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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. */
- /**************************************************************************/
- #ifndef GLTF_PHYSICS_SHAPE_H
- #define GLTF_PHYSICS_SHAPE_H
- #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;
- };
- #endif // GLTF_PHYSICS_SHAPE_H
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