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