mirror of
https://github.com/godotengine/godot-docs-l10n.git
synced 2026-01-05 14:10:19 +03:00
This reverts commit 57781dc0bc.
The rename, although in line with what we did in the engine, caused problems with RTD we need to fix (or push for a fix) first.
399 lines
19 KiB
ReStructuredText
399 lines
19 KiB
ReStructuredText
:github_url: hide
|
||
|
||
.. _class_GLTFNode:
|
||
|
||
GLTFNode
|
||
========
|
||
|
||
**继承:** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
|
||
|
||
glTF 节点类。
|
||
|
||
.. rst-class:: classref-introduction-group
|
||
|
||
描述
|
||
----
|
||
|
||
代表 glTF 节点。glTF 节点中可以包含名称、变换、子节点(glTF 节点)以及其他专门的属性(由各自不同的类表示)。
|
||
|
||
glTF 节点通常存在于表示 glTF 文件中的所有数据的 :ref:`GLTFState<class_GLTFState>` 内部。大多数 GLTFNode 的属性都是 glTF 文件中其他数据的索引。你可以使用 :ref:`get_additional_data()<class_GLTFNode_method_get_additional_data>` 和 :ref:`set_additional_data()<class_GLTFNode_method_set_additional_data>` 来添加额外的属性,扩展 glTF 节点。
|
||
|
||
.. rst-class:: classref-introduction-group
|
||
|
||
教程
|
||
----
|
||
|
||
- :doc:`运行时文件加载与保存 <../tutorials/io/runtime_file_loading_and_saving>`
|
||
|
||
- `glTF 场景和节点规格 <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_004_ScenesNodes.md">`__
|
||
|
||
.. rst-class:: classref-reftable-group
|
||
|
||
属性
|
||
----
|
||
|
||
.. table::
|
||
:widths: auto
|
||
|
||
+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
|
||
| :ref:`int<class_int>` | :ref:`camera<class_GLTFNode_property_camera>` | ``-1`` |
|
||
+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
|
||
| :ref:`PackedInt32Array<class_PackedInt32Array>` | :ref:`children<class_GLTFNode_property_children>` | ``PackedInt32Array()`` |
|
||
+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
|
||
| :ref:`int<class_int>` | :ref:`height<class_GLTFNode_property_height>` | ``-1`` |
|
||
+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
|
||
| :ref:`int<class_int>` | :ref:`light<class_GLTFNode_property_light>` | ``-1`` |
|
||
+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
|
||
| :ref:`int<class_int>` | :ref:`mesh<class_GLTFNode_property_mesh>` | ``-1`` |
|
||
+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
|
||
| :ref:`String<class_String>` | :ref:`original_name<class_GLTFNode_property_original_name>` | ``""`` |
|
||
+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
|
||
| :ref:`int<class_int>` | :ref:`parent<class_GLTFNode_property_parent>` | ``-1`` |
|
||
+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
|
||
| :ref:`Vector3<class_Vector3>` | :ref:`position<class_GLTFNode_property_position>` | ``Vector3(0, 0, 0)`` |
|
||
+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
|
||
| :ref:`Quaternion<class_Quaternion>` | :ref:`rotation<class_GLTFNode_property_rotation>` | ``Quaternion(0, 0, 0, 1)`` |
|
||
+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
|
||
| :ref:`Vector3<class_Vector3>` | :ref:`scale<class_GLTFNode_property_scale>` | ``Vector3(1, 1, 1)`` |
|
||
+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
|
||
| :ref:`int<class_int>` | :ref:`skeleton<class_GLTFNode_property_skeleton>` | ``-1`` |
|
||
+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
|
||
| :ref:`int<class_int>` | :ref:`skin<class_GLTFNode_property_skin>` | ``-1`` |
|
||
+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
|
||
| :ref:`bool<class_bool>` | :ref:`visible<class_GLTFNode_property_visible>` | ``true`` |
|
||
+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
|
||
| :ref:`Transform3D<class_Transform3D>` | :ref:`xform<class_GLTFNode_property_xform>` | ``Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)`` |
|
||
+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
