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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFState.xml.
.. _class_GLTFState:
GLTFState
=========
**继承:** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
**派生:** :ref:`FBXState<class_FBXState>`
代表 GLTF 文件中的所有数据。
.. rst-class:: classref-introduction-group
描述
----
包含 GLTF 文件中的所有节点和资源。用于 :ref:`GLTFDocument<class_GLTFDocument>` 的数据存储,能够让 :ref:`GLTFDocument<class_GLTFDocument>` 和所有 :ref:`GLTFDocumentExtension<class_GLTFDocumentExtension>` 类保持无状态。
GLTFState 的填写可以通过 :ref:`GLTFDocument<class_GLTFDocument>` 读取文件进行,也可以通过转换 Godot 场景进行。填写完成后,可以将数据用于 Godot 场景的创建或者 GLTF 文件的保存。与 Godot 场景之间进行转换的代码可以通过 :ref:`GLTFDocumentExtension<class_GLTFDocumentExtension>` 类在任意时刻拦截。这样就能够在 GLTF 文件中存储自定义数据,也可以将自定义数据保存到 Godot 节点或者从 Godot 节点读取。
.. 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 资产头的模式 <https://github.com/KhronosGroup/glTF/blob/main/specification/2.0/schema/asset.schema.json">`__
.. rst-class:: classref-reftable-group
属性
----
.. table::
:widths: auto
+----------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------+
| :ref:`float<class_float>` | :ref:`bake_fps<class_GLTFState_property_bake_fps>` | ``30.0`` |
+----------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------+
| :ref:`String<class_String>` | :ref:`base_path<class_GLTFState_property_base_path>` | ``""`` |
+----------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------+
| :ref:`Array<class_Array>`\[:ref:`PackedByteArray<class_PackedByteArray>`\] | :ref:`buffers<class_GLTFState_property_buffers>` | ``[]`` |
+----------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------+
| :ref:`String<class_String>` | :ref:`copyright<class_GLTFState_property_copyright>` | ``""`` |
+----------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------+
| :ref:`bool<class_bool>` | :ref:`create_animations<class_GLTFState_property_create_animations>` | ``true`` |
+----------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------+
| :ref:`String<class_String>` | :ref:`filename<class_GLTFState_property_filename>` | ``""`` |
+----------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------+
| :ref:`PackedByteArray<class_PackedByteArray>` | :ref:`glb_data<class_GLTFState_property_glb_data>` | ``PackedByteArray()`` |
+----------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------+
| :ref:`bool<class_bool>` | :ref:`import_as_skeleton_bones<class_GLTFState_property_import_as_skeleton_bones>` | ``false`` |
+----------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------+
| :ref:`Dictionary<class_Dictionary>` | :ref:`json<class_GLTFState_property_json>` | ``{}`` |
+----------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------+
| :ref:`int<class_int>` | :ref:`major_version<class_GLTFState_property_major_version>` | ``0`` |
+----------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------+
| :ref:`int<class_int>` | :ref:`minor_version<class_GLTFState_property_minor_version>` | ``0`` |
+----------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------+
| :ref:`PackedInt32Array<class_PackedInt32Array>` | :ref:`root_nodes<class_GLTFState_property_root_nodes>` | ``PackedInt32Array()`` |
+----------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------+
| :ref:`String<class_String>` | :ref:`scene_name<class_GLTFState_property_scene_name>` | ``""`` |
+----------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------+
| :ref:`bool<class_bool>` | :ref:`use_named_skin_binds<class_GLTFState_property_use_named_skin_binds>` | ``false`` |
+----------------------------------------------------------------------------+------------------------------------------------------------------------------------+------------------------+
.. rst-class:: classref-reftable-group
方法
----
.. table::
:widths: auto
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`add_used_extension<class_GLTFState_method_add_used_extension>`\ (\ extension_name\: :ref:`String<class_String>`, required\: :ref:`bool<class_bool>`\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`append_data_to_buffers<class_GLTFState_method_append_data_to_buffers>`\ (\ data\: :ref:`PackedByteArray<class_PackedByteArray>`, deduplication\: :ref:`bool<class_bool>`\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`GLTFAccessor<class_GLTFAccessor>`\] | :ref:`get_accessors<class_GLTFState_method_get_accessors>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Variant<class_Variant>` | :ref:`get_additional_data<class_GLTFState_method_get_additional_data>`\ (\ extension_name\: :ref:`StringName<class_StringName>`\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`AnimationPlayer<class_AnimationPlayer>` | :ref:`get_animation_player<class_GLTFState_method_get_animation_player>`\ (\ idx\: :ref:`int<class_int>`\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_animation_players_count<class_GLTFState_method_get_animation_players_count>`\ (\ idx\: :ref:`int<class_int>`\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`GLTFAnimation<class_GLTFAnimation>`\] | :ref:`get_animations<class_GLTFState_method_get_animations>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`GLTFBufferView<class_GLTFBufferView>`\] | :ref:`get_buffer_views<class_GLTFState_method_get_buffer_views>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`GLTFCamera<class_GLTFCamera>`\] | :ref:`get_cameras<class_GLTFState_method_get_cameras>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_handle_binary_image<class_GLTFState_method_get_handle_binary_image>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`Texture2D<class_Texture2D>`\] | :ref:`get_images<class_GLTFState_method_get_images>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`GLTFLight<class_GLTFLight>`\] | :ref:`get_lights<class_GLTFState_method_get_lights>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`Material<class_Material>`\] | :ref:`get_materials<class_GLTFState_method_get_materials>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`GLTFMesh<class_GLTFMesh>`\] | :ref:`get_meshes<class_GLTFState_method_get_meshes>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_node_index<class_GLTFState_method_get_node_index>`\ (\ scene_node\: :ref:`Node<class_Node>`\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`GLTFNode<class_GLTFNode>`\] | :ref:`get_nodes<class_GLTFState_method_get_nodes>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Node<class_Node>` | :ref:`get_scene_node<class_GLTFState_method_get_scene_node>`\ (\ idx\: :ref:`int<class_int>`\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`GLTFSkeleton<class_GLTFSkeleton>`\] | :ref:`get_skeletons<class_GLTFState_method_get_skeletons>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`GLTFSkin<class_GLTFSkin>`\] | :ref:`get_skins<class_GLTFState_method_get_skins>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`GLTFTextureSampler<class_GLTFTextureSampler>`\] | :ref:`get_texture_samplers<class_GLTFState_method_get_texture_samplers>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`GLTFTexture<class_GLTFTexture>`\] | :ref:`get_textures<class_GLTFState_method_get_textures>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`String<class_String>`\] | :ref:`get_unique_animation_names<class_GLTFState_method_get_unique_animation_names>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`String<class_String>`\] | :ref:`get_unique_names<class_GLTFState_method_get_unique_names>`\ (\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_accessors<class_GLTFState_method_set_accessors>`\ (\ accessors\: :ref:`Array<class_Array>`\[:ref:`GLTFAccessor<class_GLTFAccessor>`\]\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_additional_data<class_GLTFState_method_set_additional_data>`\ (\ extension_name\: :ref:`StringName<class_StringName>`, additional_data\: :ref:`Variant<class_Variant>`\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_animations<class_GLTFState_method_set_animations>`\ (\ animations\: :ref:`Array<class_Array>`\[:ref:`GLTFAnimation<class_GLTFAnimation>`\]\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_buffer_views<class_GLTFState_method_set_buffer_views>`\ (\ buffer_views\: :ref:`Array<class_Array>`\[:ref:`GLTFBufferView<class_GLTFBufferView>`\]\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_cameras<class_GLTFState_method_set_cameras>`\ (\ cameras\: :ref:`Array<class_Array>`\[:ref:`GLTFCamera<class_GLTFCamera>`\]\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_handle_binary_image<class_GLTFState_method_set_handle_binary_image>`\ (\ method\: :ref:`int<class_int>`\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_images<class_GLTFState_method_set_images>`\ (\ images\: :ref:`Array<class_Array>`\[:ref:`Texture2D<class_Texture2D>`\]\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_lights<class_GLTFState_method_set_lights>`\ (\ lights\: :ref:`Array<class_Array>`\[:ref:`GLTFLight<class_GLTFLight>`\]\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_materials<class_GLTFState_method_set_materials>`\ (\ materials\: :ref:`Array<class_Array>`\[:ref:`Material<class_Material>`\]\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_meshes<class_GLTFState_method_set_meshes>`\ (\ meshes\: :ref:`Array<class_Array>`\[:ref:`GLTFMesh<class_GLTFMesh>`\]\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_nodes<class_GLTFState_method_set_nodes>`\ (\ nodes\: :ref:`Array<class_Array>`\[:ref:`GLTFNode<class_GLTFNode>`\]\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_skeletons<class_GLTFState_method_set_skeletons>`\ (\ skeletons\: :ref:`Array<class_Array>`\[:ref:`GLTFSkeleton<class_GLTFSkeleton>`\]\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_skins<class_GLTFState_method_set_skins>`\ (\ skins\: :ref:`Array<class_Array>`\[:ref:`GLTFSkin<class_GLTFSkin>`\]\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_texture_samplers<class_GLTFState_method_set_texture_samplers>`\ (\ texture_samplers\: :ref:`Array<class_Array>`\[:ref:`GLTFTextureSampler<class_GLTFTextureSampler>`\]\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_textures<class_GLTFState_method_set_textures>`\ (\ textures\: :ref:`Array<class_Array>`\[:ref:`GLTFTexture<class_GLTFTexture>`\]\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_unique_animation_names<class_GLTFState_method_set_unique_animation_names>`\ (\ unique_animation_names\: :ref:`Array<class_Array>`\[:ref:`String<class_String>`\]\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_unique_names<class_GLTFState_method_set_unique_names>`\ (\ unique_names\: :ref:`Array<class_Array>`\[:ref:`String<class_String>`\]\ ) |
+----------------------------------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
常量
----
.. _class_GLTFState_constant_HANDLE_BINARY_DISCARD_TEXTURES:
.. rst-class:: classref-constant
**HANDLE_BINARY_DISCARD_TEXTURES** = ``0`` :ref:`🔗<class_GLTFState_constant_HANDLE_BINARY_DISCARD_TEXTURES>`
丢弃所有内嵌的纹理,并使用无纹理的材质。
.. _class_GLTFState_constant_HANDLE_BINARY_EXTRACT_TEXTURES:
.. rst-class:: classref-constant
**HANDLE_BINARY_EXTRACT_TEXTURES** = ``1`` :ref:`🔗<class_GLTFState_constant_HANDLE_BINARY_EXTRACT_TEXTURES>`
提取内嵌的纹理以重新导入和压缩。仅限编辑器。在运行时充当未压缩的。
.. _class_GLTFState_constant_HANDLE_BINARY_EMBED_AS_BASISU:
.. rst-class:: classref-constant
**HANDLE_BINARY_EMBED_AS_BASISU** = ``2`` :ref:`🔗<class_GLTFState_constant_HANDLE_BINARY_EMBED_AS_BASISU>`
将使用 Basis Universal 压缩的纹理 VRAM 嵌入到生成的场景中。
.. _class_GLTFState_constant_HANDLE_BINARY_EMBED_AS_UNCOMPRESSED:
.. rst-class:: classref-constant
**HANDLE_BINARY_EMBED_AS_UNCOMPRESSED** = ``3`` :ref:`🔗<class_GLTFState_constant_HANDLE_BINARY_EMBED_AS_UNCOMPRESSED>`
将无损压缩的纹理嵌入到生成的场景中,匹配旧行为。
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
属性说明
--------
.. _class_GLTFState_property_bake_fps:
.. rst-class:: classref-property
:ref:`float<class_float>` **bake_fps** = ``30.0`` :ref:`🔗<class_GLTFState_property_bake_fps>`
.. rst-class:: classref-property-setget
- |void| **set_bake_fps**\ (\ value\: :ref:`float<class_float>`\ )
- :ref:`float<class_float>` **get_bake_fps**\ (\ )
用于导入或导出的动画的烘焙 fps。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_property_base_path:
.. rst-class:: classref-property
:ref:`String<class_String>` **base_path** = ``""`` :ref:`🔗<class_GLTFState_property_base_path>`
.. rst-class:: classref-property-setget
- |void| **set_base_path**\ (\ value\: :ref:`String<class_String>`\ )
- :ref:`String<class_String>` **get_base_path**\ (\ )
与该 GLTF 数据关联的文件夹路径。这用于查找该 GLTF 文件引用的其他文件,例如图像或二进制缓冲区。这将在导入期间从文件追加时设置,并将在导出期间写入文件时设置。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_property_buffers:
.. rst-class:: classref-property
:ref:`Array<class_Array>`\[:ref:`PackedByteArray<class_PackedByteArray>`\] **buffers** = ``[]`` :ref:`🔗<class_GLTFState_property_buffers>`
.. rst-class:: classref-property-setget
- |void| **set_buffers**\ (\ value\: :ref:`Array<class_Array>`\[:ref:`PackedByteArray<class_PackedByteArray>`\]\ )
- :ref:`Array<class_Array>`\[:ref:`PackedByteArray<class_PackedByteArray>`\] **get_buffers**\ (\ )
.. container:: contribute
该属性目前没有描述,请帮我们\ :ref:`贡献一个 <doc_updating_the_class_reference>`\ 吧!
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_property_copyright:
.. rst-class:: classref-property
:ref:`String<class_String>` **copyright** = ``""`` :ref:`🔗<class_GLTFState_property_copyright>`
.. rst-class:: classref-property-setget
- |void| **set_copyright**\ (\ value\: :ref:`String<class_String>`\ )
- :ref:`String<class_String>` **get_copyright**\ (\ )
该 GLTF 文件的资产标头中的版权字符串。如果存在,则在导入期间设置;如果非空则在导出期间设置。详见 GLTF 资产标头文档。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_property_create_animations:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **create_animations** = ``true`` :ref:`🔗<class_GLTFState_property_create_animations>`
.. rst-class:: classref-property-setget
- |void| **set_create_animations**\ (\ value\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **get_create_animations**\ (\ )
.. container:: contribute
该属性目前没有描述,请帮我们\ :ref:`贡献一个 <doc_updating_the_class_reference>`\ 吧!
