TSCN-tiedostomuoto

The TSCN (text scene) file format represents a single scene tree inside Godot. TSCN files have the advantage of being mostly human-readable and easy for version control systems to manage. During import, TSCN files are compiled into binary .scn files stored inside the .import folder. This reduces the data size and speeds up loading.

The ESCN (exported scene) file format is identical to the TSCN file format, but is used to indicate to Godot that the file has been exported from another program and should not be edited by the user from within Godot.

Jos etsit täydellistä kuvausta, jäsennys on käsitelty tiedostossa resource_format_text.cpp, luokassa ResourceFormatLoaderText.

Tiedoston rakenne

TSCN-tiedosto sisältää viisi pääosiota:

  1. Tiedoston kuvaus
  2. Ulkoiset resurssit
  3. Sisäiset resurssit
  4. Solmut
  5. Connections

The file descriptor looks like [gd_scene load_steps=1 format=2] and should be the first entry in the file. The load_steps parameter should (in theory) be the number of resources within the file. However, in practice, its value seems not to matter.

These sections should appear in order, but it can be hard to distinguish them. The only difference between them is the first element in the heading for all of the items in the section. For example, the heading of all external resources should start with [ext_resource .....].

A TSCN file may contain single-line comments starting with a semicolon (;). However, comments will be discarded when saving the file using the Godot editor.

Tiedoston kohdat

A heading looks like [<resource_type> key=value key=value key=value ...] where resource_type is one of:

  • ext_resource
  • sub_resource (aliresurssi)
  • node (solmu)
  • connection (yhteys)

Below every heading comes zero or more key = value pairs. The values can be complex datatypes such as Arrays, Transforms, Colors, and so on. For example, a spatial node looks like:

[node name="Cube" type="Spatial" parent="."]
transform=Transform( 1.0, 0.0, 0.0 ,0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0 )

Skenepuu

The scene tree is made up of… nodes! The heading of each node consists of its name, parent and (most of the time) a type. For example [node type="Camera" name="PlayerCamera" parent="Player/Head"]

Muita avainsanoja ovat:

  • instance (ilmentymä)
  • instance_placeholder (ilmentymän paikanpitäjä)
  • owner
  • index (jos kahdella solmulla on sama nimi)
  • groups

The first node in the file, which is also the scene root, must not have a parent=Path/To/Node entry in its heading. All scene files should have exactly one scene root. If it doesn't, Godot will fail to import the file. The parent path of other nodes should be absolute, but shouldn't contain the scene root's name. If the node is a direct child of the scene root, the path should be ".". Here is an example scene tree (but without any node content):

[node name="Player" type="Spatial"]             ; The scene root
[node name="Arm" parent="." type="Spatial"]     ; Parented to the scene root
[node name="Hand" parent="Arm" type="Spatial"]
[node name="Finger" parent="Arm/Hand" type="Spatial"]

Similar to the internal resource, the document for each node is currently incomplete. Fortunately, it is easy to find out because you can simply save a file with that node in it. Some example nodes are:

[node type="CollisionShape" name="SphereCollision" parent="SpherePhysics"]

shape = SubResource(8)
transform = Transform( 1.0 , 0.0 , -0.0 , 0.0 , -4.371138828673793e-08 , 1.0 , -0.0 , -1.0 , -4.371138828673793e-08 ,0.0 ,0.0 ,-0.0  )


[node type="MeshInstance" name="Sphere" parent="SpherePhysics"]

mesh = SubResource(9)
transform = Transform( 1.0 , 0.0 , -0.0 , 0.0 , 1.0 , -0.0 , -0.0 , -0.0 , 1.0 ,0.0 ,0.0 ,-0.0  )


[node type="OmniLight" name="Lamp" parent="."]

light_energy = 1.0
light_specular = 1.0
transform = Transform( -0.29086464643478394 , -0.7711008191108704 , 0.5663931369781494 , -0.05518905818462372 , 0.6045246720314026 , 0.7946722507476807 , -0.9551711678504944 , 0.199883371591568 , -0.21839118003845215 ,4.076245307922363 ,7.3235554695129395 ,-1.0054539442062378  )
omni_range = 30
shadow_enabled = true
light_negative = false
light_color = Color( 1.0, 1.0, 1.0, 1.0 )


