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2025-09-16 20:46:46 -04:00
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/**************************************************************************/
/* gltf_document_extension_physics.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_document_extension_physics.h"
#include "scene/3d/physics/area_3d.h"
#include "scene/3d/physics/rigid_body_3d.h"
#include "scene/3d/physics/static_body_3d.h"
using GLTFShapeIndex = int64_t;
// Import process.
Error GLTFDocumentExtensionPhysics::import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions) {
if (!p_extensions.has("OMI_collider") && !p_extensions.has("OMI_physics_body") && !p_extensions.has("OMI_physics_shape")) {
return ERR_SKIP;
}
Dictionary state_json = p_state->get_json();
if (state_json.has("extensions")) {
Dictionary state_extensions = state_json["extensions"];
if (state_extensions.has("OMI_physics_shape")) {
Dictionary omi_physics_shape_ext = state_extensions["OMI_physics_shape"];
if (omi_physics_shape_ext.has("shapes")) {
Array state_shape_dicts = omi_physics_shape_ext["shapes"];
if (state_shape_dicts.size() > 0) {
Array state_shapes;
for (int i = 0; i < state_shape_dicts.size(); i++) {
state_shapes.push_back(GLTFPhysicsShape::from_dictionary(state_shape_dicts[i]));
}
p_state->set_additional_data(StringName("GLTFPhysicsShapes"), state_shapes);
}
}
#ifndef DISABLE_DEPRECATED
} else if (state_extensions.has("OMI_collider")) {
Dictionary omi_collider_ext = state_extensions["OMI_collider"];
if (omi_collider_ext.has("colliders")) {
Array state_collider_dicts = omi_collider_ext["colliders"];
if (state_collider_dicts.size() > 0) {
Array state_colliders;
for (int i = 0; i < state_collider_dicts.size(); i++) {
state_colliders.push_back(GLTFPhysicsShape::from_dictionary(state_collider_dicts[i]));
}
p_state->set_additional_data(StringName("GLTFPhysicsShapes"), state_colliders);
}
}
#endif // DISABLE_DEPRECATED
}
}
return OK;
}
Vector<String> GLTFDocumentExtensionPhysics::get_supported_extensions() {
Vector<String> ret;
ret.push_back("OMI_collider");
ret.push_back("OMI_physics_body");
ret.push_back("OMI_physics_shape");
return ret;
}
Error GLTFDocumentExtensionPhysics::parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions) {
#ifndef DISABLE_DEPRECATED
if (p_extensions.has("OMI_collider")) {
Dictionary node_collider_ext = p_extensions["OMI_collider"];
if (node_collider_ext.has("collider")) {
// "collider" is the index of the collider in the state colliders array.
int node_collider_index = node_collider_ext["collider"];
Array state_colliders = p_state->get_additional_data(StringName("GLTFPhysicsShapes"));
ERR_FAIL_INDEX_V_MSG(node_collider_index, state_colliders.size(), Error::ERR_FILE_CORRUPT, "glTF Physics: On node " + p_gltf_node->get_name() + ", the collider index " + itos(node_collider_index) + " is not in the state colliders (size: " + itos(state_colliders.size()) + ").");
p_gltf_node->set_additional_data(StringName("GLTFPhysicsShape"), state_colliders[node_collider_index]);
} else {
p_gltf_node->set_additional_data(StringName("GLTFPhysicsShape"), GLTFPhysicsShape::from_dictionary(node_collider_ext));
}
}
#endif // DISABLE_DEPRECATED
if (p_extensions.has("OMI_physics_body")) {
Dictionary physics_body_ext = p_extensions["OMI_physics_body"];
if (physics_body_ext.has("collider")) {
Dictionary node_collider = physics_body_ext["collider"];
// "shape" is the index of the shape in the state shapes array.
int node_shape_index = node_collider.get("shape", -1);
if (node_shape_index != -1) {
Array state_shapes = p_state->get_additional_data(StringName("GLTFPhysicsShapes"));
ERR_FAIL_INDEX_V_MSG(node_shape_index, state_shapes.size(), Error::ERR_FILE_CORRUPT, "glTF Physics: On node " + p_gltf_node->get_name() + ", the shape index " + itos(node_shape_index) + " is not in the state shapes (size: " + itos(state_shapes.size()) + ").");
p_gltf_node->set_additional_data(StringName("GLTFPhysicsColliderShape"), state_shapes[node_shape_index]);
p_gltf_node->set_additional_data(StringName("GLTFPhysicsColliderShapeIndex"), node_shape_index);
} else {
// If this node is a collider but does not have a collider
// shape, then it only serves to combine together shapes.
p_gltf_node->set_additional_data(StringName("GLTFPhysicsCompoundCollider"), true);
}
}
if (physics_body_ext.has("trigger")) {
Dictionary node_trigger = physics_body_ext["trigger"];
// "shape" is the index of the shape in the state shapes array.
int node_shape_index = node_trigger.get("shape", -1);
if (node_shape_index != -1) {
Array state_shapes = p_state->get_additional_data(StringName("GLTFPhysicsShapes"));
ERR_FAIL_INDEX_V_MSG(node_shape_index, state_shapes.size(), Error::ERR_FILE_CORRUPT, "glTF Physics: On node " + p_gltf_node->get_name() + ", the shape index " + itos(node_shape_index) + " is not in the state shapes (size: " + itos(state_shapes.size()) + ").");
p_gltf_node->set_additional_data(StringName("GLTFPhysicsTriggerShape"), state_shapes[node_shape_index]);
p_gltf_node->set_additional_data(StringName("GLTFPhysicsTriggerShapeIndex"), node_shape_index);
} else {
// If this node is a trigger but does not have a trigger shape,
// then it's a trigger body, what Godot calls an Area3D node.
Ref<GLTFPhysicsBody> trigger_body;
trigger_body.instantiate();
trigger_body->set_body_type("trigger");
p_gltf_node->set_additional_data(StringName("GLTFPhysicsBody"), trigger_body);
}
// If this node defines explicit member shape nodes, save this information.
if (node_trigger.has("nodes")) {
Array compound_trigger_nodes = node_trigger["nodes"];
p_gltf_node->set_additional_data(StringName("GLTFPhysicsCompoundTriggerNodes"), compound_trigger_nodes);
}
}
if (physics_body_ext.has("motion") || physics_body_ext.has("type")) {
p_gltf_node->set_additional_data(StringName("GLTFPhysicsBody"), GLTFPhysicsBody::from_dictionary(physics_body_ext));
}
}
return OK;
}
bool _will_gltf_shape_become_subnode(Ref<GLTFState> p_state, const Ref<GLTFNode> p_gltf_node, GLTFNodeIndex p_gltf_node_index) {
if (p_gltf_node->has_additional_data(StringName("GLTFPhysicsBody"))) {
return true;
}
const TypedArray<GLTFNode> state_gltf_nodes = p_state->get_nodes();
const GLTFNodeIndex parent_index = p_gltf_node->get_parent();
if (parent_index == -1 || parent_index >= state_gltf_nodes.size()) {
return true;
}
const Ref<GLTFNode> parent_gltf_node = state_gltf_nodes[parent_index];
const Variant parent_body_maybe = parent_gltf_node->get_additional_data(StringName("GLTFPhysicsBody"));
if (parent_body_maybe.get_type() != Variant::NIL) {
Ref<GLTFPhysicsBody> parent_body = parent_body_maybe;
// If the parent matches the triggerness, then this node will be generated as a shape (CollisionShape3D).
// Otherwise, if there is a mismatch, a body will be generated for this node, and a subnode will also be generated for the shape.
if (parent_body->get_body_type() == "trigger") {
return p_gltf_node->has_additional_data(StringName("GLTFPhysicsColliderShape"));
} else {
return p_gltf_node->has_additional_data(StringName("GLTFPhysicsTriggerShape"));
}
}
if (parent_gltf_node->has_additional_data(StringName("GLTFPhysicsColliderShape"))) {
return false;
}
if (parent_gltf_node->has_additional_data(StringName("GLTFPhysicsTriggerShape"))) {
return false;
}
Variant compound_trigger_maybe = parent_gltf_node->has_additional_data(StringName("GLTFPhysicsCompoundTriggerNodes"));
if (compound_trigger_maybe.get_type() != Variant::NIL) {
Array compound_trigger_nodes = compound_trigger_maybe;
// Remember, JSON only has numbers, not integers, so must cast to double.
return !compound_trigger_nodes.has((double)p_gltf_node_index);
}
return true;
}
NodePath _get_scene_node_path_for_shape_index(Ref<GLTFState> p_state, const GLTFNodeIndex p_shape_index) {
TypedArray<GLTFNode> state_gltf_nodes = p_state->get_nodes();
for (GLTFNodeIndex node_index = 0; node_index < state_gltf_nodes.size(); node_index++) {
const Ref<GLTFNode> gltf_node = state_gltf_nodes[node_index];
ERR_CONTINUE(gltf_node.is_null());
// Check if this node has a shape index and if it matches the one we are looking for.