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_property_filename:
.. rst-class:: classref-property
:ref:`String<class_String>` **filename** = ``""`` :ref:`🔗<class_GLTFState_property_filename>`
.. rst-class:: classref-property-setget
- |void| **set_filename**\ (\ value\: :ref:`String<class_String>`\ )
- :ref:`String<class_String>` **get_filename**\ (\ )
与该 GLTF 数据关联的文件名。如果它以 ``.gltf`` 结尾,则这是基于文本的 GLTF否则这是二进制 GLB。这将在导入期间从文件追加时设置并将在导出期间写入文件时设置。如果写入到缓冲区这将是一个空字符串。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_property_glb_data:
.. rst-class:: classref-property
:ref:`PackedByteArray<class_PackedByteArray>` **glb_data** = ``PackedByteArray()`` :ref:`🔗<class_GLTFState_property_glb_data>`
.. rst-class:: classref-property-setget
- |void| **set_glb_data**\ (\ value\: :ref:`PackedByteArray<class_PackedByteArray>`\ )
- :ref:`PackedByteArray<class_PackedByteArray>` **get_glb_data**\ (\ )
附加到 .glb 文件的二进制缓冲区。
**Note:** The returned array is *copied* and any changes to it will not update the original property value. See :ref:`PackedByteArray<class_PackedByteArray>` for more details.
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_property_import_as_skeleton_bones:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **import_as_skeleton_bones** = ``false`` :ref:`🔗<class_GLTFState_property_import_as_skeleton_bones>`
.. rst-class:: classref-property-setget
- |void| **set_import_as_skeleton_bones**\ (\ value\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **get_import_as_skeleton_bones**\ (\ )
True 则强制文档中的所有 GLTFNode 成为单个 Skeleton3D godot 节点的骨骼。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_property_json:
.. rst-class:: classref-property
:ref:`Dictionary<class_Dictionary>` **json** = ``{}`` :ref:`🔗<class_GLTFState_property_json>`
.. rst-class:: classref-property-setget
- |void| **set_json**\ (\ value\: :ref:`Dictionary<class_Dictionary>`\ )
- :ref:`Dictionary<class_Dictionary>` **get_json**\ (\ )
与该 GLTFState 对应的原始 JSON 文档。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_property_major_version:
.. rst-class:: classref-property
:ref:`int<class_int>` **major_version** = ``0`` :ref:`🔗<class_GLTFState_property_major_version>`
.. rst-class:: classref-property-setget
- |void| **set_major_version**\ (\ value\: :ref:`int<class_int>`\ )
- :ref:`int<class_int>` **get_major_version**\ (\ )
.. container:: contribute
该属性目前没有描述,请帮我们\ :ref:`贡献一个 <doc_updating_the_class_reference>`\ 吧!
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_property_minor_version:
.. rst-class:: classref-property
:ref:`int<class_int>` **minor_version** = ``0`` :ref:`🔗<class_GLTFState_property_minor_version>`
.. rst-class:: classref-property-setget
- |void| **set_minor_version**\ (\ value\: :ref:`int<class_int>`\ )
- :ref:`int<class_int>` **get_minor_version**\ (\ )
.. container:: contribute
该属性目前没有描述,请帮我们\ :ref:`贡献一个 <doc_updating_the_class_reference>`\ 吧!
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_property_root_nodes:
.. rst-class:: classref-property
:ref:`PackedInt32Array<class_PackedInt32Array>` **root_nodes** = ``PackedInt32Array()`` :ref:`🔗<class_GLTFState_property_root_nodes>`
.. rst-class:: classref-property-setget
- |void| **set_root_nodes**\ (\ value\: :ref:`PackedInt32Array<class_PackedInt32Array>`\ )
- :ref:`PackedInt32Array<class_PackedInt32Array>` **get_root_nodes**\ (\ )
GLTF 文件的根节点。通常,一个 GLTF 文件只有一个场景,因此只有一个根节点。然而,一个 GLTF 文件可能有多个场景,因此可以有多个根节点,它们将作为彼此的兄弟节点生成,并作为生成的 Godot 场景的根节点的子节点生成。
**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_GLTFState_property_scene_name:
.. rst-class:: classref-property
:ref:`String<class_String>` **scene_name** = ``""`` :ref:`🔗<class_GLTFState_property_scene_name>`
.. rst-class:: classref-property-setget
- |void| **set_scene_name**\ (\ value\: :ref:`String<class_String>`\ )
- :ref:`String<class_String>` **get_scene_name**\ (\ )
场景的名称。导入时,如果没有指定,这将是文件名。导出时,如果指定,场景名称将被保存到 GLTF 文件中。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_property_use_named_skin_binds:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **use_named_skin_binds** = ``false`` :ref:`🔗<class_GLTFState_property_use_named_skin_binds>`
.. rst-class:: classref-property-setget
- |void| **set_use_named_skin_binds**\ (\ value\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **get_use_named_skin_binds**\ (\ )
.. container:: contribute
该属性目前没有描述,请帮我们\ :ref:`贡献一个 <doc_updating_the_class_reference>`\ 吧!
