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cd367b3da3
Add get_scene_node_path and has_additional_data to GLTFNode, remove center of mass ignore warning in physics (it's supported now), rename `d` to `mesh_dict` in mesh import code.
113 lines
4.1 KiB
C++
113 lines
4.1 KiB
C++
/**************************************************************************/
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/* gltf_node.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GLTF_NODE_H
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#define GLTF_NODE_H
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#include "../gltf_defines.h"
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#include "core/io/resource.h"
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class GLTFNode : public Resource {
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GDCLASS(GLTFNode, Resource);
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friend class GLTFDocument;
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friend class SkinTool;
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friend class FBXDocument;
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private:
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String original_name;
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GLTFNodeIndex parent = -1;
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int height = -1;
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Transform3D transform;
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GLTFMeshIndex mesh = -1;
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GLTFCameraIndex camera = -1;
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GLTFSkinIndex skin = -1;
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GLTFSkeletonIndex skeleton = -1;
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bool joint = false;
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Vector<int> children;
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GLTFLightIndex light = -1;
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Dictionary additional_data;
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protected:
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static void _bind_methods();
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public:
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String get_original_name();
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void set_original_name(String p_name);
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GLTFNodeIndex get_parent();
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void set_parent(GLTFNodeIndex p_parent);
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int get_height();
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void set_height(int p_height);
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Transform3D get_xform();
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void set_xform(Transform3D p_xform);
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Transform3D get_rest_xform();
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void set_rest_xform(Transform3D p_rest_xform);
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GLTFMeshIndex get_mesh();
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void set_mesh(GLTFMeshIndex p_mesh);
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GLTFCameraIndex get_camera();
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void set_camera(GLTFCameraIndex p_camera);
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GLTFSkinIndex get_skin();
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void set_skin(GLTFSkinIndex p_skin);
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GLTFSkeletonIndex get_skeleton();
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void set_skeleton(GLTFSkeletonIndex p_skeleton);
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Vector3 get_position();
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void set_position(Vector3 p_position);
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Quaternion get_rotation();
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void set_rotation(Quaternion p_rotation);
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Vector3 get_scale();
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void set_scale(Vector3 p_scale);
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Vector<int> get_children();
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void set_children(Vector<int> p_children);
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void append_child_index(int p_child_index);
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GLTFLightIndex get_light();
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void set_light(GLTFLightIndex p_light);
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Variant get_additional_data(const StringName &p_extension_name);
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bool has_additional_data(const StringName &p_extension_name);
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void set_additional_data(const StringName &p_extension_name, Variant p_additional_data);
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NodePath get_scene_node_path(Ref<GLTFState> p_state, bool p_handle_skeletons = true);
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};
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#endif // GLTF_NODE_H
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