<?xml version="1.0" encoding="UTF-8" ?> <class name="GLTFDocument" inherits="Resource" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd"> <brief_description> </brief_description> <description> Append a glTF2 3d format from a file, buffer or scene and then write to the filesystem, buffer or scene. </description> <tutorials> </tutorials> <methods> <method name="append_from_buffer"> <return type="int" enum="Error" /> <param index="0" name="bytes" type="PackedByteArray" /> <param index="1" name="base_path" type="String" /> <param index="2" name="state" type="GLTFState" /> <param index="3" name="flags" type="int" default="0" /> <description> Takes a [PackedByteArray] defining a GLTF and imports the data to the given [GLTFState] object through the [param state] parameter. [b]Note:[/b] The [param base_path] tells [method append_from_buffer] where to find dependencies and can be empty. </description> </method> <method name="append_from_file"> <return type="int" enum="Error" /> <param index="0" name="path" type="String" /> <param index="1" name="state" type="GLTFState" /> <param index="2" name="flags" type="int" default="0" /> <param index="3" name="base_path" type="String" default="""" /> <description> Takes a path to a GLTF file and imports the data at that file path to the given [GLTFState] object through the [param state] parameter. [b]Note:[/b] The [param base_path] tells [method append_from_file] where to find dependencies and can be empty. </description> </method> <method name="append_from_scene"> <return type="int" enum="Error" /> <param index="0" name="node" type="Node" /> <param index="1" name="state" type="GLTFState" /> <param index="2" name="flags" type="int" default="0" /> <description> Takes a Godot Engine scene node and exports it and its descendants to the given [GLTFState] object through the [param state] parameter. </description> </method> <method name="generate_buffer"> <return type="PackedByteArray" /> <param index="0" name="state" type="GLTFState" /> <description> Takes a [GLTFState] object through the [param state] parameter and returns a GLTF [PackedByteArray]. </description> </method> <method name="generate_scene"> <return type="Node" /> <param index="0" name="state" type="GLTFState" /> <param index="1" name="bake_fps" type="float" default="30" /> <param index="2" name="trimming" type="bool" default="false" /> <param index="3" name="remove_immutable_tracks" type="bool" default="true" /> <description> Takes a [GLTFState] object through the [param state] parameter and returns a Godot Engine scene node. </description> </method> <method name="register_gltf_document_extension" qualifiers="static"> <return type="void" /> <param index="0" name="extension" type="GLTFDocumentExtension" /> <param index="1" name="first_priority" type="bool" default="false" /> <description> Registers the given [GLTFDocumentExtension] instance with GLTFDocument. If [param first_priority] is true, this extension will be run first. Otherwise, it will be run last. [b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must be stateless in order to function properly. If you need to store data, use the [code]set_additional_data[/code] and [code]get_additional_data[/code] methods in [GLTFState] or [GLTFNode]. </description> </method> <method name="unregister_gltf_document_extension" qualifiers="static"> <return type="void" /> <param index="0" name="extension" type="GLTFDocumentExtension" /> <description> Unregisters the given [GLTFDocumentExtension] instance. </description> </method> <method name="write_to_filesystem"> <return type="int" enum="Error" /> <param index="0" name="state" type="GLTFState" /> <param index="1" name="path" type="String" /> <description> Takes a [GLTFState] object through the [param state] parameter and writes a glTF file to the filesystem. [b]Note:[/b] The extension of the glTF file determines if it is a .glb binary file or a .gltf file. </description> </method> </methods> </class>