mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-22 11:56:49 +01:00
179 lines
7.0 KiB
C++
179 lines
7.0 KiB
C++
/*************************************************************************/
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/* gltf_node.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "gltf_node.h"
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void GLTFNode::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_parent"), &GLTFNode::get_parent);
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ClassDB::bind_method(D_METHOD("set_parent", "parent"), &GLTFNode::set_parent);
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ClassDB::bind_method(D_METHOD("get_height"), &GLTFNode::get_height);
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ClassDB::bind_method(D_METHOD("set_height", "height"), &GLTFNode::set_height);
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ClassDB::bind_method(D_METHOD("get_xform"), &GLTFNode::get_xform);
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ClassDB::bind_method(D_METHOD("set_xform", "xform"), &GLTFNode::set_xform);
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ClassDB::bind_method(D_METHOD("get_mesh"), &GLTFNode::get_mesh);
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ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &GLTFNode::set_mesh);
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ClassDB::bind_method(D_METHOD("get_camera"), &GLTFNode::get_camera);
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ClassDB::bind_method(D_METHOD("set_camera", "camera"), &GLTFNode::set_camera);
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ClassDB::bind_method(D_METHOD("get_skin"), &GLTFNode::get_skin);
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ClassDB::bind_method(D_METHOD("set_skin", "skin"), &GLTFNode::set_skin);
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ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFNode::get_skeleton);
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ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFNode::set_skeleton);
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ClassDB::bind_method(D_METHOD("get_joint"), &GLTFNode::get_joint);
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ClassDB::bind_method(D_METHOD("set_joint", "joint"), &GLTFNode::set_joint);
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ClassDB::bind_method(D_METHOD("get_translation"), &GLTFNode::get_translation);
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ClassDB::bind_method(D_METHOD("set_translation", "translation"), &GLTFNode::set_translation);
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ClassDB::bind_method(D_METHOD("get_rotation"), &GLTFNode::get_rotation);
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ClassDB::bind_method(D_METHOD("set_rotation", "rotation"), &GLTFNode::set_rotation);
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ClassDB::bind_method(D_METHOD("get_scale"), &GLTFNode::get_scale);
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ClassDB::bind_method(D_METHOD("set_scale", "scale"), &GLTFNode::set_scale);
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ClassDB::bind_method(D_METHOD("get_children"), &GLTFNode::get_children);
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ClassDB::bind_method(D_METHOD("set_children", "children"), &GLTFNode::set_children);
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ClassDB::bind_method(D_METHOD("get_light"), &GLTFNode::get_light);
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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"); // Transform
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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::QUATERNION, "rotation"), "set_rotation", "get_rotation"); // Quaternion
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3
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ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_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() {
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return parent;
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}
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void GLTFNode::set_parent(GLTFNodeIndex p_parent) {
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parent = p_parent;
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}
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int GLTFNode::get_height() {
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return height;
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}
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void GLTFNode::set_height(int p_height) {
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height = p_height;
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}
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Transform GLTFNode::get_xform() {
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return xform;
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}
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void GLTFNode::set_xform(Transform p_xform) {
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xform = p_xform;
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}
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GLTFMeshIndex GLTFNode::get_mesh() {
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return mesh;
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}
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void GLTFNode::set_mesh(GLTFMeshIndex p_mesh) {
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mesh = p_mesh;
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}
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GLTFCameraIndex GLTFNode::get_camera() {
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return camera;
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}
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void GLTFNode::set_camera(GLTFCameraIndex p_camera) {
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camera = p_camera;
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}
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GLTFSkinIndex GLTFNode::get_skin() {
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return skin;
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}
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void GLTFNode::set_skin(GLTFSkinIndex p_skin) {
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skin = p_skin;
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}
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GLTFSkeletonIndex GLTFNode::get_skeleton() {
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return skeleton;
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}
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void GLTFNode::set_skeleton(GLTFSkeletonIndex p_skeleton) {
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skeleton = p_skeleton;
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}
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bool GLTFNode::get_joint() {
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return joint;
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}
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void GLTFNode::set_joint(bool p_joint) {
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joint = p_joint;
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}
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Vector3 GLTFNode::get_translation() {
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return translation;
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}
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void GLTFNode::set_translation(Vector3 p_translation) {
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translation = p_translation;
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}
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Quaternion GLTFNode::get_rotation() {
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return rotation;
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}
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void GLTFNode::set_rotation(Quaternion p_rotation) {
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rotation = p_rotation;
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}
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Vector3 GLTFNode::get_scale() {
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return scale;
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}
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void GLTFNode::set_scale(Vector3 p_scale) {
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scale = p_scale;
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}
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Vector<int> GLTFNode::get_children() {
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return children;
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}
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void GLTFNode::set_children(Vector<int> p_children) {
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children = p_children;
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}
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GLTFLightIndex GLTFNode::get_light() {
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return light;
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}
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void GLTFNode::set_light(GLTFLightIndex p_light) {
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light = p_light;
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}
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