Improve the "TSCN file format" page

This also mentions the ability to write single-line comments in
TSCN/TRES files.
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Hugo Locurcio
2019-06-11 18:46:57 +02:00
parent be669ab8b9
commit 0f76580fc9

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@@ -1,24 +1,24 @@
TSCN file format
================
A :code:`.tscn` File format is the "Text SCeNe" file format and represents
a single scene-tree inside Godot. TSCN files have the advantage of being
nearly human-readable and easy for version control systems to manage. During
import the TSCN files are compiled into binary :code:`.scn` files stored
inside the .import folder. This reduces the data size and speed up loading.
The TSCN (text scene) file format represents a single scene tree inside
Godot. TSCN files have the advantage of being mostly human-readable and easy for
version control systems to manage. During import, TSCN files are compiled into
binary ``.scn`` files stored inside the .import folder. This reduces the data
size and speeds up loading.
The :code:`.escn` file format is identical to the TSCN file format, but is used to
indicate to Godot that the file has been exported from another program and
should not be edited by the user from within Godot.
The ESCN (exported scene) file format is identical to the TSCN file format, but
is used to indicate to Godot that the file has been exported from another
program and should not be edited by the user from within Godot.
For those looking for a complete description, the parsing is handled in the
file `resource_format_text.cpp <https://github.com/godotengine/godot/blob/master/scene/resources/resource_format_text.cpp>`_
in the class :code:`ResourceFormatLoaderText`
For those looking for a complete description, the parsing is handled in the file
`resource_format_text.cpp <https://github.com/godotengine/godot/blob/master/scene/resources/resource_format_text.cpp>`_
in the ``ResourceFormatLoaderText`` class.
File structure
--------------
There are five main sections inside the TSCN File:
There are five main sections inside the TSCN file:
0. File Descriptor
1. External resources
@@ -26,31 +26,33 @@ There are five main sections inside the TSCN File:
3. Nodes
4. Connections
The file descriptor looks like :code:`[gd_scene load_steps=1 format=2]` And
should be the first entry in the file. The load_steps parameter should (in
theory) be the number of resources within the file, though in practice its
value seems not to matter.
The file descriptor looks like ``[gd_scene load_steps=1 format=2]`` and should
be the first entry in the file. The ``load_steps`` parameter should (in theory)
be the number of resources within the file. However, in practice, its value seems
not to matter.
These sections should appear in order, but it can be hard to distinguish
them. The only difference between them is the first element in the heading
for all of the items in the section.
For example, the heading of all external resources should start with
:code:`[ext_resource .....]`
These sections should appear in order, but it can be hard to distinguish them.
The only difference between them is the first element in the heading for all of
the items in the section. For example, the heading of all external resources
should start with ``[ext_resource .....]``.
A TSCN file may contain single-line comments starting with a semicolon (``;``).
However, comments will be discarded when saving the file using the Godot editor.
Entries inside the file
~~~~~~~~~~~~~~~~~~~~~~~
A heading looks like:
:code:`[<resource_type> key=value key=value key=value ...]`
Where resource_type is one of:
A heading looks like
``[<resource_type> key=value key=value key=value ...]``
where resource_type is one of:
- ext_resource
- sub_resource
- node
- connection
- ``ext_resource``
- ``sub_resource``
- ``node``
- ``connection``
Underneath every heading comes zero or more :code:`key = value` pairs. The
values can be complex datatypes such as arrays, transformations, colors, and
Below every heading comes zero or more ``key = value`` pairs. The
values can be complex datatypes such as Arrays, Transforms, Colors, and
so on. For example, a spatial node looks like:
::
@@ -58,27 +60,29 @@ so on. For example, a spatial node looks like:
[node name="Cube" type="Spatial" parent="."]
transform=Transform( 1.0, 0.0, 0.0 ,0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0 )
The scene tree
--------------
The scene tree is made up of... nodes! The heading of each node consists of
The scene tree is made up of nodes! The heading of each node consists of
its name, parent and (most of the time) a type. For example
:code:`[node type="Camera" name="PlayerCamera" parent="Player/Head"]`
``[node type="Camera" name="PlayerCamera" parent="Player/Head"]``
Other valid keywords include:
- instance
- instance_placeholder
- owner
- index (if two nodes have the same name)
- groups
- ``instance``
- ``instance_placeholder``
- ``owner``
- ``index`` (if two nodes have the same name)
- ``groups``
The first node in the file should not have the :code:`parent=Path/To/Node`
entry in it's heading, and it is the scene root. All scene files should have
exactly one scene root. It it does not, Godot will fail to import the file.
The parent path of other nodes should be absolute, but without the scene
root's name. If it is a direct child of the scene root, it should be
:code:`"."`. Here is an example scene tree (but without any node content).
