pandemonium_engine/editor_modules/gltf
2023-01-15 19:42:08 +01:00
..
doc_classes Re-extracted class docs. 2023-01-14 13:38:58 +01:00
extensions Fix typo. 2023-01-08 11:34:32 +01:00
structures Renamed Set to RBSet. 2023-01-15 19:42:08 +01:00
config.py
editor_scene_exporter_gltf_plugin.cpp
editor_scene_exporter_gltf_plugin.h
editor_scene_importer_gltf.cpp
editor_scene_importer_gltf.h
gltf_defines.h
gltf_document.cpp Renamed Set to RBSet. 2023-01-15 19:42:08 +01:00
gltf_document.h
gltf_state.cpp Renamed Set to RBSet. 2023-01-15 19:42:08 +01:00
gltf_state.h Renamed Set to RBSet. 2023-01-15 19:42:08 +01:00
gltf_template_convert.h Renamed Set to RBSet. 2023-01-15 19:42:08 +01:00
packed_scene_gltf.cpp
packed_scene_gltf.h
README.md
register_types.cpp Now modules make use of the new registration levels. 2023-01-15 17:04:00 +01:00
register_types.h Added module initialization levels (similar idea to what's in godot4, although I added more). 2023-01-15 11:46:13 +01:00
SCsub

GLTF import and export module

In a nutshell, the GLTF module works like this:

  • The structures/ folder contains GLTF structures, the small pieces that make up a GLTF file, represented as C++ classes.
  • The extensions/ folder contains GLTF extensions, which are optional features that build on top of the base GLTF spec.
  • GLTFState holds collections of structures and extensions.
  • GLTFDocument operates on GLTFState and its elements.