Variant shape_index_maybe = gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShapeIndex"));
if (shape_index_maybe.get_type() != Variant::INT) {
shape_index_maybe = gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShapeIndex"));
if (shape_index_maybe.get_type() != Variant::INT) {
continue;
}
}
const GLTFShapeIndex shape_index = shape_index_maybe;
if (shape_index != p_shape_index) {
continue;
}
NodePath node_path = gltf_node->get_scene_node_path(p_state);
// At this point, we have found a node with the shape index we were looking for.
if (_will_gltf_shape_become_subnode(p_state, gltf_node, node_index)) {
Vector<StringName> sname_path = node_path.get_names();
sname_path.append(gltf_node->get_name() + "Shape");
node_path = NodePath(sname_path, false);
}
return node_path;
}
return NodePath();
}
Ref<GLTFObjectModelProperty> GLTFDocumentExtensionPhysics::import_object_model_property(Ref<GLTFState> p_state, const PackedStringArray &p_split_json_pointer, const TypedArray<NodePath> &p_partial_paths) {
Ref<GLTFObjectModelProperty> ret;
if (p_split_json_pointer.size() != 6) {
// The only properties this class cares about are exactly 6 levels deep.
return ret;
}
ret.instantiate();
const String &prop_name = p_split_json_pointer[5];
if (p_split_json_pointer[0] == "extensions" && p_split_json_pointer[2] == "shapes") {
if (p_split_json_pointer[1] == "OMI_physics_shape" || p_split_json_pointer[1] == "KHR_collision_shapes") {
const GLTFNodeIndex shape_index = p_split_json_pointer[3].to_int();
NodePath node_path = _get_scene_node_path_for_shape_index(p_state, shape_index);
if (node_path.is_empty()) {
return ret;
}
String godot_prop_name = prop_name;
if (prop_name == "size") {
ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
} else if (prop_name == "height" || prop_name == "radius") {
ret->set_types(Variant::FLOAT, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT);
} else if (prop_name == "radiusBottom" || prop_name == "radiusTop") {
godot_prop_name = "radius";
ret->set_types(Variant::FLOAT, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT);
} else {
// Not something we handle, return without appending a NodePath.
return ret;
}
// Example: `A/B/C/CollisionShape3D:shape:radius`.
Vector<StringName> subnames;
subnames.append("shape");
subnames.append(godot_prop_name);
node_path = NodePath(node_path.get_names(), subnames, false);
ret->append_node_path(node_path);
}
} else if (p_split_json_pointer[0] == "nodes" && p_split_json_pointer[2] == "extensions" && p_split_json_pointer[4] == "motion") {
if (p_split_json_pointer[3] == "OMI_physics_body" || p_split_json_pointer[3] == "KHR_physics_rigid_bodies") {
const GLTFNodeIndex node_index = p_split_json_pointer[1].to_int();
const TypedArray<GLTFNode> all_gltf_nodes = p_state->get_nodes();
ERR_FAIL_INDEX_V_MSG(node_index, all_gltf_nodes.size(), ret, "GLTF Physics: The node index " + itos(node_index) + " is not in the state nodes (size: " + itos(all_gltf_nodes.size()) + ").");
const Ref<GLTFNode> gltf_node = all_gltf_nodes[node_index];
NodePath node_path;
if (p_partial_paths.is_empty()) {
node_path = gltf_node->get_scene_node_path(p_state);
} else {
// The path is already computed for us, just grab it.
node_path = p_partial_paths[0];
}
if (prop_name == "mass") {
ret->append_path_to_property(node_path, "mass");
ret->set_types(Variant::FLOAT, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT);
} else if (prop_name == "linearVelocity") {
ret->append_path_to_property(node_path, "linear_velocity");
ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
} else if (prop_name == "angularVelocity") {
ret->append_path_to_property(node_path, "angular_velocity");
ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
} else if (prop_name == "centerOfMass") {
ret->append_path_to_property(node_path, "center_of_mass");
ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
} else if (prop_name == "inertiaDiagonal") {
ret->append_path_to_property(node_path, "inertia");
ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
} else if (prop_name == "inertiaOrientation") {
WARN_PRINT("GLTF Physics: The 'inertiaOrientation' property is not supported by Godot.");
} else {
// Not something we handle, return without appending a NodePath.
return ret;
}
}
}
return ret;
}
void _setup_shape_mesh_resource_from_index_if_needed(Ref<GLTFState> p_state, Ref<GLTFPhysicsShape> p_gltf_shape) {
GLTFMeshIndex shape_mesh_index = p_gltf_shape->get_mesh_index();
if (shape_mesh_index == -1) {
return; // No mesh for this shape.
}
Ref<ImporterMesh> importer_mesh = p_gltf_shape->get_importer_mesh();
if (importer_mesh.is_valid()) {
return; // The mesh resource is already set up.
}
TypedArray<GLTFMesh> state_meshes = p_state->get_meshes();
ERR_FAIL_INDEX_MSG(shape_mesh_index, state_meshes.size(), "glTF Physics: When importing '" + p_state->get_scene_name() + "', the shape mesh index " + itos(shape_mesh_index) + " is not in the state meshes (size: " + itos(state_meshes.size()) + ").");
Ref<GLTFMesh> gltf_mesh = state_meshes[shape_mesh_index];
ERR_FAIL_COND(gltf_mesh.is_null());
importer_mesh = gltf_mesh->get_mesh();
ERR_FAIL_COND(importer_mesh.is_null());
p_gltf_shape->set_importer_mesh(importer_mesh);
}
#ifndef DISABLE_DEPRECATED
CollisionObject3D *_generate_shape_with_body(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Ref<GLTFPhysicsShape> p_physics_shape, Ref<GLTFPhysicsBody> p_physics_body) {
print_verbose("glTF: Creating shape with body for: " + p_gltf_node->get_name());
bool is_trigger = p_physics_shape->get_is_trigger();
// This method is used for the case where we must generate a parent body.
// This is can happen for multiple reasons. One possibility is that this
// glTF file is using OMI_collider but not OMI_physics_body, or at least
// this particular node is not using it. Another possibility is that the
// physics body information is set up on the same glTF node, not a parent.
CollisionObject3D *body;
if (p_physics_body.is_valid()) {
// This code is run when the physics body is on the same glTF node.
body = p_physics_body->to_node();
if (is_trigger && (p_physics_body->get_body_type() != "trigger")) {
// Edge case: If the body's trigger and the collider's trigger
// are in disagreement, we need to create another new body.
CollisionObject3D *child = _generate_shape_with_body(p_state, p_gltf_node, p_physics_shape, nullptr);
child->set_name(p_gltf_node->get_name() + (is_trigger ? String("Trigger") : String("Solid")));
body->add_child(child);
return body;
}
} else if (is_trigger) {
body = memnew(Area3D);
} else {
body = memnew(StaticBody3D);
}
CollisionShape3D *shape = p_physics_shape->to_node();
shape->set_name(p_gltf_node->get_name() + "Shape");
body->add_child(shape);
return body;
}
#endif // DISABLE_DEPRECATED
CollisionObject3D *_get_ancestor_collision_object(Node *p_scene_parent) {
// Note: Despite the name of the method, at the moment this only checks
// the direct parent. Only check more later if Godot adds support for it.
if (p_scene_parent) {
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_scene_parent);
if (likely(co)) {
return co;
}
}
return nullptr;
}
Node3D *_generate_shape_node_and_body_if_needed(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Ref<GLTFPhysicsShape> p_physics_shape, CollisionObject3D *p_col_object, bool p_is_trigger) {
// If we need to generate a body node, do so.
CollisionObject3D *body_node = nullptr;
if (p_is_trigger || p_physics_shape->get_is_trigger()) {
// If the shape wants to be a trigger but it doesn't
// have an Area3D parent, we need to make one.
if (!Object::cast_to<Area3D>(p_col_object)) {
body_node = memnew(Area3D);
}
} else {
if (!Object::cast_to<PhysicsBody3D>(p_col_object)) {
body_node = memnew(StaticBody3D);
}
}
// Generate the shape node.
_setup_shape_mesh_resource_from_index_if_needed(p_state, p_physics_shape);
CollisionShape3D *shape_node = p_physics_shape->to_node(true);
if (body_node) {
shape_node->set_name(p_gltf_node->get_name() + "Shape");
body_node->add_child(shape_node);
return body_node;
}
return shape_node;
}
// Either add the child to the parent, or return the child if there is no parent.
