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GLTFDocument

Inherits: Resource < RefCounted < Object

Class for importing and exporting glTF files in and out of Godot.

描述

GLTFDocument supports reading data from a glTF file, buffer, or Godot scene. This data can then be written to the filesystem, buffer, or used to create a Godot scene.

All of the data in a GLTF scene is stored in the GLTFState class. GLTFDocument processes state objects, but does not contain any scene data itself.

GLTFDocument can be extended with arbitrary functionality by extending the GLTFDocumentExtension class and registering it with GLTFDocument via register_gltf_document_extension. This allows for custom data to be imported and exported.

教程

Methods

Error

append_from_buffer ( PackedByteArray bytes, String base_path, GLTFState state, int flags=0 )

Error

append_from_file ( String path, GLTFState state, int flags=0, String base_path="" )

Error

append_from_scene ( Node node, GLTFState state, int flags=0 )

PackedByteArray

generate_buffer ( GLTFState state )

Node

generate_scene ( GLTFState state, float bake_fps=30, bool trimming=false, bool remove_immutable_tracks=true )

void

register_gltf_document_extension ( GLTFDocumentExtension extension, bool first_priority=false ) static

void

unregister_gltf_document_extension ( GLTFDocumentExtension extension ) static

Error

write_to_filesystem ( GLTFState state, String path )


Method Descriptions

Error append_from_buffer ( PackedByteArray bytes, String base_path, GLTFState state, int flags=0 )

Takes a PackedByteArray defining a GLTF and imports the data to the given GLTFState object through the state parameter.

Note: The base_path tells append_from_buffer where to find dependencies and can be empty.


Error append_from_file ( String path, GLTFState state, int flags=0, String base_path="" )

Takes a path to a GLTF file and imports the data at that file path to the given GLTFState object through the state parameter.

Note: The base_path tells append_from_file where to find dependencies and can be empty.


Error append_from_scene ( Node node, GLTFState state, int flags=0 )

Takes a Godot Engine scene node and exports it and its descendants to the given GLTFState object through the state parameter.


PackedByteArray generate_buffer ( GLTFState state )

Takes a GLTFState object through the state parameter and returns a GLTF PackedByteArray.


Node generate_scene ( GLTFState state, float bake_fps=30, bool trimming=false, bool remove_immutable_tracks=true )

Takes a GLTFState object through the state parameter and returns a Godot Engine scene node.


void register_gltf_document_extension ( GLTFDocumentExtension extension, bool first_priority=false ) static

Registers the given GLTFDocumentExtension instance with GLTFDocument. If first_priority is true, this extension will be run first. Otherwise, it will be run last.

Note: Like GLTFDocument itself, all GLTFDocumentExtension classes must be stateless in order to function properly. If you need to store data, use the set_additional_data and get_additional_data methods in GLTFState or GLTFNode.


void unregister_gltf_document_extension ( GLTFDocumentExtension extension ) static

Unregisters the given GLTFDocumentExtension instance.


Error write_to_filesystem ( GLTFState state, String path )

Takes a GLTFState object through the state parameter and writes a glTF file to the filesystem.

Note: The extension of the glTF file determines if it is a .glb binary file or a .gltf file.