2020-12-21 15:39:32 +00:00
|
|
|
/*************************************************************************/
|
|
|
|
/* gltf_node.cpp */
|
|
|
|
/*************************************************************************/
|
|
|
|
/* This file is part of: */
|
|
|
|
/* GODOT ENGINE */
|
|
|
|
/* https://godotengine.org */
|
|
|
|
/*************************************************************************/
|
2022-01-03 20:27:34 +00:00
|
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
2020-12-21 15:39:32 +00:00
|
|
|
/* */
|
|
|
|
/* 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);
|
2021-08-31 03:18:12 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("get_position"), &GLTFNode::get_position);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_position", "position"), &GLTFNode::set_position);
|
2020-12-21 15:39:32 +00:00
|
|
|
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
|
2021-04-28 07:36:08 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "xform"), "set_xform", "get_xform"); // Transform3D
|
2020-12-21 15:39:32 +00:00
|
|
|
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
|
2021-08-31 03:18:12 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "set_position", "get_position"); // Vector3
|
2021-01-20 07:02:02 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "rotation"), "set_rotation", "get_rotation"); // Quaternion
|
2020-12-21 15:39:32 +00:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2020-10-17 05:08:21 +00:00
|
|
|
Transform3D GLTFNode::get_xform() {
|
2020-12-21 15:39:32 +00:00
|
|
|
return xform;
|
|
|
|
}
|
|
|
|
|
2020-10-17 05:08:21 +00:00
|
|
|
void GLTFNode::set_xform(Transform3D p_xform) {
|
2020-12-21 15:39:32 +00:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2021-08-31 03:18:12 +00:00
|
|
|
Vector3 GLTFNode::get_position() {
|
|
|
|
return position;
|
2020-12-21 15:39:32 +00:00
|
|
|
}
|
|
|
|
|
2021-08-31 03:18:12 +00:00
|
|
|
void GLTFNode::set_position(Vector3 p_position) {
|
|
|
|
position = p_position;
|
2020-12-21 15:39:32 +00:00
|
|
|
}
|
|
|
|
|
2021-01-20 07:02:02 +00:00
|
|
|
Quaternion GLTFNode::get_rotation() {
|
2020-12-21 15:39:32 +00:00
|
|
|
return rotation;
|
|
|
|
}
|
|
|
|
|
2021-01-20 07:02:02 +00:00
|
|
|
void GLTFNode::set_rotation(Quaternion p_rotation) {
|
2020-12-21 15:39:32 +00:00
|
|
|
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;
|
|
|
|
}
|