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gltf_node.h
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/*************************************************************************/
/* gltf_node.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 */
/* 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. */
/*************************************************************************/
#ifndef GLTF_NODE_H
#define GLTF_NODE_H
#include "core/io/resource.h"
#include "gltf_document.h"
class GLTFNode : public Resource {
GDCLASS(GLTFNode, Resource);
protected:
static void _bind_methods();
public:
// 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;
GLTFNodeIndex fake_joint_parent = -1;
GLTFLightIndex light = -1;
GLTFNodeIndex get_parent() {
return this->parent;
}
void set_parent(GLTFNodeIndex p_parent) {
this->parent = p_parent;
}
int get_height() {
return this->height;
}
void set_height(int p_height) {
this->height = p_height;
}
Transform get_xform() {
return this->xform;
}
void set_xform(Transform p_xform) {
this->xform = p_xform;
}
GLTFMeshIndex get_mesh() {
return this->mesh;
}
void set_mesh(GLTFMeshIndex p_mesh) {
this->mesh = p_mesh;
}
GLTFCameraIndex get_camera() {
return this->camera;
}
void set_camera(GLTFCameraIndex p_camera) {
this->camera = p_camera;
}
GLTFSkinIndex get_skin() {
return this->skin;
}
void set_skin(GLTFSkinIndex p_skin) {
this->skin = p_skin;
}
GLTFSkeletonIndex get_skeleton() {
return this->skeleton;
}
void set_skeleton(GLTFSkeletonIndex p_skeleton) {
this->skeleton = p_skeleton;
}
bool get_joint() {
return this->joint;
}
void set_joint(bool p_joint) {
this->joint = p_joint;
}
Vector3 get_translation() {
return this->translation;
}
void set_translation(Vector3 p_translation) {
this->translation = p_translation;
}
Quat get_rotation() {
return this->rotation;
}
void set_rotation(Quat p_rotation) {
this->rotation = p_rotation;
}
Vector3 get_scale() {
return this->scale;
}
void set_scale(Vector3 p_scale) {
this->scale = p_scale;
}
Vector<int> get_children() {
return this->children;
}
void set_children(Vector<int> p_children) {
this->children = p_children;
}
GLTFNodeIndex get_fake_joint_parent() {
return this->fake_joint_parent;
}
void set_fake_joint_parent(GLTFNodeIndex p_fake_joint_parent) {
this->fake_joint_parent = p_fake_joint_parent;
}
GLTFLightIndex get_light() {
return this->light;
}
void set_light(GLTFLightIndex p_light) {
this->light = p_light;
}
GLTFNode() {}
};
#endif