GLTFDocument

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Published: Sep 16, 2025 License: MIT Imports: 27 Imported by: 0

Documentation

Overview

GLTFDocument supports reading data from a glTF file, buffer, or Godot scene. This data can then be written to the filesystem, buffer, or used to create a Godot scene.

All of the data in a glTF scene is stored in the graphics.gd/classdb/GLTFState class. GLTFDocument processes state objects, but does not contain any scene data itself. GLTFDocument has member variables to store export configuration settings such as the image format, but is otherwise stateless. Multiple scenes can be processed with the same settings using the same GLTFDocument object and different graphics.gd/classdb/GLTFState objects.

GLTFDocument can be extended with arbitrary functionality by extending the graphics.gd/classdb/GLTFDocumentExtension class and registering it with GLTFDocument via RegisterGltfDocumentExtension. This allows for custom data to be imported and exported.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

func ExportObjectModelProperty

func ExportObjectModelProperty(state GLTFState.Instance, node_path string, godot_node Node.Instance, gltf_node_index int) GLTFObjectModelProperty.Instance

Determines a mapping between the given Godot 'node_path' and the corresponding glTF Object Model JSON pointer(s) in the generated glTF file. The details of this mapping are returned in a graphics.gd/classdb/GLTFObjectModelProperty object. Additional mappings can be supplied via the graphics.gd/classdb/GLTFDocumentExtension.Instance.ImportObjectModelProperty callback method.

func GetSupportedGltfExtensions

func GetSupportedGltfExtensions() []string

Returns a list of all support glTF extensions, including extensions supported directly by the engine, and extensions supported by user plugins registering graphics.gd/classdb/GLTFDocumentExtension classes.

Note: If this method is run before a GLTFDocumentExtension is registered, its extensions won't be included in the list. Be sure to only run this method after all extensions are registered. If you run this when the engine starts, consider waiting a frame before calling this method to ensure all extensions are registered.

func ImportObjectModelProperty

func ImportObjectModelProperty(state GLTFState.Instance, json_pointer string) GLTFObjectModelProperty.Instance

Determines a mapping between the given glTF Object Model 'json_pointer' and the corresponding Godot node path(s) in the generated Godot scene. The details of this mapping are returned in a graphics.gd/classdb/GLTFObjectModelProperty object. Additional mappings can be supplied via the graphics.gd/classdb/GLTFDocumentExtension.Instance.ExportObjectModelProperty callback method.

func RegisterGltfDocumentExtension

func RegisterGltfDocumentExtension(extension GLTFDocumentExtension.Instance, first_priority bool)

Registers the given graphics.gd/classdb/GLTFDocumentExtension instance with GLTFDocument. If 'first_priority' is true, this extension will be run first. Otherwise, it will be run last.

Note: Like GLTFDocument itself, all GLTFDocumentExtension classes must be stateless in order to function properly. If you need to store data, use the set_additional_data and get_additional_data methods in graphics.gd/classdb/GLTFState or graphics.gd/classdb/GLTFNode.

func RegisterGltfDocumentExtensionOptions

func RegisterGltfDocumentExtensionOptions(extension GLTFDocumentExtension.Instance, first_priority bool)

Registers the given graphics.gd/classdb/GLTFDocumentExtension instance with GLTFDocument. If 'first_priority' is true, this extension will be run first. Otherwise, it will be run last.

Note: Like GLTFDocument itself, all GLTFDocumentExtension classes must be stateless in order to function properly. If you need to store data, use the set_additional_data and get_additional_data methods in graphics.gd/classdb/GLTFState or graphics.gd/classdb/GLTFNode.

func UnregisterGltfDocumentExtension

func UnregisterGltfDocumentExtension(extension GLTFDocumentExtension.Instance)

Unregisters the given graphics.gd/classdb/GLTFDocumentExtension instance.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsGLTFDocument() Instance
}

type Expanded

type Expanded [1]gdclass.GLTFDocument

func (Expanded) AppendFromBuffer

func (self Expanded) AppendFromBuffer(bytes []byte, base_path string, state GLTFState.Instance, flags int) error

Takes a []byte defining a glTF and imports the data to the given graphics.gd/classdb/GLTFState object through the 'state' parameter.

Note: The 'base_path' tells Instance.AppendFromBuffer where to find dependencies and can be empty.

func (Expanded) AppendFromFile

func (self Expanded) AppendFromFile(path string, state GLTFState.Instance, flags int, base_path string) error

Takes a path to a glTF file and imports the data at that file path to the given graphics.gd/classdb/GLTFState object through the 'state' parameter.

Note: The 'base_path' tells Instance.AppendFromFile where to find dependencies and can be empty.

func (Expanded) AppendFromScene

func (self Expanded) AppendFromScene(node Node.Instance, state GLTFState.Instance, flags int) error

Takes a Godot Engine scene node and exports it and its descendants to the given graphics.gd/classdb/GLTFState object through the 'state' parameter.

func (Expanded) GenerateScene

func (self Expanded) GenerateScene(state GLTFState.Instance, bake_fps Float.X, trimming bool, remove_immutable_tracks bool) Node.Instance

Takes a graphics.gd/classdb/GLTFState object through the 'state' parameter and returns a Godot Engine scene node.

