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path: root/modules/gltf/doc_classes/GLTFDocument.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="GLTFDocument" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
	<brief_description>
	</brief_description>
	<description>
		Append a glTF2 3d format from a file, buffer or scene and then write to the filesystem, buffer or scene.
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="append_from_buffer">
			<return type="int" enum="Error" />
			<param index="0" name="bytes" type="PackedByteArray" />
			<param index="1" name="base_path" type="String" />
			<param index="2" name="state" type="GLTFState" />
			<param index="3" name="flags" type="int" default="0" />
			<description>
				Takes a [PackedByteArray] defining a GLTF and imports the data to the given [GLTFState] object through the [param state] parameter.
				[b]Note:[/b] The [param base_path] tells [method append_from_buffer] where to find dependencies and can be empty.
			</description>
		</method>
		<method name="append_from_file">
			<return type="int" enum="Error" />
			<param index="0" name="path" type="String" />
			<param index="1" name="state" type="GLTFState" />
			<param index="2" name="flags" type="int" default="0" />
			<param index="3" name="base_path" type="String" default="&quot;&quot;" />
			<description>
				Takes a path to a GLTF file and imports the data at that file path to the given [GLTFState] object through the [param state] parameter.
				[b]Note:[/b] The [param base_path] tells [method append_from_file] where to find dependencies and can be empty.
			</description>
		</method>
		<method name="append_from_scene">
			<return type="int" enum="Error" />
			<param index="0" name="node" type="Node" />
			<param index="1" name="state" type="GLTFState" />
			<param index="2" name="flags" type="int" default="0" />
			<description>
				Takes a Godot Engine scene node and exports it and its descendants to the given [GLTFState] object through the [param state] parameter.
			</description>
		</method>
		<method name="generate_buffer">
			<return type="PackedByteArray" />
			<param index="0" name="state" type="GLTFState" />
			<description>
				Takes a [GLTFState] object through the [param state] parameter and returns a GLTF [PackedByteArray].
			</description>
		</method>
		<method name="generate_scene">
			<return type="Node" />
			<param index="0" name="state" type="GLTFState" />
			<param index="1" name="bake_fps" type="float" default="30" />
			<param index="2" name="trimming" type="bool" default="false" />
			<param index="3" name="remove_immutable_tracks" type="bool" default="true" />
			<description>
				Takes a [GLTFState] object through the [param state] parameter and returns a Godot Engine scene node.
			</description>
		</method>
		<method name="register_gltf_document_extension" qualifiers="static">
			<return type="void" />
			<param index="0" name="extension" type="GLTFDocumentExtension" />
			<param index="1" name="first_priority" type="bool" default="false" />
			<description>
				Registers the given [GLTFDocumentExtension] instance with GLTFDocument. If [param first_priority] is true, this extension will be run first. Otherwise, it will be run last.
				[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must be stateless in order to function properly. If you need to store data, use the [code]set_additional_data[/code] and [code]get_additional_data[/code] methods in [GLTFState] or [GLTFNode].
			</description>
		</method>
		<method name="unregister_gltf_document_extension" qualifiers="static">
			<return type="void" />
			<param index="0" name="extension" type="GLTFDocumentExtension" />
			<description>
				Unregisters the given [GLTFDocumentExtension] instance.
			</description>
		</method>
		<method name="write_to_filesystem">
			<return type="int" enum="Error" />
			<param index="0" name="state" type="GLTFState" />
			<param index="1" name="path" type="String" />
			<description>
				Takes a [GLTFState] object through the [param state] parameter and writes a glTF file to the filesystem.
				[b]Note:[/b] The extension of the glTF file determines if it is a .glb binary file or a .gltf file.
			</description>
		</method>
	</methods>
</class>