gltf_node.cpp 7.0 KB

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  1. /*************************************************************************/
  2. /* gltf_node.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "gltf_node.h"
  31. void GLTFNode::_bind_methods() {
  32. ClassDB::bind_method(D_METHOD("get_parent"), &GLTFNode::get_parent);
  33. ClassDB::bind_method(D_METHOD("set_parent", "parent"), &GLTFNode::set_parent);
  34. ClassDB::bind_method(D_METHOD("get_height"), &GLTFNode::get_height);
  35. ClassDB::bind_method(D_METHOD("set_height", "height"), &GLTFNode::set_height);
  36. ClassDB::bind_method(D_METHOD("get_xform"), &GLTFNode::get_xform);
  37. ClassDB::bind_method(D_METHOD("set_xform", "xform"), &GLTFNode::set_xform);
  38. ClassDB::bind_method(D_METHOD("get_mesh"), &GLTFNode::get_mesh);
  39. ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &GLTFNode::set_mesh);
  40. ClassDB::bind_method(D_METHOD("get_camera"), &GLTFNode::get_camera);
  41. ClassDB::bind_method(D_METHOD("set_camera", "camera"), &GLTFNode::set_camera);
  42. ClassDB::bind_method(D_METHOD("get_skin"), &GLTFNode::get_skin);
  43. ClassDB::bind_method(D_METHOD("set_skin", "skin"), &GLTFNode::set_skin);
  44. ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFNode::get_skeleton);
  45. ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFNode::set_skeleton);
  46. ClassDB::bind_method(D_METHOD("get_joint"), &GLTFNode::get_joint);
  47. ClassDB::bind_method(D_METHOD("set_joint", "joint"), &GLTFNode::set_joint);
  48. ClassDB::bind_method(D_METHOD("get_translation"), &GLTFNode::get_translation);
  49. ClassDB::bind_method(D_METHOD("set_translation", "translation"), &GLTFNode::set_translation);
  50. ClassDB::bind_method(D_METHOD("get_rotation"), &GLTFNode::get_rotation);
  51. ClassDB::bind_method(D_METHOD("set_rotation", "rotation"), &GLTFNode::set_rotation);
  52. ClassDB::bind_method(D_METHOD("get_scale"), &GLTFNode::get_scale);
  53. ClassDB::bind_method(D_METHOD("set_scale", "scale"), &GLTFNode::set_scale);
  54. ClassDB::bind_method(D_METHOD("get_children"), &GLTFNode::get_children);
  55. ClassDB::bind_method(D_METHOD("set_children", "children"), &GLTFNode::set_children);
  56. ClassDB::bind_method(D_METHOD("get_light"), &GLTFNode::get_light);
  57. ClassDB::bind_method(D_METHOD("set_light", "light"), &GLTFNode::set_light);
  58. ADD_PROPERTY(PropertyInfo(Variant::INT, "parent"), "set_parent", "get_parent"); // GLTFNodeIndex
  59. ADD_PROPERTY(PropertyInfo(Variant::INT, "height"), "set_height", "get_height"); // int
  60. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "xform"), "set_xform", "get_xform"); // Transform
  61. ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh"), "set_mesh", "get_mesh"); // GLTFMeshIndex
  62. ADD_PROPERTY(PropertyInfo(Variant::INT, "camera"), "set_camera", "get_camera"); // GLTFCameraIndex
  63. ADD_PROPERTY(PropertyInfo(Variant::INT, "skin"), "set_skin", "get_skin"); // GLTFSkinIndex
  64. ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // GLTFSkeletonIndex
  65. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "joint"), "set_joint", "get_joint"); // bool
  66. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "translation"), "set_translation", "get_translation"); // Vector3
  67. ADD_PROPERTY(PropertyInfo(Variant::QUAT, "rotation"), "set_rotation", "get_rotation"); // Quat
  68. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3
  69. ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "children"), "set_children", "get_children"); // Vector<int>
  70. ADD_PROPERTY(PropertyInfo(Variant::INT, "light"), "set_light", "get_light"); // GLTFLightIndex
  71. }
  72. GLTFNodeIndex GLTFNode::get_parent() {
  73. return parent;
  74. }
  75. void GLTFNode::set_parent(GLTFNodeIndex p_parent) {
  76. parent = p_parent;
  77. }
  78. int GLTFNode::get_height() {
  79. return height;
  80. }
  81. void GLTFNode::set_height(int p_height) {
  82. height = p_height;
  83. }
  84. Transform GLTFNode::get_xform() {
  85. return xform;
  86. }
  87. void GLTFNode::set_xform(Transform p_xform) {
  88. xform = p_xform;
  89. }
  90. GLTFMeshIndex GLTFNode::get_mesh() {
  91. return mesh;
  92. }
  93. void GLTFNode::set_mesh(GLTFMeshIndex p_mesh) {
  94. mesh = p_mesh;
  95. }
  96. GLTFCameraIndex GLTFNode::get_camera() {
  97. return camera;
  98. }
  99. void GLTFNode::set_camera(GLTFCameraIndex p_camera) {
  100. camera = p_camera;
  101. }
  102. GLTFSkinIndex GLTFNode::get_skin() {
  103. return skin;
  104. }
  105. void GLTFNode::set_skin(GLTFSkinIndex p_skin) {
  106. skin = p_skin;
  107. }
  108. GLTFSkeletonIndex GLTFNode::get_skeleton() {
  109. return skeleton;
  110. }
  111. void GLTFNode::set_skeleton(GLTFSkeletonIndex p_skeleton) {
  112. skeleton = p_skeleton;
  113. }
  114. bool GLTFNode::get_joint() {
  115. return joint;
  116. }
  117. void GLTFNode::set_joint(bool p_joint) {
  118. joint = p_joint;
  119. }
  120. Vector3 GLTFNode::get_translation() {
  121. return translation;
  122. }
  123. void GLTFNode::set_translation(Vector3 p_translation) {
  124. translation = p_translation;
  125. }
  126. Quat GLTFNode::get_rotation() {
  127. return rotation;
  128. }
  129. void GLTFNode::set_rotation(Quat p_rotation) {
  130. rotation = p_rotation;
  131. }
  132. Vector3 GLTFNode::get_scale() {
  133. return scale;
  134. }
  135. void GLTFNode::set_scale(Vector3 p_scale) {
  136. scale = p_scale;
  137. }
  138. Vector<int> GLTFNode::get_children() {
  139. return children;
  140. }
  141. void GLTFNode::set_children(Vector<int> p_children) {
  142. children = p_children;
  143. }
  144. GLTFLightIndex GLTFNode::get_light() {
  145. return light;
  146. }
  147. void GLTFNode::set_light(GLTFLightIndex p_light) {
  148. light = p_light;
  149. }