mirror of
https://github.com/Relintai/pandemonium_engine_docs.git
synced 2025-01-08 15:09:50 +01:00
436 lines
16 KiB
Markdown
436 lines
16 KiB
Markdown
|
|
|
|
TSCN file format
|
|
================
|
|
|
|
The TSCN (text scene) file format represents a single scene tree inside
|
|
Godot. Unlike binary SCN files, TSCN files have the advantage of being mostly
|
|
human-readable and easy for version control systems to manage.
|
|
|
|
The ESCN (exported scene) file format is identical to the TSCN file format, but
|
|
is used to indicate to Godot that the file has been exported from another
|
|
program and should not be edited by the user from within Godot.
|
|
Unlike SCN and TSCN files, during import, ESCN files are compiled to binary
|
|
SCN files stored inside the `.import/` folder.
|
|
This reduces the data size and speeds up loading, as binary formats are faster
|
|
to load compared to text-based formats.
|
|
|
|
For those looking for a complete description, the parsing is handled in the file
|
|
`resource_format_text.cpp ( https://github.com/godotengine/godot/blob/master/scene/resources/resource_format_text.cpp )`
|
|
in the `ResourceFormatLoaderText` class.
|
|
|
|
File structure
|
|
--------------
|
|
|
|
There are five main sections inside the TSCN file:
|
|
|
|
0. File Descriptor
|
|
1. External resources
|
|
2. Internal resources
|
|
3. Nodes
|
|
4. Connections
|
|
|
|
The file descriptor looks like `[gd_scene load_steps=3 format=2]` and should
|
|
be the first entry in the file. The `load_steps` parameter is equal to the
|
|
total amount of resources (internal and external) plus one (for the file itself).
|
|
If the file has no resources, `load_steps` is omitted. The engine will
|
|
still load the file correctly if `load_steps` is incorrect, but this will affect
|
|
loading bars and any other piece of code relying on that value.
|
|
|
|
These sections should appear in order, but it can be hard to distinguish them.
|
|
The only difference between them is the first element in the heading for all of
|
|
the items in the section. For example, the heading of all external resources
|
|
should start with `[ext_resource .....]`.
|
|
|
|
A TSCN file may contain single-line comments starting with a semicolon (`;`).
|
|
However, comments will be discarded when saving the file using the Godot editor.
|
|
|
|
Entries inside the file
|
|
~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
A heading looks like
|
|
`[<resource_type> key=value key=value key=value ...]`
|
|
where resource_type is one of:
|
|
|
|
- `ext_resource`
|
|
- `sub_resource`
|
|
- `node`
|
|
- `connection`
|
|
|
|
Below every heading comes zero or more `key = value` pairs. The
|
|
values can be complex datatypes such as Arrays, Transforms, Colors, and
|
|
so on. For example, a spatial node looks like:
|
|
|
|
```
|
|
[node name="Cube" type="Spatial" parent="."]
|
|
transform=Transform( 1.0, 0.0, 0.0 ,0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0 )
|
|
```
|
|
|
|
The scene tree
|
|
--------------
|
|
|
|
The scene tree is made up of… nodes! The heading of each node consists of
|
|
its name, parent and (most of the time) a type. For example
|
|
`[node type="Camera" name="PlayerCamera" parent="Player/Head"]`
|
|
|
|
Other valid keywords include:
|
|
|
|
- `instance`
|
|
- `instance_placeholder`
|
|
- `owner`
|
|
- `index` (sets the order of appearance in the tree. If absent, inherited nodes will take precedence over plain ones)
|
|
- `groups`
|
|
|
|
The first node in the file, which is also the scene root, must not have a
|
|
`parent=Path/To/Node` entry in its heading. All scene files should have
|
|
exactly *one* scene root. If it doesn't, Godot will fail to import the file.
