GLTFObjectModelProperty

继承: RefCounted < Object

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

描述

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.

属性

方法

voidappend_node_path ( node_path: NodePath )
voidappend_path_to_property ( node_path: NodePath, prop_name: StringName )
GLTFAccessorTypeget_accessor_type ( ) const1
boolhas_json_pointers ( ) const1
boolhas_node_paths ( ) const1
voidset_types ( variant_type: Variant.Type, obj_model_type: GLTFObjectModelType )

枚举

enum GLTFObjectModelType:

GLTFObjectModelType GLTF_OBJECT_MODEL_TYPE_UNKNOWN = 0

Unknown or not set object model type. If the object model type is set to this value, the real type still needs to be determined.

GLTFObjectModelType GLTF_OBJECT_MODEL_TYPE_BOOL = 1

Object model type "bool". Represented in the glTF JSON as a boolean, and encoded in a GLTFAccessor as "SCALAR". When encoded in an accessor, a value of 0 is false, and any other value is true.

GLTFObjectModelType GLTF_OBJECT_MODEL_TYPE_FLOAT = 2

Object model type "float". Represented in the glTF JSON as a number, and encoded in a GLTFAccessor as "SCALAR".

GLTFObjectModelType GLTF_OBJECT_MODEL_TYPE_FLOAT_ARRAY = 3

Object model type "float[]". Represented in the glTF JSON as an array of numbers, and encoded in a GLTFAccessor as "SCALAR".

GLTFObjectModelType GLTF_OBJECT_MODEL_TYPE_FLOAT2 = 4

Object model type "float2". Represented in the glTF JSON as an array of two numbers, and encoded in a GLTFAccessor as "VEC2".

GLTFObjectModelType GLTF_OBJECT_MODEL_TYPE_FLOAT3 = 5

Object model type "float3". Represented in the glTF JSON as an array of three numbers, and encoded in a GLTFAccessor as "VEC3".

GLTFObjectModelType GLTF_OBJECT_MODEL_TYPE_FLOAT4 = 6

Object model type "float4". Represented in the glTF JSON as an array of four numbers, and encoded in a GLTFAccessor as "VEC4".

GLTFObjectModelType GLTF_OBJECT_MODEL_TYPE_FLOAT2X2 = 7

Object model type "float2x2". Represented in the glTF JSON as an array of four numbers, and encoded in a GLTFAccessor as "MAT2".

GLTFObjectModelType GLTF_OBJECT_MODEL_TYPE_FLOAT3X3 = 8

Object model type "float3x3". Represented in the glTF JSON as an array of nine numbers, and encoded in a GLTFAccessor as "MAT3".

GLTFObjectModelType GLTF_OBJECT_MODEL_TYPE_FLOAT4X4 = 9

Object model type "float4x4". Represented in the glTF JSON as an array of sixteen numbers, and encoded in a GLTFAccessor as "MAT4".

GLTFObjectModelType GLTF_OBJECT_MODEL_TYPE_INT = 10

Object model type "int". Represented in the glTF JSON as a number, and encoded in a GLTFAccessor as "SCALAR". The range of values is limited to signed integers. For KHR_interactivity, only 32-bit integers are supported.


属性说明

Expression gltf_to_godot_expression

  • void set_gltf_to_godot_expression ( value: Expression )
  • Expression get_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.


Expression godot_to_gltf_expression

  • void set_godot_to_gltf_expression ( value: Expression )
  • Expression get_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.


Array PackedStringArray 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.


Array NodePath node_paths = []

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 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.


GLTFObjectModelType object_model_type = 0

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.


Variant.Type variant_type = 0

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


方法说明

void append_node_path ( 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 append_path_to_property for simple cases. Be sure to also call set_types once (the order does not matter).


void append_path_to_property ( node_path: NodePath, prop_name: StringName )

High-level wrapper over 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 set_types once (the order does not matter).


GLTFAccessorType get_accessor_type ( ) const1

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


bool has_json_pointers ( ) const1

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_node_paths ( ) const1

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.


void set_types ( variant_type: Variant.Type, obj_model_type: GLTFObjectModelType )

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.

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。