|
||
|
||
.. rst-class:: classref-reftable-group
|
||
|
||
方法
|
||
----
|
||
|
||
.. table::
|
||
:widths: auto
|
||
|
||
+---------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|
||
| |void| | :ref:`append_child_index<class_GLTFNode_method_append_child_index>`\ (\ child_index\: :ref:`int<class_int>`\ ) |
|
||
+---------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|
||
| :ref:`Variant<class_Variant>` | :ref:`get_additional_data<class_GLTFNode_method_get_additional_data>`\ (\ extension_name\: :ref:`StringName<class_StringName>`\ ) |
|
||
+---------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|
||
| :ref:`NodePath<class_NodePath>` | :ref:`get_scene_node_path<class_GLTFNode_method_get_scene_node_path>`\ (\ gltf_state\: :ref:`GLTFState<class_GLTFState>`, handle_skeletons\: :ref:`bool<class_bool>` = true\ ) |
|
||
+---------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|
||
| |void| | :ref:`set_additional_data<class_GLTFNode_method_set_additional_data>`\ (\ extension_name\: :ref:`StringName<class_StringName>`, additional_data\: :ref:`Variant<class_Variant>`\ ) |
|
||
+---------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
|
||
|
||
.. rst-class:: classref-section-separator
|
||
|
||
----
|
||
|
||
.. rst-class:: classref-descriptions-group
|
||
|
||
属性说明
|
||
--------
|
||
|
||
.. _class_GLTFNode_property_camera:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`int<class_int>` **camera** = ``-1`` :ref:`🔗<class_GLTFNode_property_camera>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_camera**\ (\ value\: :ref:`int<class_int>`\ )
|
||
- :ref:`int<class_int>` **get_camera**\ (\ )
|
||
|
||
如果该 glTF 节点是一个相机,则 :ref:`GLTFState<class_GLTFState>` 中 :ref:`GLTFCamera<class_GLTFCamera>` 的索引将描述该相机的属性。如果为 ``-1``\ ,则该节点不是相机。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_property_children:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`PackedInt32Array<class_PackedInt32Array>` **children** = ``PackedInt32Array()`` :ref:`🔗<class_GLTFNode_property_children>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_children**\ (\ value\: :ref:`PackedInt32Array<class_PackedInt32Array>`\ )
|
||
- :ref:`PackedInt32Array<class_PackedInt32Array>` **get_children**\ (\ )
|
||
|
||
:ref:`GLTFState<class_GLTFState>` 中子节点的索引。如果该 glTF 节点没有子节点,则这将是一个空数组。
|
||
|
||
**Note:** The returned array is *copied* and any changes to it will not update the original property value. See :ref:`PackedInt32Array<class_PackedInt32Array>` for more details.
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_property_height:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`int<class_int>` **height** = ``-1`` :ref:`🔗<class_GLTFNode_property_height>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_height**\ (\ value\: :ref:`int<class_int>`\ )
|
||
- :ref:`int<class_int>` **get_height**\ (\ )
|
||
|
||
该节点在节点层次结构中的深度。根节点的高度为 0,其子节点的高度为 1,依此类推。如果为 -1,则尚未计算高度。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_property_light:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`int<class_int>` **light** = ``-1`` :ref:`🔗<class_GLTFNode_property_light>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_light**\ (\ value\: :ref:`int<class_int>`\ )
|
||
- :ref:`int<class_int>` **get_light**\ (\ )
|
||
|
||
如果该 glTF 节点是一盏灯,则 :ref:`GLTFState<class_GLTFState>` 中 :ref:`GLTFLight<class_GLTFLight>` 的索引将描述该灯的属性。如果为 -1,则该节点不是灯。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_property_mesh:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`int<class_int>` **mesh** = ``-1`` :ref:`🔗<class_GLTFNode_property_mesh>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_mesh**\ (\ value\: :ref:`int<class_int>`\ )
