Environment description
glTF base
The environment description used in UMI3D relies on the glTF open standard for three-dimmensional scenes and models desscription, from the Khronos Group. The glTF standard represent an environment as a tree of nodes, that may possess differents properties (better known as components). The glTF standard admits extensions to properties, to extend their abilities. A such, each UMI3D component is an extension of a glTF property.
Environment
An Environment is the root of the scene graph. It also comprise other essential information such as its name.
Scene
An Environment can possess several scene that could be displayed at one. From and including the scene, each child node has its own transform component (a position and a rotation)
3D Assets
UMI3D provides extensions for a lot of usual 3D assets that are node components (Models, Meshes, Lights, Canvas...).
- 3D Rendered
- Line
- Mesh
- Model
- Submodel
- UI
- Canvas
- Rect
- Text
- Image
- Other
- Light
Material
Materials could be added to the environment to be used by other assets.
Suported Materials are
- PBR materials
- External materials
Animations
An animation is the description of any playable sequence of a media. Node animation thus moves nodes while video and audio animation based on specific ressources can also be played.
Supported animation are
- Video
- Audio
- 3D movement animation
- Animation through animators
Shaders
Shaders with custom properties are supported.
Post-Processing effects
Post-Processing effects are packaged with the environment to tell the browser to execute them if possible.
Currently supported post-processing effects are
- Deferred fog
- Global bloom
- Global vignette