Add a get_node_index method to GLTFState
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3 changed files with 21 additions and 2 deletions
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@ -90,6 +90,14 @@
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Returns an array of all [GLTFMesh]es in the GLTF file. These are the meshes that the [member GLTFNode.mesh] index refers to.
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</description>
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</method>
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<method name="get_node_index">
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<return type="int" />
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<param index="0" name="scene_node" type="Node" />
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<description>
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Returns the index of the [GLTFNode] corresponding to this Godot scene node. This is the inverse of [method get_scene_node]. Useful during the export process.
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[b]Note:[/b] Not every Godot scene node will have a corresponding [GLTFNode], and not every [GLTFNode] will have a scene node generated. If there is no [GLTFNode] index for this scene node, [code]-1[/code] is returned.
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</description>
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</method>
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<method name="get_nodes">
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<return type="GLTFNode[]" />
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<description>
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@ -100,7 +108,8 @@
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<return type="Node" />
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<param index="0" name="idx" type="int" />
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<description>
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Returns the Godot scene node that corresponds to the same index as the [GLTFNode] it was generated from. Not every [GLTFNode] will have a scene node generated, and not every generated scene node will have a corresponding [GLTFNode].
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Returns the Godot scene node that corresponds to the same index as the [GLTFNode] it was generated from. This is the inverse of [method get_node_index]. Useful during the import process.
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[b]Note:[/b] Not every [GLTFNode] will have a scene node generated, and not every generated scene node will have a corresponding [GLTFNode]. If there is no scene node for this [GLTFNode] index, [code]null[/code] is returned.
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</description>
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</method>
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<method name="get_skeletons">
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