|
||
- :ref:`int<class_int>` **get_mesh**\ (\ )
|
||
|
||
如果该 glTF 节点是网格,则 :ref:`GLTFState<class_GLTFState>` 中 :ref:`GLTFMesh<class_GLTFMesh>` 的索引将描述该网格的属性。如果为 -1,则该节点不是网格。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_property_original_name:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`String<class_String>` **original_name** = ``""`` :ref:`🔗<class_GLTFNode_property_original_name>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_original_name**\ (\ value\: :ref:`String<class_String>`\ )
|
||
- :ref:`String<class_String>` **get_original_name**\ (\ )
|
||
|
||
节点的原名。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_property_parent:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`int<class_int>` **parent** = ``-1`` :ref:`🔗<class_GLTFNode_property_parent>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_parent**\ (\ value\: :ref:`int<class_int>`\ )
|
||
- :ref:`int<class_int>` **get_parent**\ (\ )
|
||
|
||
:ref:`GLTFState<class_GLTFState>` 中父节点的索引。如果为 -1,则该节点为根节点。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_property_position:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`Vector3<class_Vector3>` **position** = ``Vector3(0, 0, 0)`` :ref:`🔗<class_GLTFNode_property_position>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_position**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )
|
||
- :ref:`Vector3<class_Vector3>` **get_position**\ (\ )
|
||
|
||
该 glTF 节点相对于其父节点的位置。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_property_rotation:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`Quaternion<class_Quaternion>` **rotation** = ``Quaternion(0, 0, 0, 1)`` :ref:`🔗<class_GLTFNode_property_rotation>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_rotation**\ (\ value\: :ref:`Quaternion<class_Quaternion>`\ )
|
||
- :ref:`Quaternion<class_Quaternion>` **get_rotation**\ (\ )
|
||
|
||
该 glTF 节点相对于其父节点的旋转。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_property_scale:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`Vector3<class_Vector3>` **scale** = ``Vector3(1, 1, 1)`` :ref:`🔗<class_GLTFNode_property_scale>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_scale**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )
|
||
- :ref:`Vector3<class_Vector3>` **get_scale**\ (\ )
|
||
|
||
该 glTF 节点相对于其父节点的缩放。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_property_skeleton:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`int<class_int>` **skeleton** = ``-1`` :ref:`🔗<class_GLTFNode_property_skeleton>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_skeleton**\ (\ value\: :ref:`int<class_int>`\ )
|
||
- :ref:`int<class_int>` **get_skeleton**\ (\ )
|
||
|
||
如果该 glTF 节点具有骨架,则 :ref:`GLTFState<class_GLTFState>` 中的 :ref:`GLTFSkeleton<class_GLTFSkeleton>` 的索引将描述骨架的属性。如果为 -1,则该节点没有骨架。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_property_skin:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`int<class_int>` **skin** = ``-1`` :ref:`🔗<class_GLTFNode_property_skin>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_skin**\ (\ value\: :ref:`int<class_int>`\ )
|
||
- :ref:`int<class_int>` **get_skin**\ (\ )
|
||
|
||
如果该 glTF 节点有皮肤,则 :ref:`GLTFState<class_GLTFState>` 中的 :ref:`GLTFSkin<class_GLTFSkin>` 的索引将描述皮肤的属性。如果为 -1,则该节点没有皮肤。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_property_visible:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`bool<class_bool>` **visible** = ``true`` :ref:`🔗<class_GLTFNode_property_visible>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_visible**\ (\ value\: :ref:`bool<class_bool>`\ )
|
||
- :ref:`bool<class_bool>` **get_visible**\ (\ )
