Contains all nodes and resources of a GLTF file. This is used by [GLTFDocument] as data storage, which allows [GLTFDocument] and all [GLTFDocumentExtension] classes to remain stateless.
GLTFState can be populated by [GLTFDocument] reading a file or by converting a Godot scene. Then the data can either be used to create a Godot scene or save to a GLTF file. The code that converts to/from a Godot scene can be intercepted at arbitrary points by [GLTFDocumentExtension] classes. This allows for custom data to be stored in the GLTF file or for custom data to be converted to/from Godot nodes.
Appends an extension to the list of extensions used by this GLTF file during serialization. If [param required] is true, the extension will also be added to the list of required extensions. Do not run this in [method GLTFDocumentExtension._export_post], as that stage is too late to add extensions. The final list is sorted alphabetically.
Gets additional arbitrary data in this [GLTFState] instance. This can be used to keep per-file state data in [GLTFDocumentExtension] classes, which is important because they are stateless.
The argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the GLTF file), and the return value can be anything you set. If nothing was set, the return value is null.
Returns the [AnimationPlayer] node with the given index. These nodes are only used during the export process when converting Godot [AnimationPlayer] nodes to GLTF animations.
Returns the number of [AnimationPlayer] nodes in this [GLTFState]. These nodes are only used during the export process when converting Godot [AnimationPlayer] nodes to GLTF animations.
Returns an array of all [GLTFAnimation]s in the GLTF file. When importing, these will be generated as animations in an [AnimationPlayer] node. When exporting, these will be generated from Godot [AnimationPlayer] nodes.
Returns the index of the [GLTFNode] corresponding to this Godot scene node. This is the inverse of [method get_scene_node]. Useful during the export process.
[b]Note:[/b] Not every Godot scene node will have a corresponding [GLTFNode], and not every [GLTFNode] will have a scene node generated. If there is no [GLTFNode] index for this scene node, [code]-1[/code] is returned.
Returns an array of all [GLTFNode]s in the GLTF file. These are the nodes that [member GLTFNode.children] and [member root_nodes] refer to. This includes nodes that may not be generated in the Godot scene, or nodes that may generate multiple Godot scene nodes.
Returns the Godot scene node that corresponds to the same index as the [GLTFNode] it was generated from. This is the inverse of [method get_node_index]. Useful during the import process.
[b]Note:[/b] Not every [GLTFNode] will have a scene node generated, and not every generated scene node will have a corresponding [GLTFNode]. If there is no scene node for this [GLTFNode] index, [code]null[/code] is returned.
Sets additional arbitrary data in this [GLTFState] instance. This can be used to keep per-file state data in [GLTFDocumentExtension] classes, which is important because they are stateless.
The first argument should be the [GLTFDocumentExtension] name (does not have to match the extension name in the GLTF file), and the second argument can be anything you want.
Sets the [GLTFAnimation]s in the state. When importing, these will be generated as animations in an [AnimationPlayer] node. When exporting, these will be generated from Godot [AnimationPlayer] nodes.
Sets the images in the state stored as an array of [Texture2D]s. This can be used during export. These are the images that the [member GLTFTexture.src_image] index refers to.
Sets the [GLTFNode]s in the state. These are the nodes that [member GLTFNode.children] and [member root_nodes] refer to. Some of the nodes set here may not be generated in the Godot scene, or may generate multiple Godot scene nodes.
The folder path associated with this GLTF data. This is used to find other files the GLTF file references, like images or binary buffers. This will be set during import when appending from a file, and will be set during export when writing to a file.
The copyright string in the asset header of the GLTF file. This is set during import if present and export if non-empty. See the GLTF asset header documentation for more information.
The file name associated with this GLTF data. If it ends with [code].gltf[/code], this is text-based GLTF, otherwise this is binary GLB. This will be set during import when appending from a file, and will be set during export when writing to a file. If writing to a buffer, this will be an empty string.
The root nodes of the GLTF file. Typically, a GLTF file will only have one scene, and therefore one root node. However, a GLTF file may have multiple scenes and therefore multiple root nodes, which will be generated as siblings of each other and as children of the root node of the generated Godot scene.
The name of the scene. When importing, if not specified, this will be the file name. When exporting, if specified, the scene name will be saved to the GLTF file.