/**************************************************************************/ /* gltf_node.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "gltf_node.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) { … } void GLTFNode::set_additional_data(const StringName &p_extension_name, Variant p_additional_data) { … }