Instance Propertymigueldeicaza.swiftgodot 0.45.0SwiftGodot
rootNodeMode
How to process the root node during export. See RootNodeMode
for details. The default and recommended value is .singleRoot.
final var rootNodeMode: GLTFDocument.RootNodeMode { get set }
Other members in extension
Types
Type members
static func registerGltfDocumentExtension(GLTFDocumentExtension?, firstPriority: Bool
) Registers the given
GLTFDocumentExtension
instance with GLTFDocument. IffirstPriority
is true, this extension will be run first. Otherwise, it will be run last.static func unregisterGltfDocumentExtension(GLTFDocumentExtension?
) Unregisters the given
GLTFDocumentExtension
instance.class var godotClassName: StringName
Instance members
var imageFormat: String
The user-friendly name of the export image format. This is used when exporting the GLTF file, including writing to a file and writing to a byte array.
var lossyQuality: Double
If
imageFormat
is a lossy image format, this determines the lossy quality of the image. On a range of0.0
to1.0
, where0.0
is the lowest quality and1.0
is the highest quality. A lossy quality of1.0
is not the same as lossless.func appendFromBuffer(bytes: PackedByteArray, basePath: String, state: GLTFState?, flags: UInt32
) -> GodotError Takes a
PackedByteArray
defining a GLTF and imports the data to the givenGLTFState
object through thestate
parameter.func appendFromFile(path: String, state: GLTFState?, flags: UInt32, basePath: String
) -> GodotError Takes a path to a GLTF file and imports the data at that file path to the given
GLTFState
object through thestate
parameter.func appendFromScene(node: Node?, state: GLTFState?, flags: UInt32
) -> GodotError Takes a Godot Engine scene node and exports it and its descendants to the given
GLTFState
object through thestate
parameter.func generateBuffer(state: GLTFState?
) -> PackedByteArray Takes a
GLTFState
object through thestate
parameter and returns a GLTFPackedByteArray
.func generateScene(state: GLTFState?, bakeFps: Double, trimming: Bool, removeImmutableTracks: Bool
) -> Node? Takes a
GLTFState
object through thestate
parameter and returns a Godot Engine scene node.func writeToFilesystem(state: GLTFState?, path: String
) -> GodotError Takes a
GLTFState
object through thestate
parameter and writes a glTF file to the filesystem.