Table of Contents

Class GltfAccessor

Namespace
Godot
Assembly
GodotSharp.dll

GLTFAccessor is a data structure representing GLTF a accessor that would be found in the "accessors" array. A buffer is a blob of binary data. A buffer view is a slice of a buffer. An accessor is a typed interpretation of the data in a buffer view.

Most custom data stored in GLTF does not need accessors, only buffer views (see GltfBufferView). Accessors are for more advanced use cases such as interleaved mesh data encoded for the GPU.

[GodotClassName("GLTFAccessor")]
public class GltfAccessor : Resource, IDisposable
Inheritance
GltfAccessor
Implements
Inherited Members

Constructors

GltfAccessor()

public GltfAccessor()

Properties

AccessorType

The GLTF accessor type as an enum. Possible values are 0 for "SCALAR", 1 for "VEC2", 2 for "VEC3", 3 for "VEC4", 4 for "MAT2", 5 for "MAT3", and 6 for "MAT4".

public GltfAccessor.GltfAccessorType AccessorType { get; set; }

Property Value

GltfAccessor.GltfAccessorType

BufferView

The index of the buffer view this accessor is referencing. If -1, this accessor is not referencing any buffer view.

public int BufferView { get; set; }

Property Value

int

ByteOffset

The offset relative to the start of the buffer view in bytes.

public int ByteOffset { get; set; }

Property Value

int

ComponentType

The GLTF component type as an enum. Possible values are 5120 for "BYTE", 5121 for "UNSIGNED_BYTE", 5122 for "SHORT", 5123 for "UNSIGNED_SHORT", 5125 for "UNSIGNED_INT", and 5126 for "FLOAT". A value of 5125 or "UNSIGNED_INT" must not be used for any accessor that is not referenced by mesh.primitive.indices.

public int ComponentType { get; set; }

Property Value

int

Count

The number of elements referenced by this accessor.

public int Count { get; set; }

Property Value

int

Max

Maximum value of each component in this accessor.

public double[] Max { get; set; }

Property Value

double[]

Min

Minimum value of each component in this accessor.

public double[] Min { get; set; }

Property Value

double[]

Normalized

Specifies whether integer data values are normalized before usage.

public bool Normalized { get; set; }

Property Value

bool

SparseCount

Number of deviating accessor values stored in the sparse array.

public int SparseCount { get; set; }

Property Value

int

SparseIndicesBufferView

The index of the buffer view with sparse indices. The referenced buffer view MUST NOT have its target or byteStride properties defined. The buffer view and the optional byteOffset MUST be aligned to the componentType byte length.

public int SparseIndicesBufferView { get; set; }

Property Value

int

SparseIndicesByteOffset

The offset relative to the start of the buffer view in bytes.

public int SparseIndicesByteOffset { get; set; }

Property Value

int

SparseIndicesComponentType

The indices component data type as an enum. Possible values are 5121 for "UNSIGNED_BYTE", 5123 for "UNSIGNED_SHORT", and 5125 for "UNSIGNED_INT".

public int SparseIndicesComponentType { get; set; }

Property Value

int

SparseValuesBufferView

The index of the bufferView with sparse values. The referenced buffer view MUST NOT have its target or byteStride properties defined.

public int SparseValuesBufferView { get; set; }

Property Value

int

SparseValuesByteOffset

The offset relative to the start of the bufferView in bytes.

public int SparseValuesByteOffset { get; set; }

Property Value

int

Type

The GLTF accessor type as an enum. Use AccessorType instead.

[Obsolete("Use 'Godot.GltfAccessor.AccessorType' instead.")]
public int Type { get; set; }

Property Value

int

Methods

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool