public record class ModelDataA model as it comes out of an authoring tool: a hierarchy, and what hangs off it.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Editor-domain, not runtime-domain, in [doc 08](../../docs/plan/08-asset-pipeline-and-addressables.md)'s split. What a player loads is a packed vertex buffer with a resolved pipeline; what an import produces is this — named parts, per-vertex arrays, and enough structure for a compiler to make those decisions with the whole model in hand. The compiler is what does meshlets, LODs, index reordering and vertex-layout packing, and none of them can be decided one mesh at a time.
Right-handed, Y-up, −Z forward, which is Vector3's convention and also glTF's and Assimp's own. No axis conversion happens on import, which is why none is written down as happening: a file authored Z-up arrives Z-up, and correcting it is a transform on the root node that an artist can see rather than a silent rotation in a build step.
Fields and properties (7)
public string NameWhat the model is called.
public ModelNode[] NodesThe hierarchy, parents before children.
public ModelPart[] PartsWhat is drawn, and where.
public string[] MaterialsThe materials the parts index into, by name.
public string SkeletonThe skeleton's sub-asset name, or empty if nothing here is skinned.
public string[] AnimationsThe animation clips' sub-asset names.
public BoundingBox BoundsEverything the model occupies, in its own space.
Used by (9)
- ModelDataTestsVixen.Rendering.Tests
- TypeRegistrationVixen.Rendering
- Vixen_Rendering_ModelDataSerializerVixen.Rendering
- ModelImporterVixen.Editor.Assets
- ModelImporterTestsVixen.Editor.Assets.Tests
- ModelReaderVixen.Editor.Assets
- ModelReaderTestsVixen.Editor.Assets.Tests
- NavMeshImporterVixen.Editor.Assets
- ReadModelVixen.Editor.Assets