The first node in the file, which is also the scene root, must not have a
``parent=Path/To/Node`` entry in its heading. All scene files should have
exactly *one* scene root. If it doesn't, Godot will fail to import the file.
The parent path of other nodes should be absolute, but shouldn't contain
the scene root's name. If the node is a direct child of the scene root,
the path should be ``"."``. Here is an example scene tree
(but without any node content):
::
@@ -87,25 +91,26 @@ root's name. If it is a direct child of the scene root, it should be
[node name="Hand" parent="Arm" type="Spatial"]
[node name="Finger" parent="Arm/Hand" type="Spatial"]
Similar to the internal resource, the document for each node is currently
incomplete. Fortunately it is easy to find out because you can simply
incomplete. Fortunately, it is easy to find out because you can simply
save a file with that node in it. Some example nodes are:
::
[node type="CollisionShape" name="SphereCollision" parent="SpherePhysics"]
[node type="CollisionShape" name="SphereCollision" parent="SpherePhysics"]
shape = SubResource(8)
transform = Transform( 1.0 , 0.0 , -0.0 , 0.0 , -4.371138828673793e-08 , 1.0 , -0.0 , -1.0 , -4.371138828673793e-08 ,0.0 ,0.0 ,-0.0 )
[node type="MeshInstance" name="Sphere" parent="SpherePhysics"]
[node type="MeshInstance" name="Sphere" parent="SpherePhysics"]
mesh = SubResource(9)
transform = Transform( 1.0 , 0.0 , -0.0 , 0.0 , 1.0 , -0.0 , -0.0 , -0.0 , 1.0 ,0.0 ,0.0 ,-0.0 )
[node type="OmniLight" name="Lamp" parent="."]
[node type="OmniLight" name="Lamp" parent="."]
light_energy = 1.0
light_specular = 1.0
@@ -116,7 +121,7 @@ save a file with that node in it. Some example nodes are:
light_color = Color( 1.0, 1.0, 1.0, 1.0 )
[node type="Camera" name="Camera" parent="."]
[node type="Camera" name="Camera" parent="."]
projection = 0
near = 0.10000000149011612
@@ -124,14 +129,15 @@ save a file with that node in it. Some example nodes are:
transform = Transform( 0.6859206557273865 , -0.32401350140571594 , 0.6515582203865051 , 0.0 , 0.8953956365585327 , 0.44527143239974976 , -0.7276763319969177 , -0.3054208755493164 , 0.6141703724861145 ,14.430776596069336 ,10.093015670776367 ,13.058500289916992 )
far = 100.0
NodePath
~~~~~~~~
A tree structure is not enough to represent the whole scene, Godot use
a :code:`NodePath(Path/To/Node)` structure to refer to another node or
attribute of the node anywhere in the scene tree. Some typical usages of
NodePath like mesh node use :code:`NodePath()` to point to its skeleton,
animation track use :code:`NodePath()` points to animated attribute in node.
A tree structure is not enough to represent the whole scene. Godot uses a
``NodePath(Path/To/Node)`` structure to refer to another node or attribute of
the node anywhere in the scene tree. For instance, MeshInstance uses
``NodePath()`` to point to its skeleton. Likewise, Animation tracks use
``NodePath()`` to point to node properties to animate.
::
@@ -140,6 +146,7 @@ animation track use :code:`NodePath()` points to animated attribute in node.
mesh = SubResource(1)
skeleton = NodePath("..:")
::
[sub_resource id=3 type="Animation"]
@@ -149,33 +156,30 @@ animation track use :code:`NodePath()` points to animated attribute in node.
tracks/0/path = NodePath("Cube:")
...
Skeleton
~~~~~~~~
Skeleton node inherits Spatial node, besides that it may have a list
of bones described in key, value pair in the format :code:`bones/Id/Attribute=Value`,
attributes of bone consists of
The Skeleton node inherits the Spatial node, but also may have a list of bones
described in key-value pairs in the format ``bones/Id/Attribute=Value``. The
bone attributes consist of:
- name
- parent
- rest
- pose
- enabled
- bound_children
- ``name``
- ``parent``
- ``rest``
- ``pose``
- ``enabled``
- ``bound_children``
1) :code:`name` must put as the first attribute of each bone
1. ``name`` must be the first attribute of each bone.
2. ``parent`` is the index of parent bone in the bone list, with parent index,
the bone list is built to a bone tree.
3. ``rest`` is the transform matrix of bone in its "resting" position.
4. ``pose`` is the pose matrix; use ``rest`` as the basis.
5. ``bound_children`` is a list of ``NodePath()`` which point to
BoneAttachments belonging to this bone.
