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DO NOT EDIT THIS FILE!!!.. Generated automatically from Godot engine sources... Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py... XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFNode.xml... _class_GLTFNode:GLTFNode========**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`glTF node class... rst-class:: classref-introduction-groupDescription-----------Represents a glTF node. glTF nodes may have names, transforms, children (other glTF nodes), and more specialized properties (represented by their own classes).glTF nodes generally exist inside of :ref:`GLTFState<class_GLTFState>` which represents all data of a glTF file. Most of GLTFNode's properties are indices of other data in the glTF file. You can extend a glTF node with additional properties by using :ref:`get_additional_data()<class_GLTFNode_method_get_additional_data>` and :ref:`set_additional_data()<class_GLTFNode_method_set_additional_data>`... rst-class:: classref-introduction-groupTutorials---------- :doc:`Runtime file loading and saving <../tutorials/io/runtime_file_loading_and_saving>`- `glTF scene and node spec <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_004_ScenesNodes.md">`__.. rst-class:: classref-reftable-groupProperties----------.. table::   :widths: auto   +-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+   | :ref:`int<class_int>`                           | :ref:`camera<class_GLTFNode_property_camera>`               | ``-1``                                              |   +-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+   | :ref:`PackedInt32Array<class_PackedInt32Array>` | :ref:`children<class_GLTFNode_property_children>`           | ``PackedInt32Array()``                              |   +-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+   | :ref:`int<class_int>`                           | :ref:`height<class_GLTFNode_property_height>`               | ``-1``                                              |   +-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+   | :ref:`int<class_int>`                           | :ref:`light<class_GLTFNode_property_light>`                 | ``-1``                                              |   +-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+   | :ref:`int<class_int>`                           | :ref:`mesh<class_GLTFNode_property_mesh>`                   | ``-1``                                              |   +-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+   | :ref:`String<class_String>`                     | :ref:`original_name<class_GLTFNode_property_original_name>` | ``""``                                              |   +-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+   | :ref:`int<class_int>`                           | :ref:`parent<class_GLTFNode_property_parent>`               | ``-1``                                              |   +-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+   | :ref:`Vector3<class_Vector3>`                   | :ref:`position<class_GLTFNode_property_position>`           | ``Vector3(0, 0, 0)``                                |   +-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+   | :ref:`Quaternion<class_Quaternion>`             | :ref:`rotation<class_GLTFNode_property_rotation>`           | ``Quaternion(0, 0, 0, 1)``                          |   +-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+   | :ref:`Vector3<class_Vector3>`                   | :ref:`scale<class_GLTFNode_property_scale>`                 | ``Vector3(1, 1, 1)``                                |   +-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+   | :ref:`int<class_int>`                           | :ref:`skeleton<class_GLTFNode_property_skeleton>`           | ``-1``                                              |   +-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+   | :ref:`int<class_int>`                           | :ref:`skin<class_GLTFNode_property_skin>`                   | ``-1``                                              |   +-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+   | :ref:`bool<class_bool>`                         | :ref:`visible<class_GLTFNode_property_visible>`             | ``true``                                            |   +-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+   | :ref:`Transform3D<class_Transform3D>`           | :ref:`xform<class_GLTFNode_property_xform>`                 | ``Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)`` |   +-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+.. rst-class:: classref-reftable-groupMethods-------.. table::   :widths: auto   +---------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+   | |void|                          | :ref:`append_child_index<class_GLTFNode_method_append_child_index>`\ (\ child_index\: :ref:`int<class_int>`\ )                                                                     |   +---------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+   | :ref:`Variant<class_Variant>`   | :ref:`get_additional_data<class_GLTFNode_method_get_additional_data>`\ (\ extension_name\: :ref:`StringName<class_StringName>`\ )                                                  |   +---------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+   | :ref:`NodePath<class_NodePath>` | :ref:`get_scene_node_path<class_GLTFNode_method_get_scene_node_path>`\ (\ gltf_state\: :ref:`GLTFState<class_GLTFState>`, handle_skeletons\: :ref:`bool<class_bool>` = true\ )     |   +---------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+   | |void|                          | :ref:`set_additional_data<class_GLTFNode_method_set_additional_data>`\ (\ extension_name\: :ref:`StringName<class_StringName>`, additional_data\: :ref:`Variant<class_Variant>`\ ) |   +---------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+.. rst-class:: classref-section-separator----.. rst-class:: classref-descriptions-groupProperty Descriptions---------------------.. _class_GLTFNode_property_camera:.. rst-class:: classref-property:ref:`int<class_int>` **camera** = ``-1`` :ref:`🔗<class_GLTFNode_property_camera>`.. rst-class:: classref-property-setget- |void| **set_camera**\ (\ value\: :ref:`int<class_int>`\ )- :ref:`int<class_int>` **get_camera**\ (\ )If this glTF node is a camera, the index of the :ref:`GLTFCamera<class_GLTFCamera>` in the :ref:`GLTFState<class_GLTFState>` that describes the camera's properties. If ``-1``, this node is not a camera... rst-class:: classref-item-separator----.. _class_GLTFNode_property_children:.. rst-class:: classref-property:ref:`PackedInt32Array<class_PackedInt32Array>` **children** = ``PackedInt32Array()`` :ref:`🔗<class_GLTFNode_property_children>`.. rst-class:: classref-property-setget- |void| **set_children**\ (\ value\: :ref:`PackedInt32Array<class_PackedInt32Array>`\ )- :ref:`PackedInt32Array<class_PackedInt32Array>` **get_children**\ (\ )The indices of the child nodes in the :ref:`GLTFState<class_GLTFState>`. If this glTF node has no children, this will be an empty array.**Note:** The returned array is *copied* and any changes to it will not update the original property value. See :ref:`PackedInt32Array<class_PackedInt32Array>` for more details... rst-class:: classref-item-separator----.. _class_GLTFNode_property_height:.. rst-class:: classref-property:ref:`int<class_int>` **height** = ``-1`` :ref:`🔗<class_GLTFNode_property_height>`.. rst-class:: classref-property-setget- |void| **set_height**\ (\ value\: :ref:`int<class_int>`\ )- :ref:`int<class_int>` **get_height**\ (\ )How deep into the node hierarchy this node is. A root node will have a height of 0, its children will have a height of 1, and so on. If -1, the height has not been calculated... rst-class:: classref-item-separator----.. _class_GLTFNode_property_light:.. rst-class:: classref-property:ref:`int<class_int>` **light** = ``-1`` :ref:`🔗<class_GLTFNode_property_light>`.. rst-class:: classref-property-setget- |void| **set_light**\ (\ value\: :ref:`int<class_int>`\ )- :ref:`int<class_int>` **get_light**\ (\ )If this glTF node is a light, the index of the :ref:`GLTFLight<class_GLTFLight>` in the :ref:`GLTFState<class_GLTFState>` that describes the light's properties. If -1, this node is not a light... rst-class:: classref-item-separator----.. _class_GLTFNode_property_mesh:.. rst-class:: classref-property:ref:`int<class_int>` **mesh** = ``-1`` :ref:`🔗<class_GLTFNode_property_mesh>`.. rst-class:: classref-property-setget- |void| **set_mesh**\ (\ value\: :ref:`int<class_int>`\ )- :ref:`int<class_int>` **get_mesh**\ (\ )If this glTF node is a mesh, the index of the :ref:`GLTFMesh<class_GLTFMesh>` in the :ref:`GLTFState<class_GLTFState>` that describes the mesh's properties. If -1, this node is not a mesh... rst-class:: classref-item-separator----.. _class_GLTFNode_property_original_name:.. rst-class:: classref-property:ref:`String<class_String>` **original_name** = ``""`` :ref:`🔗<class_GLTFNode_property_original_name>`.. rst-class:: classref-property-setget- |void| **set_original_name**\ (\ value\: :ref:`String<class_String>`\ )- :ref:`String<class_String>` **get_original_name**\ (\ )The original name of the node... rst-class:: classref-item-separator----.. _class_GLTFNode_property_parent:.. rst-class:: classref-property:ref:`int<class_int>` **parent** = ``-1`` :ref:`🔗<class_GLTFNode_property_parent>`.. rst-class:: classref-property-setget- |void| **set_parent**\ (\ value\: :ref:`int<class_int>`\ )- :ref:`int<class_int>` **get_parent**\ (\ )The index of the parent node in the :ref:`GLTFState<class_GLTFState>`. If -1, this node is a root node... rst-class:: classref-item-separator----.. _class_GLTFNode_property_position:.. rst-class:: classref-property:ref:`Vector3<class_Vector3>` **position** = ``Vector3(0, 0, 0)`` :ref:`🔗<class_GLTFNode_property_position>`.. rst-class:: classref-property-setget- |void| **set_position**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )- :ref:`Vector3<class_Vector3>` **get_position**\ (\ )The position of the glTF node relative to its parent... rst-class:: classref-item-separator----.. _class_GLTFNode_property_rotation:.. rst-class:: classref-property:ref:`Quaternion<class_Quaternion>` **rotation** = ``Quaternion(0, 0, 0, 1)`` :ref:`🔗<class_GLTFNode_property_rotation>`.. rst-class:: classref-property-setget- |void| **set_rotation**\ (\ value\: :ref:`Quaternion<class_Quaternion>`\ )- :ref:`Quaternion<class_Quaternion>` **get_rotation**\ (\ )The rotation of the glTF node relative to its parent... rst-class:: classref-item-separator----.. _class_GLTFNode_property_scale:.. rst-class:: classref-property:ref:`Vector3<class_Vector3>` **scale** = ``Vector3(1, 