code: /*************************************************************************/
  /*  gltf_accessor.cpp                                                    */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2020 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:                                             */
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  /* The above copyright notice and this permission notice shall be        */
  /* included in all copies or substantial portions of the Software.       */
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  /* 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,  */
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  /*************************************************************************/
  
  #include "gltf_accessor.h"
  
  void GLTFAccessor::_bind_methods() {
  	ClassDB::bind_method(D_METHOD("get_buffer_view"), &GLTFAccessor::get_buffer_view);
  	ClassDB::bind_method(D_METHOD("set_buffer_view", "buffer_view"), &GLTFAccessor::set_buffer_view);
  	ClassDB::bind_method(D_METHOD("get_byte_offset"), &GLTFAccessor::get_byte_offset);
  	ClassDB::bind_method(D_METHOD("set_byte_offset", "byte_offset"), &GLTFAccessor::set_byte_offset);
  	ClassDB::bind_method(D_METHOD("get_component_type"), &GLTFAccessor::get_component_type);
  	ClassDB::bind_method(D_METHOD("set_component_type", "component_type"), &GLTFAccessor::set_component_type);
  	ClassDB::bind_method(D_METHOD("get_normalized"), &GLTFAccessor::get_normalized);
  	ClassDB::bind_method(D_METHOD("set_normalized", "normalized"), &GLTFAccessor::set_normalized);
  	ClassDB::bind_method(D_METHOD("get_count"), &GLTFAccessor::get_count);
  	ClassDB::bind_method(D_METHOD("set_count", "count"), &GLTFAccessor::set_count);
  	ClassDB::bind_method(D_METHOD("get_type"), &GLTFAccessor::get_type);
  	ClassDB::bind_method(D_METHOD("set_type", "type"), &GLTFAccessor::set_type);
  	ClassDB::bind_method(D_METHOD("get_min"), &GLTFAccessor::get_min);
  	ClassDB::bind_method(D_METHOD("set_min", "min"), &GLTFAccessor::set_min);
  	ClassDB::bind_method(D_METHOD("get_max"), &GLTFAccessor::get_max);
  	ClassDB::bind_method(D_METHOD("set_max", "max"), &GLTFAccessor::set_max);
  	ClassDB::bind_method(D_METHOD("get_sparse_count"), &GLTFAccessor::get_sparse_count);
  	ClassDB::bind_method(D_METHOD("set_sparse_count", "sparse_count"), &GLTFAccessor::set_sparse_count);
  	ClassDB::bind_method(D_METHOD("get_sparse_indices_buffer_view"), &GLTFAccessor::get_sparse_indices_buffer_view);
  	ClassDB::bind_method(D_METHOD("set_sparse_indices_buffer_view", "sparse_indices_buffer_view"), &GLTFAccessor::set_sparse_indices_buffer_view);
  	ClassDB::bind_method(D_METHOD("get_sparse_indices_byte_offset"), &GLTFAccessor::get_sparse_indices_byte_offset);
  	ClassDB::bind_method(D_METHOD("set_sparse_indices_byte_offset", "sparse_indices_byte_offset"), &GLTFAccessor::set_sparse_indices_byte_offset);
  	ClassDB::bind_method(D_METHOD("get_sparse_indices_component_type"), &GLTFAccessor::get_sparse_indices_component_type);
  	ClassDB::bind_method(D_METHOD("set_sparse_indices_component_type", "sparse_indices_component_type"), &GLTFAccessor::set_sparse_indices_component_type);
  	ClassDB::bind_method(D_METHOD("get_sparse_values_buffer_view"), &GLTFAccessor::get_sparse_values_buffer_view);
  	ClassDB::bind_method(D_METHOD("set_sparse_values_buffer_view", "sparse_values_buffer_view"), &GLTFAccessor::set_sparse_values_buffer_view);
  	ClassDB::bind_method(D_METHOD("get_sparse_values_byte_offset"), &GLTFAccessor::get_sparse_values_byte_offset);
  	ClassDB::bind_method(D_METHOD("set_sparse_values_byte_offset", "sparse_values_byte_offset"), &GLTFAccessor::set_sparse_values_byte_offset);
  
