GLTFDocument
繼承: Resource < RefCounted < Object
被繼承: FBXDocument
用於在 Godot 中匯入和匯出 glTF 檔案的類別。
說明
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 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 GLTFState objects.
GLTFDocument can be extended with arbitrary functionality by extending the GLTFDocumentExtension class and registering it with GLTFDocument via register_gltf_document_extension(). This allows for custom data to be imported and exported.
教學
屬性
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方法
append_from_buffer(bytes: PackedByteArray, base_path: String, state: GLTFState, flags: int = 0) |
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append_from_file(path: String, state: GLTFState, flags: int = 0, base_path: String = "") |
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append_from_scene(node: Node, state: GLTFState, flags: int = 0) |
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export_object_model_property(state: GLTFState, node_path: NodePath, godot_node: Node, gltf_node_index: int) static |
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generate_buffer(state: GLTFState) |
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generate_scene(state: GLTFState, bake_fps: float = 30, trimming: bool = false, remove_immutable_tracks: bool = true) |
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get_supported_gltf_extensions() static |
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import_object_model_property(state: GLTFState, json_pointer: String) static |
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void |
register_gltf_document_extension(extension: GLTFDocumentExtension, first_priority: bool = false) static |
void |
unregister_gltf_document_extension(extension: GLTFDocumentExtension) static |
write_to_filesystem(state: GLTFState, path: String) |
列舉
enum RootNodeMode: 🔗
RootNodeMode ROOT_NODE_MODE_SINGLE_ROOT = 0
將Godot場景的根節點視為glTF檔案的根節點,並透過GODOT_single_root glTF擴充將其標記為單一根節點。這如果實作不支援GODOT_single_root,則會與ROOT_NODE_MODE_KEEP_ROOT 相同的解析。
RootNodeMode ROOT_NODE_MODE_KEEP_ROOT = 1
將Godot場景的根節點視為glTF檔案的根節點,但不要將其標記為任何特殊的東西。匯入Godot時會產生一個額外的根節點。這僅使用普通glTF 功能。這相當於Godot 4.1 及更早版本中的行為。
RootNodeMode ROOT_NODE_MODE_MULTI_ROOT = 2
將 Godot 場景的根節點視為 glTF 場景的名稱,並將其所有子節點新增為 glTF 檔案的根節點。這只使用普通 glTF 功能。這避免了一個額外的根節點,但只會保留Godot 場景根節點的名稱,因為它不會儲存為節點。
enum VisibilityMode: 🔗
VisibilityMode VISIBILITY_MODE_INCLUDE_REQUIRED = 0
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.
VisibilityMode VISIBILITY_MODE_INCLUDE_OPTIONAL = 1
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.
VisibilityMode VISIBILITY_MODE_EXCLUDE = 2
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.
屬性說明
String fallback_image_format = "None" 🔗
The user-friendly name of the fallback image format. This is used when exporting the glTF file, including writing to a file and writing to a byte array.
This property may only be one of "None", "PNG", or "JPEG", and is only used when the image_format is not one of "None", "PNG", or "JPEG". If having multiple extension image formats is desired, that can be done using a GLTFDocumentExtension class - this property only covers the use case of providing a base glTF fallback image when using a custom image format.
float fallback_image_quality = 0.25 🔗
The quality of the fallback image, if any. For PNG files, this downscales the image on both dimensions by this factor. For JPEG files, this is the lossy quality of the image. A low value is recommended, since including multiple high quality images in a glTF file defeats the file size gains of using a more efficient image format.
The user-friendly name of the export image format. This is used when exporting the glTF file, including writing to a file and writing to a byte array.
By default, Godot allows the following options: "None", "PNG", "JPEG", "Lossless WebP", and "Lossy WebP". Support for more image formats can be added in GLTFDocumentExtension classes. A single extension class can provide multiple options for the specific format to use, or even an option that uses multiple formats at once.
如果image_format是有損影像格式,則這決定了影像的有損品質。範圍在0.0到1.0 ``\ ,其中\ ``0.0 是最低質量,1.0 是最高品質。1.0 有損質量與無損不同。“,““,“ “,“錯誤的”,””,”,””
modules/gltf/doc_classes/GLTFDocument.xml"
RootNodeMode root_node_mode = 0 🔗
void set_root_node_mode(value: RootNodeMode)
RootNodeMode get_root_node_mode()
How to process the root node during export. The default and recommended value is ROOT_NODE_MODE_SINGLE_ROOT.
Note: Regardless of how the glTF file is exported, when importing, the root node type and name can be overridden in the scene import settings tab.
VisibilityMode visibility_mode = 0 🔗
void set_visibility_mode(value: VisibilityMode)
VisibilityMode get_visibility_mode()
How to deal with node visibility during export. This setting does nothing if all nodes are visible. The default and recommended value is VISIBILITY_MODE_INCLUDE_REQUIRED, which uses the KHR_node_visibility extension.
方法說明
Error append_from_buffer(bytes: PackedByteArray, base_path: String, state: GLTFState, flags: int = 0) 🔗
Takes a PackedByteArray defining a glTF and imports the data to the given GLTFState object through the state parameter.
Note: The base_path tells append_from_buffer() where to find dependencies and can be empty.
Error append_from_file(path: String, state: GLTFState, flags: int = 0, base_path: String = "") 🔗
Takes a path to a glTF file and imports the data at that file path to the given GLTFState object through the state parameter.
Note: The base_path tells append_from_file() where to find dependencies and can be empty.
Error append_from_scene(node: Node, state: GLTFState, flags: int = 0) 🔗
接收一個 Godot 引擎的場景節點,並通過 state 參數將其及其後代匯出到給定的 GLTFState 對象。
GLTFObjectModelProperty export_object_model_property(state: GLTFState, node_path: NodePath, godot_node: Node, gltf_node_index: int) static 🔗
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 GLTFObjectModelProperty object. Additional mappings can be supplied via the GLTFDocumentExtension._import_object_model_property() callback method.
PackedByteArray generate_buffer(state: GLTFState) 🔗
Takes a GLTFState object through the state parameter and returns a glTF PackedByteArray.
Node generate_scene(state: GLTFState, bake_fps: float = 30, trimming: bool = false, remove_immutable_tracks: bool = true) 🔗
Takes a GLTFState object through the state parameter and returns a Godot Engine scene node.
The bake_fps parameter overrides the bake_fps in state.
PackedStringArray get_supported_gltf_extensions() static 🔗
Returns a list of all support glTF extensions, including extensions supported directly by the engine, and extensions supported by user plugins registering 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.
GLTFObjectModelProperty import_object_model_property(state: GLTFState, json_pointer: String) static 🔗
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 GLTFObjectModelProperty object. Additional mappings can be supplied via the GLTFDocumentExtension._export_object_model_property() callback method.
void register_gltf_document_extension(extension: GLTFDocumentExtension, first_priority: bool = false) static 🔗
Registers the given 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 GLTFState or GLTFNode.
void unregister_gltf_document_extension(extension: GLTFDocumentExtension) static 🔗
將給定的 GLTFDocumentExtension 實例取消註冊。
Error write_to_filesystem(state: GLTFState, path: String) 🔗
Takes a 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.