1, 1)`` :ref:`🔗<class_GLTFNode_property_scale>`.. rst-class:: classref-property-setget- |void| **set_scale**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )- :ref:`Vector3<class_Vector3>` **get_scale**\ (\ )The scale of the glTF node relative to its parent... rst-class:: classref-item-separator----.. _class_GLTFNode_property_skeleton:.. rst-class:: classref-property:ref:`int<class_int>` **skeleton** = ``-1`` :ref:`🔗<class_GLTFNode_property_skeleton>`.. rst-class:: classref-property-setget- |void| **set_skeleton**\ (\ value\: :ref:`int<class_int>`\ )- :ref:`int<class_int>` **get_skeleton**\ (\ )If this glTF node has a skeleton, the index of the :ref:`GLTFSkeleton<class_GLTFSkeleton>` in the :ref:`GLTFState<class_GLTFState>` that describes the skeleton's properties. If -1, this node does not have a skeleton... rst-class:: classref-item-separator----.. _class_GLTFNode_property_skin:.. rst-class:: classref-property:ref:`int<class_int>` **skin** = ``-1`` :ref:`🔗<class_GLTFNode_property_skin>`.. rst-class:: classref-property-setget- |void| **set_skin**\ (\ value\: :ref:`int<class_int>`\ )- :ref:`int<class_int>` **get_skin**\ (\ )If this glTF node has a skin, the index of the :ref:`GLTFSkin<class_GLTFSkin>` in the :ref:`GLTFState<class_GLTFState>` that describes the skin's properties. If -1, this node does not have a skin... rst-class:: classref-item-separator----.. _class_GLTFNode_property_visible:.. rst-class:: classref-property:ref:`bool<class_bool>` **visible** = ``true`` :ref:`🔗<class_GLTFNode_property_visible>`.. rst-class:: classref-property-setget- |void| **set_visible**\ (\ value\: :ref:`bool<class_bool>`\ )- :ref:`bool<class_bool>` **get_visible**\ (\ )If ``true``, the GLTF node is visible. If ``false``, the GLTF node is not visible. This is translated to the :ref:`Node3D.visible<class_Node3D_property_visible>` property in the Godot scene, and is exported to ``KHR_node_visibility`` when ``false``... rst-class:: classref-item-separator----.. _class_GLTFNode_property_xform:.. rst-class:: classref-property:ref:`Transform3D<class_Transform3D>` **xform** = ``Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)`` :ref:`🔗<class_GLTFNode_property_xform>`.. rst-class:: classref-property-setget- |void| **set_xform**\ (\ value\: :ref:`Transform3D<class_Transform3D>`\ )- :ref:`Transform3D<class_Transform3D>` **get_xform**\ (\ )The transform of the glTF node relative to its parent. This property is usually unused since the position, rotation, and scale properties are preferred... rst-class:: classref-section-separator----.. rst-class:: classref-descriptions-groupMethod Descriptions-------------------.. _class_GLTFNode_method_append_child_index:.. rst-class:: classref-method|void| **append_child_index**\ (\ child_index\: :ref:`int<class_int>`\ ) :ref:`🔗<class_GLTFNode_method_append_child_index>`Appends the given child node index to the :ref:`children<class_GLTFNode_property_children>` array... rst-class:: classref-item-separator----.. _class_GLTFNode_method_get_additional_data:.. rst-class:: classref-method:ref:`Variant<class_Variant>` **get_additional_data**\ (\ extension_name\: :ref:`StringName<class_StringName>`\ ) :ref:`🔗<class_GLTFNode_method_get_additional_data>`Gets additional arbitrary data in this **GLTFNode** instance. This can be used to keep per-node state data in :ref:`GLTFDocumentExtension<class_GLTFDocumentExtension>` classes, which is important because they are stateless.The argument should be the :ref:`GLTFDocumentExtension<class_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``... rst-class:: classref-item-separator----.. _class_GLTFNode_method_get_scene_node_path:.. rst-class:: classref-method:ref:`NodePath<class_NodePath>` **get_scene_node_path**\ (\ gltf_state\: :ref:`GLTFState<class_GLTFState>`, handle_skeletons\: :ref:`bool<class_bool>` = true\ ) :ref:`🔗<class_GLTFNode_method_get_scene_node_path>`Returns the :ref:`NodePath<class_NodePath>` that this GLTF node will have in the Godot scene tree after being imported. This is useful when importing glTF object model pointers with :ref:`GLTFObjectModelProperty<class_GLTFObjectModelProperty>`, for handling extensions such as ``KHR_animation_pointer`` or ``KHR_interactivity``.If ``handle_skeletons`` is ``true``, paths to skeleton bone glTF nodes will be resolved properly. For example, a path that would be ``^"A/B/C/Bone1/Bone2/Bone3"`` if ``false`` will become ``^"A/B/C/Skeleton3D:Bone3"``... rst-class:: classref-item-separator----.. _class_GLTFNode_method_set_additional_data:.. rst-class:: classref-method|void| **set_additional_data**\ (\ extension_name\: :ref:`StringName<class_StringName>`, additional_data\: :ref:`Variant<class_Variant>`\ ) :ref:`🔗<class_GLTFNode_method_set_additional_data>`Sets additional arbitrary data in this **GLTFNode** instance. This can be used to keep per-node state data in :ref:`GLTFDocumentExtension<class_GLTFDocumentExtension>` classes, which is important because they are stateless.The first argument should be the :ref:`GLTFDocumentExtension<class_GLTFDocumentExtension>` name (does not have to match the extension name in the glTF file), and the second argument can be anything you want... |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`.. |void| replace:: :abbr:`void (No return value.)`
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