The 'bake_fps' parameter overrides the bake_fps in 'state'.

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsGLTFDocument

func (self *Extension[T]) AsGLTFDocument() Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsRefCounted

func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted

func (*Extension[T]) AsResource

func (self *Extension[T]) AsResource() Resource.Instance

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.GLTFDocument

Instance of the class with convieniently typed arguments and results.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AppendFromBuffer

func (self Instance) AppendFromBuffer(bytes []byte, base_path string, state GLTFState.Instance) error

Takes a []byte defining a glTF and imports the data to the given graphics.gd/classdb/GLTFState object through the 'state' parameter.

Note: The 'base_path' tells Instance.AppendFromBuffer where to find dependencies and can be empty.

func (Instance) AppendFromFile

func (self Instance) AppendFromFile(path string, state GLTFState.Instance) error

Takes a path to a glTF file and imports the data at that file path to the given graphics.gd/classdb/GLTFState object through the 'state' parameter.

Note: The 'base_path' tells Instance.AppendFromFile where to find dependencies and can be empty.

func (Instance) AppendFromScene

func (self Instance) AppendFromScene(node Node.Instance, state GLTFState.Instance) error

Takes a Godot Engine scene node and exports it and its descendants to the given graphics.gd/classdb/GLTFState object through the 'state' parameter.

func (Instance) AsGLTFDocument

func (self Instance) AsGLTFDocument() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResource

func (self Instance) AsResource() Resource.Instance

func (Instance) FallbackImageFormat

func (self Instance) FallbackImageFormat() string

func (Instance) FallbackImageQuality

func (self Instance) FallbackImageQuality() Float.X

func (Instance) GenerateBuffer

func (self Instance) GenerateBuffer(state GLTFState.Instance) []byte

Takes a graphics.gd/classdb/GLTFState object through the 'state' parameter and returns a glTF []byte.

func (Instance) GenerateScene

func (self Instance) GenerateScene(state GLTFState.Instance) Node.Instance

Takes a graphics.gd/classdb/GLTFState object through the 'state' parameter and returns a Godot Engine scene node.

The 'bake_fps' parameter overrides the bake_fps in 'state'.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) ImageFormat

func (self Instance) ImageFormat() string

func (Instance) LossyQuality

func (self Instance) LossyQuality() Float.X

func (Instance) RootNodeMode

func (self Instance) RootNodeMode() RootNodeMode

func (Instance) SetFallbackImageFormat

func (self Instance) SetFallbackImageFormat(value string)

func (Instance) SetFallbackImageQuality

func (self Instance) SetFallbackImageQuality(value Float.X)

func (Instance) SetImageFormat

func (self Instance) SetImageFormat(value string)

func (Instance) SetLossyQuality

func (self Instance) SetLossyQuality(value Float.X)

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetRootNodeMode

func (self Instance) SetRootNodeMode(value RootNodeMode)

func (Instance) SetVisibilityMode

func (self Instance) SetVisibilityMode(value VisibilityMode)

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

func (Instance) VisibilityMode

func (self Instance) VisibilityMode() VisibilityMode

func (Instance) WriteToFilesystem

func (self Instance) WriteToFilesystem(state GLTFState.Instance, path string) error

Takes a graphics.gd/classdb/GLTFState object through the 'state' parameter and writes a glTF file to the filesystem.

Note: The extension of the glTF file determines if it is a .glb binary file or a .gltf text file.

type RootNodeMode

type RootNodeMode int //gd:GLTFDocument.RootNodeMode
const (
	// Treat the Godot scene's root node as the root node of the glTF file, and mark it as the single root node via the GODOT_single_root glTF extension. This will be parsed the same as [RootNodeModeKeepRoot] if the implementation does not support GODOT_single_root.
	RootNodeModeSingleRoot RootNodeMode = 0
	// Treat the Godot scene's root node as the root node of the glTF file, but do not mark it as anything special. An extra root node will be generated when importing into Godot. This uses only vanilla glTF features. This is equivalent to the behavior in Godot 4.1 and earlier.
	RootNodeModeKeepRoot RootNodeMode = 1
	// Treat the Godot scene's root node as the name of the glTF scene, and add all of its children as root nodes of the glTF file. This uses only vanilla glTF features. This avoids an extra root node, but only the name of the Godot scene's root node will be preserved, as it will not be saved as a node.
	RootNodeModeMultiRoot RootNodeMode = 2
)

type VisibilityMode

type VisibilityMode int //gd:GLTFDocument.VisibilityMode
const (
	// If the scene contains any non-visible nodes, include them, mark them as non-visible with KHR_node_visibility, and require that importers respect their non-visibility. Downside: If the importer does not support KHR_node_visibility, the file cannot be imported.
	VisibilityModeIncludeRequired VisibilityMode = 0
	// If the scene contains any non-visible nodes, include them, mark them as non-visible with KHR_node_visibility, and do not impose any requirements on importers. Downside: If the importer does not support KHR_node_visibility, invisible objects will be visible.
	VisibilityModeIncludeOptional VisibilityMode = 1
	// If the scene contains any non-visible nodes, do not include them in the export. This is the same as the behavior in Godot 4.4 and earlier. Downside: Invisible nodes will not exist in the exported file.
	VisibilityModeExclude VisibilityMode = 2
)

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