FilamentInstance
FilamentInstance provides access to a hierarchy of entities instanced from a glTF asset.
Every entity has a TransformManager component. Some entities also have Name or Renderable components. Instances share material and geometry data with the parent FilamentAsset but maintain independent entity hierarchies, transforms, and animation states.
Key features:
Independent entity tree for each instance
Skeletal animation via getAnimator() (independent per-instance or shared from asset)
Material variant switching via applyMaterialVariant()
Skin/skeleton access for joint manipulation
Independent bounding box and transform root
Animation ownership: Each instance has its own Animator, but it can also be obtained from the parent FilamentAsset. Using the asset's animator means all instances share the same animation frame; using instance animators allows independent control.
See also
FilamentInstance provides access to a hierarchy of entities instanced from a glTF asset.
Every entity has a TransformManager component. Some entities also have Name or Renderable components. Instances share material and geometry data with the parent FilamentAsset but maintain independent entity hierarchies, transforms, and animation states.
Key features:
Independent entity tree for each instance
Skeletal animation via getAnimator() (independent per-instance or shared from asset)
Material variant switching via applyMaterialVariant()
Skin/skeleton access for joint manipulation
Independent bounding box and transform root
Animation ownership: Each instance has its own Animator, but it can also be obtained from the parent FilamentAsset. Using the asset's animator means all instances share the same animation frame; using instance animators allows independent control.
See also
FilamentInstance provides access to a hierarchy of entities instanced from a glTF asset.
Every entity has a TransformManager component. Some entities also have Name or Renderable components. Instances share material and geometry data with the parent FilamentAsset but maintain independent entity hierarchies, transforms, and animation states.
Key features:
Independent entity tree for each instance
Skeletal animation via getAnimator() (independent per-instance or shared from asset)
Material variant switching via applyMaterialVariant()
Skin/skeleton access for joint manipulation
Independent bounding box and transform root
Animation ownership: Each instance has its own Animator, but it can also be obtained from the parent FilamentAsset. Using the asset's animator means all instances share the same animation frame; using instance animators allows independent control.
See also
FilamentInstance provides access to a hierarchy of entities instanced from a glTF asset.
Every entity has a TransformManager component. Some entities also have Name or Renderable components. Instances share material and geometry data with the parent FilamentAsset but maintain independent entity hierarchies, transforms, and animation states.
Key features:
Independent entity tree for each instance
Skeletal animation via getAnimator() (independent per-instance or shared from asset)
Material variant switching via applyMaterialVariant()
Skin/skeleton access for joint manipulation
Independent bounding box and transform root
Animation ownership: Each instance has its own Animator, but it can also be obtained from the parent FilamentAsset. Using the asset's animator means all instances share the same animation frame; using instance animators allows independent control.
See also
FilamentInstance provides access to a hierarchy of entities instanced from a glTF asset.
Every entity has a TransformManager component. Some entities also have Name or Renderable components. Instances share material and geometry data with the parent FilamentAsset but maintain independent entity hierarchies, transforms, and animation states.
Key features:
Independent entity tree for each instance
Skeletal animation via getAnimator() (independent per-instance or shared from asset)
Material variant switching via applyMaterialVariant()
Skin/skeleton access for joint manipulation
Independent bounding box and transform root
Animation ownership: Each instance has its own Animator, but it can also be obtained from the parent FilamentAsset. Using the asset's animator means all instances share the same animation frame; using instance animators allows independent control.
See also
Constructors
Create a new FilamentInstance.
Create a new FilamentInstance.
Create a new FilamentInstance.
Create a new FilamentInstance.
Create a new FilamentInstance.
Functions
Applies the material variant at variantIndex to all primitives in this instance. Ignored if the index is out of bounds.
Applies the material variant at variantIndex to all primitives in this instance. Ignored if the index is out of bounds.
Applies the material variant at variantIndex to all primitives in this instance. Ignored if the index is out of bounds.
Applies the material variant at variantIndex to all primitives in this instance. Ignored if the index is out of bounds.
Applies the material variant at variantIndex to all primitives in this instance. Ignored if the index is out of bounds.
Attaches the given skin to the given node entity, which must have an associated mesh with BONE_INDICES and BONE_WEIGHTS attributes. No-op if the skin index or target is invalid.
Attaches the given skin to the given node entity, which must have an associated mesh with BONE_INDICES and BONE_WEIGHTS attributes. No-op if the skin index or target is invalid.
