pandemonium_engine_docs/classes/class_gltfstate.rst

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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/3.5/modules/gltf/doc_classes/GLTFState.xml.
.. _class_GLTFState:
GLTFState
=========
**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
Description
-----------
**Note:** This class is only compiled in editor builds. Run-time glTF loading and saving is *not* available in exported projects. References to ``GLTFState`` within a script will cause an error in an exported project.
Properties
----------
+-------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`Array<class_Array>` | :ref:`buffers<class_GLTFState_property_buffers>` | ``[ ]`` |
+-------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`PoolByteArray<class_PoolByteArray>` | :ref:`glb_data<class_GLTFState_property_glb_data>` | ``PoolByteArray( )`` |
+-------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`Dictionary<class_Dictionary>` | :ref:`json<class_GLTFState_property_json>` | ``{}`` |
+-------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`int<class_int>` | :ref:`major_version<class_GLTFState_property_major_version>` | ``0`` |
+-------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`int<class_int>` | :ref:`minor_version<class_GLTFState_property_minor_version>` | ``0`` |
+-------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`Array<class_Array>` | :ref:`root_nodes<class_GLTFState_property_root_nodes>` | ``[ ]`` |
+-------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`String<class_String>` | :ref:`scene_name<class_GLTFState_property_scene_name>` | ``""`` |
+-------------------------------------------+----------------------------------------------------------------------------+-----------------------+
| :ref:`bool<class_bool>` | :ref:`use_named_skin_binds<class_GLTFState_property_use_named_skin_binds>` | ``false`` |
+-------------------------------------------+----------------------------------------------------------------------------+-----------------------+
Methods
-------
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_accessors<class_GLTFState_method_get_accessors>` **(** **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`AnimationPlayer<class_AnimationPlayer>` | :ref:`get_animation_player<class_GLTFState_method_get_animation_player>` **(** :ref:`int<class_int>` idx **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_animation_players_count<class_GLTFState_method_get_animation_players_count>` **(** :ref:`int<class_int>` idx **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_animations<class_GLTFState_method_get_animations>` **(** **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_buffer_views<class_GLTFState_method_get_buffer_views>` **(** **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_cameras<class_GLTFState_method_get_cameras>` **(** **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_images<class_GLTFState_method_get_images>` **(** **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_lights<class_GLTFState_method_get_lights>` **(** **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_materials<class_GLTFState_method_get_materials>` **(** **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_meshes<class_GLTFState_method_get_meshes>` **(** **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_nodes<class_GLTFState_method_get_nodes>` **(** **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Node<class_Node>` | :ref:`get_scene_node<class_GLTFState_method_get_scene_node>` **(** :ref:`int<class_int>` idx **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Dictionary<class_Dictionary>` | :ref:`get_skeleton_to_node<class_GLTFState_method_get_skeleton_to_node>` **(** **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_skeletons<class_GLTFState_method_get_skeletons>` **(** **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_skins<class_GLTFState_method_get_skins>` **(** **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_textures<class_GLTFState_method_get_textures>` **(** **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_unique_animation_names<class_GLTFState_method_get_unique_animation_names>` **(** **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_unique_names<class_GLTFState_method_get_unique_names>` **(** **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_accessors<class_GLTFState_method_set_accessors>` **(** :ref:`Array<class_Array>` accessors **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_animations<class_GLTFState_method_set_animations>` **(** :ref:`Array<class_Array>` animations **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_buffer_views<class_GLTFState_method_set_buffer_views>` **(** :ref:`Array<class_Array>` buffer_views **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_cameras<class_GLTFState_method_set_cameras>` **(** :ref:`Array<class_Array>` cameras **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_images<class_GLTFState_method_set_images>` **(** :ref:`Array<class_Array>` images **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_lights<class_GLTFState_method_set_lights>` **(** :ref:`Array<class_Array>` lights **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_materials<class_GLTFState_method_set_materials>` **(** :ref:`Array<class_Array>` materials **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_meshes<class_GLTFState_method_set_meshes>` **(** :ref:`Array<class_Array>` meshes **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_nodes<class_GLTFState_method_set_nodes>` **(** :ref:`Array<class_Array>` nodes **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_skeleton_to_node<class_GLTFState_method_set_skeleton_to_node>` **(** :ref:`Dictionary<class_Dictionary>` skeleton_to_node **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_skeletons<class_GLTFState_method_set_skeletons>` **(** :ref:`Array<class_Array>` skeletons **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_skins<class_GLTFState_method_set_skins>` **(** :ref:`Array<class_Array>` skins **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_textures<class_GLTFState_method_set_textures>` **(** :ref:`Array<class_Array>` textures **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_unique_animation_names<class_GLTFState_method_set_unique_animation_names>` **(** :ref:`Array<class_Array>` unique_animation_names **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_unique_names<class_GLTFState_method_set_unique_names>` **(** :ref:`Array<class_Array>` unique_names **)** |
+-----------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
Property Descriptions
---------------------
.. _class_GLTFState_property_buffers:
- :ref:`Array<class_Array>` **buffers**
+-----------+--------------------+
| *Default* | ``[ ]`` |
+-----------+--------------------+
| *Setter* | set_buffers(value) |
+-----------+--------------------+
| *Getter* | get_buffers() |
+-----------+--------------------+
----
.. _class_GLTFState_property_glb_data:
- :ref:`PoolByteArray<class_PoolByteArray>` **glb_data**
+-----------+-----------------------+
| *Default* | ``PoolByteArray( )`` |
+-----------+-----------------------+
| *Setter* | set_glb_data(value) |
+-----------+-----------------------+
| *Getter* | get_glb_data() |
+-----------+-----------------------+
----
.. _class_GLTFState_property_json:
- :ref:`Dictionary<class_Dictionary>` **json**
+-----------+-----------------+
| *Default* | ``{}`` |
+-----------+-----------------+
| *Setter* | set_json(value) |
+-----------+-----------------+
| *Getter* | get_json() |
+-----------+-----------------+
----
.. _class_GLTFState_property_major_version:
- :ref:`int<class_int>` **major_version**
+-----------+--------------------------+
| *Default* | ``0`` |
+-----------+--------------------------+
| *Setter* | set_major_version(value) |
+-----------+--------------------------+
| *Getter* | get_major_version() |
+-----------+--------------------------+
----
.. _class_GLTFState_property_minor_version:
- :ref:`int<class_int>` **minor_version**
+-----------+--------------------------+
| *Default* | ``0`` |
+-----------+--------------------------+
| *Setter* | set_minor_version(value) |
+-----------+--------------------------+
| *Getter* | get_minor_version() |
+-----------+--------------------------+
----
.. _class_GLTFState_property_root_nodes:
- :ref:`Array<class_Array>` **root_nodes**
+-----------+-----------------------+
| *Default* | ``[ ]`` |
+-----------+-----------------------+
| *Setter* | set_root_nodes(value) |
+-----------+-----------------------+
| *Getter* | get_root_nodes() |
+-----------+-----------------------+
----
.. _class_GLTFState_property_scene_name:
- :ref:`String<class_String>` **scene_name**
+-----------+-----------------------+
| *Default* | ``""`` |
+-----------+-----------------------+
| *Setter* | set_scene_name(value) |
+-----------+-----------------------+