Node3D *_add_physics_node_to_given_node(Node3D *p_current_node, Node3D *p_child, Ref<GLTFNode> p_gltf_node) {
if (!p_current_node) {
return p_child;
}
String suffix;
if (Object::cast_to<CollisionShape3D>(p_child)) {
suffix = "Shape";
} else if (Object::cast_to<Area3D>(p_child)) {
suffix = "Trigger";
} else {
suffix = "Collider";
}
p_child->set_name(p_gltf_node->get_name() + suffix);
p_current_node->add_child(p_child);
return p_current_node;
}
Array _get_ancestor_compound_trigger_nodes(Ref<GLTFState> p_state, TypedArray<GLTFNode> p_state_nodes, CollisionObject3D *p_ancestor_col_obj) {
GLTFNodeIndex ancestor_index = p_state->get_node_index(p_ancestor_col_obj);
ERR_FAIL_INDEX_V(ancestor_index, p_state_nodes.size(), Array());
Ref<GLTFNode> ancestor_gltf_node = p_state_nodes[ancestor_index];
Variant compound_trigger_nodes = ancestor_gltf_node->get_additional_data(StringName("GLTFPhysicsCompoundTriggerNodes"));
if (compound_trigger_nodes.is_array()) {
return compound_trigger_nodes;
}
Array ret;
ancestor_gltf_node->set_additional_data(StringName("GLTFPhysicsCompoundTriggerNodes"), ret);
return ret;
}
Node3D *GLTFDocumentExtensionPhysics::generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) {
Ref<GLTFPhysicsBody> gltf_physics_body = p_gltf_node->get_additional_data(StringName("GLTFPhysicsBody"));
#ifndef DISABLE_DEPRECATED
// This deprecated code handles OMI_collider (which we internally name "GLTFPhysicsShape").
Ref<GLTFPhysicsShape> gltf_physics_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsShape"));
if (gltf_physics_shape.is_valid()) {
_setup_shape_mesh_resource_from_index_if_needed(p_state, gltf_physics_shape);
// If this glTF node specifies both a shape and a body, generate both.
if (gltf_physics_body.is_valid()) {
return _generate_shape_with_body(p_state, p_gltf_node, gltf_physics_shape, gltf_physics_body);
}
CollisionObject3D *ancestor_col_obj = _get_ancestor_collision_object(p_scene_parent);
if (gltf_physics_shape->get_is_trigger()) {
// If the shape wants to be a trigger and it already has a
// trigger parent, we only need to make the shape node.
if (Object::cast_to<Area3D>(ancestor_col_obj)) {
return gltf_physics_shape->to_node(true);
}
} else if (ancestor_col_obj != nullptr) {
// If the shape has a valid parent, only make the shape node.
return gltf_physics_shape->to_node(true);
}
// Otherwise, we need to create a new body.
return _generate_shape_with_body(p_state, p_gltf_node, gltf_physics_shape, nullptr);
}
#endif // DISABLE_DEPRECATED
Node3D *ret = nullptr;
CollisionObject3D *ancestor_col_obj = nullptr;
Ref<GLTFPhysicsShape> gltf_physics_collider_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShape"));
Ref<GLTFPhysicsShape> gltf_physics_trigger_shape = p_gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShape"));
if (gltf_physics_body.is_valid()) {
ancestor_col_obj = gltf_physics_body->to_node();
ret = ancestor_col_obj;
} else {
ancestor_col_obj = _get_ancestor_collision_object(p_scene_parent);
if (Object::cast_to<Area3D>(ancestor_col_obj) && gltf_physics_trigger_shape.is_valid()) {
// At this point, we found an ancestor Area3D node. But do we want to use it for this trigger shape?
TypedArray<GLTFNode> state_nodes = p_state->get_nodes();
GLTFNodeIndex self_index = state_nodes.find(p_gltf_node);
Array compound_trigger_nodes = _get_ancestor_compound_trigger_nodes(p_state, state_nodes, ancestor_col_obj);
// Check if the ancestor specifies compound trigger nodes, and if this node is in there.
// Remember that JSON does not have integers, only "number", aka double-precision floats.
if (compound_trigger_nodes.size() > 0 && !compound_trigger_nodes.has(double(self_index))) {
// If the compound trigger we found is not the intended user of
// this shape node, then we need to create a new Area3D node.
ancestor_col_obj = memnew(Area3D);
ret = ancestor_col_obj;
}
} else if (!Object::cast_to<PhysicsBody3D>(ancestor_col_obj)) {
if (p_gltf_node->get_additional_data(StringName("GLTFPhysicsCompoundCollider"))) {
// If the glTF file wants this node to group solid shapes together,
// and there is no parent body, we need to create a static body.
ancestor_col_obj = memnew(StaticBody3D);
ret = ancestor_col_obj;
}
}
}
// Add the shapes to the tree. When an ancestor body is present, use it.
// If an explicit body was specified, it has already been generated and
// set above. If there is no ancestor body, we will either generate an
// Area3D or StaticBody3D implicitly, so prefer an Area3D as the base
// node for best compatibility with signal connections to this node.
bool is_ancestor_col_obj_solid = Object::cast_to<PhysicsBody3D>(ancestor_col_obj);
if (is_ancestor_col_obj_solid && gltf_physics_collider_shape.is_valid()) {
Node3D *child = _generate_shape_node_and_body_if_needed(p_state, p_gltf_node, gltf_physics_collider_shape, ancestor_col_obj, false);
ret = _add_physics_node_to_given_node(ret, child, p_gltf_node);
}
if (gltf_physics_trigger_shape.is_valid()) {
Node3D *child = _generate_shape_node_and_body_if_needed(p_state, p_gltf_node, gltf_physics_trigger_shape, ancestor_col_obj, true);
ret = _add_physics_node_to_given_node(ret, child, p_gltf_node);
}
if (!is_ancestor_col_obj_solid && gltf_physics_collider_shape.is_valid()) {
Node3D *child = _generate_shape_node_and_body_if_needed(p_state, p_gltf_node, gltf_physics_collider_shape, ancestor_col_obj, false);
ret = _add_physics_node_to_given_node(ret, child, p_gltf_node);
}
return ret;
}
// Export process.
bool _are_all_faces_equal(const Vector<Face3> &p_a, const Vector<Face3> &p_b) {
if (p_a.size() != p_b.size()) {
return false;
}
for (int i = 0; i < p_a.size(); i++) {
const Vector3 *a_vertices = p_a[i].vertex;
const Vector3 *b_vertices = p_b[i].vertex;
for (int j = 0; j < 3; j++) {
if (!a_vertices[j].is_equal_approx(b_vertices[j])) {
return false;
}
}
}
return true;
}
GLTFMeshIndex _get_or_insert_mesh_in_state(Ref<GLTFState> p_state, Ref<ImporterMesh> p_mesh) {
ERR_FAIL_COND_V(p_mesh.is_null(), -1);
TypedArray<GLTFMesh> state_meshes = p_state->get_meshes();
Vector<Face3> mesh_faces = p_mesh->get_faces();
// De-duplication: If the state already has the mesh we need, use that one.
for (GLTFMeshIndex i = 0; i < state_meshes.size(); i++) {
Ref<GLTFMesh> state_gltf_mesh = state_meshes[i];
ERR_CONTINUE(state_gltf_mesh.is_null());
Ref<ImporterMesh> state_importer_mesh = state_gltf_mesh->get_mesh();
ERR_CONTINUE(state_importer_mesh.is_null());
if (state_importer_mesh == p_mesh) {
return i;
}
if (_are_all_faces_equal(state_importer_mesh->get_faces(), mesh_faces)) {
return i;
}
}
// After the loop, we have checked that the mesh is not equal to any of the
// meshes in the state. So we insert a new mesh into the state mesh array.
Ref<GLTFMesh> gltf_mesh;
gltf_mesh.instantiate();
gltf_mesh->set_mesh(p_mesh);
GLTFMeshIndex mesh_index = state_meshes.size();
state_meshes.push_back(gltf_mesh);
p_state->set_meshes(state_meshes);
return mesh_index;
}
void GLTFDocumentExtensionPhysics::convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node) {
if (cast_to<CollisionShape3D>(p_scene_node)) {
CollisionShape3D *godot_shape = Object::cast_to<CollisionShape3D>(p_scene_node);
Ref<GLTFPhysicsShape> gltf_shape = GLTFPhysicsShape::from_node(godot_shape);
ERR_FAIL_COND_MSG(gltf_shape.is_null(), "glTF Physics: Could not convert CollisionShape3D to GLTFPhysicsShape. Does it have a valid Shape3D?");
{
Ref<ImporterMesh> importer_mesh = gltf_shape->get_importer_mesh();
if (importer_mesh.is_valid()) {
gltf_shape->set_mesh_index(_get_or_insert_mesh_in_state(p_state, importer_mesh));
}
}
CollisionObject3D *ancestor_col_obj = _get_ancestor_collision_object(p_scene_node->get_parent());
if (cast_to<Area3D>(ancestor_col_obj)) {
p_gltf_node->set_additional_data(StringName("GLTFPhysicsTriggerShape"), gltf_shape);
// Write explicit member shape nodes to the ancestor compound trigger node.
TypedArray<GLTFNode> state_nodes = p_state->get_nodes();
GLTFNodeIndex self_index = state_nodes.size(); // The current p_gltf_node will be inserted next.
