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path: root/doc/classes/EditorScenePostImport.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorScenePostImport" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Post-processes scenes after import.
	</brief_description>
	<description>
		Imported scenes can be automatically modified right after import by setting their [b]Custom Script[/b] Import property to a [code]tool[/code] script that inherits from this class.
		The [method _post_import] callback receives the imported scene's root node and returns the modified version of the scene. Usage example:
		[codeblocks]
		[gdscript]
		tool # Needed so it runs in editor.
		extends EditorScenePostImport
		# This sample changes all node names.
		# Called right after the scene is imported and gets the root node.
		func _post_import(scene):
		    # Change all node names to "modified_[oldnodename]"
		    iterate(scene)
		    return scene # Remember to return the imported scene
		func iterate(node):
		    if node != null:
		        node.name = "modified_" + node.name
		        for child in node.get_children():
		            iterate(child)
		[/gdscript]
		[csharp]
		using Godot;

		// This sample changes all node names.
		// Called right after the scene is imported and gets the root node.
		[Tool]
		public class NodeRenamer : EditorScenePostImport
		{
		    public override Object PostImport(Object scene)
		    {
		        // Change all node names to "modified_[oldnodename]"
		        Iterate(scene as Node);
		        return scene; // Remember to return the imported scene
		    }
		    public void Iterate(Node node)
		    {
		        if (node != null)
		        {
		            node.Name = "modified_" + node.Name;
		            foreach (Node child in node.GetChildren())
		            {
		                Iterate(child);
		            }
		        }
		    }
		}
		[/csharp]
		[/codeblocks]
	</description>
	<tutorials>
		<link title="Importing 3D scenes: Custom script">$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#custom-script</link>
	</tutorials>
	<methods>
		<method name="_post_import" qualifiers="virtual">
			<return type="Object" />
			<argument index="0" name="scene" type="Node" />
			<description>
				Called after the scene was imported. This method must return the modified version of the scene.
			</description>
		</method>
		<method name="get_source_file" qualifiers="const">
			<return type="String" />
			<description>
				Returns the source file path which got imported (e.g. [code]res://scene.dae[/code]).
			</description>
		</method>
	</methods>
</class>