feat: modules moved and engine moved to submodule
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5136 changed files with 225275 additions and 64485 deletions
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</brief_description>
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<description>
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Imports Blender scenes in the [code].blend[/code] file format through the glTF 2.0 3D import pipeline. This importer requires Blender to be installed by the user, so that it can be used to export the scene as glTF 2.0.
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The location of the Blender binary is set via the [code]filesystem/import/blender/blender_path[/code] editor setting.
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The location of the Blender binary is set via the [member EditorSettings.filesystem/import/blender/blender_path] setting.
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This importer is only used if [member ProjectSettings.filesystem/import/blender/enabled] is enabled, otherwise [code].blend[/code] files present in the project folder are not imported.
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Blend import requires Blender 3.0.
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Internally, the EditorSceneFormatImporterBlend uses the Blender glTF "Use Original" mode to reference external textures.
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</tutorials>
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<members>
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<member name="accessor_type" type="int" setter="set_accessor_type" getter="get_accessor_type" enum="GLTFAccessor.GLTFAccessorType" default="0">
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The glTF accessor type as an enum. Possible values are 0 for "SCALAR", 1 for "VEC2", 2 for "VEC3", 3 for "VEC4", 4 for "MAT2", 5 for "MAT3", and 6 for "MAT4".
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The glTF accessor type, as an enum.
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</member>
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<member name="buffer_view" type="int" setter="set_buffer_view" getter="get_buffer_view" default="-1">
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The index of the buffer view this accessor is referencing. If [code]-1[/code], this accessor is not referencing any buffer view.
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The offset relative to the start of the bufferView in bytes.
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</member>
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<member name="type" type="int" setter="set_type" getter="get_type" deprecated="Use [member accessor_type] instead.">
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The glTF accessor type as an enum. Use [member accessor_type] instead.
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The glTF accessor type, as an [int]. Possible values are [code]0[/code] for "SCALAR", [code]1[/code] for "VEC2", [code]2[/code] for "VEC3", [code]3[/code] for "VEC4", [code]4[/code] for "MAT2", [code]5[/code] for "MAT3", and [code]6[/code] for "MAT4".
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</member>
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</members>
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<constants>
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</methods>
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<members>
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<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)" keywords="colour">
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The [Color] of the light. Defaults to white. A black color causes the light to have no effect.
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The [Color] of the light in linear space. Defaults to white. A black color causes the light to have no effect.
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This value is linear to match glTF, but will be converted to nonlinear sRGB when creating a Godot [Light3D] node upon import, or converted to linear when exporting a Godot [Light3D] to glTF.
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</member>
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<member name="inner_cone_angle" type="float" setter="set_inner_cone_angle" getter="get_inner_cone_angle" default="0.0">
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The inner angle of the cone in a spotlight. Must be less than or equal to the outer cone angle.
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At this angle, the light drops off to zero brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. If this angle is a half turn, then the spotlight emits in all directions. When creating a Godot [SpotLight3D], the outer cone angle is used as the angle of the spotlight.
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</member>
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<member name="range" type="float" setter="set_range" getter="get_range" default="inf">
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The range of the light, beyond which the light has no effect. glTF lights with no range defined behave like physical lights (which have infinite range). When creating a Godot light, the range is clamped to 4096.
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The range of the light, beyond which the light has no effect. glTF lights with no range defined behave like physical lights (which have infinite range). When creating a Godot light, the range is clamped to [code]4096.0[/code].
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</member>
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</members>
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</class>
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</methods>
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<members>
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<member name="camera" type="int" setter="set_camera" getter="get_camera" default="-1">
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If this glTF node is a camera, the index of the [GLTFCamera] in the [GLTFState] that describes the camera's properties. If -1, this node is not a camera.
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If this glTF node is a camera, the index of the [GLTFCamera] in the [GLTFState] that describes the camera's properties. If [code]-1[/code], this node is not a camera.
