/**************************************************************************/ /* gltf_node.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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::TRANSFORM, "xform"), "set_xform", "get_xform"); // Transform 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::POOL_INT_ARRAY, "children"), "set_children", "get_children"); // Vector 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; } Transform GLTFNode::get_xform() { return xform; } void GLTFNode::set_xform(Transform 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 GLTFNode::get_children() { return children; } void GLTFNode::set_children(Vector p_children) { children = p_children; } GLTFLightIndex GLTFNode::get_light() { return light; } void GLTFNode::set_light(GLTFLightIndex p_light) { light = p_light; }