GLTFDocument

Inherits: Resource < RefCounted < Object

Inherited By: FBXDocument

Class for importing and exporting glTF files in and out of Godot.

Description

GLTFDocument supports reading data from a glTF file, buffer, or Godot scene. This data can then be written to the filesystem, buffer, or used to create a Godot scene.

All of the data in a GLTF scene is stored in the GLTFState class. GLTFDocument processes state objects, but does not contain any scene data itself. GLTFDocument has member variables to store export configuration settings such as the image format, but is otherwise stateless. Multiple scenes can be processed with the same settings using the same GLTFDocument object and different GLTFState objects.

GLTFDocument can be extended with arbitrary functionality by extending the GLTFDocumentExtension class and registering it with GLTFDocument via register_gltf_document_extension. This allows for custom data to be imported and exported.

Tutorials

Properties

String

image_format

“PNG”

float

lossy_quality

0.75

RootNodeMode

root_node_mode

0

Methods

Error

append_from_buffer(bytes: PackedByteArray, base_path: String, state: GLTFState, flags: int = 0)

Error

append_from_file(path: String, state: GLTFState, flags: int = 0, base_path: String = “”)

Error

append_from_scene(node: Node, state: GLTFState, flags: int = 0)

PackedByteArray

generate_buffer(state: GLTFState)

Node

generate_scene(state: GLTFState, bake_fps: float = 30, trimming: bool = false, remove_immutable_tracks: bool = true)

void

register_gltf_document_extension(extension: GLTFDocumentExtension, first_priority: bool = false) static

void

unregister_gltf_document_extension(extension: GLTFDocumentExtension) static

Error

write_to_filesystem(state: GLTFState, path: String)


Enumerations

enum RootNodeMode: 🔗

RootNodeMode ROOT_NODE_MODE_SINGLE_ROOT = 0

Treat the Godot scene’s root node as the root node of the glTF file, and mark it as the single root node via the GODOT_single_root glTF extension. This will be parsed the same as ROOT_NODE_MODE_KEEP_ROOT if the implementation does not support GODOT_single_root.

RootNodeMode ROOT_NODE_MODE_KEEP_ROOT = 1

Treat the Godot scene’s root node as the root node of the glTF file, but do not mark it as anything special. An extra root node will be generated when importing into Godot. This uses only vanilla glTF features. This is equivalent to the behavior in Godot 4.1 and earlier.

RootNodeMode ROOT_NODE_MODE_MULTI_ROOT = 2

Treat the Godot scene’s root node as the name of the glTF scene, and add all of its children as root nodes of the glTF file. This uses only vanilla glTF features. This avoids an extra root node, but only the name of the Godot scene’s root node will be preserved, as it will not be saved as a node.


Property Descriptions

String image_format = "PNG" 🔗

  • void set_image_format(value: String)

  • String get_image_format()

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.

By default, Godot allows the following options: “None”, “PNG”, “JPEG”, “Lossless WebP”, and “Lossy WebP”. Support for more image formats can be added in GLTFDocumentExtension classes.


float lossy_quality = 0.75 🔗

  • void set_lossy_quality(value: float)

  • float get_lossy_quality()

If image_format is a lossy image format, this determines the lossy quality of the image. On a range of 0.0 to 1.0, where 0.0 is the lowest quality and 1.0 is the highest quality. A lossy quality of 1.0 is not the same as lossless.


RootNodeMode root_node_mode = 0 🔗

How to process the root node during export. See RootNodeMode for details. The default and recommended value is ROOT_NODE_MODE_SINGLE_ROOT.

Note: Regardless of how the glTF file is exported, when importing, the root node type and name can be overridden in the scene import settings tab.


Method Descriptions

Error append_from_buffer(bytes: PackedByteArray, base_path: String, state: GLTFState, flags: int = 0) 🔗

Takes a PackedByteArray defining a GLTF and imports the data to the given GLTFState object through the state parameter.

Note: The base_path tells append_from_buffer where to find dependencies and can be empty.


Error append_from_file(path: String, state: GLTFState, flags: int = 0, base_path: String = “”) 🔗

Takes a path to a GLTF file and imports the data at that file path to the given GLTFState object through the state parameter.

Note: The base_path tells append_from_file where to find dependencies and can be empty.


Error append_from_scene(node: Node, state: GLTFState, flags: int = 0) 🔗

Takes a Godot Engine scene node and exports it and its descendants to the given GLTFState object through the state parameter.


PackedByteArray generate_buffer(state: GLTFState) 🔗

Takes a GLTFState object through the state parameter and returns a GLTF PackedByteArray.


Node generate_scene(state: GLTFState, bake_fps: float = 30, trimming: bool = false, remove_immutable_tracks: bool = true) 🔗

Takes a GLTFState object through the state parameter and returns a Godot Engine scene node.

The bake_fps parameter overrides the bake_fps in state.


void register_gltf_document_extension(extension: GLTFDocumentExtension, first_priority: bool = false) static 🔗

Registers the given GLTFDocumentExtension instance with GLTFDocument. If first_priority is true, this extension will be run first. Otherwise, it will be run last.

Note: Like GLTFDocument itself, all GLTFDocumentExtension classes must be stateless in order to function properly. If you need to store data, use the set_additional_data and get_additional_data methods in GLTFState or GLTFNode.


void unregister_gltf_document_extension(extension: GLTFDocumentExtension) static 🔗

Unregisters the given GLTFDocumentExtension instance.


Error write_to_filesystem(state: GLTFState, path: String) 🔗

Takes a GLTFState object through the state parameter and writes a glTF file to the filesystem.

Note: The extension of the glTF file determines if it is a .glb binary file or a .gltf text file.


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