gltf_node.h 4.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113
  1. /**************************************************************************/
  2. /* gltf_node.h */
  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. #ifndef GLTF_NODE_H
  31. #define GLTF_NODE_H
  32. #include "../gltf_defines.h"
  33. #include "core/io/resource.h"
  34. class GLTFNode : public Resource {
  35. GDCLASS(GLTFNode, Resource);
  36. friend class GLTFDocument;
  37. friend class SkinTool;
  38. friend class FBXDocument;
  39. private:
  40. String original_name;
  41. GLTFNodeIndex parent = -1;
  42. int height = -1;
  43. Transform3D transform;
  44. GLTFMeshIndex mesh = -1;
  45. GLTFCameraIndex camera = -1;
  46. GLTFSkinIndex skin = -1;
  47. GLTFSkeletonIndex skeleton = -1;
  48. bool joint = false;
  49. Vector<int> children;
  50. GLTFLightIndex light = -1;
  51. Dictionary additional_data;
  52. protected:
  53. static void _bind_methods();
  54. public:
  55. String get_original_name();
  56. void set_original_name(String p_name);
  57. GLTFNodeIndex get_parent();
  58. void set_parent(GLTFNodeIndex p_parent);
  59. int get_height();
  60. void set_height(int p_height);
  61. Transform3D get_xform();
  62. void set_xform(Transform3D p_xform);
  63. Transform3D get_rest_xform();
  64. void set_rest_xform(Transform3D p_rest_xform);
  65. GLTFMeshIndex get_mesh();
  66. void set_mesh(GLTFMeshIndex p_mesh);
  67. GLTFCameraIndex get_camera();
  68. void set_camera(GLTFCameraIndex p_camera);
  69. GLTFSkinIndex get_skin();
  70. void set_skin(GLTFSkinIndex p_skin);
  71. GLTFSkeletonIndex get_skeleton();
  72. void set_skeleton(GLTFSkeletonIndex p_skeleton);
  73. Vector3 get_position();
  74. void set_position(Vector3 p_position);
  75. Quaternion get_rotation();
  76. void set_rotation(Quaternion p_rotation);
  77. Vector3 get_scale();
  78. void set_scale(Vector3 p_scale);
  79. Vector<int> get_children();
  80. void set_children(Vector<int> p_children);
  81. void append_child_index(int p_child_index);
  82. GLTFLightIndex get_light();
  83. void set_light(GLTFLightIndex p_light);
  84. Variant get_additional_data(const StringName &p_extension_name);
  85. bool has_additional_data(const StringName &p_extension_name);
  86. void set_additional_data(const StringName &p_extension_name, Variant p_additional_data);
  87. NodePath get_scene_node_path(Ref<GLTFState> p_state, bool p_handle_skeletons = true);
  88. };
  89. #endif // GLTF_NODE_H