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</member>
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<member name="children" type="PackedInt32Array" setter="set_children" getter="get_children" default="PackedInt32Array()">
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The indices of the child nodes in the [GLTFState]. If this glTF node has no children, this will be an empty array.
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If set, this [Expression] will be used to convert the property value from the Godot property to the value expected by the glTF object model. This is useful when the glTF object model uses a different unit system, or when the data needs to be transformed in some way. If [code]null[/code], the value will be copied as-is.
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</member>
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<member name="json_pointers" type="PackedStringArray[]" setter="set_json_pointers" getter="get_json_pointers" default="[]">
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The glTF object model JSON pointers used to identify the property in the glTF object model. In most cases, there will be only one item in this array, but niche cases may require multiple pointers. The items are themselves arrays which represent the JSON pointer split into its components.
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The glTF object model JSON pointers used to identify the property in the glTF object model. In most cases, there will be only one item in this array, but specific cases may require multiple pointers. The items are themselves arrays which represent the JSON pointer split into its components.
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</member>
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<member name="node_paths" type="NodePath[]" setter="set_node_paths" getter="get_node_paths" default="[]">
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An array of [NodePath]s that point to a property, or multiple properties, in the Godot scene tree. On import, this will either be set by [GLTFDocument], or by a [GLTFDocumentExtension] class. For simple cases, use [method append_path_to_property] to add properties to this array.
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The angular velocity of the physics body, in radians per second. This is only used when the body type is "rigid" or "vehicle".
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</member>
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<member name="body_type" type="String" setter="set_body_type" getter="get_body_type" default=""rigid"">
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The type of the body. When importing, this controls what type of [CollisionObject3D] node Godot should generate. Valid values are "static", "animatable", "character", "rigid", "vehicle", and "trigger". When exporting, this will be squashed down to one of "static", "kinematic", or "dynamic" motion types, or the "trigger" property.
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The type of the body.
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When importing, this controls what type of [CollisionObject3D] node Godot should generate. Valid values are [code]"static"[/code], [code]"animatable"[/code], [code]"character"[/code], [code]"rigid"[/code], [code]"vehicle"[/code], and [code]"trigger"[/code].
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When exporting, this will be squashed down to one of [code]"static"[/code], [code]"kinematic"[/code], or [code]"dynamic"[/code] motion types, or the [code]"trigger"[/code] property.
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</member>
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<member name="center_of_mass" type="Vector3" setter="set_center_of_mass" getter="get_center_of_mass" default="Vector3(0, 0, 0)">
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The center of mass of the body, in meters. This is in local space relative to the body. By default, the center of the mass is the body's origin.
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</methods>
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<members>
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<member name="height" type="float" setter="set_height" getter="get_height" default="2.0">
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The height of the shape, in meters. This is only used when the shape type is "capsule" or "cylinder". This value should not be negative, and for "capsule" it should be at least twice the radius.
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The height of the shape, in meters. This is only used when the shape type is [code]"capsule"[/code] or [code]"cylinder"[/code]. This value should not be negative, and for [code]"capsule"[/code] it should be at least twice the radius.
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</member>
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<member name="importer_mesh" type="ImporterMesh" setter="set_importer_mesh" getter="get_importer_mesh">
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The [ImporterMesh] resource of the shape. This is only used when the shape type is "hull" (convex hull) or "trimesh" (concave trimesh).
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The [ImporterMesh] resource of the shape. This is only used when the shape type is [code]"hull"[/code] (convex hull) or [code]"trimesh"[/code] (concave trimesh).
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</member>
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<member name="is_trigger" type="bool" setter="set_is_trigger" getter="get_is_trigger" default="false">
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If [code]true[/code], indicates that this shape is a trigger. For Godot, this means that the shape should be a child of an Area3D node.
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If [code]true[/code], indicates that this shape is a trigger. For Godot, this means that the shape should be a child of an [Area3D] node.
