c409e6d722
This is useful for custom tagging of objects with properties (for example in Blender) and having this available in the editor for scripting. - Adds import logic to propagate the parsed GLTF extras all the way to the resulting Node->meta - Adds export logic to save Godot Object meta into GLTF extras - Supports `nodes`, `meshes` and `materials` (in GLTF sense of the words) |
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.. | ||
doc_classes | ||
editor | ||
extensions | ||
structures | ||
tests | ||
config.py | ||
gltf_defines.h | ||
gltf_document.cpp | ||
gltf_document.h | ||
gltf_state.cpp | ||
gltf_state.h | ||
gltf_template_convert.h | ||
README.md | ||
register_types.cpp | ||
register_types.h | ||
SCsub | ||
skin_tool.cpp | ||
skin_tool.h |
Godot glTF import and export module
In a nutshell, the glTF module works like this:
- The
structures/
folder contains glTF structures, the small pieces that make up a glTF file, represented as C++ classes. - The
extensions/
folder contains glTF extensions, which are optional features that build on top of the base glTF spec. GLTFState
holds collections of structures and extensions.GLTFDocument
operates on GLTFState and its elements.- The
editor/
folder uses GLTFDocument to import and export 3D models.