/**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef GLTF_PHYSICS_BODY_H #define GLTF_PHYSICS_BODY_H #include "scene/3d/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 from_node(const CollisionObject3D *p_body_node); CollisionObject3D *to_node() const; static Ref from_dictionary(const Dictionary p_dictionary); Dictionary to_dictionary() const; }; #endif // GLTF_PHYSICS_BODY_H