virtualx-engine/modules/gltf/extensions/physics/gltf_document_extension_physics.cpp

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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/area.h"
// Import process.
Error GLTFDocumentExtensionPhysics::import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions) {
if (p_extensions.find("OMI_collider") < 0 && p_extensions.find("OMI_physics_body") < 0) {
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_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(GLTFCollider::from_dictionary(state_collider_dicts[i]));
}
p_state->set_additional_data("GLTFColliders", state_colliders);
}
}
}
}
return OK;
}
Vector<String> GLTFDocumentExtensionPhysics::get_supported_extensions() {
Vector<String> ret;
ret.push_back("OMI_collider");
ret.push_back("OMI_physics_body");
return ret;
}
Error GLTFDocumentExtensionPhysics::parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions) {
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("GLTFColliders");
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("GLTFCollider", state_colliders[node_collider_index]);
} else {
p_gltf_node->set_additional_data("GLTFCollider", GLTFCollider::from_dictionary(p_extensions["OMI_collider"]));
}
}
if (p_extensions.has("OMI_physics_body")) {
p_gltf_node->set_additional_data("GLTFPhysicsBody", GLTFPhysicsBody::from_dictionary(p_extensions["OMI_physics_body"]));
}
return OK;
}
void _setup_collider_mesh_resource_from_index_if_needed(Ref<GLTFState> p_state, Ref<GLTFCollider> p_collider) {
GLTFMeshIndex collider_mesh_index = p_collider->get_mesh_index();
if (collider_mesh_index == -1) {
return; // No mesh for this collider.
}
Ref<ArrayMesh> array_mesh = p_collider->get_array_mesh();
if (array_mesh.is_valid()) {
return; // The mesh resource is already set up.
}
Array state_meshes = p_state->get_meshes();
ERR_FAIL_INDEX_MSG(collider_mesh_index, state_meshes.size(), "GLTF Physics: When importing '" + p_state->get_scene_name() + "', the collider mesh index " + itos(collider_mesh_index) + " is not in the state meshes (size: " + itos(state_meshes.size()) + ").");
Ref<GLTFMesh> gltf_mesh = state_meshes[collider_mesh_index];
ERR_FAIL_COND(gltf_mesh.is_null());
array_mesh = gltf_mesh->get_mesh();
ERR_FAIL_COND(array_mesh.is_null());
p_collider->set_array_mesh(array_mesh);
}
CollisionObject *_generate_collision_with_body(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Ref<GLTFCollider> p_collider, Ref<GLTFPhysicsBody> p_physics_body) {
print_verbose("glTF: Creating collision for: " + p_gltf_node->get_name());
bool is_trigger = p_collider->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.
CollisionObject *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.
CollisionObject *child = _generate_collision_with_body(p_state, p_gltf_node, p_collider, 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(Area);
} else {
body = memnew(StaticBody);
}
CollisionShape *shape = p_collider->to_node();
shape->set_name(p_gltf_node->get_name() + "Shape");
body->add_child(shape);
return body;
}
Spatial *GLTFDocumentExtensionPhysics::generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) {
Ref<GLTFPhysicsBody> physics_body = p_gltf_node->get_additional_data("GLTFPhysicsBody");
Ref<GLTFCollider> collider = p_gltf_node->get_additional_data("GLTFCollider");
if (collider.is_valid()) {
_setup_collider_mesh_resource_from_index_if_needed(p_state, collider);
// If the collider has the correct type of parent, we just return one node.
if (collider->get_is_trigger()) {
if (Object::cast_to<Area>(p_scene_parent)) {
return collider->to_node(true);
}
} else {
if (Object::cast_to<PhysicsBody>(p_scene_parent)) {
return collider->to_node(true);
}
}
return _generate_collision_with_body(p_state, p_gltf_node, collider, physics_body);
}
if (physics_body.is_valid()) {
return physics_body->to_node();
}
return nullptr;
}
// Export process.
bool _are_all_faces_equal(const PoolVector<Face3> &p_a, const PoolVector<Face3> &p_b) {
if (p_a.size() != p_b.size()) {
return false;
}
for (int i = 0; i < p_a.size(); i++) {
Face3 a_face = p_a[i];
Face3 b_face = p_b[i];
const Vector3 *a_vertices = a_face.vertex;
const Vector3 *b_vertices = b_face.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<ArrayMesh> p_mesh) {
ERR_FAIL_COND_V(p_mesh.is_null(), -1);
Array state_meshes = p_state->get_meshes();
PoolVector<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<ArrayMesh> state_array_mesh = state_gltf_mesh->get_mesh();
ERR_CONTINUE(state_array_mesh.is_null());
if (state_array_mesh == p_mesh) {
return i;
}
if (_are_all_faces_equal(state_array_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.instance();
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<CollisionShape>(p_scene_node)) {
CollisionShape *shape = Object::cast_to<CollisionShape>(p_scene_node);
Ref<GLTFCollider> collider = GLTFCollider::from_node(shape);
{
Ref<ArrayMesh> array_mesh = collider->get_array_mesh();
if (array_mesh.is_valid()) {
collider->set_mesh_index(_get_or_insert_mesh_in_state(p_state, array_mesh));
}
}
p_gltf_node->set_additional_data("GLTFCollider", collider);
} else if (cast_to<CollisionObject>(p_scene_node)) {
CollisionObject *body = Object::cast_to<CollisionObject>(p_scene_node);
p_gltf_node->set_additional_data("GLTFPhysicsBody", GLTFPhysicsBody::from_node(body));
}
}
Array _get_or_create_state_colliders_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_collider_ext;
if (state_extensions.has("OMI_collider")) {
omi_collider_ext = state_extensions["OMI_collider"];
} else {
state_extensions["OMI_collider"] = omi_collider_ext;
p_state->add_used_extension("OMI_collider");
}
Array state_colliders;
if (omi_collider_ext.has("colliders")) {
state_colliders = omi_collider_ext["colliders"];
} else {
omi_collider_ext["colliders"] = state_colliders;
}
return state_colliders;
}
Error GLTFDocumentExtensionPhysics::export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_node_json, Node *p_node) {
Dictionary node_extensions = r_node_json["extensions"];
Ref<GLTFPhysicsBody> physics_body = p_gltf_node->get_additional_data("GLTFPhysicsBody");
if (physics_body.is_valid()) {
node_extensions["OMI_physics_body"] = physics_body->to_dictionary();
p_state->add_used_extension("OMI_physics_body");
}
Ref<GLTFCollider> collider = p_gltf_node->get_additional_data("GLTFCollider");
if (collider.is_valid()) {
Array state_colliders = _get_or_create_state_colliders_in_state(p_state);
int size = state_colliders.size();
Dictionary omi_collider_ext;
node_extensions["OMI_collider"] = omi_collider_ext;
Dictionary collider_dict = collider->to_dictionary();
for (int i = 0; i < size; i++) {
Dictionary other = state_colliders[i];
if (other == collider_dict) {
// De-duplication: If we already have an identical collider,
// set the collider index to the existing one and return.
omi_collider_ext["collider"] = i;
return OK;
}
}
// If we don't have an identical collider, add it to the array.
state_colliders.push_back(collider_dict);
omi_collider_ext["collider"] = size;
}
return OK;
}