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
| Type | Name | Default |
|---|---|---|
HammeriteAssetLibrary | library | <unknown> |
Methods
| Returns | Method |
|---|---|
Mesh | resolve(name: StringName) static |
Mesh | load_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.