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-rw-r--r--modules/gltf/gltf_node.cpp178
1 files changed, 0 insertions, 178 deletions
diff --git a/modules/gltf/gltf_node.cpp b/modules/gltf/gltf_node.cpp
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--- a/modules/gltf/gltf_node.cpp
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-/*************************************************************************/
-/* gltf_node.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 "gltf_node.h"
-
-void GLTFNode::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_parent"), &GLTFNode::get_parent);
- ClassDB::bind_method(D_METHOD("set_parent", "parent"), &GLTFNode::set_parent);
- ClassDB::bind_method(D_METHOD("get_height"), &GLTFNode::get_height);
- ClassDB::bind_method(D_METHOD("set_height", "height"), &GLTFNode::set_height);
- ClassDB::bind_method(D_METHOD("get_xform"), &GLTFNode::get_xform);
- ClassDB::bind_method(D_METHOD("set_xform", "xform"), &GLTFNode::set_xform);
- ClassDB::bind_method(D_METHOD("get_mesh"), &GLTFNode::get_mesh);
- ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &GLTFNode::set_mesh);
- ClassDB::bind_method(D_METHOD("get_camera"), &GLTFNode::get_camera);
- ClassDB::bind_method(D_METHOD("set_camera", "camera"), &GLTFNode::set_camera);
- ClassDB::bind_method(D_METHOD("get_skin"), &GLTFNode::get_skin);
- ClassDB::bind_method(D_METHOD("set_skin", "skin"), &GLTFNode::set_skin);
- ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFNode::get_skeleton);
- ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFNode::set_skeleton);
- ClassDB::bind_method(D_METHOD("get_joint"), &GLTFNode::get_joint);
- ClassDB::bind_method(D_METHOD("set_joint", "joint"), &GLTFNode::set_joint);
- ClassDB::bind_method(D_METHOD("get_translation"), &GLTFNode::get_translation);
- ClassDB::bind_method(D_METHOD("set_translation", "translation"), &GLTFNode::set_translation);
- ClassDB::bind_method(D_METHOD("get_rotation"), &GLTFNode::get_rotation);
- ClassDB::bind_method(D_METHOD("set_rotation", "rotation"), &GLTFNode::set_rotation);
- ClassDB::bind_method(D_METHOD("get_scale"), &GLTFNode::get_scale);
- ClassDB::bind_method(D_METHOD("set_scale", "scale"), &GLTFNode::set_scale);
- ClassDB::bind_method(D_METHOD("get_children"), &GLTFNode::get_children);
- ClassDB::bind_method(D_METHOD("set_children", "children"), &GLTFNode::set_children);
- ClassDB::bind_method(D_METHOD("get_light"), &GLTFNode::get_light);
- ClassDB::bind_method(D_METHOD("set_light", "light"), &GLTFNode::set_light);
-
- ADD_PROPERTY(PropertyInfo(Variant::INT, "parent"), "set_parent", "get_parent"); // GLTFNodeIndex
- ADD_PROPERTY(PropertyInfo(Variant::INT, "height"), "set_height", "get_height"); // int
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "xform"), "set_xform", "get_xform"); // Transform3D
- ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh"), "set_mesh", "get_mesh"); // GLTFMeshIndex
- ADD_PROPERTY(PropertyInfo(Variant::INT, "camera"), "set_camera", "get_camera"); // GLTFCameraIndex
- ADD_PROPERTY(PropertyInfo(Variant::INT, "skin"), "set_skin", "get_skin"); // GLTFSkinIndex
- ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // GLTFSkeletonIndex
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "joint"), "set_joint", "get_joint"); // bool
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "translation"), "set_translation", "get_translation"); // Vector3
- ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "rotation"), "set_rotation", "get_rotation"); // Quaternion
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3
- ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "children"), "set_children", "get_children"); // Vector<int>
- ADD_PROPERTY(PropertyInfo(Variant::INT, "light"), "set_light", "get_light"); // GLTFLightIndex
-}
-
-GLTFNodeIndex GLTFNode::get_parent() {
- return parent;
-}
-
-void GLTFNode::set_parent(GLTFNodeIndex p_parent) {
- parent = p_parent;
-}
-
-int GLTFNode::get_height() {
- return height;
-}
-
-void GLTFNode::set_height(int p_height) {
- height = p_height;
-}
-
-Transform3D GLTFNode::get_xform() {
- return xform;
-}
-
-void GLTFNode::set_xform(Transform3D p_xform) {
- xform = p_xform;
-}
-
-GLTFMeshIndex GLTFNode::get_mesh() {
- return mesh;
-}
-
-void GLTFNode::set_mesh(GLTFMeshIndex p_mesh) {
- mesh = p_mesh;
-}
-
-GLTFCameraIndex GLTFNode::get_camera() {
- return camera;
-}
-
-void GLTFNode::set_camera(GLTFCameraIndex p_camera) {
- camera = p_camera;
-}
-
-GLTFSkinIndex GLTFNode::get_skin() {
- return skin;
-}
-
-void GLTFNode::set_skin(GLTFSkinIndex p_skin) {
- skin = p_skin;
-}
-
-GLTFSkeletonIndex GLTFNode::get_skeleton() {
- return skeleton;
-}
-
-void GLTFNode::set_skeleton(GLTFSkeletonIndex p_skeleton) {
- skeleton = p_skeleton;
-}
-
-bool GLTFNode::get_joint() {
- return joint;
-}
-
-void GLTFNode::set_joint(bool p_joint) {
- joint = p_joint;
-}
-
-Vector3 GLTFNode::get_translation() {
- return translation;
-}
-
-void GLTFNode::set_translation(Vector3 p_translation) {
- translation = p_translation;
-}
-
-Quaternion GLTFNode::get_rotation() {
- return rotation;
-}
-
-void GLTFNode::set_rotation(Quaternion p_rotation) {
- rotation = p_rotation;
-}
-
-Vector3 GLTFNode::get_scale() {
- return scale;
-}
-
-void GLTFNode::set_scale(Vector3 p_scale) {
- scale = p_scale;
-}
-
-Vector<int> GLTFNode::get_children() {
- return children;
-}
-
-void GLTFNode::set_children(Vector<int> p_children) {
- children = p_children;
-}
-
-GLTFLightIndex GLTFNode::get_light() {
- return light;
-}
-
-void GLTFNode::set_light(GLTFLightIndex p_light) {
- light = p_light;
-}