|
|
The parent path of other nodes should be absolute, but shouldn't contain
|
|
the scene root's name. If the node is a direct child of the scene root,
|
|
the path should be `"."`. Here is an example scene tree
|
|
(but without any node content):
|
|
|
|
```
|
|
[node name="Player" type="Spatial"] ; The scene root
|
|
[node name="Arm" parent="." type="Spatial"] ; Parented to the scene root
|
|
[node name="Hand" parent="Arm" type="Spatial"]
|
|
[node name="Finger" parent="Arm/Hand" type="Spatial"]
|
|
```
|
|
|
|
Similar to the internal resource, the document for each node is currently
|
|
incomplete. Fortunately, it is easy to find out because you can simply
|
|
save a file with that node in it. Some example nodes are:
|
|
|
|
```
|
|
[node type="CollisionShape" name="SphereCollision" parent="SpherePhysics"]
|
|
|
|
shape = SubResource(8)
|
|
transform = Transform( 1.0 , 0.0 , -0.0 , 0.0 , -4.371138828673793e-08 , 1.0 , -0.0 , -1.0 , -4.371138828673793e-08 ,0.0 ,0.0 ,-0.0 )
|
|
|
|
|
|
[node type="MeshInstance" name="Sphere" parent="SpherePhysics"]
|
|
|
|
mesh = SubResource(9)
|
|
transform = Transform( 1.0 , 0.0 , -0.0 , 0.0 , 1.0 , -0.0 , -0.0 , -0.0 , 1.0 ,0.0 ,0.0 ,-0.0 )
|
|
|
|
|
|
[node type="OmniLight" name="Lamp" parent="."]
|
|
|
|
light_energy = 1.0
|
|
light_specular = 1.0
|
|
transform = Transform( -0.29086464643478394 , -0.7711008191108704 , 0.5663931369781494 , -0.05518905818462372 , 0.6045246720314026 , 0.7946722507476807 , -0.9551711678504944 , 0.199883371591568 , -0.21839118003845215 ,4.076245307922363 ,7.3235554695129395 ,-1.0054539442062378 )
|
|
omni_range = 30
|
|
shadow_enabled = true
|
|
light_negative = false
|
|
light_color = Color( 1.0, 1.0, 1.0, 1.0 )
|
|
|
|
|
|
[node type="Camera" name="Camera" parent="."]
|
|
|
|
projection = 0
|
|
near = 0.10000000149011612
|
|
fov = 50
|
|
transform = Transform( 0.6859206557273865 , -0.32401350140571594 , 0.6515582203865051 , 0.0 , 0.8953956365585327 , 0.44527143239974976 , -0.7276763319969177 , -0.3054208755493164 , 0.6141703724861145 ,14.430776596069336 ,10.093015670776367 ,13.058500289916992 )
|
|
far = 100.0
|
|
```
|
|
|
|
NodePath
|
|
~~~~~~~~
|
|
|
|
A tree structure is not enough to represent the whole scene. Godot uses a
|
|
`NodePath(Path/To/Node)` structure to refer to another node or attribute of
|
|
the node anywhere in the scene tree. For instance, MeshInstance uses
|
|
`NodePath()` to point to its skeleton. Likewise, Animation tracks use
|
|
`NodePath()` to point to node properties to animate.
|
|
|
|
```
|
|
[node name="mesh" type="MeshInstance" parent="Armature001"]
|
|
|
|
mesh = SubResource(1)
|
|
skeleton = NodePath("..:")
|
|
```
|
|
|
|
```
|
|
[sub_resource id=3 type="Animation"]
|
|
|
|
...
|
|
tracks/0/type = "transform
|
|
tracks/0/path = NodePath("Cube:")
|
|
...
|
|
```
|
|
|
|
Skeleton
|
|
~~~~~~~~
|
|
|
|
The Skeleton node inherits the Spatial node, but also may have a list of bones
|
|
described in key-value pairs in the format `bones/Id/Attribute=Value`. The
|
|
bone attributes consist of:
|
|
|
|
- `name`
|
|
- `parent`
|
|
- `rest`
|
|
- `pose`
|
|
- `enabled`
|
|
- `bound_children`
|
|
|
|
1. `name` must be the first attribute of each bone.
|
|
2. `parent` is the index of parent bone in the bone list, with parent index,
|
|
the bone list is built to a bone tree.
|
|
3. `rest` is the transform matrix of bone in its "resting" position.
|
|
4. `pose` is the pose matrix; use `rest` as the basis.
|
|
5. `bound_children` is a list of `NodePath()` which point to
|
|
BoneAttachments belonging to this bone.
