/**************************************************************************/ /* 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/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 importer_mesh = nullptr; // Internal only, for caching Godot shape resources. Used in `to_node`. Ref _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 get_importer_mesh() const; void set_importer_mesh(Ref p_importer_mesh); static Ref from_node(const CollisionShape3D *p_shape_node); CollisionShape3D *to_node(bool p_cache_shapes = false); static Ref from_dictionary(const Dictionary p_dictionary); Dictionary to_dictionary() const; }; #endif // GLTF_PHYSICS_SHAPE_H