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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: */
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/* 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. */
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/**************************************************************************/
# include "gltf_document_extension_physics.h"
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# include "scene/3d/physics/area_3d.h"
# include "scene/3d/physics/static_body_3d.h"
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// Import process.
Error GLTFDocumentExtensionPhysics : : import_preflight ( Ref < GLTFState > p_state , Vector < String > p_extensions ) {
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if ( ! p_extensions . has ( " OMI_collider " ) & & ! p_extensions . has ( " OMI_physics_body " ) & & ! p_extensions . has ( " OMI_physics_shape " ) ) {
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return ERR_SKIP ;
}
Dictionary state_json = p_state - > get_json ( ) ;
if ( state_json . has ( " extensions " ) ) {
Dictionary state_extensions = state_json [ " extensions " ] ;
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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 " ) ) {
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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 + + ) {
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state_colliders . push_back ( GLTFPhysicsShape : : from_dictionary ( state_collider_dicts [ i ] ) ) ;
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}
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p_state - > set_additional_data ( StringName ( " GLTFPhysicsShapes " ) , state_colliders ) ;
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}
}
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# endif // DISABLE_DEPRECATED
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}
}
return OK ;
}
Vector < String > GLTFDocumentExtensionPhysics : : get_supported_extensions ( ) {
Vector < String > ret ;
ret . push_back ( " OMI_collider " ) ;
ret . push_back ( " OMI_physics_body " ) ;
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ret . push_back ( " OMI_physics_shape " ) ;
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return ret ;
}
Error GLTFDocumentExtensionPhysics : : parse_node_extensions ( Ref < GLTFState > p_state , Ref < GLTFNode > p_gltf_node , Dictionary & p_extensions ) {
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# ifndef DISABLE_DEPRECATED
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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 " ] ;
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Array state_colliders = p_state - > get_additional_data ( StringName ( " GLTFPhysicsShapes " ) ) ;
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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 ( ) ) + " ). " ) ;
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p_gltf_node - > set_additional_data ( StringName ( " GLTFPhysicsShape " ) , state_colliders [ node_collider_index ] ) ;
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} else {
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p_gltf_node - > set_additional_data ( StringName ( " GLTFPhysicsShape " ) , GLTFPhysicsShape : : from_dictionary ( node_collider_ext ) ) ;
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}
}
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# endif // DISABLE_DEPRECATED
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if ( p_extensions . has ( " OMI_physics_body " ) ) {
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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 ] ) ;
} 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 ] ) ;
} 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 ( physics_body_ext . has ( " motion " ) | | physics_body_ext . has ( " type " ) ) {
p_gltf_node - > set_additional_data ( StringName ( " GLTFPhysicsBody " ) , GLTFPhysicsBody : : from_dictionary ( physics_body_ext ) ) ;
}
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}
return OK ;
}
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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.
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}
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Ref < ImporterMesh > importer_mesh = p_gltf_shape - > get_importer_mesh ( ) ;
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if ( importer_mesh . is_valid ( ) ) {
return ; // The mesh resource is already set up.
}
TypedArray < GLTFMesh > state_meshes = p_state - > get_meshes ( ) ;
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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 ] ;
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ERR_FAIL_COND ( gltf_mesh . is_null ( ) ) ;
importer_mesh = gltf_mesh - > get_mesh ( ) ;
ERR_FAIL_COND ( importer_mesh . is_null ( ) ) ;
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p_gltf_shape - > set_importer_mesh ( importer_mesh ) ;
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}
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# 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 ( ) ;
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// 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 ( ) ;
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if ( is_trigger & & ( p_physics_body - > get_body_type ( ) ! = " trigger " ) ) {
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// Edge case: If the body's trigger and the collider's trigger
// are in disagreement, we need to create another new body.
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CollisionObject3D * child = _generate_shape_with_body ( p_state , p_gltf_node , p_physics_shape , nullptr ) ;
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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 ) ;
}
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CollisionShape3D * shape = p_physics_shape - > to_node ( ) ;
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shape - > set_name ( p_gltf_node - > get_name ( ) + " Shape " ) ;
body - > add_child ( shape ) ;
return body ;
}
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# 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 ;
}
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Node3D * GLTFDocumentExtensionPhysics : : generate_scene_node ( Ref < GLTFState > p_state , Ref < GLTFNode > p_gltf_node , Node * p_scene_parent ) {
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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 ) ;
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}
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} 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 ;
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 < 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 ;
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}
}
}
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// 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.
