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+TSCN File Format
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+================
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+
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+A :code:`.tscn` File format is the "Text SCeNe" file format and represents
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+a single scene-tree inside Godot. TSCN files have the advantage of being
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+nearly human-readable and easy for version control systems to manage. During
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+import the TSCN files are compiled into binary :code:`.scn` files stored
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+inside the .import folder. This reduces the data size and speed up loading.
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+
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+The :code:`.escn` file format is identical to the TSCN file format, but is used to
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+indicate to Godot that the file has been exported from another program and
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+should not be edited by the user from within Godot.
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+
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+For those looking for a complete description, the parsing is handled in the
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+file `scene_format_text.cpp <https://github.com/godotengine/godot/blob/master/scene/resources/scene_format_text.cpp>`_
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+in the class :code:`ResourceFormatLoaderText`
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+
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+
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+File Structure
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+--------------
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+
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+There are five main sections inside the TSCN File:
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+
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+0. File Descriptor
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+1. External resources
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+2. Internal resources
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+3. Nodes
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+4. Connections
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+
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+
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+The file descriptor looks like :code:`[gd_scene load_steps=1 format=2]` And
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+should be the first entry in the file. The load_steps parameter should (in
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+theory) be the number of resources within the file, though in practice it's
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+value seems not to matter.
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+
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+These sections should appear in order, but it can be hard to distinguish
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+them. The only difference between them is the the first element in the heading
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+for all of the items in the section.
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+For example, the heading of all external resources should start with
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+:code:`[ext_resource .....]`
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+
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+
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+Entries inside the file
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+~~~~~~~~~~~~~~~~~~~~~~~
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+A heading looks like:
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+:code:`[<resource_type> key=value key=value key=value ...]`
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+Where resource_type is one of:
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+
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+- ext_resource
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+- sub_resource
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+- node
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+- connection
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+
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+Underneath every heading comes zero or more :code:`key = value` pairs. The
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+values can be complex datatypes such as arrays, transformations, colors, and
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+so on. For example, a spatial node looks like:
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+
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+::
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+
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+ [node name="Cube" type="Spatial" parent="."]
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+ 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 )
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+
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+
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+Resources
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+---------
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+Resources are components that make up the nodes. For example, a MeshInstance
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+node will have an accompanying ArrayMesh resource. The ArrayMesh resource
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+may be either internal or external to the TSCN file.
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+
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+References to the resources are handled by id numbers in the resources heading.
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+External resources and internal resource are referred to with
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+:code:`ExtResource(id)` and :code:`SubResource(id)`. Because there have
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+different methods to refer to internal and external resource, you can have
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+the same ID for both an internal and external resource.
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+
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+For example, to refer to the resource
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+:code:`[ext_resource id=3 type="PackedScene" path=....]` you would use
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+:code:`ExtResource(3)`
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+
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+
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+External Resources
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+~~~~~~~~~~~~~~~~~~
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+
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+External resources are links to resources not contained within the TSCN file
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+itself. An external resource consists of:
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+
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+ - A path
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+ - A type
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+ - An ID
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+
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+Godot alway generates absolute paths relative to the resource directory and
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+thus prefixed with :code:`res://`, but paths relative to the TSCN file's
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+location are also valid.
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+
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+Some example external resources are:
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+
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+::
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+
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+ [ext_resource path="res://characters/player.dae" type="PackedScene" id=1]
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+ [ext_resource path="metal.tres" type="Material" id=2]
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+
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+
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+Internal Resources
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+~~~~~~~~~~~~~~~~~~
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+
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+A TSCN file can contain meshes, materials and other data, and these are
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+contained in the internal resources section of the file. The heading
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+for an internal resource looks very similar to those of external resources, but
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+does not have a path. Internal resources also have :code:`key=value` pairs
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+under each heading. For example, a capsule collision shape looks like:
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+
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+::
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+
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+ [sub_resource type="CapsuleShape" id=2]
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+
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+ radius = 0.5
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+ height = 3.0
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+
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+Some internal resource contain links to other internal resources (such as a
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+mesh having a material). In this case, the referring resource must appear
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+before the reference to it. Thus, in the internal resources section of the
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+file, order does matter.
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+
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+Unfortunately, documentation on the formats for these subresources is
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+completely absent, and while some can be found through inspecting resources of
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+saved files, but others can only be found by looking through Godot's source.
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+
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+
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+The Scene Tree
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+--------------
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+
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+The scene tree is made up of ... nodes! The heading of each node consists of
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+it's name, parent and (most of the time) a type. For example
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+:code:`[node type="Camera" name="PlayerCamera" parent="Player/Head"]`
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+
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+Other valid keywords include:
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+
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+ - instance
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+ - instance_placeholder
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+ - owner
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+ - index (if two nodes have the same name)
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+ - groups
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+
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+The first node in the file should not have the :code:`parent=Path/To/Node`
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+entry in it's heading, and it is the scene root. All scene files should have
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+exactly one scene root. It it does not, Godot will fail to import the file.
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+The parent path of other nodes should be absolute, but without the scene
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+root's name. If it is a direct child of the scene root, it should be
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+:code:`"."`. Here is an example scene tree (but without any node content).
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+::
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+
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+ [node name="Player" type="Spatial"] ; The scene root
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+ [node name="Arm" parent="." type="Spatial"] ; Parented to the scene root
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+ [node name="Hand" parent="Arm" type="Spatial"]
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+ [node name="Finger" parent="Arm/Hand" type="Spatial"]
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+
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+Similar to the internal resource, the content for each node is currently
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+undocumented. Fortunately it is very easy to find out because you can simply
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+save a file with that node in it. Some example nodes are:
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+
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+::
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+
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+ [node type="CollisionShape" name="SphereCollision" parent="SpherePhysics"]
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+
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+ shape = SubResource(8)
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+ 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 )
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+
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+
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+ [node type="MeshInstance" name="Sphere" parent="SpherePhysics"]
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+
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+ mesh = SubResource(9)
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+ 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 )
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+
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+
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+ [node type="OmniLight" name="Lamp" parent="."]
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+
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+ light_energy = 1.0
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+ light_specular = 1.0
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+ 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 )
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+ omni_range = 30
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+ shadow_enabled = true
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+ light_negative = false
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+ light_color = Color( 1.0, 1.0, 1.0, 1.0 )
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+
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+
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+ [node type="Camera" name="Camera" parent="."]
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+
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+ projection = 0
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+ near = 0.10000000149011612
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+ fov = 50
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+ 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 )
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+ far = 100.0
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+
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