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- /**************************************************************************/
- /* gltf_node.h */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #ifndef GLTF_NODE_H
- #define GLTF_NODE_H
- #include "../gltf_defines.h"
- #include "core/io/resource.h"
- class GLTFNode : public Resource {
- GDCLASS(GLTFNode, Resource);
- friend class GLTFDocument;
- friend class SkinTool;
- friend class FBXDocument;
- private:
- String original_name;
- GLTFNodeIndex parent = -1;
- int height = -1;
- Transform3D transform;
- GLTFMeshIndex mesh = -1;
- GLTFCameraIndex camera = -1;
- GLTFSkinIndex skin = -1;
- GLTFSkeletonIndex skeleton = -1;
- bool joint = false;
- Vector<int> children;
- GLTFLightIndex light = -1;
- Dictionary additional_data;
- protected:
- static void _bind_methods();
- public:
- String get_original_name();
- void set_original_name(String p_name);
- GLTFNodeIndex get_parent();
- void set_parent(GLTFNodeIndex p_parent);
- int get_height();
- void set_height(int p_height);
- Transform3D get_xform();
- void set_xform(Transform3D p_xform);
- Transform3D get_rest_xform();
- void set_rest_xform(Transform3D p_rest_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);
- Vector3 get_position();
- void set_position(Vector3 p_position);
- Quaternion get_rotation();
- void set_rotation(Quaternion p_rotation);
- Vector3 get_scale();
- void set_scale(Vector3 p_scale);
- Vector<int> get_children();
- void set_children(Vector<int> p_children);
- void append_child_index(int p_child_index);
- GLTFLightIndex get_light();
- void set_light(GLTFLightIndex p_light);
- Variant get_additional_data(const StringName &p_extension_name);
- bool has_additional_data(const StringName &p_extension_name);
- void set_additional_data(const StringName &p_extension_name, Variant p_additional_data);
- NodePath get_scene_node_path(Ref<GLTFState> p_state, bool p_handle_skeletons = true);
- };
- #endif // GLTF_NODE_H
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