Table of Contents

Class GLTFObjectModelProperty

Describes how to access a property as defined in the glTF object model.

Inheritance
GLTFObjectModelProperty

Remarks

GLTFObjectModelProperty defines a mapping between a property in the glTF object model and a NodePath in the Godot scene tree. This can be used to animate properties in a glTF file using the KHR_animation_pointer extension, or to access them through an engine-agnostic script such as a behavior graph as defined by the KHR_interactivity extension.

The glTF property is identified by JSON pointer(s) stored in json_pointers, while the Godot property it maps to is defined by node_paths. In most cases json_pointers and node_paths will each only have one item, but in some cases a single glTF JSON pointer will map to multiple Godot properties, or a single Godot property will be mapped to multiple glTF JSON pointers, or it might be a many-to-many relationship.

Expression objects can be used to define conversions between the data, such as when glTF defines an angle in radians and Godot uses degrees. The object_model_type property defines the type of data stored in the glTF file as defined by the object model, see GLTFObjectModelType for possible values.

See Also

Properties

gltf_to_godot_expression

If set, this Expression will be used to convert the property value from the glTF object model to the value expected by the Godot property. 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 null, the value will be copied as-is.

var gltf_to_godot_expression : Expression

Property Value

Expression

Remarks

godot_to_gltf_expression

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 null, the value will be copied as-is.

var godot_to_gltf_expression : Expression

Property Value

Expression

Remarks

json_pointers

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.

var json_pointers : PackedStringArray[] = []

Property Value

PackedStringArray[]

Remarks

node_paths

An array of NodePaths 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 GLTFObjectModelProperty.append_path_to_property to add properties to this array.

In most cases node_paths will only have one item, but in some cases a single glTF JSON pointer will map to multiple Godot properties. For example, a GLTFCamera or GLTFLight used on multiple glTF nodes will be represented by multiple Godot nodes.

var node_paths : NodePath[] = []

Property Value

NodePath[]

Remarks

object_model_type

The type of data stored in the glTF file as defined by the object model. This is a superset of the available accessor types, and determines the accessor type. See GLTFObjectModelType for possible values.

var object_model_type : int = 0

Property Value

int

Remarks

  • void set_object_model_type(int value)
  • int get_object_model_type

variant_type

The type of data stored in the Godot property. This is the type of the property that the node_paths point to.

var variant_type : int = 0

Property Value

int

Remarks

  • void set_variant_type(int value)
  • int get_variant_type

Methods

append_node_path(NodePath)

Appends a NodePath to node_paths. This can be used by GLTFDocumentExtension classes to define how a glTF object model property maps to a Godot property, or multiple Godot properties. Prefer using GLTFObjectModelProperty.append_path_to_property for simple cases. Be sure to also call GLTFObjectModelProperty.set_types once (the order does not matter).

void append_node_path(NodePath node_path)

Parameters

node_path NodePath

append_path_to_property(NodePath, StringName)

High-level wrapper over GLTFObjectModelProperty.append_node_path that handles the most common cases. It constructs a new NodePath using node_path as a base and appends prop_name to the subpath. Be sure to also call GLTFObjectModelProperty.set_types once (the order does not matter).

void append_path_to_property(NodePath node_path, StringName prop_name)

Parameters

node_path NodePath
prop_name StringName

get_accessor_type

Qualifiers: const

The GLTF accessor type associated with this property's object_model_type. See accessor_type for possible values, and see GLTFObjectModelType for how the object model type maps to accessor types.

int get_accessor_type

has_json_pointers

Qualifiers: const

Returns true if json_pointers is not empty. This is used during export to determine if a GLTFObjectModelProperty can handle converting a Godot property to a glTF object model property.

bool has_json_pointers

has_node_paths

Qualifiers: const

Returns true if node_paths is not empty. This is used during import to determine if a GLTFObjectModelProperty can handle converting a glTF object model property to a Godot property.

bool has_node_paths

set_types(int, int)

Sets the variant_type and object_model_type properties. This is a convenience method to set both properties at once, since they are almost always known at the same time. This method should be called once. Calling it again with the same values will have no effect.

void set_types(int variant_type, int obj_model_type)

Parameters

variant_type int
obj_model_type int