5f8af252e8
Fixes #23509.
60 lines
2 KiB
XML
60 lines
2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorScenePostImport" inherits="Reference" category="Core" version="3.1">
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<brief_description>
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Post process scenes after import
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</brief_description>
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<description>
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Imported scenes can be automatically modified right after import by setting their [i]Custom Script[/i] Import property to a [code]tool[/code] script that inherits from this class.
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The [method post_import] callback receives the imported scene's root node and returns the modified version of the scene. Usage example:
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[codeblock]
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tool # needed so it runs in editor
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extends EditorScenePostImport
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# This sample changes all node names
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# Called right after the scene is imported and gets the root node
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func post_import(scene):
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# change all node names to "modified_[oldnodename]"
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iterate(scene)
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return scene # remember to return the imported scene
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func iterate(node):
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if node != null:
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node.name = "modified_"+node.name
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for child in node.get_children():
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iterate(child)
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[/codeblock]
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="get_source_file" qualifiers="const">
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<return type="String">
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</return>
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<description>
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Returns the source file path which got imported (e.g. [code]res://scene.dae[/code]).
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</description>
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</method>
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<method name="get_source_folder" qualifiers="const">
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<return type="String">
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</return>
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<description>
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Returns the resource folder the imported scene file is located in.
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</description>
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</method>
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<method name="post_import" qualifiers="virtual">
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<return type="Object">
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</return>
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<argument index="0" name="scene" type="Object">
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</argument>
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<description>
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Gets called after the scene got imported and has to return the modified version of the scene.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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