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godot-docs/classes/class_editorscenepostimport.rst
2018-12-27 11:16:05 +01:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the EditorScenePostImport.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_EditorScenePostImport:
EditorScenePostImport
=====================
**Inherits:** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Post process scenes after import
Methods
-------
+------------------------------+-------------------------------------------------------------------------------------------------------------------+
| :ref:`String<class_String>` | :ref:`get_source_file<class_EditorScenePostImport_get_source_file>` **(** **)** const |
+------------------------------+-------------------------------------------------------------------------------------------------------------------+
| :ref:`String<class_String>` | :ref:`get_source_folder<class_EditorScenePostImport_get_source_folder>` **(** **)** const |
+------------------------------+-------------------------------------------------------------------------------------------------------------------+
| :ref:`Object<class_Object>` | :ref:`post_import<class_EditorScenePostImport_post_import>` **(** :ref:`Object<class_Object>` scene **)** virtual |
+------------------------------+-------------------------------------------------------------------------------------------------------------------+
Description
-----------
Imported scenes can be automatically modified right after import by setting their *Custom Script* Import property to a ``tool`` script that inherits from this class.
The :ref:`post_import<class_EditorScenePostImport_post_import>` callback receives the imported scene's root node and returns the modified version of the scene. Usage example:
::
tool # needed so it runs in editor
extends EditorScenePostImport
# This sample changes all node names
# Called right after the scene is imported and gets the root node
func post_import(scene):
# change all node names to "modified_[oldnodename]"
iterate(scene)
return scene # remember to return the imported scene
func iterate(node):
if node != null:
node.name = "modified_" + node.name
for child in node.get_children():
iterate(child)
Tutorials
---------
- `#custom-script <../getting_started/workflow/assets/importing_scenes.html#custom-script>`_ in :doc:`../getting_started/workflow/assets/importing_scenes`
Method Descriptions
-------------------
.. _class_EditorScenePostImport_get_source_file:
- :ref:`String<class_String>` **get_source_file** **(** **)** const
Returns the source file path which got imported (e.g. ``res://scene.dae``).
.. _class_EditorScenePostImport_get_source_folder:
- :ref:`String<class_String>` **get_source_folder** **(** **)** const
Returns the resource folder the imported scene file is located in.
.. _class_EditorScenePostImport_post_import:
- :ref:`Object<class_Object>` **post_import** **(** :ref:`Object<class_Object>` scene **)** virtual
Gets called after the scene got imported and has to return the modified version of the scene.