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 " ) ) ;
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 ) ;
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}
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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 ;
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}
// 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 ) ) {
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CollisionShape3D * godot_shape = Object : : cast_to < CollisionShape3D > ( p_scene_node ) ;
Ref < GLTFPhysicsShape > gltf_shape = GLTFPhysicsShape : : from_node ( godot_shape ) ;
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ERR_FAIL_COND_MSG ( gltf_shape . is_null ( ) , " GLTF Physics: Could not convert CollisionShape3D to GLTFPhysicsShape. Does it have a valid Shape3D? " ) ;
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{
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Ref < ImporterMesh > importer_mesh = gltf_shape - > get_importer_mesh ( ) ;
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if ( importer_mesh . is_valid ( ) ) {
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gltf_shape - > set_mesh_index ( _get_or_insert_mesh_in_state ( p_state , importer_mesh ) ) ;
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}
}
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if ( cast_to < Area3D > ( _get_ancestor_collision_object ( p_scene_node - > get_parent ( ) ) ) ) {
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p_gltf_node - > set_additional_data ( StringName ( " GLTFPhysicsTriggerShape " ) , gltf_shape ) ;
} else {
p_gltf_node - > set_additional_data ( StringName ( " GLTFPhysicsColliderShape " ) , gltf_shape ) ;
}
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} else if ( cast_to < CollisionObject3D > ( p_scene_node ) ) {
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CollisionObject3D * godot_body = Object : : cast_to < CollisionObject3D > ( p_scene_node ) ;
p_gltf_node - > set_additional_data ( StringName ( " GLTFPhysicsBody " ) , GLTFPhysicsBody : : from_node ( godot_body ) ) ;
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}
}
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Array _get_or_create_state_shapes_in_state ( Ref < GLTFState > p_state ) {
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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 ;
}
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Dictionary omi_physics_shape_ext ;
if ( state_extensions . has ( " OMI_physics_shape " ) ) {
omi_physics_shape_ext = state_extensions [ " OMI_physics_shape " ] ;
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} else {
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state_extensions [ " OMI_physics_shape " ] = omi_physics_shape_ext ;
p_state - > add_used_extension ( " OMI_physics_shape " ) ;
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}
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Array state_shapes ;
if ( omi_physics_shape_ext . has ( " shapes " ) ) {
state_shapes = omi_physics_shape_ext [ " shapes " ] ;
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} else {
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omi_physics_shape_ext [ " shapes " ] = state_shapes ;
}
return state_shapes ;
}
Dictionary _export_node_shape ( Ref < GLTFState > p_state , Ref < GLTFPhysicsShape > p_physics_shape ) {
Array state_shapes = _get_or_create_state_shapes_in_state ( p_state ) ;
int size = state_shapes . size ( ) ;
Dictionary shape_property ;
Dictionary shape_dict = p_physics_shape - > to_dictionary ( ) ;
for ( int 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.
shape_property [ " shape " ] = i ;
return shape_property ;
}
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}
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// If we don't have an identical shape, add it to the array.
state_shapes . push_back ( shape_dict ) ;
shape_property [ " shape " ] = size ;
return shape_property ;
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}
Error GLTFDocumentExtensionPhysics : : export_node ( Ref < GLTFState > p_state , Ref < GLTFNode > p_gltf_node , Dictionary & r_node_json , Node * p_node ) {
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Dictionary physics_body_ext ;
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Ref < GLTFPhysicsBody > physics_body = p_gltf_node - > get_additional_data ( StringName ( " GLTFPhysicsBody " ) ) ;
if ( physics_body . is_valid ( ) ) {
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physics_body_ext = physics_body - > to_dictionary ( ) ;
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}
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Ref < GLTFPhysicsShape > collider_shape = p_gltf_node - > get_additional_data ( StringName ( " GLTFPhysicsColliderShape " ) ) ;
if ( collider_shape . is_valid ( ) ) {
physics_body_ext [ " collider " ] = _export_node_shape ( p_state , collider_shape ) ;
}
Ref < GLTFPhysicsShape > trigger_shape = p_gltf_node - > get_additional_data ( StringName ( " GLTFPhysicsTriggerShape " ) ) ;
if ( trigger_shape . is_valid ( ) ) {
physics_body_ext [ " trigger " ] = _export_node_shape ( p_state , trigger_shape ) ;
}
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 " ) ;
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}
return OK ;
}