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
方法说明
--------
.. _class_GLTFState_method_add_used_extension:
.. rst-class:: classref-method
|void| **add_used_extension**\ (\ extension_name\: :ref:`String<class_String>`, required\: :ref:`bool<class_bool>`\ ) :ref:`🔗<class_GLTFState_method_add_used_extension>`
在序列化期间,将一个扩展名追加到该 GLTF 文件使用的扩展名列表在。如果 ``required`` 为 true则该扩展名也将被添加到所需扩展名列表中。不要在 :ref:`GLTFDocumentExtension._export_post<class_GLTFDocumentExtension_private_method__export_post>` 中运行它,因为那个阶段已来不及添加扩展。最终的列表将按字母顺序排序。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_append_data_to_buffers:
.. rst-class:: classref-method
:ref:`int<class_int>` **append_data_to_buffers**\ (\ data\: :ref:`PackedByteArray<class_PackedByteArray>`, deduplication\: :ref:`bool<class_bool>`\ ) :ref:`🔗<class_GLTFState_method_append_data_to_buffers>`
将给定的字节数组数据附加到缓冲区并为其创建一个 :ref:`GLTFBufferView<class_GLTFBufferView>`\ 。返回目标 :ref:`GLTFBufferView<class_GLTFBufferView>` 的索引。如果 ``deduplication`` 为 true则将首先在缓冲区中搜索重复数据否则将始终追加新字节。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_accessors:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`GLTFAccessor<class_GLTFAccessor>`\] **get_accessors**\ (\ ) :ref:`🔗<class_GLTFState_method_get_accessors>`
.. container:: contribute
该方法目前没有描述,请帮我们\ :ref:`贡献一个 <doc_updating_the_class_reference>`\ 吧!
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_additional_data:
.. rst-class:: classref-method
:ref:`Variant<class_Variant>` **get_additional_data**\ (\ extension_name\: :ref:`StringName<class_StringName>`\ ) :ref:`🔗<class_GLTFState_method_get_additional_data>`
在该 **GLTFState** 实例中,获取额外的任意数据。这可用于保留在 :ref:`GLTFDocumentExtension<class_GLTFDocumentExtension>` 类中的每个文件的状态数据,这很重要,因为它们是无状态的。
该参数应该是 :ref:`GLTFDocumentExtension<class_GLTFDocumentExtension>` 的名称(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东西。如果没有设置任何东西,则该返回值为 null。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_animation_player:
.. rst-class:: classref-method
:ref:`AnimationPlayer<class_AnimationPlayer>` **get_animation_player**\ (\ idx\: :ref:`int<class_int>`\ ) :ref:`🔗<class_GLTFState_method_get_animation_player>`
返回具有给定索引的 :ref:`AnimationPlayer<class_AnimationPlayer>` 节点。这些节点仅在将 Godot :ref:`AnimationPlayer<class_AnimationPlayer>` 节点转换为 GLTF 动画时的导出过程中使用。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_animation_players_count:
.. rst-class:: classref-method
:ref:`int<class_int>` **get_animation_players_count**\ (\ idx\: :ref:`int<class_int>`\ ) :ref:`🔗<class_GLTFState_method_get_animation_players_count>`
返回该 **GLTFState**:ref:`AnimationPlayer<class_AnimationPlayer>` 节点的数量。这些节点仅在将 Godot :ref:`AnimationPlayer<class_AnimationPlayer>` 节点转换为 GLTF 动画时的导出过程中使用。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_animations:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`GLTFAnimation<class_GLTFAnimation>`\] **get_animations**\ (\ ) :ref:`🔗<class_GLTFState_method_get_animations>`
返回 GLTF 文件中所有 :ref:`GLTFAnimation<class_GLTFAnimation>` 的数组。导入时,这些将在一个 :ref:`AnimationPlayer<class_AnimationPlayer>` 节点生成为动画。导出时,这些将从 Godot :ref:`AnimationPlayer<class_AnimationPlayer>` 节点生成。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_buffer_views:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`GLTFBufferView<class_GLTFBufferView>`\] **get_buffer_views**\ (\ ) :ref:`🔗<class_GLTFState_method_get_buffer_views>`
.. container:: contribute
该方法目前没有描述,请帮我们\ :ref:`贡献一个 <doc_updating_the_class_reference>`\ 吧!
