simvx.graphics.assets.scene_import

Import glTF scenes into SimVX node tree.

Backend-agnostic: produces Node3D / MeshInstance3D trees with simvx.core.Material objects whose texture URIs (or embedded bytes) are resolved lazily by whichever TextureManager the active backend owns (Vulkan on desktop, WebRenderer on Pyodide). A single import_gltf call therefore works identically in both runtimes — no backend probe needed at the import level.

Module Contents

Functions

import_gltf

Load a glTF file and return a Node3D hierarchy ready for the scene tree.

Data

API

simvx.graphics.assets.scene_import.__all__

[‘import_gltf’]

simvx.graphics.assets.scene_import.log

‘getLogger(…)’

simvx.graphics.assets.scene_import.import_gltf(file_path: str) simvx.core.Node3D[source]

Load a glTF file and return a Node3D hierarchy ready for the scene tree.

Each glTF node becomes a Node3D or MeshInstance3D. Materials are converted to simvx.core.Material with PBR texture URIs set so the active backend (Vulkan Engine or web WebRenderer) can resolve them through the shared TextureManager.

Returns an empty Node3D if the file is missing or the parser cannot read it — callers get a usable (if bare) scene root rather than a crash, matching the engine’s “errors logged, normal operation silent” rule.

Skeleton and animations are attached to nodes that reference glTF skins.