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- /**************************************************************************/
- /* 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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