code: /*************************************************************************/
  /*  gltf_node.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:                                             */
  /*                                                                       */
  /* 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_fake_joint_parent"), &GLTFNode::get_fake_joint_parent);
  	ClassDB::bind_method(D_METHOD("set_fake_joint_parent", "fake_joint_parent"), &GLTFNode::set_fake_joint_parent);
  	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::TRANSFORM, "xform"), "set_xform", "get_xform"); // Transform
  	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::QUAT, "rotation"), "set_rotation", "get_rotation"); // Quat
  	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, "fake_joint_parent"), "set_fake_joint_parent", "get_fake_joint_parent"); // GLTFNodeIndex
  	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;
  }
  
  Transform GLTFNode::get_xform() {
  	return xform;
  }
  
  void GLTFNode::set_xform(Transform 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;
  }
  
  Quat GLTFNode::get_rotation() {
  	return rotation;
  }
  
  void GLTFNode::set_rotation(Quat 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;
  }
  
  GLTFNodeIndex GLTFNode::get_fake_joint_parent() {
  	return fake_joint_parent;
  }
  
  void GLTFNode::set_fake_joint_parent(GLTFNodeIndex p_fake_joint_parent) {
  	fake_joint_parent = p_fake_joint_parent;
  }
  
  GLTFLightIndex GLTFNode::get_light() {
  	return light;
  }
  
  void GLTFNode::set_light(GLTFLightIndex p_light) {
  	light = p_light;
  }
  