#include "gltf_node.h"
#include "../gltf_state.h"
void GLTFNode::_bind_methods() { … }
String GLTFNode::get_original_name() { … }
void GLTFNode::set_original_name(String p_name) { … }
GLTFNodeIndex GLTFNode::get_parent() { … }
void GLTFNode::set_parent(GLTFNodeIndex p_parent) { … }
int GLTFNode::get_height() { … }
void GLTFNode::set_height(int p_height) { … }
Transform3D GLTFNode::get_xform() { … }
void GLTFNode::set_xform(Transform3D p_xform) { … }
GLTFMeshIndex GLTFNode::get_mesh() { … }
void GLTFNode::set_mesh(GLTFMeshIndex p_mesh) { … }
GLTFCameraIndex GLTFNode::get_camera() { … }
void GLTFNode::set_camera(GLTFCameraIndex p_camera) { … }
GLTFSkinIndex GLTFNode::get_skin() { … }
void GLTFNode::set_skin(GLTFSkinIndex p_skin) { … }
GLTFSkeletonIndex GLTFNode::get_skeleton() { … }
void GLTFNode::set_skeleton(GLTFSkeletonIndex p_skeleton) { … }
Vector3 GLTFNode::get_position() { … }
void GLTFNode::set_position(Vector3 p_position) { … }
Quaternion GLTFNode::get_rotation() { … }
void GLTFNode::set_rotation(Quaternion p_rotation) { … }
Vector3 GLTFNode::get_scale() { … }
void GLTFNode::set_scale(Vector3 p_scale) { … }
Vector<int> GLTFNode::get_children() { … }
void GLTFNode::set_children(Vector<int> p_children) { … }
void GLTFNode::append_child_index(int p_child_index) { … }
GLTFLightIndex GLTFNode::get_light() { … }
void GLTFNode::set_light(GLTFLightIndex p_light) { … }
Variant GLTFNode::get_additional_data(const StringName &p_extension_name) { … }
bool GLTFNode::has_additional_data(const StringName &p_extension_name) { … }
void GLTFNode::set_additional_data(const StringName &p_extension_name, Variant p_additional_data) { … }
NodePath GLTFNode::get_scene_node_path(Ref<GLTFState> p_state, bool p_handle_skeletons) { … }