Review Note
Last Update: 06/07/2024 05:46 PM
Current Deck: Technology::Godot::Godot Docs::GLTFState
PublishedCurrently Published Content
Content
Property Descriptions
String
base_path
=
""
void set_base_path (value: String )
String get_base_path ()
The folder path associated with this GLTF data. This is used to find other files the GLTF file references, like images or binary buffers. This will be set during import when appending from a file, and will be set during export when writing to a file.
Array
[
PackedByteArray
]
buffers
=
[]
void set_buffers (value: Array [ PackedByteArray ])
Array [ PackedByteArray ] get_buffers ()
There is currently no description for this property. Please help us by contributing one !
String
copyright
=
""
void set_copyright (value: String )
String get_copyright ()
The copyright string in the asset header of the GLTF file. This is set during import if present and export if non-empty. See the GLTF asset header documentation for more information.
bool
create_animations
=
true
void set_create_animations (value: bool )
bool get_create_animations ()
There is currently no description for this property. Please help us by contributing one !
String
filename
=
""
void set_filename (value: String )
String get_filename ()
The file name associated with this GLTF data. If it ends with
.gltf
, this is text-based GLTF, otherwise this is binary GLB. This will be set during import when appending from a file, and will be set during export when writing to a file. If writing to a buffer, this will be an empty string.
PackedByteArray
glb_data
=
PackedByteArray()
void set_glb_data (value: PackedByteArray )
PackedByteArray get_glb_data ()
The binary buffer attached to a .glb file.
bool
import_as_skeleton_bones
=
false
void set_import_as_skeleton_bones (value: bool )
bool get_import_as_skeleton_bones ()
True to force all GLTFNodes in the document to be bones of a single Skeleton3D godot node.
Dictionary
json
=
{}
void set_json (value: Dictionary )
Dictionary get_json ()
The original raw JSON document corresponding to this GLTFState.
int
major_version
=
0
void set_major_version (value: int )
int get_major_version ()
There is currently no description for this property. Please help us by contributing one !
int
minor_version
=
0
void set_minor_version (value: int )
int get_minor_version ()
There is currently no description for this property. Please help us by contributing one !
PackedInt32Array
root_nodes
=
PackedInt32Array()
void set_root_nodes (value: PackedInt32Array )
PackedInt32Array get_root_nodes ()
The root nodes of the GLTF file. Typically, a GLTF file will only have one scene, and therefore one root node. However, a GLTF file may have multiple scenes and therefore multiple root nodes, which will be generated as siblings of each other and as children of the root node of the generated Godot scene.
String
scene_name
=
""
void set_scene_name (value: String )
String get_scene_name ()
The name of the scene. When importing, if not specified, this will be the file name. When exporting, if specified, the scene name will be saved to the GLTF file.
bool
use_named_skin_binds
=
false
void set_use_named_skin_binds (value: bool )
bool get_use_named_skin_binds ()
There is currently no description for this property. Please help us by contributing one !
Note
Mnemonics
Extra
Cloze99
Current Tags:
Pending Suggestions
No pending suggestions for this note.