godot/modules/gltf
2024-05-14 15:51:28 +02:00
..
doc_classes Separate Shape3D resource logic in GLTFPhysicsShape 2024-04-04 16:22:01 -07:00
editor [Scene] Add SceneStringNames::pressed 2024-05-14 15:51:28 +02:00
extensions Merge pull request #88301 from aaronfranke/gltf-explicit-compound-triggers 2024-04-26 11:08:19 +02:00
structures Merge pull request #89270 from Repiteo/enforce-typename-in-templates 2024-03-14 22:34:37 +01:00
config.py
gltf_defines.h
gltf_document.cpp GLTF export improvements 2024-05-11 21:42:05 -04:00
gltf_document.h Fix method bindings in FBXDocument by making them virtual in GLTFDocument. 2024-03-15 12:47:02 -07:00
gltf_state.cpp
gltf_state.h
gltf_template_convert.h Enforce template syntax typename over class 2024-03-07 22:39:09 -06:00
README.md
register_types.cpp
register_types.h
SCsub
skin_tool.cpp Replace find with contains/has where applicable 2024-05-08 12:37:42 +02:00
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.