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This is the only variable not used in the [method to_node] method, it's intended to be used alongside when deciding where to add the generated node as a child.
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</member>
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<member name="mesh_index" type="int" setter="set_mesh_index" getter="get_mesh_index" default="-1">
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The index of the shape's mesh in the glTF file. This is only used when the shape type is "hull" (convex hull) or "trimesh" (concave trimesh).
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The index of the shape's mesh in the glTF file. This is only used when the shape type is [code]"hull"[/code] (convex hull) or [code]"trimesh"[/code] (concave trimesh).
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</member>
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<member name="radius" type="float" setter="set_radius" getter="get_radius" default="0.5">
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The radius of the shape, in meters. This is only used when the shape type is "capsule", "cylinder", or "sphere". This value should not be negative.
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The radius of the shape, in meters. This is only used when the shape type is [code]"capsule"[/code], [code]"cylinder"[/code], or [code]"sphere"[/code]. This value should not be negative.
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</member>
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<member name="shape_type" type="String" setter="set_shape_type" getter="get_shape_type" default="""">
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The type of shape this shape represents. Valid values are "box", "capsule", "cylinder", "sphere", "hull", and "trimesh".
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The type of shape this shape represents. Valid values are [code]"box"[/code], [code]"capsule"[/code], [code]"cylinder"[/code], [code]"sphere"[/code], [code]"hull"[/code], and [code]"trimesh"[/code].
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</member>
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<member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(1, 1, 1)">
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The size of the shape, in meters. This is only used when the shape type is "box", and it represents the "diameter" of the box. This value should not be negative.
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The size of the shape, in meters. This is only used when the shape type is [code]"box"[/code], and it represents the [code]"diameter"[/code] of the box. This value should not be negative.
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</member>
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</members>
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</class>
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<param index="0" name="data" type="PackedByteArray" />
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<param index="1" name="deduplication" type="bool" />
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<description>
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Appends the given byte array data to the buffers and creates a [GLTFBufferView] for it. The index of the destination [GLTFBufferView] is returned. If [param deduplication] is [code]true[/code], the buffers will first be searched for duplicate data, otherwise new bytes will always be appended.
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Appends the given byte array [param data] to the buffers and creates a [GLTFBufferView] for it. The index of the destination [GLTFBufferView] is returned. If [param deduplication] is [code]true[/code], the buffers are first searched for duplicate data, otherwise new bytes are always appended.
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</description>
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</method>
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<method name="append_gltf_node">
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<param index="1" name="godot_scene_node" type="Node" />
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<param index="2" name="parent_node_index" type="int" />
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<description>
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Append the given [GLTFNode] to the state, and return its new index. This can be used to export one Godot node as multiple glTF nodes, or inject new glTF nodes at import time. On import, this must be called before [method GLTFDocumentExtension._generate_scene_node] finishes for the parent node. On export, this must be called before [method GLTFDocumentExtension._export_node] runs for the parent node.
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Appends the given [GLTFNode] to the state, and returns its new index. This can be used to export one Godot node as multiple glTF nodes, or inject new glTF nodes at import time. On import, this must be called before [method GLTFDocumentExtension._generate_scene_node] finishes for the parent node. On export, this must be called before [method GLTFDocumentExtension._export_node] runs for the parent node.
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The [param godot_scene_node] parameter is the Godot scene node that corresponds to this glTF node. This is highly recommended to be set to a valid node, but may be [code]null[/code] if there is no corresponding Godot scene node. One Godot scene node may be used for multiple glTF nodes, so if exporting multiple glTF nodes for one Godot scene node, use the same Godot scene node for each.
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The [param parent_node_index] parameter is the index of the parent [GLTFNode] in the state. If [code]-1[/code], the node will be a root node, otherwise the new node will be added to the parent's list of children. The index will also be written to the [member GLTFNode.parent] property of the new node.
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</description>
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