/*************************************************************************/ /* gltf_node.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "core/io/resource.h" #include "gltf_document.h" class GLTFNode : public Resource { GDCLASS(GLTFNode, Resource); friend class GLTFDocument; private: // matrices need to be transformed to this GLTFNodeIndex parent = -1; int height = -1; Transform3D xform; GLTFMeshIndex mesh = -1; GLTFCameraIndex camera = -1; GLTFSkinIndex skin = -1; GLTFSkeletonIndex skeleton = -1; bool joint = false; Vector3 position; Quaternion rotation; Vector3 scale = Vector3(1, 1, 1); Vector children; GLTFLightIndex light = -1; protected: static void _bind_methods(); public: 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); 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); bool get_joint(); void set_joint(bool p_joint); 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 get_children(); void set_children(Vector p_children); GLTFLightIndex get_light(); void set_light(GLTFLightIndex p_light); }; #endif // GLTF_NODE_H