godot/editor/import/scene_importer_mesh_node_3d.cpp
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00

84 lines
4.3 KiB
C++

/*************************************************************************/
/* scene_importer_mesh_node_3d.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "scene_importer_mesh_node_3d.h"
void EditorSceneImporterMeshNode3D::set_mesh(const Ref<EditorSceneImporterMesh> &p_mesh) {
mesh = p_mesh;
}
Ref<EditorSceneImporterMesh> EditorSceneImporterMeshNode3D::get_mesh() const {
return mesh;
}
void EditorSceneImporterMeshNode3D::set_skin(const Ref<Skin> &p_skin) {
skin = p_skin;
}
Ref<Skin> EditorSceneImporterMeshNode3D::get_skin() const {
return skin;
}
void EditorSceneImporterMeshNode3D::set_surface_material(int p_idx, const Ref<Material> &p_material) {
ERR_FAIL_COND(p_idx < 0);
if (p_idx >= surface_materials.size()) {
surface_materials.resize(p_idx + 1);
}
surface_materials.write[p_idx] = p_material;
}
Ref<Material> EditorSceneImporterMeshNode3D::get_surface_material(int p_idx) const {
ERR_FAIL_COND_V(p_idx < 0, Ref<Material>());
if (p_idx >= surface_materials.size()) {
return Ref<Material>();
}
return surface_materials[p_idx];
}
void EditorSceneImporterMeshNode3D::set_skeleton_path(const NodePath &p_path) {
skeleton_path = p_path;
}
NodePath EditorSceneImporterMeshNode3D::get_skeleton_path() const {
return skeleton_path;
}
void EditorSceneImporterMeshNode3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &EditorSceneImporterMeshNode3D::set_mesh);
ClassDB::bind_method(D_METHOD("get_mesh"), &EditorSceneImporterMeshNode3D::get_mesh);
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &EditorSceneImporterMeshNode3D::set_skin);
ClassDB::bind_method(D_METHOD("get_skin"), &EditorSceneImporterMeshNode3D::get_skin);
ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &EditorSceneImporterMeshNode3D::set_skeleton_path);
ClassDB::bind_method(D_METHOD("get_skeleton_path"), &EditorSceneImporterMeshNode3D::get_skeleton_path);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "EditorSceneImporterMesh"), "set_mesh", "get_mesh");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
}