virtualx-engine/modules/gltf/gltf_node.h
Lyuma d699600ec7 gltf: Fix mesh nodes which are also bones.
Fix issue when two skeletons end up directly parented.
Prevent animating TRS for skinned Mesh node.
Fix animating weights on meshes with targets but no weights.
2021-05-31 13:18:10 -07:00

101 lines
3.7 KiB
C++

/*************************************************************************/
/* gltf_node.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 */
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#ifndef GLTF_NODE_H
#define GLTF_NODE_H
#include "core/resource.h"
#include "gltf_document.h"
class GLTFNode : public Resource {
GDCLASS(GLTFNode, Resource);
friend class GLTFDocument;
friend class PackedSceneGLTF;
private:
// matrices need to be transformed to this
GLTFNodeIndex parent = -1;
int height = -1;
Transform xform;
GLTFMeshIndex mesh = -1;
GLTFCameraIndex camera = -1;
GLTFSkinIndex skin = -1;
GLTFSkeletonIndex skeleton = -1;
bool joint = false;
Vector3 translation;
Quat rotation;
Vector3 scale = Vector3(1, 1, 1);
Vector<int> children;
GLTFLightIndex light = -1;
protected:
static void _bind_methods();
public:
GLTFNodeIndex get_parent();
void set_parent(GLTFNodeIndex p_parent);
int get_height();
void set_height(int p_height);
Transform get_xform();
void set_xform(Transform p_xform);
GLTFMeshIndex get_mesh();
void set_mesh(GLTFMeshIndex p_mesh);
GLTFCameraIndex get_camera();
void set_camera(GLTFCameraIndex p_camera);
GLTFSkinIndex get_skin();
void set_skin(GLTFSkinIndex p_skin);
GLTFSkeletonIndex get_skeleton();
void set_skeleton(GLTFSkeletonIndex p_skeleton);
bool get_joint();
void set_joint(bool p_joint);
Vector3 get_translation();
void set_translation(Vector3 p_translation);
Quat get_rotation();
void set_rotation(Quat p_rotation);
Vector3 get_scale();
void set_scale(Vector3 p_scale);
Vector<int> get_children();
void set_children(Vector<int> p_children);
GLTFLightIndex get_light();
void set_light(GLTFLightIndex p_light);
};
#endif // GLTF_NODE_H