/*************************************************************************/ /* gltf_texture.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_texture.h" void GLTFTexture::_bind_methods() { ClassDB::bind_method(D_METHOD("get_src_image"), &GLTFTexture::get_src_image); ClassDB::bind_method(D_METHOD("set_src_image", "src_image"), &GLTFTexture::set_src_image); ClassDB::bind_method(D_METHOD("get_sampler"), &GLTFTexture::get_sampler); ClassDB::bind_method(D_METHOD("set_sampler", "sampler"), &GLTFTexture::set_sampler); ADD_PROPERTY(PropertyInfo(Variant::INT, "src_image"), "set_src_image", "get_src_image"); // int ADD_PROPERTY(PropertyInfo(Variant::INT, "sampler"), "set_sampler", "get_sampler"); // int } GLTFImageIndex GLTFTexture::get_src_image() const { return src_image; } void GLTFTexture::set_src_image(GLTFImageIndex val) { src_image = val; } GLTFTextureSamplerIndex GLTFTexture::get_sampler() const { return sampler; } void GLTFTexture::set_sampler(GLTFTextureSamplerIndex val) { sampler = val; }