/**************************************************************************/ /* gltf_physics_shape.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_shape.h" #include "../../gltf_state.h" #include "core/math/convex_hull.h" #include "scene/3d/area_3d.h" #include "scene/resources/box_shape_3d.h" #include "scene/resources/capsule_shape_3d.h" #include "scene/resources/concave_polygon_shape_3d.h" #include "scene/resources/convex_polygon_shape_3d.h" #include "scene/resources/cylinder_shape_3d.h" #include "scene/resources/importer_mesh.h" #include "scene/resources/sphere_shape_3d.h" void GLTFPhysicsShape::_bind_methods() { ClassDB::bind_static_method("GLTFPhysicsShape", D_METHOD("from_node", "shape_node"), &GLTFPhysicsShape::from_node); ClassDB::bind_method(D_METHOD("to_node", "cache_shapes"), &GLTFPhysicsShape::to_node, DEFVAL(false)); ClassDB::bind_static_method("GLTFPhysicsShape", D_METHOD("from_dictionary", "dictionary"), &GLTFPhysicsShape::from_dictionary); ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFPhysicsShape::to_dictionary); ClassDB::bind_method(D_METHOD("get_shape_type"), &GLTFPhysicsShape::get_shape_type); ClassDB::bind_method(D_METHOD("set_shape_type", "shape_type"), &GLTFPhysicsShape::set_shape_type); ClassDB::bind_method(D_METHOD("get_size"), &GLTFPhysicsShape::get_size); ClassDB::bind_method(D_METHOD("set_size", "size"), &GLTFPhysicsShape::set_size); ClassDB::bind_method(D_METHOD("get_radius"), &GLTFPhysicsShape::get_radius); ClassDB::bind_method(D_METHOD("set_radius", "radius"), &GLTFPhysicsShape::set_radius); ClassDB::bind_method(D_METHOD("get_height"), &GLTFPhysicsShape::get_height); ClassDB::bind_method(D_METHOD("set_height", "height"), &GLTFPhysicsShape::set_height); ClassDB::bind_method(D_METHOD("get_is_trigger"), &GLTFPhysicsShape::get_is_trigger); ClassDB::bind_method(D_METHOD("set_is_trigger", "is_trigger"), &GLTFPhysicsShape::set_is_trigger); ClassDB::bind_method(D_METHOD("get_mesh_index"), &GLTFPhysicsShape::get_mesh_index); ClassDB::bind_method(D_METHOD("set_mesh_index", "mesh_index"), &GLTFPhysicsShape::set_mesh_index); ClassDB::bind_method(D_METHOD("get_importer_mesh"), &GLTFPhysicsShape::get_importer_mesh); ClassDB::bind_method(D_METHOD("set_importer_mesh", "importer_mesh"), &GLTFPhysicsShape::set_importer_mesh); ADD_PROPERTY(PropertyInfo(Variant::STRING, "shape_type"), "set_shape_type", "get_shape_type"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius"), "set_radius", "get_radius"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height"), "set_height", "get_height"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_trigger"), "set_is_trigger", "get_is_trigger"); ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh_index"), "set_mesh_index", "get_mesh_index"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "importer_mesh", PROPERTY_HINT_RESOURCE_TYPE, "ImporterMesh"), "set_importer_mesh", "get_importer_mesh"); } String GLTFPhysicsShape::get_shape_type() const { return shape_type; } void GLTFPhysicsShape::set_shape_type(String p_shape_type) { shape_type = p_shape_type; } Vector3 GLTFPhysicsShape::get_size() const { return size; } void GLTFPhysicsShape::set_size(Vector3 p_size) { size = p_size; } real_t GLTFPhysicsShape::get_radius() const { return radius; } void GLTFPhysicsShape::set_radius(real_t p_radius) { radius = p_radius; } real_t GLTFPhysicsShape::get_height() const { return height; } void GLTFPhysicsShape::set_height(real_t p_height) { height = p_height; } bool GLTFPhysicsShape::get_is_trigger() const { return is_trigger; } void GLTFPhysicsShape::set_is_trigger(bool p_is_trigger) { is_trigger = p_is_trigger; } GLTFMeshIndex GLTFPhysicsShape::get_mesh_index() const { return mesh_index; } void GLTFPhysicsShape::set_mesh_index(GLTFMeshIndex p_mesh_index) { mesh_index = p_mesh_index; } Ref GLTFPhysicsShape::get_importer_mesh() const { return importer_mesh; } void GLTFPhysicsShape::set_importer_mesh(Ref p_importer_mesh) { importer_mesh = p_importer_mesh; } Ref GLTFPhysicsShape::from_node(const CollisionShape3D *p_godot_shape_node) { Ref gltf_shape; gltf_shape.instantiate(); ERR_FAIL_NULL_V_MSG(p_godot_shape_node, gltf_shape, "Tried to create a GLTFPhysicsShape from a CollisionShape3D node, but the given node was null."); Node *parent = p_godot_shape_node->get_parent(); if (cast_to(parent)) { gltf_shape->set_is_trigger(true); } // All the code for working with the shape is below this comment. Ref shape_resource = p_godot_shape_node->get_shape(); ERR_FAIL_COND_V_MSG(shape_resource.is_null(), gltf_shape, "Tried to create a GLTFPhysicsShape from a CollisionShape3D node, but the given node had a null shape."); gltf_shape->_shape_cache = shape_resource; if (cast_to(shape_resource.ptr())) { gltf_shape->shape_type = "box"; Ref box = shape_resource; gltf_shape->set_size(box->get_size()); } else if (cast_to(shape_resource.ptr())) { gltf_shape->shape_type = "capsule"; Ref capsule = shape_resource; gltf_shape->set_radius(capsule->get_radius()); gltf_shape->set_height(capsule->get_height()); } else if (cast_to(shape_resource.ptr())) { gltf_shape->shape_type = "cylinder"; Ref cylinder = shape_resource; gltf_shape->set_radius(cylinder->get_radius()); gltf_shape->set_height(cylinder->get_height()); } else if (cast_to(shape_resource.ptr())) { gltf_shape->shape_type = "sphere"; Ref sphere = shape_resource; gltf_shape->set_radius(sphere->get_radius()); } else if (cast_to(shape_resource.ptr())) { gltf_shape->shape_type = "convex"; Ref convex = shape_resource; Vector hull_points = convex->get_points(); ERR_FAIL_COND_V_MSG(hull_points.size() < 3, gltf_shape, "GLTFPhysicsShape: Convex hull has fewer points (" + itos(hull_points.size()) + ") than the minimum of 3. At least 3 points are required in order to save to GLTF, since it uses a mesh to represent convex hulls."); if (hull_points.size() > 255) { WARN_PRINT("GLTFPhysicsShape: Convex hull has more points (" + itos(hull_points.size()) + ") than the recommended maximum of 255. This may not load correctly in other engines."); } // Convert the convex hull points into an array of faces. Geometry3D::MeshData md; Error err = ConvexHullComputer::convex_hull(hull_points, md); ERR_FAIL_COND_V_MSG(err != OK, gltf_shape, "GLTFPhysicsShape: Failed to compute convex hull."); Vector face_vertices; for (uint32_t i = 0; i < md.faces.size(); i++) { uint32_t index_count = md.faces[i].indices.size(); for (uint32_t j = 1; j < index_count - 1; j++) { face_vertices.append(hull_points[md.faces[i].indices[0]]); face_vertices.append(hull_points[md.faces[i].indices[j]]); face_vertices.append(hull_points[md.faces[i].indices[j + 1]]); } } // Create an ImporterMesh from the faces. Ref importer_mesh; importer_mesh.instantiate(); Array surface_array; surface_array.resize(Mesh::ArrayType::ARRAY_MAX); surface_array[Mesh::ArrayType::ARRAY_VERTEX] = face_vertices; importer_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, surface_array); gltf_shape->set_importer_mesh(importer_mesh); } else if (cast_to(shape_resource.ptr())) { gltf_shape->shape_type = "trimesh"; Ref concave = shape_resource; Ref importer_mesh; importer_mesh.instantiate(); Array surface_array; surface_array.resize(Mesh::ArrayType::ARRAY_MAX); surface_array[Mesh::ArrayType::ARRAY_VERTEX] = concave->get_faces(); importer_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, surface_array); gltf_shape->set_importer_mesh(importer_mesh); } else { ERR_PRINT("Tried to create a GLTFPhysicsShape from a CollisionShape3D node, but the given node's shape '" + String(Variant(shape_resource)) + "' had an unsupported shape type. Only BoxShape3D, CapsuleShape3D, CylinderShape3D, SphereShape3D, ConcavePolygonShape3D, and ConvexPolygonShape3D are