|
||
|
||
如果为 ``true``\ ,则 GLTF 节点可见。如果 ``false``\ ,则 GLTF 节点不可见。这会被转换为 Godot 场景中的 :ref:`Node3D.visible<class_Node3D_property_visible>` 属性,为 ``false`` 时会导出到 ``KHR_node_visibility``\ 。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_property_xform:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`Transform3D<class_Transform3D>` **xform** = ``Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)`` :ref:`🔗<class_GLTFNode_property_xform>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_xform**\ (\ value\: :ref:`Transform3D<class_Transform3D>`\ )
|
||
- :ref:`Transform3D<class_Transform3D>` **get_xform**\ (\ )
|
||
|
||
glTF 节点相对于其父节点的变换。由于通常首选位置、旋转和缩放属性,因此不使用该属性。
|
||
|
||
.. rst-class:: classref-section-separator
|
||
|
||
----
|
||
|
||
.. rst-class:: classref-descriptions-group
|
||
|
||
方法说明
|
||
--------
|
||
|
||
.. _class_GLTFNode_method_append_child_index:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
|void| **append_child_index**\ (\ child_index\: :ref:`int<class_int>`\ ) :ref:`🔗<class_GLTFNode_method_append_child_index>`
|
||
|
||
将给定的子节点索引附加到 :ref:`children<class_GLTFNode_property_children>` 数组。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_method_get_additional_data:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
:ref:`Variant<class_Variant>` **get_additional_data**\ (\ extension_name\: :ref:`StringName<class_StringName>`\ ) :ref:`🔗<class_GLTFNode_method_get_additional_data>`
|
||
|
||
在这个 **GLTFNode** 实例中获取额外的任意数据。这可以用来保持 :ref:`GLTFDocumentExtension<class_GLTFDocumentExtension>` 类中每个节点的状态数据,这很重要,因为它们是无状态的。
|
||
|
||
参数应该是 :ref:`GLTFDocumentExtension<class_GLTFDocumentExtension>` 的名字(不必与 glTF 文件中的扩展名相匹配),而该返回值可以是你设置的任何值。如果没有设置任何值,则返回值为 ``null``\ 。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_method_get_scene_node_path:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
:ref:`NodePath<class_NodePath>` **get_scene_node_path**\ (\ gltf_state\: :ref:`GLTFState<class_GLTFState>`, handle_skeletons\: :ref:`bool<class_bool>` = true\ ) :ref:`🔗<class_GLTFNode_method_get_scene_node_path>`
|
||
|
||
返回该 GLTF 节点导入后在 Godot 场景树中的 :ref:`NodePath<class_NodePath>`\ 。这在使用 :ref:`GLTFObjectModelProperty<class_GLTFObjectModelProperty>` 导入 glTF 对象模型指针时非常有用,可以处理 ``KHR_animation_pointer``\ 、\ ``KHR_interactivity`` 等扩展。
|
||
|
||
如果 ``handle_skeletons`` 为 ``true``\ ,则会正确解析骨骼 glTF 节点的路径。例如为 ``false`` 时为 ``^"A/B/C/Bone1/Bone2/Bone3"`` 的路径在为 ``true`` 时会变成 ``^"A/B/C/Skeleton3D:Bone3"``\ 。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_GLTFNode_method_set_additional_data:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
|void| **set_additional_data**\ (\ extension_name\: :ref:`StringName<class_StringName>`, additional_data\: :ref:`Variant<class_Variant>`\ ) :ref:`🔗<class_GLTFNode_method_set_additional_data>`
|
||
|
||
在这个 **GLTFNode** 实例中设置额外的任意数据。这可以用来保持 :ref:`GLTFDocumentExtension<class_GLTFDocumentExtension>` 类中每个节点的状态数据,这很重要,因为它们是无状态的。
|
||
|
||
第一个参数应该是 :ref:`GLTFDocumentExtension<class_GLTFDocumentExtension>` 的名字(不必与 glTF 文件中的扩展名相匹配),第二个参数可以是任何你想要的东西。
|
||
|
||
.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
|
||
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
|
||
.. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)`
|
||
.. |vararg| replace:: :abbr:`vararg (本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。)`
|
||
.. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)`
|
||
.. |static| replace:: :abbr:`static (调用本方法无需实例,可直接使用类名进行调用。)`
|
||
.. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效运算符。)`
|
||
.. |bitfield| replace:: :abbr:`BitField (这个值是由下列位标志构成位掩码的整数。)`
|
||
.. |void| replace:: :abbr:`void (无返回值。)`
|