The root object for a glTF asset

interface IGLTF {
    extensions?: Record<string, unknown>;
    extras?: Record<string, unknown>;
    accessors?: IAccessor[];
    animations?: IAnimation[];
    asset: IAsset;
    buffers?: IBuffer[];
    bufferViews?: IBufferView[];
    cameras?: ICamera[];
    extensionsUsed?: string[];
    extensionsRequired?: string[];
    images?: IImage[];
    materials?: IMaterial[];
    meshes?: IMesh[];
    nodes?: INode[];
    samplers?: ISampler[];
    scene?: number;
    scenes?: IScene[];
    skins?: ISkin[];
    textures?: ITexture[];
}

Hierarchy (view full)

Properties

extensions?: Record<string, unknown>

Dictionary object with extension-specific objects

extras?: Record<string, unknown>

Application-Specific data

accessors?: IAccessor[]

An array of accessors. An accessor is a typed view into a bufferView

animations?: IAnimation[]

An array of keyframe animations

asset: IAsset

Metadata about the glTF asset

buffers?: IBuffer[]

An array of buffers. A buffer points to binary geometry, animation, or skins

bufferViews?: IBufferView[]

An array of bufferViews. A bufferView is a view into a buffer generally representing a subset of the buffer

cameras?: ICamera[]

An array of cameras

extensionsUsed?: string[]

Names of glTF extensions used somewhere in this asset

extensionsRequired?: string[]

Names of glTF extensions required to properly load this asset

images?: IImage[]

An array of images. An image defines data used to create a texture

materials?: IMaterial[]

An array of materials. A material defines the appearance of a primitive

meshes?: IMesh[]

An array of meshes. A mesh is a set of primitives to be rendered

nodes?: INode[]

An array of nodes

samplers?: ISampler[]

An array of samplers. A sampler contains properties for texture filtering and wrapping modes

scene?: number

The index of the default scene

scenes?: IScene[]

An array of scenes

skins?: ISkin[]

An array of skins. A skin is defined by joints and matrices

textures?: ITexture[]

An array of textures