Review Note

Last Update: 06/07/2024 05:46 PM

Current Deck: Technology::Godot::Godot Docs::GLTFState

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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 !

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Docs godot

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