virtualx-engine/modules/gltf/structures/gltf_node.cpp
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

188 lines
7.5 KiB
C++

/**************************************************************************/
/* gltf_node.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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_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_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);
ClassDB::bind_method(D_METHOD("get_additional_data", "extension_name"), &GLTFNode::get_additional_data);
ClassDB::bind_method(D_METHOD("set_additional_data", "extension_name", "additional_data"), &GLTFNode::set_additional_data);
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::TRANSFORM, "xform"), "set_xform", "get_xform"); // Transform
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, "translation"), "set_translation", "get_translation"); // Vector3
ADD_PROPERTY(PropertyInfo(Variant::QUAT, "rotation"), "set_rotation", "get_rotation"); // Quat
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3
ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_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;
}
Transform GLTFNode::get_xform() {
return xform;
}
void GLTFNode::set_xform(Transform 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_translation() {
return translation;
}
void GLTFNode::set_translation(Vector3 p_translation) {
translation = p_translation;
}
Quat GLTFNode::get_rotation() {
return rotation;
}
void GLTFNode::set_rotation(Quat 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;
}
Variant GLTFNode::get_additional_data(const String &p_extension_name) {
return additional_data[p_extension_name];
}
void GLTFNode::set_additional_data(const String &p_extension_name, Variant p_additional_data) {
additional_data[p_extension_name] = p_additional_data;
}