2) :code:`parent` is the index of parent bone in the bone list, with parent index,
the bone list is built to a bone tree
3) :code:`rest` is the transform matrix of bone in rest position
4) :code:`pose` is the pose matrix use :code:`rest` as basis
5) :code:`bound_children` is a list of NodePath() points to
BoneAttachments belong to this bone
An example of a skeleton node with two bones:
Here's an example of a skeleton node with two bones:
::
@@ -194,13 +198,14 @@ An example of a skeleton node with two bones:
bones/1/enabled = true
bones/1/bound_children = [ ]
BoneAttachment
~~~~~~~~~~~~~~
BoneAttachment node is an intermediate node to describe some node being parented
to a single bone in Skeleton node. The BoneAttachment has a :code:`bone_name=NameOfBone`,
and the corresponding bone being the parent has the BoneAttachment node
in its :code:`bound_children` list.
to a single bone in a Skeleton node. The BoneAttachment has a
``bone_name=NameOfBone`` attribute, and the corresponding bone being the parent has the
BoneAttachment node in its ``bound_children`` list.
An example of one MeshInstance parented to a bone in Skeleton:
@@ -225,13 +230,15 @@ An example of one MeshInstance parented to a bone in Skeleton:
mesh = SubResource(1)
transform = Transform(1.0, 0.0, 0.0, 0.0, 1.86265e-09, 1.0, 0.0, -1.0, 0.0, 0.0219986, -0.0343127, 2.25595)
AnimationPlayer
~~~~~~~~~~~~~~~
AnimationPlayer works as an animation lib. it has animations listed in the format
:code:`anim/Name=SubResource(ResourceId)`, each refers to a Animation
internal resource. All the animation resources use the root node of AnimationPlayer.
The root node is stored as :code:`root_node=NodePath(Path/To/Node)`.
AnimationPlayer works as an animation library. It stores animations listed in
the format ``anim/Name=SubResource(ResourceId)``; each line refers to an
Animation resource. All the animation resources use the root node of
AnimationPlayer. The root node is stored as
``root_node=NodePath(Path/To/Node)``.
::
@@ -245,6 +252,7 @@ The root node is stored as :code:`root_node=NodePath(Path/To/Node)`.
anims/default = SubResource( 2 )
blend_times = [ ]
Resources
---------
@@ -252,29 +260,24 @@ Resources are components that make up the nodes. For example, a MeshInstance
node will have an accompanying ArrayMesh resource. The ArrayMesh resource
may be either internal or external to the TSCN file.
References to the resources are handled by id numbers in the resources heading.
External resources and internal resource are referred to with
:code:`ExtResource(id)` and :code:`SubResource(id)`. Because there have
different methods to refer to internal and external resource, you can have
References to the resources are handled by ``id`` numbers in the resource's
heading. External resources and internal resources are referred to with
``ExtResource(id)`` and ``SubResource(id)``, respectively. Because there
have different methods to refer to internal and external resources, you can have
the same ID for both an internal and external resource.
For example, to refer to the resource
:code:`[ext_resource id=3 type="PackedScene" path=....]` you would use
:code:`ExtResource(3)`
For example, to refer to the resource ``[ext_resource id=3 type="PackedScene"
path=....]``, you would use ``ExtResource(3)``.
External resources
~~~~~~~~~~~~~~~~~~
External resources are links to resources not contained within the TSCN file
itself. An external resource consists of:
- A path
- A type
- An ID
itself. An external resource consists of a path, a type and an ID.
Godot always generates absolute paths relative to the resource directory and
thus prefixed with :code:`res://`, but paths relative to the TSCN file's
location are also valid.
thus prefixed with ``res://``, but paths relative to the TSCN file's location
are also valid.
Some example external resources are:
@@ -283,14 +286,19 @@ Some example external resources are:
[ext_resource path="res://characters/player.dae" type="PackedScene" id=1]
[ext_resource path="metal.tres" type="Material" id=2]
Like TSCN files, a TRES file may contain single-line comments starting with a
semicolon (``;``). However, comments will be discarded when saving the resource
using the Godot editor.
Internal resources
~~~~~~~~~~~~~~~~~~
A TSCN file can contain meshes, materials and other data, and these are
contained in the internal resources section of the file. The heading
for an internal resource looks similar to those of external resources, but
does not have a path. Internal resources also have :code:`key=value` pairs
under each heading. For example, a capsule collision shape looks like:
A TSCN file can contain meshes, materials and other data. These are contained in
the *internal resources* section of the file. The heading for an internal
resource looks similar to those of external resources, except that it doesn't
have a path. Internal resources also have ``key=value`` pairs under each
heading. For example, a capsule collision shape looks like:
::
@@ -299,45 +307,46 @@ under each heading. For example, a capsule collision shape looks like:
radius = 0.5
height = 3.0
Some internal resource contain links to other internal resources (such as a
mesh having a material). In this case, the referring resource must appear
before the reference to it. Thus, in the internal resources section of the
file, order does matter.
