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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "GLTFDocument" inherits= "Resource" version= "4.0" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../../../doc/class.xsd" >
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<brief_description >
</brief_description>
<description >
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Append a glTF2 3d format from a file, buffer or scene and then write to the filesystem, buffer or scene.
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</description>
<tutorials >
</tutorials>
<methods >
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<method name= "append_from_buffer" >
<return type= "int" enum= "Error" />
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<param index= "0" name= "bytes" type= "PackedByteArray" />
<param index= "1" name= "base_path" type= "String" />
<param index= "2" name= "state" type= "GLTFState" />
<param index= "3" name= "flags" type= "int" default= "0" />
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<description >
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Takes a [PackedByteArray] defining a GLTF and imports the data to the given [GLTFState] object through the [param state] parameter.
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[b]Note:[/b] The [param base_path] tells [method append_from_buffer] where to find dependencies and can be empty.
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</description>
</method>
<method name= "append_from_file" >
<return type= "int" enum= "Error" />
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<param index= "0" name= "path" type= "String" />
<param index= "1" name= "state" type= "GLTFState" />
<param index= "2" name= "flags" type= "int" default= "0" />
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<param index= "3" name= "base_path" type= "String" default= """" />
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<description >
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Takes a path to a GLTF file and imports the data at that file path to the given [GLTFState] object through the [param state] parameter.
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[b]Note:[/b] The [param base_path] tells [method append_from_file] where to find dependencies and can be empty.
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</description>
</method>
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<method name= "append_from_scene" >
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<return type= "int" enum= "Error" />
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<param index= "0" name= "node" type= "Node" />
<param index= "1" name= "state" type= "GLTFState" />
<param index= "2" name= "flags" type= "int" default= "0" />
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<description >
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Takes a Godot Engine scene node and exports it and its descendants to the given [GLTFState] object through the [param state] parameter.
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</description>
</method>
<method name= "generate_buffer" >
<return type= "PackedByteArray" />
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<param index= "0" name= "state" type= "GLTFState" />
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<description >
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Takes a [GLTFState] object through the [param state] parameter and returns a GLTF [PackedByteArray].
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</description>
</method>
<method name= "generate_scene" >
<return type= "Node" />
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<param index= "0" name= "state" type= "GLTFState" />
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<param index= "1" name= "bake_fps" type= "float" default= "30" />
<param index= "2" name= "trimming" type= "bool" default= "false" />
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<description >
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Takes a [GLTFState] object through the [param state] parameter and returns a Godot Engine scene node.
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</description>
</method>
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<method name= "register_gltf_document_extension" qualifiers= "static" >
<return type= "void" />
<param index= "0" name= "extension" type= "GLTFDocumentExtension" />
<param index= "1" name= "first_priority" type= "bool" default= "false" />
<description >
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Registers the given [GLTFDocumentExtension] instance with GLTFDocument. If [param first_priority] is true, this extension will be run first. Otherwise, it will be run last.
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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].
</description>
</method>
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<method name= "unregister_gltf_document_extension" qualifiers= "static" >
<return type= "void" />
<param index= "0" name= "extension" type= "GLTFDocumentExtension" />
<description >
Unregisters the given [GLTFDocumentExtension] instance.
</description>
</method>
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<method name= "write_to_filesystem" >
<return type= "int" enum= "Error" />
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<param index= "0" name= "state" type= "GLTFState" />
<param index= "1" name= "path" type= "String" />
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<description >
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Takes a [GLTFState] object through the [param state] parameter and writes a glTF file to the filesystem.
[b]Note:[/b] The extension of the glTF file determines if it is a .glb binary file or a .gltf file.
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</description>
</method>
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</methods>
</class>