godot/modules/gltf/structures/gltf_node.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

106 lines
3.9 KiB
C++

/**************************************************************************/
/* gltf_node.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef GLTF_NODE_H
#define GLTF_NODE_H
#include "../gltf_defines.h"
#include "core/io/resource.h"
class GLTFNode : public Resource {
GDCLASS(GLTFNode, Resource);
friend class GLTFDocument;
private:
// matrices need to be transformed to this
GLTFNodeIndex parent = -1;
int height = -1;
Transform3D xform;
GLTFMeshIndex mesh = -1;
GLTFCameraIndex camera = -1;
GLTFSkinIndex skin = -1;
GLTFSkeletonIndex skeleton = -1;
bool joint = false;
Vector3 position;
Quaternion rotation;
Vector3 scale = Vector3(1, 1, 1);
Vector<int> children;
GLTFLightIndex light = -1;
Dictionary additional_data;
protected:
static void _bind_methods();
public:
GLTFNodeIndex get_parent();
void set_parent(GLTFNodeIndex p_parent);
int get_height();
void set_height(int p_height);
Transform3D get_xform();
void set_xform(Transform3D p_xform);
GLTFMeshIndex get_mesh();
void set_mesh(GLTFMeshIndex p_mesh);
GLTFCameraIndex get_camera();
void set_camera(GLTFCameraIndex p_camera);
GLTFSkinIndex get_skin();
void set_skin(GLTFSkinIndex p_skin);
GLTFSkeletonIndex get_skeleton();
void set_skeleton(GLTFSkeletonIndex p_skeleton);
bool get_joint();
void set_joint(bool p_joint);
Vector3 get_position();
void set_position(Vector3 p_position);
Quaternion get_rotation();
void set_rotation(Quaternion p_rotation);
Vector3 get_scale();
void set_scale(Vector3 p_scale);
Vector<int> get_children();
void set_children(Vector<int> p_children);
GLTFLightIndex get_light();
void set_light(GLTFLightIndex p_light);
Variant get_additional_data(const StringName &p_extension_name);
void set_additional_data(const StringName &p_extension_name, Variant p_additional_data);
};
#endif // GLTF_NODE_H