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