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_cameras:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`GLTFCamera<class_GLTFCamera>`\] **get_cameras**\ (\ ) :ref:`🔗<class_GLTFState_method_get_cameras>`
返回 GLTF 文件中所有 :ref:`GLTFCamera<class_GLTFCamera>` 的数组。这些是 :ref:`GLTFNode.camera<class_GLTFNode_property_camera>` 索引引用的相机。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_handle_binary_image:
.. rst-class:: classref-method
:ref:`int<class_int>` **get_handle_binary_image**\ (\ ) :ref:`🔗<class_GLTFState_method_get_handle_binary_image>`
.. container:: contribute
该方法目前没有描述,请帮我们\ :ref:`贡献一个 <doc_updating_the_class_reference>`\ 吧!
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_images:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`Texture2D<class_Texture2D>`\] **get_images**\ (\ ) :ref:`🔗<class_GLTFState_method_get_images>`
:ref:`Texture2D<class_Texture2D>` 数组的形式获取 GLTF 文件中的图像。这些是 :ref:`GLTFTexture.src_image<class_GLTFTexture_property_src_image>` 索引引用的图像。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_lights:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`GLTFLight<class_GLTFLight>`\] **get_lights**\ (\ ) :ref:`🔗<class_GLTFState_method_get_lights>`
返回 GLTF 文件中所有 :ref:`GLTFLight<class_GLTFLight>` 的数组。这些是 :ref:`GLTFNode.light<class_GLTFNode_property_light>` 索引引用的灯。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_materials:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`Material<class_Material>`\] **get_materials**\ (\ ) :ref:`🔗<class_GLTFState_method_get_materials>`
.. container:: contribute
该方法目前没有描述,请帮我们\ :ref:`贡献一个 <doc_updating_the_class_reference>`\ 吧!
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_meshes:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`GLTFMesh<class_GLTFMesh>`\] **get_meshes**\ (\ ) :ref:`🔗<class_GLTFState_method_get_meshes>`
返回 GLTF 文件中所有 :ref:`GLTFMesh<class_GLTFMesh>` 的数组。这些是 :ref:`GLTFNode.mesh<class_GLTFNode_property_mesh>` 索引引用的网格。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_node_index:
.. rst-class:: classref-method
:ref:`int<class_int>` **get_node_index**\ (\ scene_node\: :ref:`Node<class_Node>`\ ) :ref:`🔗<class_GLTFState_method_get_node_index>`
返回与该 Godot 场景节点对应的 :ref:`GLTFNode<class_GLTFNode>` 的索引。这个方法与 :ref:`get_scene_node<class_GLTFState_method_get_scene_node>` 互逆。可以在导出过程中使用。
\ **注意:**\ 并不是所有 Godot 场景节点都有对应的 :ref:`GLTFNode<class_GLTFNode>`\ ,也并不是所有 :ref:`GLTFNode<class_GLTFNode>` 都会生成场景节点。如果该场景节点没有 :ref:`GLTFNode<class_GLTFNode>` 索引,则会返回 ``-1``\ 。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_nodes:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`GLTFNode<class_GLTFNode>`\] **get_nodes**\ (\ ) :ref:`🔗<class_GLTFState_method_get_nodes>`
返回 GLTF 文件中所有 :ref:`GLTFNode<class_GLTFNode>` 的数组。这些是 :ref:`GLTFNode.children<class_GLTFNode_property_children>` 和 :ref:`root_nodes<class_GLTFState_property_root_nodes>` 引用的节点。这包括可能不会在 Godot 场景中生成的节点,或者可能生成多个 Godot 场景节点的节点。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_scene_node:
.. rst-class:: classref-method
:ref:`Node<class_Node>` **get_scene_node**\ (\ idx\: :ref:`int<class_int>`\ ) :ref:`🔗<class_GLTFState_method_get_scene_node>`
返回指定索引的 :ref:`GLTFNode<class_GLTFNode>` 对应生成的 Godot 场景节点。这个方法与 :ref:`get_node_index<class_GLTFState_method_get_node_index>` 互逆。可以在导入过程中使用。
\ **注意:**\ 并不是所有 :ref:`GLTFNode<class_GLTFNode>` 都会生成场景节点,也并不是所有 Godot 场景节点都有对应的 :ref:`GLTFNode<class_GLTFNode>`\ 。如果该 :ref:`GLTFNode<class_GLTFNode>` 索引没有场景节点,则会返回 ``null``\ 。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_skeletons:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`GLTFSkeleton<class_GLTFSkeleton>`\] **get_skeletons**\ (\ ) :ref:`🔗<class_GLTFState_method_get_skeletons>`
返回 GLTF 文件中所有 :ref:`GLTFSkeleton<class_GLTFSkeleton>` 的数组。这些是 :ref:`GLTFNode.skeleton<class_GLTFNode_property_skeleton>` 索引引用的骨架。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_skins:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`GLTFSkin<class_GLTFSkin>`\] **get_skins**\ (\ ) :ref:`🔗<class_GLTFState_method_get_skins>`
返回 GLTF 文件中所有 :ref:`GLTFSkin<class_GLTFSkin>` 的数组。这些是 :ref:`GLTFNode.skin<class_GLTFNode_property_skin>` 索引引用的皮肤。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_texture_samplers:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`GLTFTextureSampler<class_GLTFTextureSampler>`\] **get_texture_samplers**\ (\ ) :ref:`🔗<class_GLTFState_method_get_texture_samplers>`
检索 GLTF 中包含的纹理所使用的纹理采样器的数组。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_textures:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`GLTFTexture<class_GLTFTexture>`\] **get_textures**\ (\ ) :ref:`🔗<class_GLTFState_method_get_textures>`
.. container:: contribute
该方法目前没有描述,请帮我们\ :ref:`贡献一个 <doc_updating_the_class_reference>`\ 吧!