Unfortunately, documentation on the formats for these subresources is not
complete, and while some can be found through inspecting resources of
saved files, others can only be found by looking through Godot's source.
Some internal resources contain links to other internal resources (such as a
mesh having a material). In this case, the referring resource must appear
*before* the reference to it. This means that order matters in the file's
internal resources section.
Unfortunately, documentation on the formats for these subresources isn't
complete. Some examples can be found by inspecting saved resource files, but
others can only be found by looking through Godot's source.
ArrayMesh
~~~~~~~~~
ArrayMesh consists of several surfaces, each in the format :code:`surface\Index={}`,
each surface is a set of vertex and a material.
ArrayMesh consists of several surfaces, each in the format ``surface\Index={}``.
Each surface is a set of vertices and a material.
TSCN support two format of surface,
TSCN files support two surface formats:
1) for the old format, each surface has three essential keys:
1. For the old format, each surface has three essential keys:
- primitive
- arrays
- morph_arrays
- ``primitive``
- ``arrays``
- ``morph_arrays``
i) :code:`primitive` is an enumerate variable, :code:`primitive=4` which is
PRIMITIVE_TRIANGLES is frequently used.
i. ``primitive`` is an enumerate variable, ``primitive=4`` which is
``PRIMITIVE_TRIANGLES`` is frequently used.
ii) :code:`arrays` as the name suggests is an array of array, it contains:
ii. ``arrays`` is a two-dimensional array, it contains:
1) An array of vertex position
2) Tangents array
3) Vertex color array
4) UV array 1
5) UV array 2
6) Bone index array
7) Bone weight array
8) Vertex index array
1. Vertex positions array
2. Tangents array
3. Vertex colors array
4. UV array 1
5. UV array 2
6. Bone indexes array
7. Bone weights array
8. Vertex indexes array
iii) :code:`morph_arrays` is an array of morph, each morph is exactly an
:code:`arrays` without vertex index array.
iii. ``morph_arrays`` is an array of morphs. Each morph is exactly an
``arrays`` without the vertex indexes array.
An example of ArrayMesh:
@@ -361,54 +370,52 @@ An example of ArrayMesh:
"morph_arrays":[]
}
Animation
~~~~~~~~~
An animation resource consists of tracks. Besides, it has 'length', 'loop' and
'step' applied to all the tracks.
An animation resource consists of tracks. Besides, it has ``length``, ``loop``
and ``step`` applied to all the tracks.
- length
- loop
- step
1. ``length`` and ``step`` are both durations in seconds.
1) :code:`length` and :code:`step` are both time in seconds
Each track is described by a list of key-value pairs in the format
``tracks/Id/Attribute``. Each track includes:
Each track is described by a list of (key, value) pairs in the format :code:`tracks/Id/Attribute`,
it includes:
- ``type``
- ``path``
- ``interp``
- ``keys``
- ``loop_wrap``
- ``imported``
- ``enabled``
- type
- path
- interp
- keys
- loop_wrap
- imported
- enabled
1. The ``type`` must be the first attribute of each track.
The value of ``type`` can be:
1) The :code:`type` must be put as the first attribute of each track.
The value of :code:`type` can be:
- ``transform``
- ``value``
- ``method``
- 'transform'
- 'value'
- 'method'
2. The ``path`` has the format ``NodePath(Path/To/Node:attribute)``.
It's the path to the animated node or attribute, relative to the root node
defined in the AnimationPlayer.
2) The :code:`path` has the format :code:`NodePath(Path/To/Node:Attribute)`.
It is the path from animation root node (property of AnimationPlayer) to the
animated node or attribute.
3) The :code:`interp` is the method to interpolate frames from the keyframes.
3. The ``interp`` is the method to interpolate frames from the keyframes.
it is a enum variable and can has value:
- 0 (constant)
- 1 (linear)
- 2 (cubic)
4) The :code:`keys` is the keyframes, it appears as a PoolRealArray()
but have different structure for track with different type
4. The ``keys`` correspond to the keyframes. It appears as a ``PoolRealArray()``,
but may have a different structure for tracks with different types.
- A transform track use every 12 real number in the :code:`keys` to describte a keyframe.
The first number is the timestamp, the second number is the transition (default 1.0
in transform track), followed by a three number translation vector, followed by
four number rotation quaternion (x,y,z,w) and finally a three number scale vector.
- A Transform track uses every 12 real numbers in the ``keys`` to describe
a keyframe. The first number is the timestamp. The second number is the
transition followed by a 3-number translation vector, followed by a
4-number rotation quaternion (X, Y, Z, W) and finally a 3-number
scale vector. The default transition in a Transform track is 1.0.
::