Class GLTFNode
glTF node class.
- Inheritance
-
GLTFNode
Remarks
Represents a glTF node. glTF nodes may have names, transforms, children (other glTF nodes), and more specialized properties (represented by their own classes).
glTF nodes generally exist inside of GLTFState which represents all data of a glTF file. Most of GLTFNode's properties are indices of other data in the glTF file. You can extend a glTF node with additional properties by using GLTFNode.get_additional_data and GLTFNode.set_additional_data.
See Also
Properties
camera
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.
var camera : int = -1
Property Value
Remarks
children
The indices of the child nodes in the GLTFState. If this glTF node has no children, this will be an empty array.
var children : PackedInt32Array = PackedInt32Array()
Property Value
Remarks
- void set_children(PackedInt32Array value)
- PackedInt32Array get_children
height
How deep into the node hierarchy this node is. A root node will have a height of 0, its children will have a height of 1, and so on. If -1, the height has not been calculated.
var height : int = -1
Property Value
Remarks
light
If this glTF node is a light, the index of the GLTFLight in the GLTFState that describes the light's properties. If -1, this node is not a light.
var light : int = -1
Property Value
Remarks
mesh
If this glTF node is a mesh, the index of the GLTFMesh in the GLTFState that describes the mesh's properties. If -1, this node is not a mesh.
var mesh : int = -1
Property Value
Remarks
original_name
The original name of the node.
var original_name : String = ""
Property Value
Remarks
parent
The index of the parent node in the GLTFState. If -1, this node is a root node.
var parent : int = -1
Property Value
Remarks
position
The position of the glTF node relative to its parent.
var position : Vector3 = Vector3(0, 0, 0)
Property Value
Remarks
rotation
The rotation of the glTF node relative to its parent.
var rotation : Quaternion = Quaternion(0, 0, 0, 1)
Property Value
Remarks
- void set_rotation(Quaternion value)
- Quaternion get_rotation
scale
The scale of the glTF node relative to its parent.
var scale : Vector3 = Vector3(1, 1, 1)
Property Value
Remarks
skeleton
If this glTF node has a skeleton, the index of the GLTFSkeleton in the GLTFState that describes the skeleton's properties. If -1, this node does not have a skeleton.
var skeleton : int = -1
Property Value
Remarks
skin
If this glTF node has a skin, the index of the GLTFSkin in the GLTFState that describes the skin's properties. If -1, this node does not have a skin.
var skin : int = -1
Property Value
Remarks
xform
The transform of the glTF node relative to its parent. This property is usually unused since the position, rotation, and scale properties are preferred.
var xform : Transform3D = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
Property Value
Remarks
- void set_xform(Transform3D value)
- Transform3D get_xform
Methods
append_child_index(int)
Appends the given child node index to the children array.
void append_child_index(int child_index)
Parameters
child_index
int
get_additional_data(StringName)
Gets additional arbitrary data in this GLTFNode instance. This can be used to keep per-node 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
.
Variant get_additional_data(StringName extension_name)
Parameters
extension_name
StringName
get_scene_node_path(GLTFState, bool)
Returns the NodePath that this GLTF node will have in the Godot scene tree after being imported. This is useful when importing glTF object model pointers with GLTFObjectModelProperty, for handling extensions such as KHR_animation_pointer
or KHR_interactivity
.
If handle_skeletons
is true
, paths to skeleton bone glTF nodes will be resolved properly. For example, a path that would be ^"A/B/C/Bone1/Bone2/Bone3"
if false
will become ^"A/B/C/Skeleton3D:Bone3"
.
NodePath get_scene_node_path(GLTFState gltf_state, bool handle_skeletons)
Parameters
set_additional_data(StringName, Variant)
Sets additional arbitrary data in this GLTFNode instance. This can be used to keep per-node 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_additional_data(StringName extension_name, Variant additional_data)
Parameters
extension_name
StringNameadditional_data
Variant