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_unique_animation_names:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`String<class_String>`\] **get_unique_animation_names**\ (\ ) :ref:`🔗<class_GLTFState_method_get_unique_animation_names>`
返回一组唯一的动画名称。这仅在导入过程中使用。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_get_unique_names:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`String<class_String>`\] **get_unique_names**\ (\ ) :ref:`🔗<class_GLTFState_method_get_unique_names>`
返回唯一节点名称的数组。这用于导入过程和导出过程。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_accessors:
.. rst-class:: classref-method
|void| **set_accessors**\ (\ accessors\: :ref:`Array<class_Array>`\[:ref:`GLTFAccessor<class_GLTFAccessor>`\]\ ) :ref:`🔗<class_GLTFState_method_set_accessors>`
.. container:: contribute
该方法目前没有描述,请帮我们\ :ref:`贡献一个 <doc_updating_the_class_reference>`\ 吧!
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_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_GLTFState_method_set_additional_data>`
在这个 **GLTFState** 实例中设置额外的任意数据。这可以用来保留在 :ref:`GLTFDocumentExtension<class_GLTFDocumentExtension>` 类中的每个文件的状态数据,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>` 的名称(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。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_animations:
.. rst-class:: classref-method
|void| **set_animations**\ (\ animations\: :ref:`Array<class_Array>`\[:ref:`GLTFAnimation<class_GLTFAnimation>`\]\ ) :ref:`🔗<class_GLTFState_method_set_animations>`
设置该状态中的 :ref:`GLTFAnimation<class_GLTFAnimation>`\ 。导入时,这些将在 :ref:`AnimationPlayer<class_AnimationPlayer>` 节点中生成为动画。导出时,这些将由 Godot :ref:`AnimationPlayer<class_AnimationPlayer>` 节点生成。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_buffer_views:
.. rst-class:: classref-method
|void| **set_buffer_views**\ (\ buffer_views\: :ref:`Array<class_Array>`\[:ref:`GLTFBufferView<class_GLTFBufferView>`\]\ ) :ref:`🔗<class_GLTFState_method_set_buffer_views>`
.. container:: contribute
该方法目前没有描述,请帮我们\ :ref:`贡献一个 <doc_updating_the_class_reference>`\ 吧!
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_cameras:
.. rst-class:: classref-method
|void| **set_cameras**\ (\ cameras\: :ref:`Array<class_Array>`\[:ref:`GLTFCamera<class_GLTFCamera>`\]\ ) :ref:`🔗<class_GLTFState_method_set_cameras>`
设置该状态中的 :ref:`GLTFCamera<class_GLTFCamera>`\ 。这些是 :ref:`GLTFNode.camera<class_GLTFNode_property_camera>` 索引引用的相机。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_handle_binary_image:
.. rst-class:: classref-method
|void| **set_handle_binary_image**\ (\ method\: :ref:`int<class_int>`\ ) :ref:`🔗<class_GLTFState_method_set_handle_binary_image>`
.. container:: contribute
该方法目前没有描述,请帮我们\ :ref:`贡献一个 <doc_updating_the_class_reference>`\ 吧!
