godot/modules/gltf/gltf_node.cpp

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/*************************************************************************/
/* gltf_node.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "gltf_node.h"
void GLTFNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_parent"), &GLTFNode::get_parent);
ClassDB::bind_method(D_METHOD("set_parent", "parent"), &GLTFNode::set_parent);
ClassDB::bind_method(D_METHOD("get_height"), &GLTFNode::get_height);
ClassDB::bind_method(D_METHOD("set_height", "height"), &GLTFNode::set_height);
ClassDB::bind_method(D_METHOD("get_xform"), &GLTFNode::get_xform);
ClassDB::bind_method(D_METHOD("set_xform", "xform"), &GLTFNode::set_xform);
ClassDB::bind_method(D_METHOD("get_mesh"), &GLTFNode::get_mesh);
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &GLTFNode::set_mesh);
ClassDB::bind_method(D_METHOD("get_camera"), &GLTFNode::get_camera);
ClassDB::bind_method(D_METHOD("set_camera", "camera"), &GLTFNode::set_camera);
ClassDB::bind_method(D_METHOD("get_skin"), &GLTFNode::get_skin);
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &GLTFNode::set_skin);
ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFNode::get_skeleton);
ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFNode::set_skeleton);
ClassDB::bind_method(D_METHOD("get_joint"), &GLTFNode::get_joint);
ClassDB::bind_method(D_METHOD("set_joint", "joint"), &GLTFNode::set_joint);
ClassDB::bind_method(D_METHOD("get_translation"), &GLTFNode::get_translation);
ClassDB::bind_method(D_METHOD("set_translation", "translation"), &GLTFNode::set_translation);
ClassDB::bind_method(D_METHOD("get_rotation"), &GLTFNode::get_rotation);
ClassDB::bind_method(D_METHOD("set_rotation", "rotation"), &GLTFNode::set_rotation);
ClassDB::bind_method(D_METHOD("get_scale"), &GLTFNode::get_scale);
ClassDB::bind_method(D_METHOD("set_scale", "scale"), &GLTFNode::set_scale);
ClassDB::bind_method(D_METHOD("get_children"), &GLTFNode::get_children);
ClassDB::bind_method(D_METHOD("set_children", "children"), &GLTFNode::set_children);
ClassDB::bind_method(D_METHOD("get_light"), &GLTFNode::get_light);
ClassDB::bind_method(D_METHOD("set_light", "light"), &GLTFNode::set_light);
ADD_PROPERTY(PropertyInfo(Variant::INT, "parent"), "set_parent", "get_parent"); // GLTFNodeIndex
ADD_PROPERTY(PropertyInfo(Variant::INT, "height"), "set_height", "get_height"); // int
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "xform"), "set_xform", "get_xform"); // Transform3D
ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh"), "set_mesh", "get_mesh"); // GLTFMeshIndex
ADD_PROPERTY(PropertyInfo(Variant::INT, "camera"), "set_camera", "get_camera"); // GLTFCameraIndex
ADD_PROPERTY(PropertyInfo(Variant::INT, "skin"), "set_skin", "get_skin"); // GLTFSkinIndex
ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // GLTFSkeletonIndex
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "joint"), "set_joint", "get_joint"); // bool
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "translation"), "set_translation", "get_translation"); // Vector3
ADD_PROPERTY(PropertyInfo(Variant::QUAT, "rotation"), "set_rotation", "get_rotation"); // Quat
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3
ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "children"), "set_children", "get_children"); // Vector<int>
ADD_PROPERTY(PropertyInfo(Variant::INT, "light"), "set_light", "get_light"); // GLTFLightIndex
}
GLTFNodeIndex GLTFNode::get_parent() {
return parent;
}
void GLTFNode::set_parent(GLTFNodeIndex p_parent) {
parent = p_parent;
}
int GLTFNode::get_height() {
return height;
}
void GLTFNode::set_height(int p_height) {
height = p_height;
}
Transform3D GLTFNode::get_xform() {
return xform;
}
void GLTFNode::set_xform(Transform3D p_xform) {
xform = p_xform;
}
GLTFMeshIndex GLTFNode::get_mesh() {
return mesh;
}
void GLTFNode::set_mesh(GLTFMeshIndex p_mesh) {
mesh = p_mesh;
}
GLTFCameraIndex GLTFNode::get_camera() {
return camera;
}
void GLTFNode::set_camera(GLTFCameraIndex p_camera) {
camera = p_camera;
}
GLTFSkinIndex GLTFNode::get_skin() {
return skin;
}
void GLTFNode::set_skin(GLTFSkinIndex p_skin) {
skin = p_skin;
}
GLTFSkeletonIndex GLTFNode::get_skeleton() {
return skeleton;
}
void GLTFNode::set_skeleton(GLTFSkeletonIndex p_skeleton) {
skeleton = p_skeleton;
}
bool GLTFNode::get_joint() {
return joint;
}
void GLTFNode::set_joint(bool p_joint) {
joint = p_joint;
}
Vector3 GLTFNode::get_translation() {
return translation;
}
void GLTFNode::set_translation(Vector3 p_translation) {
translation = p_translation;
}
Quat GLTFNode::get_rotation() {
return rotation;
}
void GLTFNode::set_rotation(Quat p_rotation) {
rotation = p_rotation;
}
Vector3 GLTFNode::get_scale() {
return scale;
}
void GLTFNode::set_scale(Vector3 p_scale) {
scale = p_scale;
}
Vector<int> GLTFNode::get_children() {
return children;
}
void GLTFNode::set_children(Vector<int> p_children) {
children = p_children;
}
GLTFLightIndex GLTFNode::get_light() {
return light;
}
void GLTFNode::set_light(GLTFLightIndex p_light) {
light = p_light;
}