[node type="Camera" name="Camera" parent="."]

projection = 0
near = 0.10000000149011612
fov = 50
transform = Transform( 0.6859206557273865 , -0.32401350140571594 , 0.6515582203865051 , 0.0 , 0.8953956365585327 , 0.44527143239974976 , -0.7276763319969177 , -0.3054208755493164 , 0.6141703724861145 ,14.430776596069336 ,10.093015670776367 ,13.058500289916992  )
far = 100.0

NodePath

A tree structure is not enough to represent the whole scene. Godot uses a NodePath(Path/To/Node) structure to refer to another node or attribute of the node anywhere in the scene tree. For instance, MeshInstance uses NodePath() to point to its skeleton. Likewise, Animation tracks use NodePath() to point to node properties to animate.

[node name="mesh" type="MeshInstance" parent="Armature001"]

mesh = SubResource(1)
skeleton = NodePath("..:")
[sub_resource id=3 type="Animation"]

...
tracks/0/type = "transform
tracks/0/path = NodePath("Cube:")
...

Luuranko

The Skeleton node inherits the Spatial node, but also may have a list of bones described in key-value pairs in the format bones/Id/Attribute=Value. The bone attributes consist of:

  • name
  • parent
  • rest
  • pose
  • enabled
  • bound_children
  1. name täytyy olla jokaisen luun ensimmäinen attribuutti.
  2. parent is the index of parent bone in the bone list, with parent index, the bone list is built to a bone tree.
  3. rest on luun muunnosmatriisi lepoasennossa.
  4. pose is the pose matrix; use rest as the basis.
  5. bound_children on lista NodePath() rakenteita, jotka viittaavat tälle luulle kuuluviin BoneAttachment-solmuihin.

Tässä esimerkki skeleton-solmusta kahdella luulla:

[node name="Skeleton" type="Skeleton" parent="Armature001" index="0"]

bones/0/name = "Bone.001"
bones/0/parent = -1
bones/0/rest = Transform( 1, 0, 0, 0, 0, -1, 0, 1, 0, 0.038694, 0.252999, 0.0877164 )
bones/0/pose = Transform( 1.0, 0.0, -0.0, 0.0, 1.0, -0.0, -0.0, -0.0, 1.0, 0.0, 0.0, -0.0 )
bones/0/enabled = true
bones/0/bound_children = [  ]
bones/1/name = "Bone.002"
bones/1/parent = 0
bones/1/rest = Transform( 0.0349042, 0.99939, 0.000512929, -0.721447, 0.0248417, 0.692024, 0.691589, -0.0245245, 0.721874, 0, 5.96046e-08, -1.22688 )
bones/1/pose = Transform( 1.0, 0.0, -0.0, 0.0, 1.0, -0.0, -0.0, -0.0, 1.0, 0.0, 0.0, -0.0 )
bones/1/enabled = true
bones/1/bound_children = [  ]

BoneAttachment

BoneAttachment node is an intermediate node to describe some node being parented to a single bone in a Skeleton node. The BoneAttachment has a bone_name=NameOfBone attribute, and the corresponding bone being the parent has the BoneAttachment node in its bound_children list.

Esimerkki yhdestä MeshInstance-solmusta, joka toimii Skeletonin luun isäntänä:

[node name="Armature" type="Skeleton" parent="."]

transform = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, -0.0219986, 0.0125825, 0.0343127)
bones/0/name = "Bone"
bones/0/parent = -1
bones/0/rest = Transform(1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0)
bones/0/pose = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0)
bones/0/enabled = true
bones/0/bound_children = [NodePath("BoneAttachment:")]

[node name="BoneAttachment" type="BoneAttachment" parent="Armature"]

bone_name = "Bone"

[node name="Cylinder" type="MeshInstance" parent="Armature/BoneAttachment"]

mesh = SubResource(1)
transform = Transform(1.0, 0.0, 0.0, 0.0, 1.86265e-09, 1.0, 0.0, -1.0, 0.0, 0.0219986, -0.0343127, 2.25595)

Animaatiotoistin (AnimationPlayer)

AnimationPlayer works as an animation library. It stores animations listed in the format anim/Name=SubResource(ResourceId); each line refers to an Animation resource. All the animation resources use the root node of AnimationPlayer. The root node is stored as root_node=NodePath(Path/To/Node).