Array compound_trigger_nodes = _get_ancestor_compound_trigger_nodes(p_state, p_state->get_nodes(), ancestor_col_obj);
compound_trigger_nodes.push_back(double(self_index));
} else {
p_gltf_node->set_additional_data(StringName("GLTFPhysicsColliderShape"), gltf_shape);
}
} else if (cast_to<CollisionObject3D>(p_scene_node)) {
CollisionObject3D *godot_body = Object::cast_to<CollisionObject3D>(p_scene_node);
p_gltf_node->set_additional_data(StringName("GLTFPhysicsBody"), GLTFPhysicsBody::from_node(godot_body));
}
}
Array _get_or_create_state_shapes_in_state(Ref<GLTFState> p_state) {
Dictionary state_json = p_state->get_json();
Dictionary state_extensions;
if (state_json.has("extensions")) {
state_extensions = state_json["extensions"];
} else {
state_json["extensions"] = state_extensions;
}
Dictionary omi_physics_shape_ext;
if (state_extensions.has("OMI_physics_shape")) {
omi_physics_shape_ext = state_extensions["OMI_physics_shape"];
} else {
state_extensions["OMI_physics_shape"] = omi_physics_shape_ext;
p_state->add_used_extension("OMI_physics_shape");
}
Array state_shapes;
if (omi_physics_shape_ext.has("shapes")) {
state_shapes = omi_physics_shape_ext["shapes"];
} else {
omi_physics_shape_ext["shapes"] = state_shapes;
}
return state_shapes;
}
GLTFShapeIndex _export_node_shape(Ref<GLTFState> p_state, Ref<GLTFPhysicsShape> p_physics_shape) {
Array state_shapes = _get_or_create_state_shapes_in_state(p_state);
GLTFShapeIndex size = state_shapes.size();
Dictionary shape_property;
Dictionary shape_dict = p_physics_shape->to_dictionary();
for (GLTFShapeIndex i = 0; i < size; i++) {
Dictionary other = state_shapes[i];
if (other == shape_dict) {
// De-duplication: If we already have an identical shape,
// set the shape index to the existing one and return.
return i;
}
}
// If we don't have an identical shape, add it to the array.
state_shapes.push_back(shape_dict);
return size;
}
Error GLTFDocumentExtensionPhysics::export_preserialize(Ref<GLTFState> p_state) {
// Note: Need to do _export_node_shape before exporting animations, so export_node is too late.
TypedArray<GLTFNode> state_gltf_nodes = p_state->get_nodes();
for (Ref<GLTFNode> gltf_node : state_gltf_nodes) {
Ref<GLTFPhysicsShape> collider_shape = gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShape"));
if (collider_shape.is_valid()) {
GLTFShapeIndex collider_shape_index = _export_node_shape(p_state, collider_shape);
gltf_node->set_additional_data(StringName("GLTFPhysicsColliderShapeIndex"), collider_shape_index);
}
Ref<GLTFPhysicsShape> trigger_shape = gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShape"));
if (trigger_shape.is_valid()) {
GLTFShapeIndex trigger_shape_index = _export_node_shape(p_state, trigger_shape);
gltf_node->set_additional_data(StringName("GLTFPhysicsTriggerShapeIndex"), trigger_shape_index);
}
}
return OK;
}
Ref<GLTFObjectModelProperty> GLTFDocumentExtensionPhysics::export_object_model_property(Ref<GLTFState> p_state, const NodePath &p_node_path, const Node *p_godot_node, GLTFNodeIndex p_gltf_node_index, const Object *p_target_object, int p_target_depth) {
Ref<GLTFObjectModelProperty> ret;
const Vector<StringName> &path_subnames = p_node_path.get_subnames();
if (path_subnames.is_empty()) {
return ret;
}
ret.instantiate();
const StringName &node_prop = path_subnames[0];
if (Object::cast_to<RigidBody3D>(p_target_object)) {
if (path_subnames.size() != 1) {
return ret;
}
// Example: `/nodes/0/extensions/OMI_physics_body/motion/mass`
PackedStringArray split_json_pointer;
split_json_pointer.append("nodes");
split_json_pointer.append(itos(p_gltf_node_index));
split_json_pointer.append("extensions");
split_json_pointer.append("OMI_physics_body");
split_json_pointer.append("motion");
if (node_prop == StringName("mass")) {
split_json_pointer.append("mass");
ret->set_types(Variant::FLOAT, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT);
} else if (node_prop == StringName("linear_velocity")) {
split_json_pointer.append("linearVelocity");
ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
} else if (node_prop == StringName("angular_velocity")) {
split_json_pointer.append("angularVelocity");
ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
} else if (node_prop == StringName("center_of_mass")) {
split_json_pointer.append("centerOfMass");
ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
} else if (node_prop == StringName("inertia")) {
split_json_pointer.append("inertiaDiagonal");
ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
} else {
// Not something we handle, return without setting the JSON pointer.
return ret;
}
ret->set_json_pointers({ split_json_pointer });
} else if (Object::cast_to<CollisionShape3D>(p_godot_node)) {
if (path_subnames.size() != 2) {
return ret;
}
// Example: `/extensions/OMI_physics_shape/shapes/0/box/size`
PackedStringArray split_json_pointer;
split_json_pointer.append("extensions");
split_json_pointer.append("OMI_physics_shape");
split_json_pointer.append("shapes");
TypedArray<GLTFNode> state_gltf_nodes = p_state->get_nodes();
ERR_FAIL_INDEX_V(p_gltf_node_index, state_gltf_nodes.size(), ret);
Ref<GLTFNode> gltf_node = state_gltf_nodes[p_gltf_node_index];
Variant shape_index_maybe = gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShapeIndex"));
String shape_type;
if (shape_index_maybe.get_type() == Variant::INT) {
Ref<GLTFPhysicsShape> collider_shape = gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShape"));
shape_type = collider_shape->get_shape_type();
} else {
shape_index_maybe = gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShapeIndex"));
if (shape_index_maybe.get_type() == Variant::INT) {
Ref<GLTFPhysicsShape> trigger_shape = gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShape"));
shape_type = trigger_shape->get_shape_type();
}
}
ERR_FAIL_COND_V(shape_index_maybe.get_type() != Variant::INT, ret);
GLTFShapeIndex shape_index = shape_index_maybe;
split_json_pointer.append(itos(shape_index));
split_json_pointer.append(shape_type);
const StringName &shape_prop = path_subnames[1];
if (shape_prop == StringName("size")) {
split_json_pointer.append("size");
ret->set_types(Variant::VECTOR3, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT3);
} else if (shape_prop == StringName("radius")) {
split_json_pointer.append("radius");
ret->set_types(Variant::FLOAT, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT);
} else if (shape_prop == StringName("height")) {
split_json_pointer.append("height");
ret->set_types(Variant::FLOAT, GLTFObjectModelProperty::GLTF_OBJECT_MODEL_TYPE_FLOAT);
} else {
// Not something we handle, return without setting the JSON pointer.
return ret;
}
ret->set_json_pointers({ split_json_pointer });
}
return ret;
}
Error GLTFDocumentExtensionPhysics::export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_node_json, Node *p_node) {
Dictionary physics_body_ext;
Ref<GLTFPhysicsBody> physics_body = p_gltf_node->get_additional_data(StringName("GLTFPhysicsBody"));
if (physics_body.is_valid()) {
physics_body_ext = physics_body->to_dictionary();
Variant compound_trigger_nodes = p_gltf_node->get_additional_data(StringName("GLTFPhysicsCompoundTriggerNodes"));
if (compound_trigger_nodes.is_array()) {
Dictionary trigger_property = physics_body_ext.get_or_add("trigger", {});
trigger_property["nodes"] = compound_trigger_nodes;
}
}
Variant collider_shape_index = p_gltf_node->get_additional_data(StringName("GLTFPhysicsColliderShapeIndex"));
if (collider_shape_index.get_type() == Variant::INT) {
Dictionary collider_dict;
collider_dict["shape"] = collider_shape_index;
physics_body_ext["collider"] = collider_dict;
}
Variant trigger_shape_index = p_gltf_node->get_additional_data(StringName("GLTFPhysicsTriggerShapeIndex"));
if (trigger_shape_index.get_type() == Variant::INT) {
Dictionary trigger_dict = physics_body_ext.get_or_add("trigger", {});
trigger_dict["shape"] = trigger_shape_index;
}
if (!physics_body_ext.is_empty()) {
Dictionary node_extensions = r_node_json["extensions"];
node_extensions["OMI_physics_body"] = physics_body_ext;
p_state->add_used_extension("OMI_physics_body");
}
return OK;
}

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@@ -0,0 +1,52 @@
/**************************************************************************/
/* gltf_document_extension_physics.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#pragma once
#include "../gltf_document_extension.h"
#include "gltf_physics_body.h"
#include "gltf_physics_shape.h"
class GLTFDocumentExtensionPhysics : public GLTFDocumentExtension {
GDCLASS(GLTFDocumentExtensionPhysics, GLTFDocumentExtension);
public:
// Import process.