supported."); } return gltf_shape; } CollisionShape3D *GLTFPhysicsShape::to_node(bool p_cache_shapes) { CollisionShape3D *godot_shape_node = memnew(CollisionShape3D); if (!p_cache_shapes || _shape_cache == nullptr) { if (shape_type == "box") { Ref box; box.instantiate(); box->set_size(size); _shape_cache = box; } else if (shape_type == "capsule") { Ref capsule; capsule.instantiate(); capsule->set_radius(radius); capsule->set_height(height); _shape_cache = capsule; } else if (shape_type == "cylinder") { Ref cylinder; cylinder.instantiate(); cylinder->set_radius(radius); cylinder->set_height(height); _shape_cache = cylinder; } else if (shape_type == "sphere") { Ref sphere; sphere.instantiate(); sphere->set_radius(radius); _shape_cache = sphere; } else if (shape_type == "convex") { ERR_FAIL_COND_V_MSG(importer_mesh.is_null(), godot_shape_node, "GLTFPhysicsShape: Error converting convex hull shape to a node: The mesh resource is null."); Ref convex = importer_mesh->get_mesh()->create_convex_shape(); _shape_cache = convex; } else if (shape_type == "trimesh") { ERR_FAIL_COND_V_MSG(importer_mesh.is_null(), godot_shape_node, "GLTFPhysicsShape: Error converting concave mesh shape to a node: The mesh resource is null."); Ref concave = importer_mesh->create_trimesh_shape(); _shape_cache = concave; } else { ERR_PRINT("GLTFPhysicsShape: Error converting to a node: Shape type '" + shape_type + "' is unknown."); } } godot_shape_node->set_shape(_shape_cache); return godot_shape_node; } Ref GLTFPhysicsShape::from_dictionary(const Dictionary p_dictionary) { ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref(), "Failed to parse GLTFPhysicsShape, missing required field 'type'."); Ref gltf_shape; gltf_shape.instantiate(); String shape_type = p_dictionary["type"]; if (shape_type == "hull") { shape_type = "convex"; } gltf_shape->shape_type = shape_type; if (shape_type != "box" && shape_type != "capsule" && shape_type != "cylinder" && shape_type != "sphere" && shape_type != "convex" && shape_type != "trimesh") { ERR_PRINT("GLTFPhysicsShape: Error parsing unknown shape type '" + shape_type + "'. Only box, capsule, cylinder, sphere, convex, and trimesh are supported."); } Dictionary properties; if (p_dictionary.has(shape_type)) { properties = p_dictionary[shape_type]; } else { properties = p_dictionary; } if (properties.has("radius")) { gltf_shape->set_radius(properties["radius"]); } if (properties.has("height")) { gltf_shape->set_height(properties["height"]); } if (properties.has("size")) { const Array &arr = properties["size"]; if (arr.size() == 3) { gltf_shape->set_size(Vector3(arr[0], arr[1], arr[2])); } else { ERR_PRINT("GLTFPhysicsShape: Error parsing the size, it must have exactly 3 numbers."); } } if (properties.has("isTrigger")) { gltf_shape->set_is_trigger(properties["isTrigger"]); } if (properties.has("mesh")) { gltf_shape->set_mesh_index(properties["mesh"]); } if (unlikely(gltf_shape->get_mesh_index() < 0 && (shape_type == "convex" || shape_type == "trimesh"))) { ERR_PRINT("Error parsing GLTFPhysicsShape: The mesh-based shape type '" + shape_type + "' does not have a valid mesh index."); } return gltf_shape; } Dictionary GLTFPhysicsShape::to_dictionary() const { Dictionary gltf_shape; gltf_shape["type"] = shape_type; Dictionary sub; if (shape_type == "box") { Array size_array; size_array.resize(3); size_array[0] = size.x; size_array[1] = size.y; size_array[2] = size.z; sub["size"] = size_array; } else if (shape_type == "capsule") { sub["radius"] = get_radius(); sub["height"] = get_height(); } else if (shape_type == "cylinder") { sub["radius"] = get_radius(); sub["height"] = get_height(); } else if (shape_type == "sphere") { sub["radius"] = get_radius(); } else if (shape_type == "trimesh" || shape_type == "convex") { sub["mesh"] = get_mesh_index(); } gltf_shape[shape_type] = sub; return gltf_shape; }