HammeriteModelLibrary

Core: files, names and extension. Inherits RefCounted

Where a prop's model name becomes a mesh (#87). A game says where its models are:

HammeriteModelLibrary.library.search_paths = ["res://models"]

and adds a source of its own for any that are not imported resources - a mod's glTF files, loaded with load_gltf(). Search paths, sources, HammeriteAssetLibrary.has() and HammeriteAssetLibrary.name_of() are all on library; resolve() is here only to say what it returns is a Mesh.

Properties

TypeNameDefault
HammeriteAssetLibrarylibrary<unknown>

Methods

ReturnsMethod
Meshresolve(name: StringName) static
Meshload_gltf(path: String) static

Property descriptions

library

var library: HammeriteAssetLibrary = <unknown>

The one library of meshes every prop's model name is looked up in. Search paths try .glb, .gltf, .obj, .tscn, .scn, .tres, .res and .mesh. A scene - which is what an imported glTF is - is one mesh of every mesh in it, placed as the scene places them.

Method descriptions

resolve()

static func resolve(name: StringName) -> Mesh

The mesh library finds for name, or null when it finds none or what it finds is not a Mesh.

load_gltf()

static func load_gltf(path: String) -> Mesh

The model in the glTF file at path (.glb or .gltf), as one mesh: every mesh in the file with its place in the file's scene baked in, a surface each. Null when the file does not load or holds no mesh. For a file no import step has seen - one of a mod's.

Hammerite 1.0 · built from a6dd634, 2026-10-10