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GLTFState

Inherits: Resource < RefCounted < Object

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Properties

String

base_path

""

PackedByteArray[]

buffers

[]

bool

create_animations

true

PackedByteArray

glb_data

PackedByteArray()

Dictionary

json

{}

int

major_version

0

int

minor_version

0

PackedInt32Array

root_nodes

PackedInt32Array()

String

scene_name

""

bool

use_named_skin_binds

false

Methods

void

add_used_extension ( String extension_name, bool required )

GLTFAccessor[]

get_accessors ( )

Variant

get_additional_data ( StringName extension_name )

AnimationPlayer

get_animation_player ( int idx )

int

get_animation_players_count ( int idx )

GLTFAnimation[]

get_animations ( )

GLTFBufferView[]

get_buffer_views ( )

GLTFCamera[]

get_cameras ( )

int

get_handle_binary_image ( )

Texture2D[]

get_images ( )

GLTFLight[]

get_lights ( )

Material[]

get_materials ( )

GLTFMesh[]

get_meshes ( )

GLTFNode[]

get_nodes ( )

Node

get_scene_node ( int idx )

GLTFSkeleton[]

get_skeletons ( )

GLTFSkin[]

get_skins ( )

GLTFTextureSampler[]

get_texture_samplers ( )

GLTFTexture[]

get_textures ( )

String[]

get_unique_animation_names ( )

String[]

get_unique_names ( )

void

set_accessors ( GLTFAccessor[] accessors )

void

set_additional_data ( StringName extension_name, Variant additional_data )

void

set_animations ( GLTFAnimation[] animations )

void

set_buffer_views ( GLTFBufferView[] buffer_views )

void

set_cameras ( GLTFCamera[] cameras )

void

set_handle_binary_image ( int method )

void

set_images ( Texture2D[] images )

void

set_lights ( GLTFLight[] lights )

void

set_materials ( Material[] materials )

void

set_meshes ( GLTFMesh[] meshes )

void

set_nodes ( GLTFNode[] nodes )

void

set_skeletons ( GLTFSkeleton[] skeletons )

void

set_skins ( GLTFSkin[] skins )

void

set_texture_samplers ( GLTFTextureSampler[] texture_samplers )

void

set_textures ( GLTFTexture[] textures )

void

set_unique_animation_names ( String[] unique_animation_names )

void

set_unique_names ( String[] unique_names )


Constants

HANDLE_BINARY_DISCARD_TEXTURES = 0

Discards all embedded textures and uses untextured materials.

HANDLE_BINARY_EXTRACT_TEXTURES = 1

Extracts embedded textures to be reimported and compressed. Editor only. Acts as uncompressed at runtime.

HANDLE_BINARY_EMBED_AS_BASISU = 2

Embeds textures VRAM compressed with Basis Universal into the generated scene.

HANDLE_BINARY_EMBED_AS_UNCOMPRESSED = 3

Embeds textures compressed losslessly into the generated scene, matching old behavior.


Property Descriptions

String base_path = ""

  • void set_base_path ( String value )

  • String get_base_path ( )

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PackedByteArray[] buffers = []

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bool create_animations = true

  • void set_create_animations ( bool value )

  • bool get_create_animations ( )

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PackedByteArray glb_data = PackedByteArray()

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Dictionary json = {}

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int major_version = 0

  • void set_major_version ( int value )

  • int get_major_version ( )

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int minor_version = 0

  • void set_minor_version ( int value )

  • int get_minor_version ( )

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PackedInt32Array root_nodes = PackedInt32Array()

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String scene_name = ""

  • void set_scene_name ( String value )

  • String get_scene_name ( )

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bool use_named_skin_binds = false

  • void set_use_named_skin_binds ( bool value )

  • bool get_use_named_skin_binds ( )

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Method Descriptions

void add_used_extension ( String extension_name, bool required )

Appends an extension to the list of extensions used by this GLTF file during serialization. If required is true, the extension will also be added to the list of required extensions. Do not run this in GLTFDocumentExtension._export_post, as that stage is too late to add extensions. The final list is sorted alphabetically.


GLTFAccessor[] get_accessors ( )

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Variant get_additional_data ( StringName extension_name )

Gets additional arbitrary data in this GLTFState instance. This can be used to keep per-file state data in GLTFDocumentExtension classes, which is important because they are stateless.

The argument should be the GLTFDocumentExtension name (does not have to match the extension name in the GLTF file), and the return value can be anything you set. If nothing was set, the return value is null.


AnimationPlayer get_animation_player ( int idx )

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int get_animation_players_count ( int idx )

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GLTFAnimation[] get_animations ( )

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GLTFBufferView[] get_buffer_views ( )

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GLTFCamera[] get_cameras ( )

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int get_handle_binary_image ( )

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Texture2D[] get_images ( )

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GLTFLight[] get_lights ( )

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Material[] get_materials ( )

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GLTFMesh[] get_meshes ( )

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GLTFNode[] get_nodes ( )

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Node get_scene_node ( int idx )

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GLTFSkeleton[] get_skeletons ( )

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GLTFSkin[] get_skins ( )

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GLTFTextureSampler[] get_texture_samplers ( )

Retrieves the array of texture samplers that are used by the textures contained in the GLTF.


GLTFTexture[] get_textures ( )

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String[] get_unique_animation_names ( )

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String[] get_unique_names ( )

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void set_accessors ( GLTFAccessor[] accessors )

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void set_additional_data ( StringName extension_name, Variant additional_data )

Sets additional arbitrary data in this GLTFState instance. This can be used to keep per-file state data in GLTFDocumentExtension classes, which is important because they are stateless.

The first argument should be the GLTFDocumentExtension name (does not have to match the extension name in the GLTF file), and the second argument can be anything you want.


void set_animations ( GLTFAnimation[] animations )

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void set_buffer_views ( GLTFBufferView[] buffer_views )

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void set_cameras ( GLTFCamera[] cameras )

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void set_handle_binary_image ( int method )

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void set_images ( Texture2D[] images )

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void set_lights ( GLTFLight[] lights )

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void set_materials ( Material[] materials )

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void set_meshes ( GLTFMesh[] meshes )

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void set_nodes ( GLTFNode[] nodes )

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void set_skeletons ( GLTFSkeleton[] skeletons )

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void set_skins ( GLTFSkin[] skins )

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void set_texture_samplers ( GLTFTextureSampler[] texture_samplers )

Sets the array of texture samplers that are used by the textures contained in the GLTF.


void set_textures ( GLTFTexture[] textures )

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void set_unique_animation_names ( String[] unique_animation_names )

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void set_unique_names ( String[] unique_names )

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