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Added documentation on the basic structure of the TSCN file format
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Godot File Formats | ||
================== | ||
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.. toctree:: | ||
:maxdepth: 1 | ||
:name: toc-devel-file-formats | ||
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tscn.rst |
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TSCN File Format | ||
================ | ||
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A :code:`.tscn` File format is the "Text SCeNe" file format and represents | ||
a single scene-tree inside Godot. TSCN files have the advantage of being | ||
nearly human-readable and easy for version control systems to manage. During | ||
import the TSCN files are compiled into binary :code:`.scn` files stored | ||
inside the .import folder. This reduces the data size and speed up loading. | ||
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The :code:`.escn` file format is identical to the TSCN file format, but is used to | ||
indicate to Godot that the file has been exported from another program and | ||
should not be edited by the user from within Godot. | ||
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For those looking for a complete description, the parsing is handled in the | ||
file `scene_format_text.cpp <https://github.com/godotengine/godot/blob/master/scene/resources/scene_format_text.cpp>`_ | ||
in the class :code:`ResourceFormatLoaderText` | ||
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File Structure | ||
-------------- | ||
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There are five main sections inside the TSCN File: | ||
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0. File Descriptor | ||
1. External resources | ||
2. Internal resources | ||
3. Nodes | ||
4. Connections | ||
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The file descriptor looks like :code:`[gd_scene load_steps=1 format=2]` And | ||
should be the first entry in the file. The load_steps parameter should (in | ||
theory) be the number of resources within the file, though in practice it's | ||
value seems not to matter. | ||
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These sections should appear in order, but it can be hard to distinguish | ||
them. The only difference between them is the the first element in the heading | ||
for all of the items in the section. | ||
For example, the heading of all external resources should start with | ||
:code:`[ext_resource .....]` | ||
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Entries inside the file | ||
~~~~~~~~~~~~~~~~~~~~~~~ | ||
A heading looks like: | ||
:code:`[<resource_type> key=value key=value key=value ...]` | ||
Where resource_type is one of: | ||
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- ext_resource | ||
- sub_resource | ||
- node | ||
- connection | ||
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Underneath every heading comes zero or more :code:`key = value` pairs. The | ||
values can be complex datatypes such as arrays, transformations, colors, and | ||
so on. For example, a spatial node looks like: | ||
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:: | ||
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[node name="Cube" type="Spatial" parent="."] | ||
transform=Transform( 1.0, 0.0, 0.0 ,0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0 ) | ||
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Resources | ||
--------- | ||
Resources are components that make up the nodes. For example, a MeshInstance | ||
node will have an accompanying ArrayMesh resource. The ArrayMesh resource | ||
may be either internal or external to the TSCN file. | ||
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References to the resources are handled by id numbers in the resources heading. | ||
External resources and internal resource are referred to with | ||
:code:`ExtResource(id)` and :code:`SubResource(id)`. Because there have | ||
different methods to refer to internal and external resource, you can have | ||
the same ID for both an internal and external resource. | ||
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For example, to refer to the resource | ||
:code:`[ext_resource id=3 type="PackedScene" path=....]` you would use | ||
:code:`ExtResource(3)` | ||
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External Resources | ||
~~~~~~~~~~~~~~~~~~ | ||
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External resources are links to resources not contained within the TSCN file | ||
itself. An external resource consists of: | ||
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- A path | ||
- A type | ||
- An ID | ||
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Godot alway generates absolute paths relative to the resource directory and | ||
thus prefixed with :code:`res://`, but paths relative to the TSCN file's | ||
location are also valid. | ||
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Some example external resources are: | ||
