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
31#include "gltf_node.h"
32
33void GLTFNode::_bind_methods() {
34 ClassDB::bind_method(D_METHOD("get_parent"), &GLTFNode::get_parent);
35 ClassDB::bind_method(D_METHOD("set_parent", "parent"), &GLTFNode::set_parent);
36 ClassDB::bind_method(D_METHOD("get_height"), &GLTFNode::get_height);
37 ClassDB::bind_method(D_METHOD("set_height", "height"), &GLTFNode::set_height);
38 ClassDB::bind_method(D_METHOD("get_xform"), &GLTFNode::get_xform);
39 ClassDB::bind_method(D_METHOD("set_xform", "xform"), &GLTFNode::set_xform);
40 ClassDB::bind_method(D_METHOD("get_mesh"), &GLTFNode::get_mesh);
41 ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &GLTFNode::set_mesh);
42 ClassDB::bind_method(D_METHOD("get_camera"), &GLTFNode::get_camera);
43 ClassDB::bind_method(D_METHOD("set_camera", "camera"), &GLTFNode::set_camera);
44 ClassDB::bind_method(D_METHOD("get_skin"), &GLTFNode::get_skin);
45 ClassDB::bind_method(D_METHOD("set_skin", "skin"), &GLTFNode::set_skin);
46 ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFNode::get_skeleton);
47 ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFNode::set_skeleton);
48 ClassDB::bind_method(D_METHOD("get_position"), &GLTFNode::get_position);
49 ClassDB::bind_method(D_METHOD("set_position", "position"), &GLTFNode::set_position);
50 ClassDB::bind_method(D_METHOD("get_rotation"), &GLTFNode::get_rotation);
51 ClassDB::bind_method(D_METHOD("set_rotation", "rotation"), &GLTFNode::set_rotation);
52 ClassDB::bind_method(D_METHOD("get_scale"), &GLTFNode::get_scale);
53 ClassDB::bind_method(D_METHOD("set_scale", "scale"), &GLTFNode::set_scale);
54 ClassDB::bind_method(D_METHOD("get_children"), &GLTFNode::get_children);
55 ClassDB::bind_method(D_METHOD("set_children", "children"), &GLTFNode::set_children);
56 ClassDB::bind_method(D_METHOD("get_light"), &GLTFNode::get_light);
57 ClassDB::bind_method(D_METHOD("set_light", "light"), &GLTFNode::set_light);
58 ClassDB::bind_method(D_METHOD("get_additional_data", "extension_name"), &GLTFNode::get_additional_data);
59 ClassDB::bind_method(D_METHOD("set_additional_data", "extension_name", "additional_data"), &GLTFNode::set_additional_data);
60
61 ADD_PROPERTY(PropertyInfo(Variant::INT, "parent"), "set_parent", "get_parent"); // GLTFNodeIndex
62 ADD_PROPERTY(PropertyInfo(Variant::INT, "height"), "set_height", "get_height"); // int
63 ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "xform"), "set_xform", "get_xform"); // Transform3D
64 ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh"), "set_mesh", "get_mesh"); // GLTFMeshIndex
65 ADD_PROPERTY(PropertyInfo(Variant::INT, "camera"), "set_camera", "get_camera"); // GLTFCameraIndex
66 ADD_PROPERTY(PropertyInfo(Variant::INT, "skin"), "set_skin", "get_skin"); // GLTFSkinIndex
67 ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // GLTFSkeletonIndex
68 ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "set_position", "get_position"); // Vector3
69 ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "rotation"), "set_rotation", "get_rotation"); // Quaternion
70 ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3
71 ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "children"), "set_children", "get_children"); // Vector<int>
72 ADD_PROPERTY(PropertyInfo(Variant::INT, "light"), "set_light", "get_light"); // GLTFLightIndex
73}
74
75GLTFNodeIndex GLTFNode::get_parent() {
76 return parent;
77}
78
79void GLTFNode::set_parent(GLTFNodeIndex p_parent) {
80 parent = p_parent;
81}
82
83int GLTFNode::get_height() {
84 return height;
85}
86
87void GLTFNode::set_height(int p_height) {
88 height = p_height;
89}
90
91Transform3D GLTFNode::get_xform() {
92 return xform;
93}
94
95void GLTFNode::set_xform(Transform3D p_xform) {
96 xform = p_xform;
97}
98
99GLTFMeshIndex GLTFNode::get_mesh() {
100 return mesh;
101}
102
103void GLTFNode::set_mesh(GLTFMeshIndex p_mesh) {
104 mesh = p_mesh;
105}
106
107GLTFCameraIndex GLTFNode::get_camera() {
108 return camera;
109}
110
111void GLTFNode::set_camera(GLTFCameraIndex p_camera) {
112 camera = p_camera;
113}
114
115GLTFSkinIndex GLTFNode::get_skin() {
116 return skin;
117}
118
119void GLTFNode::set_skin(GLTFSkinIndex p_skin) {
120 skin = p_skin;
121}
122
123GLTFSkeletonIndex GLTFNode::get_skeleton() {
124 return skeleton;
125}
126
127void GLTFNode::set_skeleton(GLTFSkeletonIndex p_skeleton) {
128 skeleton = p_skeleton;
129}
130
131Vector3 GLTFNode::get_position() {
132 return position;
133}
134
135void GLTFNode::set_position(Vector3 p_position) {
136 position = p_position;
137}
138
139Quaternion GLTFNode::get_rotation() {
140 return rotation;
141}
142
143void GLTFNode::set_rotation(Quaternion p_rotation) {
144 rotation = p_rotation;
145}
146
147Vector3 GLTFNode::get_scale() {
148 return scale;
149}
150
151void GLTFNode::set_scale(Vector3 p_scale) {
152 scale = p_scale;
153}
154
155Vector<int> GLTFNode::get_children() {
156 return children;
157}
158
159void GLTFNode::set_children(Vector<int> p_children) {
160 children = p_children;
161}
162
163GLTFLightIndex GLTFNode::get_light() {
164 return light;
165}
166
167void GLTFNode::set_light(GLTFLightIndex p_light) {
168 light = p_light;
169}
170
171Variant GLTFNode::get_additional_data(const StringName &p_extension_name) {
172 return additional_data[p_extension_name];
173}
174
175void GLTFNode::set_additional_data(const StringName &p_extension_name, Variant p_additional_data) {
176 additional_data[p_extension_name] = p_additional_data;
177}
178