godot/modules/gltf/doc_classes/GLTFDocument.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GLTFDocument" inherits="Resource" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
</brief_description>
<description>
[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF loading and saving is [i]not[/i] available in exported projects. References to [GLTFDocument] within a script will cause an error in an exported project.
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</description>
<tutorials>
</tutorials>
<methods>
<method name="register_gltf_document_extension">
<return type="void" />
<argument index="0" name="extension" type="GLTFDocumentExtension" />
<argument index="1" name="first_priority" type="bool" default="false" />
<description>
Registers the given [GLTFDocumentExtension] instance with GLTFDocument. If [code]first_priority[/code] is true, this extension will be run first. Otherwise, it will be run last.
[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>
<method name="unregister_all_gltf_document_extensions">
<return type="void" />
<description>
Unregisters all [GLTFDocumentExtension] instances.
</description>
</method>
<method name="unregister_gltf_document_extension">
<return type="void" />
<argument index="0" name="extension" type="GLTFDocumentExtension" />
<description>
Unregisters the given [GLTFDocumentExtension] instance.
</description>
</method>
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</methods>
<constants>
</constants>
</class>