Error import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions) override;
Vector<String> get_supported_extensions() override;
Error parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions) override;
Ref<GLTFObjectModelProperty> import_object_model_property(Ref<GLTFState> p_state, const PackedStringArray &p_split_json_pointer, const TypedArray<NodePath> &p_partial_paths) override;
Node3D *generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) override;
// Export process.
void convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node) override;
Error export_preserialize(Ref<GLTFState> p_state) override;
Ref<GLTFObjectModelProperty> export_object_model_property(Ref<GLTFState> p_state, const NodePath &p_node_path, const Node *p_godot_node, GLTFNodeIndex p_gltf_node_index, const Object *p_target_object, int p_target_depth) override;
Error export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_node_json, Node *p_scene_node) override;
};

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@@ -0,0 +1,405 @@
/**************************************************************************/
/* gltf_physics_body.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_physics_body.h"
#include "scene/3d/physics/animatable_body_3d.h"
#include "scene/3d/physics/area_3d.h"
#include "scene/3d/physics/character_body_3d.h"
#include "scene/3d/physics/static_body_3d.h"
#include "scene/3d/physics/vehicle_body_3d.h"
void GLTFPhysicsBody::_bind_methods() {
ClassDB::bind_static_method("GLTFPhysicsBody", D_METHOD("from_node", "body_node"), &GLTFPhysicsBody::from_node);
ClassDB::bind_method(D_METHOD("to_node"), &GLTFPhysicsBody::to_node);
ClassDB::bind_static_method("GLTFPhysicsBody", D_METHOD("from_dictionary", "dictionary"), &GLTFPhysicsBody::from_dictionary);
ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFPhysicsBody::to_dictionary);
ClassDB::bind_method(D_METHOD("get_body_type"), &GLTFPhysicsBody::get_body_type);
ClassDB::bind_method(D_METHOD("set_body_type", "body_type"), &GLTFPhysicsBody::set_body_type);
ClassDB::bind_method(D_METHOD("get_mass"), &GLTFPhysicsBody::get_mass);
ClassDB::bind_method(D_METHOD("set_mass", "mass"), &GLTFPhysicsBody::set_mass);
ClassDB::bind_method(D_METHOD("get_linear_velocity"), &GLTFPhysicsBody::get_linear_velocity);
ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &GLTFPhysicsBody::set_linear_velocity);
ClassDB::bind_method(D_METHOD("get_angular_velocity"), &GLTFPhysicsBody::get_angular_velocity);
ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &GLTFPhysicsBody::set_angular_velocity);
ClassDB::bind_method(D_METHOD("get_center_of_mass"), &GLTFPhysicsBody::get_center_of_mass);
ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &GLTFPhysicsBody::set_center_of_mass);
ClassDB::bind_method(D_METHOD("get_inertia_diagonal"), &GLTFPhysicsBody::get_inertia_diagonal);
ClassDB::bind_method(D_METHOD("set_inertia_diagonal", "inertia_diagonal"), &GLTFPhysicsBody::set_inertia_diagonal);
ClassDB::bind_method(D_METHOD("get_inertia_orientation"), &GLTFPhysicsBody::get_inertia_orientation);
ClassDB::bind_method(D_METHOD("set_inertia_orientation", "inertia_orientation"), &GLTFPhysicsBody::set_inertia_orientation);
#ifndef DISABLE_DEPRECATED
ClassDB::bind_method(D_METHOD("get_inertia_tensor"), &GLTFPhysicsBody::get_inertia_tensor);
ClassDB::bind_method(D_METHOD("set_inertia_tensor", "inertia_tensor"), &GLTFPhysicsBody::set_inertia_tensor);
#endif // DISABLE_DEPRECATED
ADD_PROPERTY(PropertyInfo(Variant::STRING, "body_type"), "set_body_type", "get_body_type");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass"), "set_mass", "get_mass");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass"), "set_center_of_mass", "get_center_of_mass");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inertia_diagonal"), "set_inertia_diagonal", "get_inertia_diagonal");
ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "inertia_orientation"), "set_inertia_orientation", "get_inertia_orientation");
#ifndef DISABLE_DEPRECATED
ADD_PROPERTY(PropertyInfo(Variant::BASIS, "inertia_tensor"), "set_inertia_tensor", "get_inertia_tensor");
#endif // DISABLE_DEPRECATED
}
String GLTFPhysicsBody::get_body_type() const {
switch (body_type) {
case PhysicsBodyType::STATIC:
return "static";
case PhysicsBodyType::ANIMATABLE:
return "animatable";
case PhysicsBodyType::CHARACTER:
return "character";
case PhysicsBodyType::RIGID:
return "rigid";
case PhysicsBodyType::VEHICLE:
return "vehicle";
case PhysicsBodyType::TRIGGER:
return "trigger";
}
// Unreachable, the switch cases handle all values the enum can take.
// Omitting this works on Clang but not GCC or MSVC. If reached, it's UB.
return "rigid";
}
void GLTFPhysicsBody::set_body_type(String p_body_type) {
if (p_body_type == "static") {
body_type = PhysicsBodyType::STATIC;
} else if (p_body_type == "animatable") {
body_type = PhysicsBodyType::ANIMATABLE;
} else if (p_body_type == "character") {
body_type = PhysicsBodyType::CHARACTER;
} else if (p_body_type == "rigid") {
body_type = PhysicsBodyType::RIGID;
} else if (p_body_type == "vehicle") {
body_type = PhysicsBodyType::VEHICLE;
} else if (p_body_type == "trigger") {
body_type = PhysicsBodyType::TRIGGER;
} else {
ERR_PRINT("Error setting glTF physics body type: The body type must be one of \"static\", \"animatable\", \"character\", \"rigid\", \"vehicle\", or \"trigger\".");
}
}
GLTFPhysicsBody::PhysicsBodyType GLTFPhysicsBody::get_physics_body_type() const {
return body_type;
}
void GLTFPhysicsBody::set_physics_body_type(PhysicsBodyType p_body_type) {
body_type = p_body_type;
}
real_t GLTFPhysicsBody::get_mass() const {
return mass;
}
void GLTFPhysicsBody::set_mass(real_t p_mass) {
mass = p_mass;
}
Vector3 GLTFPhysicsBody::get_linear_velocity() const {
return linear_velocity;
}
void GLTFPhysicsBody::set_linear_velocity(Vector3 p_linear_velocity) {
linear_velocity = p_linear_velocity;
}
Vector3 GLTFPhysicsBody::get_angular_velocity() const {
return angular_velocity;
}
void GLTFPhysicsBody::set_angular_velocity(Vector3 p_angular_velocity) {
angular_velocity = p_angular_velocity;
}
Vector3 GLTFPhysicsBody::get_center_of_mass() const {
return center_of_mass;
}
void GLTFPhysicsBody::set_center_of_mass(const Vector3 &p_center_of_mass) {
center_of_mass = p_center_of_mass;
}
Vector3 GLTFPhysicsBody::get_inertia_diagonal() const {
return inertia_diagonal;
}
void GLTFPhysicsBody::set_inertia_diagonal(const Vector3 &p_inertia_diagonal) {
inertia_diagonal = p_inertia_diagonal;
}
Quaternion GLTFPhysicsBody::get_inertia_orientation() const {
return inertia_orientation;
}
void GLTFPhysicsBody::set_inertia_orientation(const Quaternion &p_inertia_orientation) {
inertia_orientation = p_inertia_orientation;
}
#ifndef DISABLE_DEPRECATED
Basis GLTFPhysicsBody::get_inertia_tensor() const {
return Basis::from_scale(inertia_diagonal);
}
void GLTFPhysicsBody::set_inertia_tensor(Basis p_inertia_tensor) {
inertia_diagonal = p_inertia_tensor.get_main_diagonal();
}
#endif // DISABLE_DEPRECATED
Ref<GLTFPhysicsBody> GLTFPhysicsBody::from_node(const CollisionObject3D *p_body_node) {
Ref<GLTFPhysicsBody> physics_body;
physics_body.instantiate();
ERR_FAIL_NULL_V_MSG(p_body_node, physics_body, "Tried to create a GLTFPhysicsBody from a CollisionObject3D node, but the given node was null.");
if (cast_to<CharacterBody3D>(p_body_node)) {
physics_body->body_type = PhysicsBodyType::CHARACTER;
} else if (cast_to<AnimatableBody3D>(p_body_node)) {
physics_body->body_type = PhysicsBodyType::ANIMATABLE;
} else if (cast_to<RigidBody3D>(p_body_node)) {
const RigidBody3D *body = cast_to<const RigidBody3D>(p_body_node);
physics_body->mass = body->get_mass();
physics_body->linear_velocity = body->get_linear_velocity();
physics_body->angular_velocity = body->get_angular_velocity();
physics_body->center_of_mass = body->get_center_of_mass();
physics_body->inertia_diagonal = body->get_inertia();
if (cast_to<VehicleBody3D>(p_body_node)) {
physics_body->body_type = PhysicsBodyType::VEHICLE;
} else {
physics_body->body_type = PhysicsBodyType::RIGID;
}
} else if (cast_to<StaticBody3D>(p_body_node)) {
physics_body->body_type = PhysicsBodyType::STATIC;
} else if (cast_to<Area3D>(p_body_node)) {
physics_body->body_type = PhysicsBodyType::TRIGGER;
}
return physics_body;
}
CollisionObject3D *GLTFPhysicsBody::to_node() const {
switch (body_type) {
case PhysicsBodyType::CHARACTER: {
CharacterBody3D *body = memnew(CharacterBody3D);
return body;
}
case PhysicsBodyType::ANIMATABLE: {
AnimatableBody3D *body = memnew(AnimatableBody3D);
return body;
}
case PhysicsBodyType::VEHICLE: {
VehicleBody3D *body = memnew(VehicleBody3D);
body->set_mass(mass);
body->set_linear_velocity(linear_velocity);
body->set_angular_velocity(angular_velocity);
body->set_inertia(inertia_diagonal);
body->set_center_of_mass_mode(RigidBody3D::CENTER_OF_MASS_MODE_CUSTOM);
body->set_center_of_mass(center_of_mass);
return body;
}
case PhysicsBodyType::RIGID: {
RigidBody3D *body = memnew(RigidBody3D);
body->set_mass(mass);
body->set_linear_velocity(linear_velocity);
body->set_angular_velocity(angular_velocity);
body->set_inertia(inertia_diagonal);
body->set_center_of_mass_mode(RigidBody3D::CENTER_OF_MASS_MODE_CUSTOM);
body->set_center_of_mass(center_of_mass);
return body;
}
case PhysicsBodyType::STATIC: {
StaticBody3D *body = memnew(StaticBody3D);
return body;
}
case PhysicsBodyType::TRIGGER: {
Area3D *body = memnew(Area3D);
return body;
}
}
// Unreachable, the switch cases handle all values the enum can take.
