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/*************************************************************************/
/* gltf_node.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 "../gltf_defines.h"
#include "core/io/resource.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<int> 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<int> get_children();
void set_children(Vector<int> p_children);
GLTFLightIndex get_light();
void set_light(GLTFLightIndex p_light);
};
#endif // GLTF_NODE_H
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