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GLTF: Prerequisite cleanups before KHR_animation_pointer

Add get_scene_node_path and has_additional_data to GLTFNode, remove center of mass ignore warning in physics (it's supported now), rename `d` to `mesh_dict` in mesh import code.
This commit is contained in:
Aaron Franke
2024-07-10 02:02:03 -07:00
parent 834189a618
commit cd367b3da3
6 changed files with 101 additions and 43 deletions

View File

@@ -27,6 +27,15 @@
The argument should be the [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.
</description>
</method>
<method name="get_scene_node_path">
<return type="NodePath" />
<param index="0" name="gltf_state" type="GLTFState" />
<param index="1" name="handle_skeletons" type="bool" default="true" />
<description>
Returns the [NodePath] that this GLTF node will have in the Godot scene tree after being imported.
If [param handle_skeletons] is true, paths to skeleton bone glTF nodes will be resolved properly. For example, a path that would be [code]^"A/B/C/Bone1/Bone2/Bone3"[/code] if false will become [code]^"A/B/C/Skeleton3D:Bone3"[/code].
</description>
</method>
<method name="set_additional_data">
<return type="void" />
<param index="0" name="extension_name" type="StringName" />