GLTFState

Inherits: Resource < RefCounted < Object

Represents all data of a GLTF file.

Description

Contains all nodes and resources of a GLTF file. This is used by GLTFDocument as data storage, which allows GLTFDocument and all GLTFDocumentExtension classes to remain stateless.

GLTFState can be populated by GLTFDocument reading a file or by converting a Godot scene. Then the data can either be used to create a Godot scene or save to a GLTF file. The code that converts to/from a Godot scene can be intercepted at arbitrary points by GLTFDocumentExtension classes. This allows for custom data to be stored in the GLTF file or for custom data to be converted to/from Godot nodes.

Tutorials

Properties

String

base_path

""

PackedByteArray[]

buffers

[]

String

copyright

""

bool

create_animations

true

String

filename

""

PackedByteArray

glb_data

PackedByteArray()

Dictionary

json

{}

int

major_version

0

int

minor_version

0

PackedInt32Array

root_nodes

PackedInt32Array()

String

scene_name

""

bool

use_named_skin_binds

false

Methods

void

add_used_extension ( String extension_name, bool required )

GLTFAccessor[]

get_accessors ( )

Variant

get_additional_data ( StringName extension_name )

AnimationPlayer

get_animation_player ( int idx )

int

get_animation_players_count ( int idx )

GLTFAnimation[]

get_animations ( )

GLTFBufferView[]

get_buffer_views ( )

GLTFCamera[]

get_cameras ( )

int

get_handle_binary_image ( )

Texture2D[]

get_images ( )

GLTFLight[]

get_lights ( )

Material[]

get_materials ( )

GLTFMesh[]

get_meshes ( )

int

get_node_index ( Node scene_node )

GLTFNode[]

get_nodes ( )

Node

get_scene_node ( int idx )

GLTFSkeleton[]

get_skeletons ( )

GLTFSkin[]

get_skins ( )

GLTFTextureSampler[]

get_texture_samplers ( )

GLTFTexture[]

get_textures ( )

String[]

get_unique_animation_names ( )

String[]

get_unique_names ( )

void

set_accessors ( GLTFAccessor[] accessors )

void

set_additional_data ( StringName extension_name, Variant</