81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
85 lines
4.2 KiB
XML
85 lines
4.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GLTFDocument" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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</brief_description>
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<description>
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Append a glTF2 3d format from a file, buffer or scene and then write to the filesystem, buffer or scene.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="append_from_buffer">
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<return type="int" enum="Error" />
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<param index="0" name="bytes" type="PackedByteArray" />
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<param index="1" name="base_path" type="String" />
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<param index="2" name="state" type="GLTFState" />
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<param index="3" name="flags" type="int" default="0" />
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<description>
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Takes a [PackedByteArray] defining a GLTF and imports the data to the given [GLTFState] object through the [param state] parameter.
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[b]Note:[/b] The [param base_path] tells [method append_from_buffer] where to find dependencies and can be empty.
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</description>
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</method>
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<method name="append_from_file">
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<return type="int" enum="Error" />
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<param index="0" name="path" type="String" />
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<param index="1" name="state" type="GLTFState" />
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<param index="2" name="flags" type="int" default="0" />
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<param index="3" name="base_path" type="String" default="""" />
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<description>
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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.
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[b]Note:[/b] The [param base_path] tells [method append_from_file] where to find dependencies and can be empty.
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</description>
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</method>
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<method name="append_from_scene">
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<return type="int" enum="Error" />
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<param index="0" name="node" type="Node" />
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<param index="1" name="state" type="GLTFState" />
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<param index="2" name="flags" type="int" default="0" />
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<description>
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Takes a Godot Engine scene node and exports it and its descendants to the given [GLTFState] object through the [param state] parameter.
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</description>
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</method>
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<method name="generate_buffer">
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<return type="PackedByteArray" />
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<param index="0" name="state" type="GLTFState" />
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<description>
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Takes a [GLTFState] object through the [param state] parameter and returns a GLTF [PackedByteArray].
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</description>
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</method>
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<method name="generate_scene">
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<return type="Node" />
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<param index="0" name="state" type="GLTFState" />
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<param index="1" name="bake_fps" type="float" default="30" />
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<param index="2" name="trimming" type="bool" default="false" />
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<param index="3" name="remove_immutable_tracks" type="bool" default="true" />
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<description>
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Takes a [GLTFState] object through the [param state] parameter and returns a Godot Engine scene node.
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</description>
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</method>
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<method name="register_gltf_document_extension" qualifiers="static">
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<return type="void" />
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<param index="0" name="extension" type="GLTFDocumentExtension" />
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<param index="1" name="first_priority" type="bool" default="false" />
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<description>
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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.
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[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].
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</description>
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</method>
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<method name="unregister_gltf_document_extension" qualifiers="static">
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<return type="void" />
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<param index="0" name="extension" type="GLTFDocumentExtension" />
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<description>
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Unregisters the given [GLTFDocumentExtension] instance.
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</description>
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</method>
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<method name="write_to_filesystem">
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<return type="int" enum="Error" />
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<param index="0" name="state" type="GLTFState" />
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<param index="1" name="path" type="String" />
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<description>
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Takes a [GLTFState] object through the [param state] parameter and writes a glTF file to the filesystem.
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[b]Note:[/b] The extension of the glTF file determines if it is a .glb binary file or a .gltf file.
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</description>
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</method>
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</methods>
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</class>
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