable(): Entity
actual fun popRenderable(): Entity
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actual fun popRenderables(entities: IntArray): Int
expect fun popRenderables(entities: IntArray): Int
actual fun popRenderables(entities: IntArray): Int
actual fun popRenderables(entities: IntArray): Int
actual fun popRenderables(entities: IntArray): Int
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actual fun releaseSourceData()
expect fun releaseSourceData()
actual fun releaseSourceData()
actual fun releaseSourceData()
actual fun releaseSourceData()