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GLTFNode
Table of contents

GLTFNode #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

glTF node class.

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 get_additional_data and set_additional_data.

Members #

var camera: int = -1#

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 children: PackedInt32Array = PackedInt32Array()#

The indices of the child nodes in the GLTFState. If this glTF node has no children, this will be an empty array.

var height: int = -1#

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 light: int = -1#

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 mesh: int = -1#

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 original_name: String = ""#

The original name of the node.

var parent: int = -1#

The index of the parent node in the GLTFState. If -1, this node is a root node.

var position: Vector3 = Vector3(0, 0, 0)#

The position of the glTF node relative to its parent.

var rotation: Quaternion = Quaternion(0, 0, 0, 1)#

The rotation of the glTF node relative to its parent.

var scale: Vector3 = Vector3(1, 1, 1)#

The scale of the glTF node relative to its parent.

var skeleton: int = -1#

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 skin: int = -1#

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 xform: Transform3D = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)#

The transform of the glTF node relative to its parent. This property is usually unused since the position, rotation, and scale properties are preferred.

Methods #

func append_child_index(child_index: int) -> void#

Appends the given child node index to the children array.

func get_additional_data(extension_name: StringName) -> Variant#

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.

func get_scene_node_path(handle_skeletons: bool = true) -> NodePath#

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".

func set_additional_data(additional_data: Variant) -> void#

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.

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

Theme Items #

Tutorials #