|
|
|
|
Here's an example of a skeleton node with two bones:
|
|
|
|
```
|
|
[node name="Skeleton" type="Skeleton" parent="Armature001" index="0"]
|
|
|
|
bones/0/name = "Bone.001"
|
|
bones/0/parent = -1
|
|
bones/0/rest = Transform( 1, 0, 0, 0, 0, -1, 0, 1, 0, 0.038694, 0.252999, 0.0877164 )
|
|
bones/0/pose = Transform( 1.0, 0.0, -0.0, 0.0, 1.0, -0.0, -0.0, -0.0, 1.0, 0.0, 0.0, -0.0 )
|
|
bones/0/enabled = true
|
|
bones/0/bound_children = [ ]
|
|
bones/1/name = "Bone.002"
|
|
bones/1/parent = 0
|
|
bones/1/rest = Transform( 0.0349042, 0.99939, 0.000512929, -0.721447, 0.0248417, 0.692024, 0.691589, -0.0245245, 0.721874, 0, 5.96046e-08, -1.22688 )
|
|
bones/1/pose = Transform( 1.0, 0.0, -0.0, 0.0, 1.0, -0.0, -0.0, -0.0, 1.0, 0.0, 0.0, -0.0 )
|
|
bones/1/enabled = true
|
|
bones/1/bound_children = [ ]
|
|
```
|
|
|
|
BoneAttachment
|
|
~~~~~~~~~~~~~~
|
|
|
|
BoneAttachment node is an intermediate node to describe some node being parented
|
|
to a single bone in a Skeleton node. The BoneAttachment has a
|
|
`bone_name=NameOfBone` attribute, and the corresponding bone being the parent has the
|
|
BoneAttachment node in its `bound_children` list.
|
|
|
|
An example of one MeshInstance parented to a bone in Skeleton:
|
|
|
|
```
|
|
[node name="Armature" type="Skeleton" parent="."]
|
|
|
|
transform = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, -0.0219986, 0.0125825, 0.0343127)
|
|
bones/0/name = "Bone"
|
|
bones/0/parent = -1
|
|
bones/0/rest = Transform(1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0)
|
|
bones/0/pose = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0)
|
|
bones/0/enabled = true
|
|
bones/0/bound_children = [NodePath("BoneAttachment:")]
|
|
|
|
[node name="BoneAttachment" type="BoneAttachment" parent="Armature"]
|
|
|
|
bone_name = "Bone"
|
|
|
|
[node name="Cylinder" type="MeshInstance" parent="Armature/BoneAttachment"]
|
|
|
|
mesh = SubResource(1)
|
|
transform = Transform(1.0, 0.0, 0.0, 0.0, 1.86265e-09, 1.0, 0.0, -1.0, 0.0, 0.0219986, -0.0343127, 2.25595)
|
|
```
|
|
|
|
AnimationPlayer
|
|
~~~~~~~~~~~~~~~
|
|
|
|
AnimationPlayer works as an animation library. It stores animations listed in
|
|
the format `anim/Name=SubResource(ResourceId)`; each line refers to an
|
|
Animation resource. All the animation resources use the root node of
|
|
AnimationPlayer. The root node is stored as
|
|
`root_node=NodePath(Path/To/Node)`.
|
|
|
|
```
|
|
[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="1"]
|
|
|
|
root_node = NodePath("..")
|
|
autoplay = ""
|
|
playback_process_mode = 1
|
|
playback_default_blend_time = 0.0
|
|
playback_speed = 1.0
|
|
anims/default = SubResource( 2 )
|
|
blend_times = [ ]
|
|
```
|
|
|
|
Resources
|
|
---------
|
|
|
|
Resources are components that make up the nodes. For example, a MeshInstance
|
|
node will have an accompanying ArrayMesh resource. The ArrayMesh resource
|
|
may be either internal or external to the TSCN file.
|
|
|
|
References to the resources are handled by `id` numbers in the resource's
|
|
heading. External resources and internal resources are referred to with
|
|
`ExtResource(id)` and `SubResource(id)`, respectively. Because there
|
|
have different methods to refer to internal and external resources, you can have
|
|
the same ID for both an internal and external resource.
