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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  gltf_node.cpp                                                        */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							|  |  |  | /*                      https://godotengine.org                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							| 
									
										
										
										
											2021-01-01 20:13:46 +01:00
										 |  |  | /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
							| 
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* 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,  */ | 
					
						
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							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | 
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							|  |  |  | #include "gltf_node.h"
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							|  |  |  | 
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							|  |  |  | 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_translation"), &GLTFNode::get_translation); | 
					
						
							|  |  |  | 	ClassDB::bind_method(D_METHOD("set_translation", "translation"), &GLTFNode::set_translation); | 
					
						
							|  |  |  | 	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); | 
					
						
							|  |  |  | 
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							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "parent"), "set_parent", "get_parent"); // GLTFNodeIndex
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							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "height"), "set_height", "get_height"); // int
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										 |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "xform"), "set_xform", "get_xform"); // Transform3D
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										 |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh"), "set_mesh", "get_mesh"); // GLTFMeshIndex
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							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "camera"), "set_camera", "get_camera"); // GLTFCameraIndex
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							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "skin"), "set_skin", "get_skin"); // GLTFSkinIndex
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							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // GLTFSkeletonIndex
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							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "joint"), "set_joint", "get_joint"); // bool
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							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "translation"), "set_translation", "get_translation"); // Vector3
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							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::QUAT, "rotation"), "set_rotation", "get_rotation"); // Quat
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							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3
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							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "children"), "set_children", "get_children"); // Vector<int>
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							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "light"), "set_light", "get_light"); // GLTFLightIndex
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							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | GLTFNodeIndex GLTFNode::get_parent() { | 
					
						
							|  |  |  | 	return parent; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void GLTFNode::set_parent(GLTFNodeIndex p_parent) { | 
					
						
							|  |  |  | 	parent = p_parent; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | int GLTFNode::get_height() { | 
					
						
							|  |  |  | 	return height; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void GLTFNode::set_height(int p_height) { | 
					
						
							|  |  |  | 	height = p_height; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | Transform3D GLTFNode::get_xform() { | 
					
						
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										 |  |  | 	return xform; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | void GLTFNode::set_xform(Transform3D p_xform) { | 
					
						
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										 |  |  | 	xform = p_xform; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | GLTFMeshIndex GLTFNode::get_mesh() { | 
					
						
							|  |  |  | 	return mesh; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void GLTFNode::set_mesh(GLTFMeshIndex p_mesh) { | 
					
						
							|  |  |  | 	mesh = p_mesh; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | GLTFCameraIndex GLTFNode::get_camera() { | 
					
						
							|  |  |  | 	return camera; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void GLTFNode::set_camera(GLTFCameraIndex p_camera) { | 
					
						
							|  |  |  | 	camera = p_camera; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | GLTFSkinIndex GLTFNode::get_skin() { | 
					
						
							|  |  |  | 	return skin; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void GLTFNode::set_skin(GLTFSkinIndex p_skin) { | 
					
						
							|  |  |  | 	skin = p_skin; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | GLTFSkeletonIndex GLTFNode::get_skeleton() { | 
					
						
							|  |  |  | 	return skeleton; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void GLTFNode::set_skeleton(GLTFSkeletonIndex p_skeleton) { | 
					
						
							|  |  |  | 	skeleton = p_skeleton; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | bool GLTFNode::get_joint() { | 
					
						
							|  |  |  | 	return joint; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void GLTFNode::set_joint(bool p_joint) { | 
					
						
							|  |  |  | 	joint = p_joint; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | Vector3 GLTFNode::get_translation() { | 
					
						
							|  |  |  | 	return translation; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void GLTFNode::set_translation(Vector3 p_translation) { | 
					
						
							|  |  |  | 	translation = p_translation; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | Quat GLTFNode::get_rotation() { | 
					
						
							|  |  |  | 	return rotation; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void GLTFNode::set_rotation(Quat p_rotation) { | 
					
						
							|  |  |  | 	rotation = p_rotation; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | Vector3 GLTFNode::get_scale() { | 
					
						
							|  |  |  | 	return scale; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void GLTFNode::set_scale(Vector3 p_scale) { | 
					
						
							|  |  |  | 	scale = p_scale; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | Vector<int> GLTFNode::get_children() { | 
					
						
							|  |  |  | 	return children; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void GLTFNode::set_children(Vector<int> p_children) { | 
					
						
							|  |  |  | 	children = p_children; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | GLTFLightIndex GLTFNode::get_light() { | 
					
						
							|  |  |  | 	return light; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void GLTFNode::set_light(GLTFLightIndex p_light) { | 
					
						
							|  |  |  | 	light = p_light; | 
					
						
							|  |  |  | } |