godot/modules/gltf
A Thousand Ships 194bdde947
Cleanup of raw nullptr checks with Ref
Using `is_valid/null` over checks with `nullptr` or `ERR_FAIL_NULL` etc.
2024-08-31 15:01:09 +02:00
..
doc_classes Add get_supported_gltf_extensions to GLTFDocument 2024-08-28 17:54:45 -07:00
editor ResourceImporterScene: Replace animation bool with an import type string enum 2024-08-27 14:58:18 -07:00
extensions Cleanup of raw nullptr checks with Ref 2024-08-31 15:01:09 +02:00
structures
tests Import/export GLTF extras to node->meta 2024-08-29 19:17:04 +02:00
config.py
gltf_defines.h
gltf_document.cpp Cleanup of raw nullptr checks with Ref 2024-08-31 15:01:09 +02:00
gltf_document.h Add get_supported_gltf_extensions to GLTFDocument 2024-08-28 17:54:45 -07:00
gltf_state.cpp
gltf_state.h
gltf_template_convert.h
README.md
register_types.cpp
register_types.h
SCsub
skin_tool.cpp
skin_tool.h

Godot glTF import and export module

In a nutshell, the glTF module works like this:

  • The structures/ folder contains glTF structures, the small pieces that make up a glTF file, represented as C++ classes.
  • The extensions/ folder contains glTF extensions, which are optional features that build on top of the base glTF spec.
  • GLTFState holds collections of structures and extensions.
  • GLTFDocument operates on GLTFState and its elements.
  • The editor/ folder uses GLTFDocument to import and export 3D models.