// Omitting this works on Clang but not GCC or MSVC. If reached, it's UB.
return nullptr;
}
Ref<GLTFPhysicsBody> GLTFPhysicsBody::from_dictionary(const Dictionary p_dictionary) {
Ref<GLTFPhysicsBody> physics_body;
physics_body.instantiate();
Dictionary motion;
if (p_dictionary.has("motion")) {
motion = p_dictionary["motion"];
#ifndef DISABLE_DEPRECATED
} else {
motion = p_dictionary;
#endif // DISABLE_DEPRECATED
}
if (motion.has("type")) {
// Read the body type. This representation sits between glTF's and Godot's physics nodes.
// While we may only read "static", "kinematic", or "dynamic" from a valid glTF file, we
// want to allow another extension to override this to another Godot node type mid-import.
// For example, a vehicle extension may want to override the body type to "vehicle"
// so Godot generates a VehicleBody3D node. Therefore we distinguish by importing
// "dynamic" as "rigid", and "kinematic" as "animatable", in the GLTFPhysicsBody code.
String body_type_string = motion["type"];
if (body_type_string == "static") {
physics_body->body_type = PhysicsBodyType::STATIC;
} else if (body_type_string == "kinematic") {
physics_body->body_type = PhysicsBodyType::ANIMATABLE;
} else if (body_type_string == "dynamic") {
physics_body->body_type = PhysicsBodyType::RIGID;
#ifndef DISABLE_DEPRECATED
} else if (body_type_string == "character") {
physics_body->body_type = PhysicsBodyType::CHARACTER;
} else if (body_type_string == "rigid") {
physics_body->body_type = PhysicsBodyType::RIGID;
} else if (body_type_string == "vehicle") {
physics_body->body_type = PhysicsBodyType::VEHICLE;
} else if (body_type_string == "trigger") {
physics_body->body_type = PhysicsBodyType::TRIGGER;
#endif // DISABLE_DEPRECATED
} else {
ERR_PRINT("Error parsing glTF physics body: The body type in the glTF file \"" + body_type_string + "\" was not recognized.");
}
}
if (motion.has("mass")) {
physics_body->mass = motion["mass"];
}
if (motion.has("linearVelocity")) {
const Array &arr = motion["linearVelocity"];
if (arr.size() == 3) {
physics_body->set_linear_velocity(Vector3(arr[0], arr[1], arr[2]));
} else {
ERR_PRINT("Error parsing glTF physics body: The linear velocity vector must have exactly 3 numbers.");
}
}
if (motion.has("angularVelocity")) {
const Array &arr = motion["angularVelocity"];
if (arr.size() == 3) {
physics_body->set_angular_velocity(Vector3(arr[0], arr[1], arr[2]));
} else {
ERR_PRINT("Error parsing glTF physics body: The angular velocity vector must have exactly 3 numbers.");
}
}
if (motion.has("centerOfMass")) {
const Array &arr = motion["centerOfMass"];
if (arr.size() == 3) {
physics_body->set_center_of_mass(Vector3(arr[0], arr[1], arr[2]));
} else {
ERR_PRINT("Error parsing glTF physics body: The center of mass vector must have exactly 3 numbers.");
}
}
if (motion.has("inertiaDiagonal")) {
const Array &arr = motion["inertiaDiagonal"];
if (arr.size() == 3) {
physics_body->set_inertia_diagonal(Vector3(arr[0], arr[1], arr[2]));
} else {
ERR_PRINT("Error parsing glTF physics body: The inertia diagonal vector must have exactly 3 numbers.");
}
}
if (motion.has("inertiaOrientation")) {
const Array &arr = motion["inertiaOrientation"];
if (arr.size() == 4) {
physics_body->set_inertia_orientation(Quaternion(arr[0], arr[1], arr[2], arr[3]));
} else {
ERR_PRINT("Error parsing glTF physics body: The inertia orientation quaternion must have exactly 4 numbers.");
}
}
return physics_body;
}
Dictionary GLTFPhysicsBody::to_dictionary() const {
Dictionary ret;
if (body_type == PhysicsBodyType::TRIGGER) {
// The equivalent of a Godot Area3D node in glTF is a node that
// defines that it is a trigger, but does not have a shape.
Dictionary trigger;
ret["trigger"] = trigger;
return ret;
}
// All non-trigger body types are defined using the motion property.
Dictionary motion;
// When stored in memory, the body type can correspond to a Godot
// node type. However, when exporting to glTF, we need to squash
// this down to one of "static", "kinematic", or "dynamic".
if (body_type == PhysicsBodyType::STATIC) {
motion["type"] = "static";
} else if (body_type == PhysicsBodyType::ANIMATABLE || body_type == PhysicsBodyType::CHARACTER) {
motion["type"] = "kinematic";
} else {
motion["type"] = "dynamic";
}
if (mass != 1.0) {
motion["mass"] = mass;
}
if (linear_velocity != Vector3()) {
Array velocity_array;
velocity_array.resize(3);
velocity_array[0] = linear_velocity.x;
velocity_array[1] = linear_velocity.y;
velocity_array[2] = linear_velocity.z;
motion["linearVelocity"] = velocity_array;
}
if (angular_velocity != Vector3()) {
Array velocity_array;
velocity_array.resize(3);
velocity_array[0] = angular_velocity.x;
velocity_array[1] = angular_velocity.y;
velocity_array[2] = angular_velocity.z;
motion["angularVelocity"] = velocity_array;
}
if (center_of_mass != Vector3()) {
Array center_of_mass_array;
center_of_mass_array.resize(3);
center_of_mass_array[0] = center_of_mass.x;
center_of_mass_array[1] = center_of_mass.y;
center_of_mass_array[2] = center_of_mass.z;
motion["centerOfMass"] = center_of_mass_array;
}
if (inertia_diagonal != Vector3()) {
Array inertia_array;
inertia_array.resize(3);
inertia_array[0] = inertia_diagonal[0];
inertia_array[1] = inertia_diagonal[1];
inertia_array[2] = inertia_diagonal[2];
motion["inertiaDiagonal"] = inertia_array;
}
if (inertia_orientation != Quaternion()) {
Array inertia_array;
inertia_array.resize(4);
inertia_array[0] = inertia_orientation[0];
inertia_array[1] = inertia_orientation[1];
inertia_array[2] = inertia_orientation[2];
inertia_array[3] = inertia_orientation[3];
motion["inertiaDiagonal"] = inertia_array;
}
ret["motion"] = motion;
return ret;
}

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/**************************************************************************/
/* gltf_physics_body.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/3d/physics/physics_body_3d.h"
// GLTFPhysicsBody is an intermediary between Godot's physics body nodes
// and the OMI_physics_body extension.
// https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_physics_body
class GLTFPhysicsBody : public Resource {
GDCLASS(GLTFPhysicsBody, Resource)
public:
// These values map to Godot's physics body types.
// When importing, the body type will be set to the closest match, and
// user code can change this to make Godot generate a different node type.
