FilamentInstance

actual class 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

expect class 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

actual class FilamentInstance(jsInstance: gltfio_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

actual class 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

actual class 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

Constructors

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actual constructor()

Create a new FilamentInstance.

expect constructor()

Create a new FilamentInstance.

constructor(jsInstance: gltfio_FilamentInstance)
actual constructor()

Create a new FilamentInstance.

actual constructor()

Create a new FilamentInstance.

constructor(nativeHandle: CPointer<FilaFilamentInstance>?)
actual constructor()

Create a new FilamentInstance.

Properties

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

Functions

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actual fun applyMaterialVariant(variantIndex: Int)
expect fun applyMaterialVariant(variantIndex: Int)
actual fun applyMaterialVariant(variantIndex: Int)
actual fun applyMaterialVariant(variantIndex: Int)
actual fun applyMaterialVariant(variantIndex: Int)
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actual fun attachSkin(skinIndex: Int, target: Int)
expect fun attachSkin(skinIndex: Int, target: Int)
actual fun attachSkin(skinIndex: Int, target: Int)
actual fun attachSkin(skinIndex: Int, target: Int)
actual fun attachSkin(skinIndex: Int, target: Int)
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actual fun detachSkin(skinIndex: Int, target: Int)
expect fun detachSkin(skinIndex: Int, target: Int)
actual fun detachSkin(skinIndex: Int, target: Int)
actual fun detachSkin(skinIndex: Int, target: Int)
actual fun detachSkin(skinIndex: Int, target: Int)
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actual fun getAnimator(): Animator
expect fun getAnimator(): Animator
actual fun getAnimator(): Animator
actual fun getAnimator(): Animator
actual fun getAnimator(): Animator
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actual fun getAsset(): FilamentAsset
expect fun getAsset(): FilamentAsset
actual fun getAsset(): FilamentAsset
actual fun getAsset(): FilamentAsset
actual fun getAsset(): FilamentAsset
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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 getEntities(): IntArray
expect fun getEntities(): IntArray
actual fun getEntities(): IntArray
actual fun getEntities(): IntArray
actual fun getEntities(): 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 getJointCountAt(skinIndex: Int): Int
expect fun getJointCountAt(skinIndex: Int): Int
actual fun getJointCountAt(skinIndex: Int): Int
actual fun getJointCountAt(skinIndex: Int): Int
actual fun getJointCountAt(skinIndex: Int): Int
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actual fun getJointsAt(skinIndex: Int): IntArray
expect fun getJointsAt(skinIndex: Int): IntArray
actual fun getJointsAt(skinIndex: Int): IntArray
actual fun getJointsAt(skinIndex: Int): IntArray
actual fun getJointsAt(skinIndex: Int): IntArray
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actual fun getRoot(): Int
expect fun getRoot(): Int
actual fun getRoot(): Int
actual fun getRoot(): Int
actual fun getRoot(): Int
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actual fun getSkinCount(): Int
expect fun getSkinCount(): Int
actual fun getSkinCount(): Int
actual fun getSkinCount(): Int
actual fun getSkinCount(): Int
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actual fun getSkinNames(): Array<String>
expect fun getSkinNames(): Array<String>
actual fun getSkinNames(): Array<String>
actual fun getSkinNames(): Array<String>
actual fun getSkinNames(): Array<String>