| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178 | /*************************************************************************//*  gltf_node.cpp                                                        *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   *//*                                                                       *//* 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_position"), &GLTFNode::get_position);	ClassDB::bind_method(D_METHOD("set_position", "position"), &GLTFNode::set_position);	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::TRANSFORM3D, "xform"), "set_xform", "get_xform"); // Transform3D	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, "position"), "set_position", "get_position"); // Vector3	ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "rotation"), "set_rotation", "get_rotation"); // Quaternion	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;}Transform3D GLTFNode::get_xform() {	return xform;}void GLTFNode::set_xform(Transform3D 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_position() {	return position;}void GLTFNode::set_position(Vector3 p_position) {	position = p_position;}Quaternion GLTFNode::get_rotation() {	return rotation;}void GLTFNode::set_rotation(Quaternion p_rotation) {	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;}
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