Attaches the given skin to the given node entity, which must have an associated mesh with BONE_INDICES and BONE_WEIGHTS attributes. No-op if the skin index or target is invalid.
Attaches the given skin to the given node entity, which must have an associated mesh with BONE_INDICES and BONE_WEIGHTS attributes. No-op if the skin index or target is invalid.
Attaches the given skin to the given node entity, which must have an associated mesh with BONE_INDICES and BONE_WEIGHTS attributes. No-op if the skin index or target is invalid.
Detaches the given skin from the given node entity. No-op if skin index or target is invalid.
Detaches the given skin from the given node entity. No-op if skin index or target is invalid.
Detaches the given skin from the given node entity. No-op if skin index or target is invalid.
Detaches the given skin from the given node entity. No-op if skin index or target is invalid.
Detaches the given skin from the given node entity. No-op if skin index or target is invalid.
Returns the animation engine for this instance.
Returns the animation engine for this instance.
Returns the animation engine for this instance.
Returns the animation engine for this instance.
Returns the animation engine for this instance.
Gets the FilamentAsset that owns this instance.
Gets the FilamentAsset that owns this instance.
Gets the FilamentAsset that owns this instance.
Gets the FilamentAsset that owns this instance.
Gets the FilamentAsset that owns this instance.
Gets the axis-aligned bounding box from the min/max values in the glTF accessors, transformed for this instance.
Gets the axis-aligned bounding box from the min/max values in the glTF accessors, transformed for this instance.
Gets the axis-aligned bounding box from the min/max values in the glTF accessors, transformed for this instance.
Gets the axis-aligned bounding box from the min/max values in the glTF accessors, transformed for this instance.
Gets the axis-aligned bounding box from the min/max values in the glTF accessors, transformed for this instance.
Gets the entities of this instance, one per glTF node. All have a Transform component; some also have a Renderable or Name component.
Gets the entities of this instance, one per glTF node. All have a Transform component; some also have a Renderable or Name component.
Gets the entities of this instance, one per glTF node. All have a Transform component; some also have a Renderable or Name component.
Gets the entities of this instance, one per glTF node. All have a Transform component; some also have a Renderable or Name component.
Gets the entities of this instance, one per glTF node. All have a Transform component; some also have a Renderable or Name component.
Gets the number of entities returned by getEntities.
Gets the number of entities returned by getEntities.
Gets the number of entities returned by getEntities.
Gets the number of entities returned by getEntities.
Gets the number of entities returned by getEntities.
Gets the number of joints in the skin at skinIndex.
Gets the number of joints in the skin at skinIndex.
Gets the number of joints in the skin at skinIndex.
Gets the number of joints in the skin at skinIndex.
Gets the number of joints in the skin at skinIndex.
Gets the joint entities of the skin at skinIndex.
Gets the joint entities of the skin at skinIndex.
Gets the joint entities of the skin at skinIndex.
Gets the joint entities of the skin at skinIndex.
Gets the joint entities of the skin at skinIndex.
Gets all material instances of this instance. These are already bound to renderables.
Gets all material instances of this instance. These are already bound to renderables.
Gets all material instances of this instance. These are already bound to renderables.
Gets all material instances of this instance. These are already bound to renderables.
Gets all material instances of this instance. These are already bound to renderables.
Gets the names of all material variants declared in the asset, in variant-index order.
Gets the names of all material variants declared in the asset, in variant-index order.
Gets the names of all material variants declared in the asset, in variant-index order.
Gets the names of all material variants declared in the asset, in variant-index order.
Gets the names of all material variants declared in the asset, in variant-index order.
Gets the transform root entity of this instance, which has no matching glTF node.
Gets the transform root entity of this instance, which has no matching glTF node.
Gets the transform root entity of this instance, which has no matching glTF node.
Gets the transform root entity of this instance, which has no matching glTF node.
Gets the number of skins declared in the asset.
Gets the number of skins declared in the asset.
Gets the number of skins declared in the asset.
Gets the number of skins declared in the asset.
Gets the number of skins declared in the asset.
Gets the names of all skins, in skin-index order.
Gets the names of all skins, in skin-index order.
Gets the names of all skins, in skin-index order.
Gets the names of all skins, in skin-index order.
Gets the names of all skins, in skin-index order.