gltf_node.cpp 7.2 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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_position"), &GLTFNode::get_position);
  47. ClassDB::bind_method(D_METHOD("set_position", "position"), &GLTFNode::set_position);
  48. ClassDB::bind_method(D_METHOD("get_rotation"), &GLTFNode::get_rotation);
  49. ClassDB::bind_method(D_METHOD("set_rotation", "rotation"), &GLTFNode::set_rotation);
  50. ClassDB::bind_method(D_METHOD("get_scale"), &GLTFNode::get_scale);
  51. ClassDB::bind_method(D_METHOD("set_scale", "scale"), &GLTFNode::set_scale);
  52. ClassDB::bind_method(D_METHOD("get_children"), &GLTFNode::get_children);
  53. ClassDB::bind_method(D_METHOD("set_children", "children"), &GLTFNode::set_children);
  54. ClassDB::bind_method(D_METHOD("get_light"), &GLTFNode::get_light);
  55. ClassDB::bind_method(D_METHOD("set_light", "light"), &GLTFNode::set_light);
  56. ClassDB::bind_method(D_METHOD("get_additional_data", "extension_name"), &GLTFNode::get_additional_data);
  57. ClassDB::bind_method(D_METHOD("set_additional_data", "extension_name", "additional_data"), &GLTFNode::set_additional_data);
  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::TRANSFORM3D, "xform"), "set_xform", "get_xform"); // Transform3D
  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::VECTOR3, "position"), "set_position", "get_position"); // Vector3
  66. ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "rotation"), "set_rotation", "get_rotation"); // Quaternion
  67. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3
  68. ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "children"), "set_children", "get_children"); // Vector<int>
  69. ADD_PROPERTY(PropertyInfo(Variant::INT, "light"), "set_light", "get_light"); // GLTFLightIndex
  70. }
  71. GLTFNodeIndex GLTFNode::get_parent() {
  72. return parent;
  73. }
  74. void GLTFNode::set_parent(GLTFNodeIndex p_parent) {
  75. parent = p_parent;
  76. }
  77. int GLTFNode::get_height() {
  78. return height;
  79. }
  80. void GLTFNode::set_height(int p_height) {
  81. height = p_height;
  82. }
  83. Transform3D GLTFNode::get_xform() {
  84. return xform;
  85. }
  86. void GLTFNode::set_xform(Transform3D p_xform) {
  87. xform = p_xform;
  88. }
  89. GLTFMeshIndex GLTFNode::get_mesh() {
  90. return mesh;
  91. }
  92. void GLTFNode::set_mesh(GLTFMeshIndex p_mesh) {
  93. mesh = p_mesh;
  94. }
  95. GLTFCameraIndex GLTFNode::get_camera() {
  96. return camera;
  97. }
  98. void GLTFNode::set_camera(GLTFCameraIndex p_camera) {
  99. camera = p_camera;
  100. }
  101. GLTFSkinIndex GLTFNode::get_skin() {
  102. return skin;
  103. }
  104. void GLTFNode::set_skin(GLTFSkinIndex p_skin) {
  105. skin = p_skin;
  106. }
  107. GLTFSkeletonIndex GLTFNode::get_skeleton() {
  108. return skeleton;
  109. }
  110. void GLTFNode::set_skeleton(GLTFSkeletonIndex p_skeleton) {
  111. skeleton = p_skeleton;
  112. }
  113. Vector3 GLTFNode::get_position() {
  114. return position;
  115. }
  116. void GLTFNode::set_position(Vector3 p_position) {
  117. position = p_position;
  118. }
  119. Quaternion GLTFNode::get_rotation() {
  120. return rotation;
  121. }
  122. void GLTFNode::set_rotation(Quaternion p_rotation) {
  123. rotation = p_rotation;
  124. }
  125. Vector3 GLTFNode::get_scale() {
  126. return scale;
  127. }
  128. void GLTFNode::set_scale(Vector3 p_scale) {
  129. scale = p_scale;
  130. }
  131. Vector<int> GLTFNode::get_children() {
  132. return children;
  133. }
  134. void GLTFNode::set_children(Vector<int> p_children) {
  135. children = p_children;
  136. }
  137. GLTFLightIndex GLTFNode::get_light() {
  138. return light;
  139. }
  140. void GLTFNode::set_light(GLTFLightIndex p_light) {
  141. light = p_light;
  142. }
  143. Variant GLTFNode::get_additional_data(const StringName &p_extension_name) {
  144. return additional_data[p_extension_name];
  145. }
  146. void GLTFNode::set_additional_data(const StringName &p_extension_name, Variant p_additional_data) {
  147. additional_data[p_extension_name] = p_additional_data;
  148. }