| *Getter* | get_scene_name() |
+-----------+-----------------------+
----
.. _class_GLTFState_property_use_named_skin_binds:
- :ref:`bool<class_bool>` **use_named_skin_binds**
+-----------+---------------------------------+
| *Default* | ``false`` |
+-----------+---------------------------------+
| *Setter* | set_use_named_skin_binds(value) |
+-----------+---------------------------------+
| *Getter* | get_use_named_skin_binds() |
+-----------+---------------------------------+
Method Descriptions
-------------------
.. _class_GLTFState_method_get_accessors:
- :ref:`Array<class_Array>` **get_accessors** **(** **)**
----
.. _class_GLTFState_method_get_animation_player:
- :ref:`AnimationPlayer<class_AnimationPlayer>` **get_animation_player** **(** :ref:`int<class_int>` idx **)**
----
.. _class_GLTFState_method_get_animation_players_count:
- :ref:`int<class_int>` **get_animation_players_count** **(** :ref:`int<class_int>` idx **)**
----
.. _class_GLTFState_method_get_animations:
- :ref:`Array<class_Array>` **get_animations** **(** **)**
----
.. _class_GLTFState_method_get_buffer_views:
- :ref:`Array<class_Array>` **get_buffer_views** **(** **)**
----
.. _class_GLTFState_method_get_cameras:
- :ref:`Array<class_Array>` **get_cameras** **(** **)**
----
.. _class_GLTFState_method_get_images:
- :ref:`Array<class_Array>` **get_images** **(** **)**
----
.. _class_GLTFState_method_get_lights:
- :ref:`Array<class_Array>` **get_lights** **(** **)**
----
.. _class_GLTFState_method_get_materials:
- :ref:`Array<class_Array>` **get_materials** **(** **)**
----
.. _class_GLTFState_method_get_meshes:
- :ref:`Array<class_Array>` **get_meshes** **(** **)**
----
.. _class_GLTFState_method_get_nodes:
- :ref:`Array<class_Array>` **get_nodes** **(** **)**
----
.. _class_GLTFState_method_get_scene_node:
- :ref:`Node<class_Node>` **get_scene_node** **(** :ref:`int<class_int>` idx **)**
----
.. _class_GLTFState_method_get_skeleton_to_node:
- :ref:`Dictionary<class_Dictionary>` **get_skeleton_to_node** **(** **)**
----
.. _class_GLTFState_method_get_skeletons:
- :ref:`Array<class_Array>` **get_skeletons** **(** **)**
----
.. _class_GLTFState_method_get_skins:
- :ref:`Array<class_Array>` **get_skins** **(** **)**
----
.. _class_GLTFState_method_get_textures:
- :ref:`Array<class_Array>` **get_textures** **(** **)**
----
.. _class_GLTFState_method_get_unique_animation_names:
- :ref:`Array<class_Array>` **get_unique_animation_names** **(** **)**
----
.. _class_GLTFState_method_get_unique_names:
- :ref:`Array<class_Array>` **get_unique_names** **(** **)**
----
.. _class_GLTFState_method_set_accessors:
- void **set_accessors** **(** :ref:`Array<class_Array>` accessors **)**
----
.. _class_GLTFState_method_set_animations:
- void **set_animations** **(** :ref:`Array<class_Array>` animations **)**
----
.. _class_GLTFState_method_set_buffer_views:
- void **set_buffer_views** **(** :ref:`Array<class_Array>` buffer_views **)**
----
.. _class_GLTFState_method_set_cameras:
- void **set_cameras** **(** :ref:`Array<class_Array>` cameras **)**
----
.. _class_GLTFState_method_set_images:
- void **set_images** **(** :ref:`Array<class_Array>` images **)**
----
.. _class_GLTFState_method_set_lights:
- void **set_lights** **(** :ref:`Array<class_Array>` lights **)**
----
.. _class_GLTFState_method_set_materials:
- void **set_materials** **(** :ref:`Array<class_Array>` materials **)**
----
.. _class_GLTFState_method_set_meshes:
- void **set_meshes** **(** :ref:`Array<class_Array>` meshes **)**
----
.. _class_GLTFState_method_set_nodes:
- void **set_nodes** **(** :ref:`Array<class_Array>` nodes **)**
----
.. _class_GLTFState_method_set_skeleton_to_node:
- void **set_skeleton_to_node** **(** :ref:`Dictionary<class_Dictionary>` skeleton_to_node **)**
----
.. _class_GLTFState_method_set_skeletons:
- void **set_skeletons** **(** :ref:`Array<class_Array>` skeletons **)**
----
.. _class_GLTFState_method_set_skins:
- void **set_skins** **(** :ref:`Array<class_Array>` skins **)**
----
.. _class_GLTFState_method_set_textures:
- void **set_textures** **(** :ref:`Array<class_Array>` textures **)**
----
.. _class_GLTFState_method_set_unique_animation_names:
- void **set_unique_animation_names** **(** :ref:`Array<class_Array>` unique_animation_names **)**
----
.. _class_GLTFState_method_set_unique_names:
- void **set_unique_names** **(** :ref:`Array<class_Array>` unique_names **)**
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`