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https://github.com/Relintai/pandemonium_engine.git
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119 lines
6.4 KiB
XML
119 lines
6.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GLTFDocumentExtension" inherits="Resource" version="4.2">
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<brief_description>
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[GLTFDocument] extension class.
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</brief_description>
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<description>
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Extends the functionality of the [GLTFDocument] class by allowing you to run arbitrary code at various stages of GLTF import or export.
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[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must be stateless in order to function properly. If you need to store data, use the [code]set_additional_data[/code] and [code]get_additional_data[/code] methods in [GLTFState] or [GLTFNode].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_convert_scene_node" qualifiers="virtual">
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<return type="void" />
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<argument index="0" name="state" type="Object" />
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<argument index="1" name="gltf_node" type="Object" />
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<argument index="2" name="scene_node" type="Object" />
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<description>
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Part of the export process. This method is run after [method _export_preflight] and before [method _export_node].
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Runs when converting the data from a Godot scene node. This method can be used to process the Godot scene node data into a format that can be used by [method _export_node].
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</description>
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</method>
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<method name="_export_node" qualifiers="virtual">
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<return type="int" />
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<argument index="0" name="state" type="Object" />
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<argument index="1" name="gltf_node" type="Object" />
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<argument index="2" name="json" type="Dictionary" />
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<argument index="3" name="node" type="Object" />
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<description>
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Part of the export process. This method is run after [method _convert_scene_node] and before [method _export_post].
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This method can be used to modify the final JSON of each node.
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</description>
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</method>
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<method name="_export_post" qualifiers="virtual">
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<return type="int" />
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<argument index="0" name="state" type="Object" />
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<description>
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Part of the export process. This method is run last, after all other parts of the export process.
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This method can be used to modify the final JSON of the generated GLTF file.
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</description>
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</method>
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<method name="_export_preflight" qualifiers="virtual">
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<return type="int" />
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<argument index="0" name="state" type="Object" />
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<argument index="1" name="root" type="Object" />
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<description>
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Part of the export process. This method is run first, before all other parts of the export process.
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The return value is used to determine if this [GLTFDocumentExtension] instance should be used for exporting a given GLTF file. If [constant OK], the export will use this [GLTFDocumentExtension] instance. If not overridden, [constant OK] is returned.
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</description>
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</method>
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<method name="_generate_scene_node" qualifiers="virtual">
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<return type="Object" />
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<argument index="0" name="state" type="Object" />
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<argument index="1" name="gltf_node" type="Object" />
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<argument index="2" name="scene_parent" type="Object" />
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<description>
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Part of the import process. This method is run after [method _parse_node_extensions] and before [method _import_post_parse].
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Runs when generating a Godot scene node from a GLTFNode. The returned node will be added to the scene tree. Multiple nodes can be generated in this step if they are added as a child of the returned node.
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</description>
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</method>
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<method name="_get_supported_extensions" qualifiers="virtual">
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<return type="Array" />
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<description>
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Part of the import process. This method is run after [method _import_preflight] and before [method _parse_node_extensions].
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Returns an array of the GLTF extensions supported by this GLTFDocumentExtension class. This is used to validate if a GLTF file with required extensions can be loaded.
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</description>
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</method>
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<method name="_import_node" qualifiers="virtual">
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<return type="int" />
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<argument index="0" name="state" type="Object" />
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<argument index="1" name="gltf_node" type="Object" />
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<argument index="2" name="json" type="Dictionary" />
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<argument index="3" name="node" type="Object" />
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<description>
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Part of the import process. This method is run after [method _import_post_parse] and before [method _import_post].
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This method can be used to make modifications to each of the generated Godot scene nodes.
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</description>
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</method>
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<method name="_import_post" qualifiers="virtual">
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<return type="int" />
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<argument index="0" name="state" type="Object" />
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<argument index="1" name="root" type="Object" />
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<description>
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Part of the import process. This method is run last, after all other parts of the import process.
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This method can be used to modify the final Godot scene generated by the import process.
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</description>
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</method>
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<method name="_import_post_parse" qualifiers="virtual">
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<return type="int" />
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<argument index="0" name="state" type="Object" />
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<description>
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Part of the import process. This method is run after [method _generate_scene_node] and before [method _import_node].
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This method can be used to modify any of the data imported so far, including any scene nodes, before running the final per-node import step.
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</description>
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</method>
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<method name="_import_preflight" qualifiers="virtual">
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<return type="int" />
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<argument index="0" name="state" type="Object" />
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<argument index="1" name="extensions" type="PoolStringArray" />
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<description>
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Part of the import process. This method is run first, before all other parts of the import process.
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The return value is used to determine if this [GLTFDocumentExtension] instance should be used for importing a given GLTF file. If [constant OK], the import will use this [GLTFDocumentExtension] instance. If not overridden, [constant OK] is returned.
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</description>
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</method>
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<method name="_parse_node_extensions" qualifiers="virtual">
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<return type="int" />
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<argument index="0" name="state" type="Object" />
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<argument index="1" name="gltf_node" type="Object" />
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<argument index="2" name="extensions" type="Dictionary" />
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<description>
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Part of the import process. This method is run after [method _get_supported_extensions] and before [method _generate_scene_node].
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Runs when parsing the node extensions of a GLTFNode. This method can be used to process the extension JSON data into a format that can be used by [method _generate_scene_node]. The return value should be a member of the [enum Error] enum.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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