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_images:
.. rst-class:: classref-method
|void| **set_images**\ (\ images\: :ref:`Array<class_Array>`\[:ref:`Texture2D<class_Texture2D>`\]\ ) :ref:`🔗<class_GLTFState_method_set_images>`
设置状态中以 :ref:`Texture2D<class_Texture2D>` 数组形式存储的图像。可以在导出时使用。这些是 :ref:`GLTFTexture.src_image<class_GLTFTexture_property_src_image>` 索引所引用的图像。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_lights:
.. rst-class:: classref-method
|void| **set_lights**\ (\ lights\: :ref:`Array<class_Array>`\[:ref:`GLTFLight<class_GLTFLight>`\]\ ) :ref:`🔗<class_GLTFState_method_set_lights>`
设置该状态中的 :ref:`GLTFLight<class_GLTFLight>`\ 。这些是 :ref:`GLTFNode.light<class_GLTFNode_property_light>` 索引引用的灯。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_materials:
.. rst-class:: classref-method
|void| **set_materials**\ (\ materials\: :ref:`Array<class_Array>`\[:ref:`Material<class_Material>`\]\ ) :ref:`🔗<class_GLTFState_method_set_materials>`
.. container:: contribute
该方法目前没有描述,请帮我们\ :ref:`贡献一个 <doc_updating_the_class_reference>`\ 吧!
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_meshes:
.. rst-class:: classref-method
|void| **set_meshes**\ (\ meshes\: :ref:`Array<class_Array>`\[:ref:`GLTFMesh<class_GLTFMesh>`\]\ ) :ref:`🔗<class_GLTFState_method_set_meshes>`
设置该状态中的 :ref:`GLTFMesh<class_GLTFMesh>`\ 。这些是 :ref:`GLTFNode.mesh<class_GLTFNode_property_mesh>` 索引引用的网格。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_nodes:
.. rst-class:: classref-method
|void| **set_nodes**\ (\ nodes\: :ref:`Array<class_Array>`\[:ref:`GLTFNode<class_GLTFNode>`\]\ ) :ref:`🔗<class_GLTFState_method_set_nodes>`
设置该状态中的 :ref:`GLTFNode<class_GLTFNode>`\ 。这些是 :ref:`GLTFNode.children<class_GLTFNode_property_children>` 和 :ref:`root_nodes<class_GLTFState_property_root_nodes>` 引用的节点。这里设置的一些节点在 Godot 场景中可能不会生成,也可能会生成多个 Godot 场景节点。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_skeletons:
.. rst-class:: classref-method
|void| **set_skeletons**\ (\ skeletons\: :ref:`Array<class_Array>`\[:ref:`GLTFSkeleton<class_GLTFSkeleton>`\]\ ) :ref:`🔗<class_GLTFState_method_set_skeletons>`
设置该状态中的 :ref:`GLTFSkeleton<class_GLTFSkeleton>`\ 。这些是 :ref:`GLTFNode.skeleton<class_GLTFNode_property_skeleton>` 索引引用的骨架。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_skins:
.. rst-class:: classref-method
|void| **set_skins**\ (\ skins\: :ref:`Array<class_Array>`\[:ref:`GLTFSkin<class_GLTFSkin>`\]\ ) :ref:`🔗<class_GLTFState_method_set_skins>`
设置该状态中的 :ref:`GLTFSkin<class_GLTFSkin>`\ 。这些是 :ref:`GLTFNode.skin<class_GLTFNode_property_skin>` 索引引用的皮肤。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_texture_samplers:
.. rst-class:: classref-method
|void| **set_texture_samplers**\ (\ texture_samplers\: :ref:`Array<class_Array>`\[:ref:`GLTFTextureSampler<class_GLTFTextureSampler>`\]\ ) :ref:`🔗<class_GLTFState_method_set_texture_samplers>`
设置由 GLTF 中包含的纹理所使用的纹理采样器的数组。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_textures:
.. rst-class:: classref-method
|void| **set_textures**\ (\ textures\: :ref:`Array<class_Array>`\[:ref:`GLTFTexture<class_GLTFTexture>`\]\ ) :ref:`🔗<class_GLTFState_method_set_textures>`
.. container:: contribute
该方法目前没有描述,请帮我们\ :ref:`贡献一个 <doc_updating_the_class_reference>`\ 吧!
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_unique_animation_names:
.. rst-class:: classref-method
|void| **set_unique_animation_names**\ (\ unique_animation_names\: :ref:`Array<class_Array>`\[:ref:`String<class_String>`\]\ ) :ref:`🔗<class_GLTFState_method_set_unique_animation_names>`
设置该状态中的唯一动画名称。这仅在导入过程中使用。
.. rst-class:: classref-item-separator
----
.. _class_GLTFState_method_set_unique_names:
.. rst-class:: classref-method
|void| **set_unique_names**\ (\ unique_names\: :ref:`Array<class_Array>`\[:ref:`String<class_String>`\]\ ) :ref:`🔗<class_GLTFState_method_set_unique_names>`
设置该状态中的唯一节点名称。这用于导入过程和导出过程。
.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
.. |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。)`