2020-12-21 15:39:32 +00:00
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/*************************************************************************/
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/* gltf_node.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2021-01-01 19:13:46 +00:00
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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2020-12-21 15:39:32 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GLTF_NODE_H
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#define GLTF_NODE_H
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#include "core/io/resource.h"
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#include "gltf_document.h"
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class GLTFNode : public Resource {
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GDCLASS(GLTFNode, Resource);
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friend class GLTFDocument;
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friend class PackedSceneGLTF;
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private:
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// matrices need to be transformed to this
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GLTFNodeIndex parent = -1;
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int height = -1;
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Transform xform;
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GLTFMeshIndex mesh = -1;
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GLTFCameraIndex camera = -1;
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GLTFSkinIndex skin = -1;
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GLTFSkeletonIndex skeleton = -1;
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bool joint = false;
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Vector3 translation;
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Quat rotation;
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Vector3 scale = Vector3(1, 1, 1);
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Vector<int> children;
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GLTFNodeIndex fake_joint_parent = -1;
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GLTFLightIndex light = -1;
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protected:
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static void _bind_methods();
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public:
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GLTFNodeIndex get_parent();
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void set_parent(GLTFNodeIndex p_parent);
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int get_height();
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void set_height(int p_height);
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Transform get_xform();
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void set_xform(Transform p_xform);
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GLTFMeshIndex get_mesh();
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void set_mesh(GLTFMeshIndex p_mesh);
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GLTFCameraIndex get_camera();
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void set_camera(GLTFCameraIndex p_camera);
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GLTFSkinIndex get_skin();
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void set_skin(GLTFSkinIndex p_skin);
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GLTFSkeletonIndex get_skeleton();
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void set_skeleton(GLTFSkeletonIndex p_skeleton);
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bool get_joint();
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void set_joint(bool p_joint);
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Vector3 get_translation();
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void set_translation(Vector3 p_translation);
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Quat get_rotation();
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void set_rotation(Quat p_rotation);
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Vector3 get_scale();
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void set_scale(Vector3 p_scale);
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Vector<int> get_children();
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void set_children(Vector<int> p_children);
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GLTFNodeIndex get_fake_joint_parent();
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void set_fake_joint_parent(GLTFNodeIndex p_fake_joint_parent);
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GLTFLightIndex get_light();
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void set_light(GLTFLightIndex p_light);
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};
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#endif // GLTF_NODE_H
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