|
|
|
|
For example, to refer to the resource `[ext_resource id=3 type="PackedScene"
|
|
path=....]`, you would use `ExtResource(3)`.
|
|
|
|
External resources
|
|
~~~~~~~~~~~~~~~~~~
|
|
|
|
External resources are links to resources not contained within the TSCN file
|
|
itself. An external resource consists of a path, a type and an ID.
|
|
|
|
Godot always generates absolute paths relative to the resource directory and
|
|
thus prefixed with `res://`, but paths relative to the TSCN file's location
|
|
are also valid.
|
|
|
|
Some example external resources are:
|
|
|
|
```
|
|
[ext_resource path="res://characters/player.dae" type="PackedScene" id=1]
|
|
[ext_resource path="metal.tres" type="Material" id=2]
|
|
```
|
|
|
|
Like TSCN files, a TRES file may contain single-line comments starting with a
|
|
semicolon (`;`). However, comments will be discarded when saving the resource
|
|
using the Godot editor.
|
|
|
|
Internal resources
|
|
~~~~~~~~~~~~~~~~~~
|
|
|
|
A TSCN file can contain meshes, materials and other data. These are contained in
|
|
the *internal resources* section of the file. The heading for an internal
|
|
resource looks similar to those of external resources, except that it doesn't
|
|
have a path. Internal resources also have `key=value` pairs under each
|
|
heading. For example, a capsule collision shape looks like:
|
|
|
|
```
|
|
[sub_resource type="CapsuleShape" id=2]
|
|
|
|
radius = 0.5
|
|
height = 3.0
|
|
```
|
|
|
|
Some internal resources contain links to other internal resources (such as a
|
|
mesh having a material). In this case, the referring resource must appear
|
|
*before* the reference to it. This means that order matters in the file's
|
|
internal resources section.
|
|
|
|
Unfortunately, documentation on the formats for these subresources isn't
|
|
complete. Some examples can be found by inspecting saved resource files, but
|
|
others can only be found by looking through Godot's source.
|
|
|
|
ArrayMesh
|
|
~~~~~~~~~
|
|
|
|
ArrayMesh consists of several surfaces, each in the format `surface\Index={}`.
|
|
Each surface is a set of vertices and a material.
|
|
|
|
TSCN files support two surface formats:
|
|
|
|
1. For the old format, each surface has three essential keys:
|
|
|
|
- `primitive`
|
|
- `arrays`
|
|
- `morph_arrays`
|
|
|
|
i. `primitive` is an enumerate variable, `primitive=4` which is
|
|
`PRIMITIVE_TRIANGLES` is frequently used.
|
|
|
|
ii. `arrays` is a two-dimensional array, it contains:
|
|
|
|
1. Vertex positions array
|
|
2. Normals array
|
|
3. Tangents array
|
|
4. Vertex colors array
|
|
5. UV array 1
|
|
6. UV array 2
|
|
7. Bone indexes array
|
|
8. Bone weights array
|
|
9. Vertex indexes array
|
|
|
|
iii. `morph_arrays` is an array of morphs. Each morph is exactly an
|
|
`arrays` without the vertex indexes array.