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:: | ||
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[ext_resource path="res://characters/player.dae" type="PackedScene" id=1] | ||
[ext_resource path="metal.tres" type="Material" id=2] | ||
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Internal Resources | ||
~~~~~~~~~~~~~~~~~~ | ||
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A TSCN file can contain meshes, materials and other data, and these are | ||
contained in the internal resources section of the file. The heading | ||
for an internal resource looks very similar to those of external resources, but | ||
does not have a path. Internal resources also have :code:`key=value` pairs | ||
under each heading. For example, a capsule collision shape looks like: | ||
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:: | ||
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[sub_resource type="CapsuleShape" id=2] | ||
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radius = 0.5 | ||
height = 3.0 | ||
Some internal resource contain links to other internal resources (such as a | ||
mesh having a material). In this case, the referring resource must appear | ||
before the reference to it. Thus, in the internal resources section of the | ||
file, order does matter. | ||
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Unfortunately, documentation on the formats for these subresources is | ||
completely absent, and while some can be found through inspecting resources of | ||
saved files, but others can only be found by looking through Godot's source. | ||
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The Scene Tree | ||
-------------- | ||
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The scene tree is made up of ... nodes! The heading of each node consists of | ||
it's name, parent and (most of the time) a type. For example | ||
:code:`[node type="Camera" name="PlayerCamera" parent="Player/Head"]` | ||
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Other valid keywords include: | ||
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- instance | ||
- instance_placeholder | ||
- owner | ||
- index (if two nodes have the same name) | ||
- groups | ||
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The first node in the file should not have the :code:`parent=Path/To/Node` | ||
entry in it's heading, and it is the scene root. All scene files should have | ||
exactly one scene root. It it does not, Godot will fail to import the file. | ||
The parent path of other nodes should be absolute, but without the scene | ||
root's name. If it is a direct child of the scene root, it should be | ||
:code:`"."`. Here is an example scene tree (but without any node content). | ||
:: | ||
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[node name="Player" type="Spatial"] ; The scene root | ||
[node name="Arm" parent="." type="Spatial"] ; Parented to the scene root | ||
[node name="Hand" parent="Arm" type="Spatial"] | ||
[node name="Finger" parent="Arm/Hand" type="Spatial"] | ||
Similar to the internal resource, the content for each node is currently | ||
undocumented. Fortunately it is very easy to find out because you can simply | ||
save a file with that node in it. Some example nodes are: | ||
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:: | ||
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[node type="CollisionShape" name="SphereCollision" parent="SpherePhysics"] | ||
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shape = SubResource(8) | ||
transform = Transform( 1.0 , 0.0 , -0.0 , 0.0 , -4.371138828673793e-08 , 1.0 , -0.0 , -1.0 , -4.371138828673793e-08 ,0.0 ,0.0 ,-0.0 ) | ||
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[node type="MeshInstance" name="Sphere" parent="SpherePhysics"] | ||
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mesh = SubResource(9) | ||
transform = Transform( 1.0 , 0.0 , -0.0 , 0.0 , 1.0 , -0.0 , -0.0 , -0.0 , 1.0 ,0.0 ,0.0 ,-0.0 ) | ||
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[node type="OmniLight" name="Lamp" parent="."] | ||
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light_energy = 1.0 | ||
light_specular = 1.0 | ||
transform = Transform( -0.29086464643478394 , -0.7711008191108704 , 0.5663931369781494 , -0.05518905818462372 , 0.6045246720314026 , 0.7946722507476807 , -0.9551711678504944 , 0.199883371591568 , -0.21839118003845215 ,4.076245307922363 ,7.3235554695129395 ,-1.0054539442062378 ) | ||
omni_range = 30 | ||
shadow_enabled = true | ||
light_negative = false | ||
light_color = Color( 1.0, 1.0, 1.0, 1.0 ) | ||
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[node type="Camera" name="Camera" parent="."] | ||
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projection = 0 | ||
near = 0.10000000149011612 | ||
fov = 50 | ||
transform = Transform( 0.6859206557273865 , -0.32401350140571594 , 0.6515582203865051 , 0.0 , 0.8953956365585327 , 0.44527143239974976 , -0.7276763319969177 , -0.3054208755493164 , 0.6141703724861145 ,14.430776596069336 ,10.093015670776367 ,13.058500289916992 ) | ||
far = 100.0 | ||
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