// When exporting, this will be squashed down to one of "static",
// "kinematic", or "dynamic" motion types, or the "trigger" property.
enum class PhysicsBodyType {
STATIC,
ANIMATABLE,
CHARACTER,
RIGID,
VEHICLE,
TRIGGER,
};
protected:
static void _bind_methods();
private:
PhysicsBodyType body_type = PhysicsBodyType::RIGID;
real_t mass = 1.0;
Vector3 linear_velocity;
Vector3 angular_velocity;
Vector3 center_of_mass;
Vector3 inertia_diagonal;
Quaternion inertia_orientation;
public:
String get_body_type() const;
void set_body_type(String p_body_type);
PhysicsBodyType get_physics_body_type() const;
void set_physics_body_type(PhysicsBodyType p_body_type);
real_t get_mass() const;
void set_mass(real_t p_mass);
Vector3 get_linear_velocity() const;
void set_linear_velocity(Vector3 p_linear_velocity);
Vector3 get_angular_velocity() const;
void set_angular_velocity(Vector3 p_angular_velocity);
Vector3 get_center_of_mass() const;
void set_center_of_mass(const Vector3 &p_center_of_mass);
Vector3 get_inertia_diagonal() const;
void set_inertia_diagonal(const Vector3 &p_inertia_diagonal);
Quaternion get_inertia_orientation() const;
void set_inertia_orientation(const Quaternion &p_inertia_orientation);
#ifndef DISABLE_DEPRECATED
Basis get_inertia_tensor() const;
void set_inertia_tensor(Basis p_inertia_tensor);
#endif // DISABLE_DEPRECATED
static Ref<GLTFPhysicsBody> from_node(const CollisionObject3D *p_body_node);
CollisionObject3D *to_node() const;
static Ref<GLTFPhysicsBody> from_dictionary(const Dictionary p_dictionary);
Dictionary to_dictionary() const;
};

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@@ -0,0 +1,338 @@
/**************************************************************************/
/* gltf_physics_shape.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_physics_shape.h"
#include "../../gltf_state.h"
#include "core/math/convex_hull.h"
#include "scene/3d/physics/area_3d.h"
#include "scene/resources/3d/box_shape_3d.h"
#include "scene/resources/3d/capsule_shape_3d.h"
#include "scene/resources/3d/concave_polygon_shape_3d.h"
#include "scene/resources/3d/convex_polygon_shape_3d.h"
#include "scene/resources/3d/cylinder_shape_3d.h"
#include "scene/resources/3d/importer_mesh.h"
#include "scene/resources/3d/sphere_shape_3d.h"
void GLTFPhysicsShape::_bind_methods() {
ClassDB::bind_static_method("GLTFPhysicsShape", D_METHOD("from_node", "shape_node"), &GLTFPhysicsShape::from_node);
ClassDB::bind_method(D_METHOD("to_node", "cache_shapes"), &GLTFPhysicsShape::to_node, DEFVAL(false));
ClassDB::bind_static_method("GLTFPhysicsShape", D_METHOD("from_resource", "shape_resource"), &GLTFPhysicsShape::from_resource);
ClassDB::bind_method(D_METHOD("to_resource", "cache_shapes"), &GLTFPhysicsShape::to_resource, DEFVAL(false));
ClassDB::bind_static_method("GLTFPhysicsShape", D_METHOD("from_dictionary", "dictionary"), &GLTFPhysicsShape::from_dictionary);
ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFPhysicsShape::to_dictionary);
ClassDB::bind_method(D_METHOD("get_shape_type"), &GLTFPhysicsShape::get_shape_type);
ClassDB::bind_method(D_METHOD("set_shape_type", "shape_type"), &GLTFPhysicsShape::set_shape_type);
ClassDB::bind_method(D_METHOD("get_size"), &GLTFPhysicsShape::get_size);
ClassDB::bind_method(D_METHOD("set_size", "size"), &GLTFPhysicsShape::set_size);
ClassDB::bind_method(D_METHOD("get_radius"), &GLTFPhysicsShape::get_radius);
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &GLTFPhysicsShape::set_radius);
ClassDB::bind_method(D_METHOD("get_height"), &GLTFPhysicsShape::get_height);
ClassDB::bind_method(D_METHOD("set_height", "height"), &GLTFPhysicsShape::set_height);
ClassDB::bind_method(D_METHOD("get_is_trigger"), &GLTFPhysicsShape::get_is_trigger);
ClassDB::bind_method(D_METHOD("set_is_trigger", "is_trigger"), &GLTFPhysicsShape::set_is_trigger);
ClassDB::bind_method(D_METHOD("get_mesh_index"), &GLTFPhysicsShape::get_mesh_index);
ClassDB::bind_method(D_METHOD("set_mesh_index", "mesh_index"), &GLTFPhysicsShape::set_mesh_index);
ClassDB::bind_method(D_METHOD("get_importer_mesh"), &GLTFPhysicsShape::get_importer_mesh);
ClassDB::bind_method(D_METHOD("set_importer_mesh", "importer_mesh"), &GLTFPhysicsShape::set_importer_mesh);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "shape_type"), "set_shape_type", "get_shape_type");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius"), "set_radius", "get_radius");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height"), "set_height", "get_height");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_trigger"), "set_is_trigger", "get_is_trigger");
ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh_index"), "set_mesh_index", "get_mesh_index");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "importer_mesh", PROPERTY_HINT_RESOURCE_TYPE, "ImporterMesh"), "set_importer_mesh", "get_importer_mesh");
}
String GLTFPhysicsShape::get_shape_type() const {
return shape_type;
}
void GLTFPhysicsShape::set_shape_type(String p_shape_type) {
shape_type = p_shape_type;
}
Vector3 GLTFPhysicsShape::get_size() const {
return size;
}
void GLTFPhysicsShape::set_size(Vector3 p_size) {
size = p_size;
}
real_t GLTFPhysicsShape::get_radius() const {
return radius;
}
void GLTFPhysicsShape::set_radius(real_t p_radius) {
radius = p_radius;
}
real_t GLTFPhysicsShape::get_height() const {
return height;
}
void GLTFPhysicsShape::set_height(real_t p_height) {
height = p_height;
}
bool GLTFPhysicsShape::get_is_trigger() const {
return is_trigger;
}
void GLTFPhysicsShape::set_is_trigger(bool p_is_trigger) {
is_trigger = p_is_trigger;
}
GLTFMeshIndex GLTFPhysicsShape::get_mesh_index() const {
return mesh_index;
}
void GLTFPhysicsShape::set_mesh_index(GLTFMeshIndex p_mesh_index) {
mesh_index = p_mesh_index;
}
Ref<ImporterMesh> GLTFPhysicsShape::get_importer_mesh() const {
return importer_mesh;
}
void GLTFPhysicsShape::set_importer_mesh(Ref<ImporterMesh> p_importer_mesh) {
importer_mesh = p_importer_mesh;
}
Ref<ImporterMesh> _convert_hull_points_to_mesh(const Vector<Vector3> &p_hull_points) {
Ref<ImporterMesh> importer_mesh;
ERR_FAIL_COND_V_MSG(p_hull_points.size() < 3, importer_mesh, "GLTFPhysicsShape: Convex hull has fewer points (" + itos(p_hull_points.size()) + ") than the minimum of 3. At least 3 points are required in order to save to glTF, since it uses a mesh to represent convex hulls.");
if (p_hull_points.size() > 255) {
WARN_PRINT("GLTFPhysicsShape: Convex hull has more points (" + itos(p_hull_points.size()) + ") than the recommended maximum of 255. This may not load correctly in other engines.");
}
// Convert the convex hull points into an array of faces.
Geometry3D::MeshData md;
Error err = ConvexHullComputer::convex_hull(p_hull_points, md);
ERR_FAIL_COND_V_MSG(err != OK, importer_mesh, "GLTFPhysicsShape: Failed to compute convex hull.");
Vector<Vector3> face_vertices;
for (uint32_t i = 0; i < md.faces.size(); i++) {
uint32_t index_count = md.faces[i].indices.size();
for (uint32_t j = 1; j < index_count - 1; j++) {
face_vertices.append(p_hull_points[md.faces[i].indices[0]]);
face_vertices.append(p_hull_points[md.faces[i].indices[j]]);
face_vertices.append(p_hull_points[md.faces[i].indices[j + 1]]);
}
}
// Create an ImporterMesh from the faces.
importer_mesh.instantiate();
Array surface_array;
surface_array.resize(Mesh::ArrayType::ARRAY_MAX);
surface_array[Mesh::ArrayType::ARRAY_VERTEX] = face_vertices;
importer_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, surface_array);
return importer_mesh;
}
Ref<GLTFPhysicsShape> GLTFPhysicsShape::from_node(const CollisionShape3D *p_godot_shape_node) {
Ref<GLTFPhysicsShape> gltf_shape;
ERR_FAIL_NULL_V_MSG(p_godot_shape_node, gltf_shape, "Tried to create a GLTFPhysicsShape from a CollisionShape3D node, but the given node was null.");
Ref<Shape3D> shape_resource = p_godot_shape_node->get_shape();
ERR_FAIL_COND_V_MSG(shape_resource.is_null(), gltf_shape, "Tried to create a GLTFPhysicsShape from a CollisionShape3D node, but the given node had a null shape.");
gltf_shape = from_resource(shape_resource);
// Check if the shape is part of a trigger.