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "buffer_view"), "set_buffer_view", "get_buffer_view"); // GLTFBufferViewIndex
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "byte_offset"), "set_byte_offset", "get_byte_offset"); // int
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "component_type"), "set_component_type", "get_component_type"); // int
  	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalized"), "set_normalized", "get_normalized"); // bool
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "count"), "set_count", "get_count"); // int
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type"); // GLTFDocument::GLTFType
  	ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "min"), "set_min", "get_min"); // Vector<real_t>
  	ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "max"), "set_max", "get_max"); // Vector<real_t>
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_count"), "set_sparse_count", "get_sparse_count"); // int
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_buffer_view"), "set_sparse_indices_buffer_view", "get_sparse_indices_buffer_view"); // int
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_byte_offset"), "set_sparse_indices_byte_offset", "get_sparse_indices_byte_offset"); // int
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_component_type"), "set_sparse_indices_component_type", "get_sparse_indices_component_type"); // int
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_values_buffer_view"), "set_sparse_values_buffer_view", "get_sparse_values_buffer_view"); // int
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_values_byte_offset"), "set_sparse_values_byte_offset", "get_sparse_values_byte_offset"); // int
  }
  
  GLTFBufferViewIndex GLTFAccessor::get_buffer_view() {
  	return buffer_view;
  }
  
  void GLTFAccessor::set_buffer_view(GLTFBufferViewIndex p_buffer_view) {
  	buffer_view = p_buffer_view;
  }
  
  int GLTFAccessor::get_byte_offset() {
  	return byte_offset;
  }
  
  void GLTFAccessor::set_byte_offset(int p_byte_offset) {
  	byte_offset = p_byte_offset;
  }
  
  int GLTFAccessor::get_component_type() {
  	return component_type;
  }
  
  void GLTFAccessor::set_component_type(int p_component_type) {
  	component_type = p_component_type;
  }
  
  bool GLTFAccessor::get_normalized() {
  	return normalized;
  }
  
  void GLTFAccessor::set_normalized(bool p_normalized) {
  	normalized = p_normalized;
  }
  
  int GLTFAccessor::get_count() {
  	return count;
  }
  
  void GLTFAccessor::set_count(int p_count) {
  	count = p_count;
  }
  
  int GLTFAccessor::get_type() {
  	return (int)type;
  }
  
  void GLTFAccessor::set_type(int p_type) {
  	type = (GLTFDocument::GLTFType)p_type; // TODO: Register enum
  }
  
  Vector<double> GLTFAccessor::get_min() {
  	return min;
  }
  
  void GLTFAccessor::set_min(Vector<double> p_min) {
  	min = p_min;
  }
  
  Vector<double> GLTFAccessor::get_max() {
  	return max;
  }
  
  void GLTFAccessor::set_max(Vector<double> p_max) {
  	max = p_max;
  }
  
  int GLTFAccessor::get_sparse_count() {
  	return sparse_count;
  }
  
  void GLTFAccessor::set_sparse_count(int p_sparse_count) {
  	sparse_count = p_sparse_count;
  }
  
  int GLTFAccessor::get_sparse_indices_buffer_view() {
  	return sparse_indices_buffer_view;
  }
  
  void GLTFAccessor::set_sparse_indices_buffer_view(int p_sparse_indices_buffer_view) {
  	sparse_indices_buffer_view = p_sparse_indices_buffer_view;
  }
  
  int GLTFAccessor::get_sparse_indices_byte_offset() {
  	return sparse_indices_byte_offset;
  }
  
  void GLTFAccessor::set_sparse_indices_byte_offset(int p_sparse_indices_byte_offset) {
  	sparse_indices_byte_offset = p_sparse_indices_byte_offset;
  }
  
  int GLTFAccessor::get_sparse_indices_component_type() {
  	return sparse_indices_component_type;
  }
  
  void GLTFAccessor::set_sparse_indices_component_type(int p_sparse_indices_component_type) {
  	sparse_indices_component_type = p_sparse_indices_component_type;
  }
  
  int GLTFAccessor::get_sparse_values_buffer_view() {
  	return sparse_values_buffer_view;
  }
  
  void GLTFAccessor::set_sparse_values_buffer_view(int p_sparse_values_buffer_view) {
  	sparse_values_buffer_view = p_sparse_values_buffer_view;
  }
  
  int GLTFAccessor::get_sparse_values_byte_offset() {
  	return sparse_values_byte_offset;
  }
  
  void GLTFAccessor::set_sparse_values_byte_offset(int p_sparse_values_byte_offset) {
  	sparse_values_byte_offset = p_sparse_values_byte_offset;
  }
  