|
|
|
|
An example of ArrayMesh:
|
|
|
|
```
|
|
[sub_resource id=1 type="ArrayMesh"]
|
|
|
|
surfaces/0 = {
|
|
"primitive":4,
|
|
"arrays":[
|
|
Vector3Array(0.0, 1.0, -1.0, 0.866025, -1.0, -0.5, 0.0, -1.0, -1.0, 0.866025, 1.0, -0.5, 0.866025, -1.0, 0.5, 0.866025, 1.0, 0.5, -8.74228e-08, -1.0, 1.0, -8.74228e-08, 1.0, 1.0, -0.866025, -1.0, 0.5, -0.866025, 1.0, 0.5, -0.866025, -1.0, -0.5, -0.866025, 1.0, -0.5),
|
|
Vector3Array(0.0, 0.609973, -0.792383, 0.686239, -0.609973, -0.396191, 0.0, -0.609973, -0.792383, 0.686239, 0.609973, -0.396191, 0.686239, -0.609973, 0.396191, 0.686239, 0.609973, 0.396191, 0.0, -0.609973, 0.792383, 0.0, 0.609973, 0.792383, -0.686239, -0.609973, 0.396191, -0.686239, 0.609973, 0.396191, -0.686239, -0.609973, -0.396191, -0.686239, 0.609973, -0.396191),
|
|
null, ; No Tangents,
|
|
null, ; no Vertex Colors,
|
|
null, ; No UV1,
|
|
null, ; No UV2,
|
|
null, ; No Bones,
|
|
null, ; No Weights,
|
|
IntArray(0, 2, 1, 3, 1, 4, 5, 4, 6, 7, 6, 8, 0, 5, 9, 9, 8, 10, 11, 10, 2, 1, 10, 8, 0, 1, 3, 3, 4, 5, 5, 6, 7, 7, 8, 9, 5, 0, 3, 0, 9, 11, 9, 5, 7, 9, 10, 11, 11, 2, 0, 10, 1, 2, 1, 6, 4, 6, 1, 8)
|
|
],
|
|
"morph_arrays":[]
|
|
}
|
|
```
|
|
|
|
Animation
|
|
~~~~~~~~~
|
|
|
|
An animation resource consists of tracks. Besides, it has `length`, `loop`
|
|
and `step` applied to all the tracks.
|
|
|
|
1. `length` and `step` are both durations in seconds.
|
|
|
|
Each track is described by a list of key-value pairs in the format
|
|
`tracks/Id/Attribute`. Each track includes:
|
|
|
|
- `type`
|
|
- `path`
|
|
- `interp`
|
|
- `keys`
|
|
- `loop_wrap`
|
|
- `imported`
|
|
- `enabled`
|
|
|
|
1. The `type` must be the first attribute of each track.
|
|
The value of `type` can be:
|
|
|
|
- `transform`
|
|
- `value`
|
|
- `method`
|
|
|
|
2. The `path` has the format `NodePath(Path/To/Node:attribute)`.
|
|
It's the path to the animated node or attribute, relative to the root node
|
|
defined in the AnimationPlayer.
|
|
|
|
3. The `interp` is the method to interpolate frames from the keyframes.
|
|
It is an enum variable with one of the following values:
|
|
|
|
- `0` (constant)
|
|
- `1` (linear)
|
|
- `2` (cubic)
|
|
|
|
4. The `keys` correspond to the keyframes. It appears as a `PoolRealArray()`,
|
|
but may have a different structure for tracks with different types.
|
|
|
|
- A Transform track uses every 12 real numbers in the `keys` to describe
|
|
a keyframe. The first number is the timestamp. The second number is the
|
|
transition followed by a 3-number translation vector, followed by a
|
|
4-number rotation quaternion (X, Y, Z, W) and finally a 3-number
|
|
scale vector. The default transition in a Transform track is 1.0.
|
|
|
|
```
|
|
[sub_resource type="Animation" id=2]
|
|
|
|
length = 4.95833
|
|
loop = false
|
|
step = 0.1
|
|
tracks/0/type = "transform"
|
|
tracks/0/path = NodePath("Armature001")
|
|
tracks/0/interp = 1
|
|
tracks/0/loop_wrap = true
|
|
tracks/0/imported = true
|
|
tracks/0/enabled = true
|
|
tracks/0/keys = PoolRealArray( 0, 1, -0.0358698, -0.829927, 0.444204, 0, 0, 0, 1, 0.815074, 0.815074, 0.815074, 4.95833, 1, -0.0358698, -0.829927, 0.444204, 0, 0, 0, 1, 0.815074, 0.815074, 0.815074 )
|
|
tracks/1/type = "transform"
|
|
tracks/1/path = NodePath("Armature001/Skeleton:Bone.001")
|
|
tracks/1/interp = 1
|
|
tracks/1/loop_wrap = true
|
|
tracks/1/imported = true
|
|
tracks/1/enabled = false
|
|
tracks/1/keys = PoolRealArray( 0, 1, 0, 5.96046e-08, 0, 0, 0, 0, 1, 1, 1, 1, 4.95833, 1, 0, 5.96046e-08, 0, 0, 0, 0, 1, 1, 1, 1 )
|
|
``` |