Node *parent = p_godot_shape_node->get_parent();
if (cast_to<const Area3D>(parent)) {
gltf_shape->set_is_trigger(true);
}
return gltf_shape;
}
CollisionShape3D *GLTFPhysicsShape::to_node(bool p_cache_shapes) {
CollisionShape3D *godot_shape_node = memnew(CollisionShape3D);
to_resource(p_cache_shapes); // Sets `_shape_cache`.
godot_shape_node->set_shape(_shape_cache);
return godot_shape_node;
}
Ref<GLTFPhysicsShape> GLTFPhysicsShape::from_resource(const Ref<Shape3D> &p_shape_resource) {
Ref<GLTFPhysicsShape> gltf_shape;
gltf_shape.instantiate();
ERR_FAIL_COND_V_MSG(p_shape_resource.is_null(), gltf_shape, "Tried to create a GLTFPhysicsShape from a Shape3D resource, but the given resource was null.");
if (cast_to<BoxShape3D>(p_shape_resource.ptr())) {
gltf_shape->shape_type = "box";
Ref<BoxShape3D> box = p_shape_resource;
gltf_shape->set_size(box->get_size());
} else if (cast_to<const CapsuleShape3D>(p_shape_resource.ptr())) {
gltf_shape->shape_type = "capsule";
Ref<CapsuleShape3D> capsule = p_shape_resource;
gltf_shape->set_radius(capsule->get_radius());
gltf_shape->set_height(capsule->get_height());
} else if (cast_to<const CylinderShape3D>(p_shape_resource.ptr())) {
gltf_shape->shape_type = "cylinder";
Ref<CylinderShape3D> cylinder = p_shape_resource;
gltf_shape->set_radius(cylinder->get_radius());
gltf_shape->set_height(cylinder->get_height());
} else if (cast_to<const SphereShape3D>(p_shape_resource.ptr())) {
gltf_shape->shape_type = "sphere";
Ref<SphereShape3D> sphere = p_shape_resource;
gltf_shape->set_radius(sphere->get_radius());
} else if (cast_to<const ConvexPolygonShape3D>(p_shape_resource.ptr())) {
gltf_shape->shape_type = "convex";
Ref<ConvexPolygonShape3D> convex = p_shape_resource;
Vector<Vector3> hull_points = convex->get_points();
Ref<ImporterMesh> importer_mesh = _convert_hull_points_to_mesh(hull_points);
ERR_FAIL_COND_V_MSG(importer_mesh.is_null(), gltf_shape, "GLTFPhysicsShape: Failed to convert convex hull points to a mesh.");
gltf_shape->set_importer_mesh(importer_mesh);
} else if (cast_to<const ConcavePolygonShape3D>(p_shape_resource.ptr())) {
gltf_shape->shape_type = "trimesh";
Ref<ConcavePolygonShape3D> concave = p_shape_resource;
Ref<ImporterMesh> importer_mesh;
importer_mesh.instantiate();
Array surface_array;
surface_array.resize(Mesh::ArrayType::ARRAY_MAX);
surface_array[Mesh::ArrayType::ARRAY_VERTEX] = concave->get_faces();
importer_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, surface_array);
gltf_shape->set_importer_mesh(importer_mesh);
} else {
ERR_PRINT("Tried to create a GLTFPhysicsShape from a Shape3D, but the given shape '" + String(Variant(p_shape_resource)) +
"' had an unsupported shape type. Only BoxShape3D, CapsuleShape3D, CylinderShape3D, SphereShape3D, ConcavePolygonShape3D, and ConvexPolygonShape3D are supported.");
}
gltf_shape->_shape_cache = p_shape_resource;
return gltf_shape;
}
Ref<Shape3D> GLTFPhysicsShape::to_resource(bool p_cache_shapes) {
if (!p_cache_shapes || _shape_cache.is_null()) {
if (shape_type == "box") {
Ref<BoxShape3D> box;
box.instantiate();
box->set_size(size);
_shape_cache = box;
} else if (shape_type == "capsule") {
Ref<CapsuleShape3D> capsule;
capsule.instantiate();
capsule->set_radius(radius);
capsule->set_height(height);
_shape_cache = capsule;
} else if (shape_type == "cylinder") {
Ref<CylinderShape3D> cylinder;
cylinder.instantiate();
cylinder->set_radius(radius);
cylinder->set_height(height);
_shape_cache = cylinder;
} else if (shape_type == "sphere") {
Ref<SphereShape3D> sphere;
sphere.instantiate();
sphere->set_radius(radius);
_shape_cache = sphere;
} else if (shape_type == "convex") {
ERR_FAIL_COND_V_MSG(importer_mesh.is_null(), _shape_cache, "GLTFPhysicsShape: Error converting convex hull shape to a shape resource: The mesh resource is null.");
Ref<ConvexPolygonShape3D> convex = importer_mesh->get_mesh()->create_convex_shape();
_shape_cache = convex;
} else if (shape_type == "trimesh") {
ERR_FAIL_COND_V_MSG(importer_mesh.is_null(), _shape_cache, "GLTFPhysicsShape: Error converting concave mesh shape to a shape resource: The mesh resource is null.");
Ref<ConcavePolygonShape3D> concave = importer_mesh->create_trimesh_shape();
_shape_cache = concave;
} else {
ERR_PRINT("GLTFPhysicsShape: Error converting to a shape resource: Shape type '" + shape_type + "' is unknown.");
}
}
return _shape_cache;
}
Ref<GLTFPhysicsShape> GLTFPhysicsShape::from_dictionary(const Dictionary p_dictionary) {
ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFPhysicsShape>(), "Failed to parse GLTFPhysicsShape, missing required field 'type'.");
Ref<GLTFPhysicsShape> gltf_shape;
gltf_shape.instantiate();
String shape_type = p_dictionary["type"];
if (shape_type == "hull") {
shape_type = "convex";
}
gltf_shape->shape_type = shape_type;
if (shape_type != "box" && shape_type != "capsule" && shape_type != "cylinder" && shape_type != "sphere" && shape_type != "convex" && shape_type != "trimesh") {
ERR_PRINT("GLTFPhysicsShape: Error parsing unknown shape type '" + shape_type + "'. Only box, capsule, cylinder, sphere, convex, and trimesh are supported.");
}
Dictionary properties;
if (p_dictionary.has(shape_type)) {
properties = p_dictionary[shape_type];
} else {
properties = p_dictionary;
}
if (properties.has("radius")) {
gltf_shape->set_radius(properties["radius"]);
}
if (properties.has("height")) {
gltf_shape->set_height(properties["height"]);
}
if (properties.has("size")) {
const Array &arr = properties["size"];
if (arr.size() == 3) {
gltf_shape->set_size(Vector3(arr[0], arr[1], arr[2]));
} else {
ERR_PRINT("GLTFPhysicsShape: Error parsing the size, it must have exactly 3 numbers.");
}
}
if (properties.has("isTrigger")) {
gltf_shape->set_is_trigger(properties["isTrigger"]);
}
if (properties.has("mesh")) {
gltf_shape->set_mesh_index(properties["mesh"]);
}
if (unlikely(gltf_shape->get_mesh_index() < 0 && (shape_type == "convex" || shape_type == "trimesh"))) {
ERR_PRINT("Error parsing GLTFPhysicsShape: The mesh-based shape type '" + shape_type + "' does not have a valid mesh index.");
}
return gltf_shape;
}
Dictionary GLTFPhysicsShape::to_dictionary() const {
Dictionary gltf_shape;
gltf_shape["type"] = shape_type;
Dictionary sub;
if (shape_type == "box") {
Array size_array;
size_array.resize(3);
size_array[0] = size.x;
size_array[1] = size.y;
size_array[2] = size.z;
sub["size"] = size_array;
} else if (shape_type == "capsule") {
sub["radius"] = get_radius();
sub["height"] = get_height();
} else if (shape_type == "cylinder") {
sub["radius"] = get_radius();
sub["height"] = get_height();
} else if (shape_type == "sphere") {
sub["radius"] = get_radius();
} else if (shape_type == "trimesh" || shape_type == "convex") {
sub["mesh"] = get_mesh_index();
}
gltf_shape[shape_type] = sub;
return gltf_shape;
}

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/**************************************************************************/
/* gltf_physics_shape.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#pragma once
#include "../../gltf_defines.h"
#include "scene/3d/physics/collision_shape_3d.h"
class ImporterMesh;
// GLTFPhysicsShape is an intermediary between Godot's collision shape nodes
// and the OMI_physics_shape extension.
// https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_physics_shape
class GLTFPhysicsShape : public Resource {
GDCLASS(GLTFPhysicsShape, Resource)
protected:
static void _bind_methods();
private:
String shape_type;
Vector3 size = Vector3(1.0, 1.0, 1.0);
real_t radius = 0.5;
real_t height = 2.0;
bool is_trigger = false;
GLTFMeshIndex mesh_index = -1;
Ref<ImporterMesh> importer_mesh = nullptr;
// Internal only, for caching Godot shape resources. Used in `to_resource` and `to_node`.
Ref<Shape3D> _shape_cache = nullptr;
public:
String get_shape_type() const;
void set_shape_type(String p_shape_type);
Vector3 get_size() const;
void set_size(Vector3 p_size);
real_t get_radius() const;
void set_radius(real_t p_radius);
real_t get_height() const;
void set_height(real_t p_height);
bool get_is_trigger() const;
void set_is_trigger(bool p_is_trigger);
GLTFMeshIndex get_mesh_index() const;
void set_mesh_index(GLTFMeshIndex p_mesh_index);
Ref<ImporterMesh> get_importer_mesh() const;
void set_importer_mesh(Ref<ImporterMesh> p_importer_mesh);
static Ref<GLTFPhysicsShape> from_node(const CollisionShape3D *p_shape_node);
CollisionShape3D *to_node(bool p_cache_shapes = false);
static Ref<GLTFPhysicsShape> from_resource(const Ref<Shape3D> &p_shape_resource);
Ref<Shape3D> to_resource(bool p_cache_shapes = false);
static Ref<GLTFPhysicsShape> from_dictionary(const Dictionary p_dictionary);
Dictionary to_dictionary() const;
};