Class EditorSceneFormatImporter
- Namespace
- Godot
- Assembly
- GodotSharpEditor.dll
EditorSceneFormatImporter allows to define an importer script for a third-party 3D format.
To use EditorSceneFormatImporter, register it using the AddSceneFormatImporterPlugin(EditorSceneFormatImporter, bool) method first.
public class EditorSceneFormatImporter : RefCounted, IDisposable
- Inheritance
-
EditorSceneFormatImporter
- Implements
- Derived
- Inherited Members
Constructors
EditorSceneFormatImporter()
public EditorSceneFormatImporter()
Fields
ImportAnimation
public const long ImportAnimation = 2
Field Value
ImportDiscardMeshesAndMaterials
public const long ImportDiscardMeshesAndMaterials = 32
Field Value
ImportFailOnMissingDependencies
public const long ImportFailOnMissingDependencies = 4
Field Value
ImportForceDisableMeshCompression
public const long ImportForceDisableMeshCompression = 64
Field Value
ImportGenerateTangentArrays
public const long ImportGenerateTangentArrays = 8
Field Value
ImportScene
public const long ImportScene = 1
Field Value
ImportUseNamedSkinBinds
public const long ImportUseNamedSkinBinds = 16
Field Value
Methods
AddImportOption(string, Variant)
Add a specific import option (name and default value only). This function can only be called from _GetImportOptions(string).
public void AddImportOption(string name, Variant value)
Parameters
AddImportOptionAdvanced(Type, string, Variant, PropertyHint, string, int)
Add a specific import option. This function can only be called from _GetImportOptions(string).
public void AddImportOptionAdvanced(Variant.Type type, string name, Variant defaultValue, PropertyHint hint = PropertyHint.None, string hintString = "", int usageFlags = 6)
Parameters
type
Variant.Typename
stringdefaultValue
Varianthint
PropertyHinthintString
stringusageFlags
int
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_nameName of the method to check for.
Returns
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_nameName of the signal to check for.
Returns
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_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
_GetExtensions()
Return supported file extensions for this scene importer.
public virtual string[] _GetExtensions()
Returns
- string[]
_GetImportOptions(string)
Override to add general import options. These will appear in the main import dock on the editor. Add options via AddImportOption(string, Variant) and AddImportOptionAdvanced(Type, string, Variant, PropertyHint, string, int).
Note: All EditorSceneFormatImporter and EditorScenePostImportPlugin instances will add options for all files. It is good practice to check the file extension when path
is non-empty.
When the user is editing project settings, path
will be empty. It is recommended to add all options when path
is empty to allow the user to customize Import Defaults.
public virtual void _GetImportOptions(string path)
Parameters
path
string
_GetOptionVisibility(string, bool, string)
public virtual Variant _GetOptionVisibility(string path, bool forAnimation, string option)
Parameters
Returns
_ImportScene(string, uint, Dictionary)
Perform the bulk of the scene import logic here, for example using GltfDocument or FbxDocument.
public virtual GodotObject _ImportScene(string path, uint flags, Dictionary options)
Parameters
path
stringflags
uintoptions
Dictionary