[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="1"]

root_node = NodePath("..")
autoplay = ""
playback_process_mode = 1
playback_default_blend_time = 0.0
playback_speed = 1.0
anims/default = SubResource( 2 )
blend_times = [  ]

Resurssit

Resurssit ovat komponentteja, joista solmut muodostuvat. Esimerkiksi MeshInstance-solmulla on ArrayMesh-resurssi. ArrayMesh-resurssi voi olla joko TSCN-tiedoston sisäinen tai sen ulkopuolinen.

References to the resources are handled by id numbers in the resource's heading. External resources and internal resources are referred to with ExtResource(id) and SubResource(id), respectively. Because there have different methods to refer to internal and external resources, you can have the same ID for both an internal and external resource.

For example, to refer to the resource [ext_resource id=3 type="PackedScene" path=....], you would use ExtResource(3).

Ulkoiset resurssit

External resources are links to resources not contained within the TSCN file itself. An external resource consists of a path, a type and an ID.

Godot always generates absolute paths relative to the resource directory and thus prefixed with res://, but paths relative to the TSCN file's location are also valid.

Joitakin esimerkkejä ulkoisista resursseista:

[ext_resource path="res://characters/player.dae" type="PackedScene" id=1]
[ext_resource path="metal.tres" type="Material" id=2]

Like TSCN files, a TRES file may contain single-line comments starting with a semicolon (;). However, comments will be discarded when saving the resource using the Godot editor.

Sisäiset resurssit

A TSCN file can contain meshes, materials and other data. These are contained in the internal resources section of the file. The heading for an internal resource looks similar to those of external resources, except that it doesn't have a path. Internal resources also have key=value pairs under each heading. For example, a capsule collision shape looks like:

[sub_resource  type="CapsuleShape" id=2]

radius = 0.5
height = 3.0

Some internal resources contain links to other internal resources (such as a mesh having a material). In this case, the referring resource must appear before the reference to it. This means that order matters in the file's internal resources section.

Unfortunately, documentation on the formats for these subresources isn't complete. Some examples can be found by inspecting saved resource files, but others can only be found by looking through Godot's source.

ArrayMesh

ArrayMesh koostuu useista pinnoista, jotka kukin ovat muotoa surface\Index={}. Kullakin pinnalla on joukko kärkipisteitä ja materiaali.

TSCN-tiedostot tukevat kahta erilaista pinnan formaattia:

  1. Vanhassa formaatissa kullakin pinnalla on kolme olennaista avainta:
  • primitive

  • arrays

  • morph_arrays

    1. primitive on enumeroitu muuttuja; primitive=4 joka on PRIMITIVE_TRIANGLES on usein käytetty.
    2. arrays on kaksiulotteinen taulukko, joka sisältää:
      1. Taulukko kärkipisteiden sijainteja
      2. Taulukko tangentteja
      3. Taulukko kärkipisteiden värejä
      4. UV-taulukko 1
      5. UV-taulukko 2
      6. Taulukko luuindeksejä
      7. Taulukko luiden painoja
      8. Taulukko kärkipisteiden indeksejä
    3. morph_arrays on taulukko morpheja. Kukin morph on tarkalleen arrays ilman kärkipisteiden indeksitaulukkoa.

Esimerkki ArrayMeshistä:

[sub_resource id=1 type="ArrayMesh"]

surfaces/0 = {
    "primitive":4,
    "arrays":[
        Vector3Array(0.0, 1.0, -1.0, 0.866025, -1.0, -0.5, 0.0, -1.0, -1.0, 0.866025, 1.0, -0.5, 0.866025, -1.0, 0.5, 0.866025, 1.0, 0.5, -8.74228e-08, -1.0, 1.0, -8.74228e-08, 1.0, 1.0, -0.866025, -1.0, 0.5, -0.866025, 1.0, 0.5, -0.866025, -1.0, -0.5, -0.866025, 1.0, -0.5),
        Vector3Array(0.0, 0.609973, -0.792383, 0.686239, -0.609973, -0.396191, 0.0, -0.609973, -0.792383, 0.686239, 0.609973, -0.396191, 0.686239, -0.609973, 0.396191, 0.686239, 0.609973, 0.396191, 0.0, -0.609973, 0.792383, 0.0, 0.609973, 0.792383, -0.686239, -0.609973, 0.396191, -0.686239, 0.609973, 0.396191, -0.686239, -0.609973, -0.396191, -0.686239, 0.609973, -0.396191),
        null, ; No Tangents,
        null, ; no Vertex Colors,
        null, ; No UV1,
        null, ; No UV2,
        null, ; No Bones,
        null, ; No Weights,
        IntArray(0, 2, 1, 3, 1, 4, 5, 4, 6, 7, 6, 8, 0, 5, 9, 9, 8, 10, 11, 10, 2, 1, 10, 8, 0, 1, 3, 3, 4, 5, 5, 6, 7, 7, 8, 9, 5, 0, 3, 0, 9, 11, 9, 5, 7, 9, 10, 11, 11, 2, 0, 10, 1, 2, 1, 6, 4, 6, 1, 8)
    ],
    "morph_arrays":[]
}

Animaatio

Animaatioresurssi koostuu raidoista. Lisäksi kullakin raidalla on pituus (length), kierto (loop) ja askellus (step).

  1. Sekä length että step ilmaisevat aikaa sekunteina.

Kukin raita on kuvattu listana avain-arvo pareja tracks/Id/Attribute. Kukin raita sisältää:

  • type (tyyppi)
  • path (polku)
  • interp (interpolaatio)
  • keys (avainruudut)
  • loop_wrap (kierron tyyppi)
  • imported (tuotu)
  • enabled
  1. Kunkin raidan ensimmäisen attribuutin on oltava type. type arvo voi olla:

    • transform (muunnos)
    • value (arvo)
    • method (metodi)
  2. path muoto on NodePath(Path/To/Node:Attribute). Se on polku AnimationPlayer solmussa määritellystä juurisolmusta animoituun solmuun tai attribuuttiin.

  3. The interp is the method to interpolate frames from the keyframes. It is an enum variable with one of the following values:

    • 0 (constant)
    • 1 (linear)
    • 2 (cubic)
  4. The keys correspond to the keyframes. It appears as a PoolRealArray(), but may have a different structure for tracks with different types.

    • A Transform track uses every 12 real numbers in the keys to describe a keyframe. The first number is the timestamp. The second number is the transition followed by a 3-number translation vector, followed by a 4-number rotation quaternion (X, Y, Z, W) and finally a 3-number scale vector. The default transition in a Transform track is 1.0.
[sub_resource type="Animation" id=2]

length = 4.95833
loop = false
step = 0.1
tracks/0/type = "transform"
tracks/0/path = NodePath("Armature001")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = true
tracks/0/enabled = true
tracks/0/keys = PoolRealArray( 0, 1, -0.0358698, -0.829927, 0.444204, 0, 0, 0, 1, 0.815074, 0.815074, 0.815074, 4.95833, 1, -0.0358698, -0.829927, 0.444204, 0, 0, 0, 1, 0.815074, 0.815074, 0.815074 )
tracks/1/type = "transform"
tracks/1/path = NodePath("Armature001/Skeleton:Bone.001")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = true
tracks/1/enabled = false
tracks/1/keys = PoolRealArray( 0, 1, 0, 5.96046e-08, 0, 0, 0, 0, 1, 1, 1, 1, 4.95833, 1, 0, 5.96046e-08, 0, 0, 0, 0, 1, 1, 1, 1 )