loadGltf abstract method
Load the glTF asset at the given path (.glb or .gltf)
If the file is a .gltf and resourceUri
is not specified,
all resources will be loaded relative to the URI of the file (so if
uri
is asset://assets/scene.gltf, the loader will attempt to load
asset://assets/scene.bin, asset://assets/texture.png, and so on).
If resourceUri
is specified, resources will be loaded relative to
that path.
If addToScene
is true
, all renderable entities (including lights)
in the asset will be added to the scene.
The initialInstances
argument determines the number of
instances created when the asset is first instantiated. If keepData
is
false, no further instances will be able to be created.
If keepData
is true, additional instances can be created by calling
createInstance
on the returned asset.
Creating instances at asset load time is more efficient than dynamically instantating at a later time.
Instances can be retrieved with getInstances
.
If loadResourcesAsync
is true, resources (textures, materials, etc) will
be loaded asynchronously. Some material/texture pop-in is expected.
Implementation
Future<ThermionAsset> loadGltf(String uri,
{bool addToScene = true,
int initialInstances = 1,
bool keepData = false,
String? resourceUri,
bool loadAsync = false});