godot/modules/gltf/structures/gltf_node.cpp

/**************************************************************************/
/*  gltf_node.cpp                                                         */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#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) {}