Class reference

GLTFNode

Inherits Resource

glTF node class.

Description

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().

Properties

int camera = -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.

PackedInt32Array children = PackedInt32Array()

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

int height = -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.

int light = -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.

int mesh = -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.

String original_name = ""

The original name of the node.

int parent = -1

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

Vector3 position = Vector3(0, 0, 0)

The position of the glTF node relative to its parent.

Quaternion rotation = Quaternion(0, 0, 0, 1)

The rotation of the glTF node relative to its parent.

Vector3 scale = Vector3(1, 1, 1)

The scale of the glTF node relative to its parent.

int skeleton = -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.

int skin = -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.

bool visible = true

If true, the GLTF node is visible. If false, the GLTF node is not visible. This is translated to the Node3D.visible property in the Redot scene, and is exported to KHR_node_visibility when false.

Transform3D xform = 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

void append_child_index(int child_index)

Appends the given child node index to the children array.

Variant get_additional_data(StringName extension_name)

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.

NodePath get_scene_node_path(GLTFState gltf_state, bool handle_skeletons = true)

Returns the NodePath that this GLTF node will have in the Redot 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".

void set_additional_data(StringName extension_name, Variant additional_data)

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.

Tutorials

Source revision 5592dc3a7a61
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